Rhino 3D - masterclass | Amir Karami | Skillshare

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Rhino 3D - masterclass

teacher avatar Amir Karami, BIM Manager

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Intro

      2:08

    • 2.

      Navigating the User Interface

      36:53

    • 3.

      Working with Multiple Viewports

      20:22

    • 4.

      Understanding Line Types

      52:46

    • 5.

      Dividing Geometry Accurately

      10:54

    • 6.

      Drawing Lines Using Divide

      3:55

    • 7.

      Creating Circles and Arcs

      26:52

    • 8.

      Drawing Rectangles and Polygons

      29:57

    • 9.

      Introduction to Curves

      12:43

    • 10.

      Overview Exercise: Applying Basic Tools

      12:12

    • 11.

      3D Volumes in Wireframe View

      10:36

    • 12.

      Drawing a Simple Bridge Structure

      34:52

    • 13.

      Essential Line Editing Tools

      58:51

    • 14.

      Layers for Organization

      9:43

    • 15.

      Snap Settings for Precision

      39:13

    • 16.

      Planar and Project Modes Explained

      2:52

    • 17.

      Blending Curves Smoothly

      19:22

    • 18.

      Guided Exercise: Intro to Real Projects

      1:37

    • 19.

      Project: Kimbell Art Center Modeling

      3:43

    • 20.

      Chair Modeling Exercise 1

      0:30

    • 21.

      Chair Modeling Exercise 2

      7:03

    • 22.

      Using ExtrudeCrv and ArrayLinear Commands

      7:13

    • 23.

      Exercise: Gallile Building

      15:36

    • 24.

      Exercise: Tirana Architecture

      9:34

    • 25.

      Using Array and ArrayCrv

      17:04

    • 26.

      Drawing Curved Architectural Walls

      3:09

    • 27.

      Applying ArrayPolar for Circular Layouts

      7:50

    • 28.

      Using Crv2View for Perspective Accuracy

      14:08

    • 29.

      Creating Planes with Srfpt, PlanarSrf, and Plane

      19:42

    • 30.

      Planes via EdgeSrf Command

      17:17

    • 31.

      Adding Surface Thickness

      18:52

    • 32.

      Step-by-Step Practice Exercises 1

      0:30

    • 33.

      Step-by-Step Practice Exercises 2

      3:50

    • 34.

      Exercise: Finolhu Villas

      6:50

    • 35.

      Exercise: Auditorium Model 1

      1:20

    • 36.

      Exercise: Auditorium Model 2

      9:43

    • 37.

      Creating Surfaces with Patch Command

      20:03

    • 38.

      3D Wall Covering Practice

      18:42

    • 39.

      Modeling a Stadium

      10:10

    • 40.

      Modeling a Forest Concept

      7:19

    • 41.

      Modeling the Lotus Temple

      27:57

    • 42.

      Match Command for Seamless Surfaces

      15:36

    • 43.

      Practice: Surface Creation Basics 1

      0:32

    • 44.

      Practice: Surface Creation Basics 2

      2:13

    • 45.

      Surface Creation with Loft Tool

      55:47

    • 46.

      Exercise

      8:13

    • 47.

      Exercise Explanation

      0:28

    • 48.

      Project: TWA Museum Exercise (Part 1)

      12:38

    • 49.

      Project: TWA Museum Exercise (Part 2)

      4:45

    • 50.

      Wavy Ceiling Surface Design

      7:17

    • 51.

      Workplane Modes and Selections

      12:54

    • 52.

      Selecting Object

      7:57

    • 53.

      Advanced Tools: Fillet, Chamfer, Offset

      21:37

    • 54.

      Exercise Explanation

      3:12

    • 55.

      Modeling the AD Classics

      12:47

    • 56.

      Project: City Theater and SF Tower

      7:55

    • 57.

      Exercise SF Tower

      9:12

    • 58.

      Point Editing in Rhino

      15:16

    • 59.

      Rebuilding Complex Curves

      28:58

    • 60.

      Using OrientonCrv for Object Alignment

      20:40

    • 61.

      Spiral and Helix Curve Tools

      14:56

    • 62.

      Exercise Explanation

      1:53

    • 63.

      Exercise: Parking Ramp Modeling

      7:50

    • 64.

      Sweep 1 for Dynamic Surfaces

      34:13

    • 65.

      Exercise Explanation

      4:45

    • 66.

      Exercise Tomb

      14:35

    • 67.

      Sweep 2 for Dynamic Surfaces

      30:40

    • 68.

      Tomb and Amphitheater Design

      3:55

    • 69.

      Exercise Explanation

      3:21

    • 70.

      Exercise

      8:16

    • 71.

      Practice Projects and Review Bench Exercise

      8:00

    • 72.

      Practice

      13:50

    • 73.

      Practice

      9:25

    • 74.

      Section Command for Slicing Geometry

      12:00

    • 75.

      Surface Creation via NetworkSrf

      27:30

    • 76.

      Additional Surface Techniques (Parts 1 )

      11:13

    • 77.

      Additional Surface Techniques (Parts 2 )

      2:18

    • 78.

      Exercise Explanation

      0:19

    • 79.

      Mesh Dome Modeling

      3:07

    • 80.

      Exercise Explanation

      2:35

    • 81.

      Salt Shaker Modeling

      10:17

    • 82.

      Revolve and RailRevolve Commands

      13:22

    • 83.

      Practice

      6:31

    • 84.

      Practice

      6:52

    • 85.

      Practice: Solar Pine and Panton Chair

      39:55

    • 86.

      Creating Surface by Rail Revolve

      10:10

    • 87.

      Practice

      2:50

    • 88.

      Modeling Panton Chair

      10:05

    • 89.

      Projects: ST Mary Tower

      26:33

    • 90.

      Modeling Italian Temple

      35:30

    • 91.

      Transfer Line on Surface

      50:30

    • 92.

      Modeling Truss Structures

      12:31

    • 93.

      Exercise Explanation

      2:28

    • 94.

      Round Stair Design

      15:11

    • 95.

      Surface Patterns

      13:58

    • 96.

      FlowAlongSrf Command Tips (Part 1)

      16:02

    • 97.

      FlowAlongSrf Command Tips (Part 2)

      18:26

    • 98.

      Example

      13:28

    • 99.

      Exercise Explanation

      2:50

    • 100.

      Projects: Stadium Roof

      31:10

    • 101.

      Mesh Dome

      6:42

    • 102.

      Exercise Explanationct

      10:23

    • 103.

      Projects: Space Frame

      8:17

    • 104.

      Modeling a Stair Form

      4:57

    • 105.

      Practice Prince Bay

      25:54

    • 106.

      Practice Modeling Stadium

      15:18

    • 107.

      Solid Modeling Fundamentals

      17:45

    • 108.

      Solid Volume Editing Tools (Part 1)

      18:39

    • 109.

      Solid Volume Editing Tools (Part 2)

      10:14

    • 110.

      Solid Volume Editing Tools (Part 3)

      17:57

    • 111.

      Modeling a Villa: Complete Workflow (Parts 1)

      4:29

    • 112.

      Modeling a Villa: Complete Workflow (Parts 2)

      8:42

    • 113.

      Extruding Solid Geometry

      41:12

    • 114.

      Example: Bench Design

      3:05

    • 115.

      Example: Waffle Roof Structure

      3:24

    • 116.

      Example: Curved Roof Villa

      12:46

    • 117.

      Pipe Tool for Tubular Forms

      7:34

    • 118.

      Boolean Tools

      31:18

    • 119.

      Exercises: Broken Roof House

      11:42

    • 120.

      Exercises: Apartment

      33:51

    • 121.

      Editing Solid Volumes (Part 1)

      21:17

    • 122.

      Editing Solid Volumes (Part 2)

      33:01

    • 123.

      Architectural Case Studies: Jubilee Church

      31:47

    • 124.

      Architectural Case Studies: Nestlé Building

      29:58

    • 125.

      Architectural Case Studies: Gym

      23:53

    • 126.

      Curve from Objects Tool

      25:08

    • 127.

      Project, Pull, and Fin Commands

      4:39

    • 128.

      Exercise Explanation

      0:28

    • 129.

      Exercise

      3:55

    • 130.

      Curve Extraction

      18:51

    • 131.

      IsoCurve Design

      26:50

    • 132.

      Exercise Explanation

      0:50

    • 133.

      Exercise Chair

      6:55

    • 134.

      Contour Creation

      9:35

    • 135.

      Examples

      13:53

    • 136.

      Exercise Explanation

      0:32

    • 137.

      Exercise

      4:01

    • 138.

      Exercise Explanation

      1:26

    • 139.

      Exercise Vaddegio

      11:59

    • 140.

      Modeling Bench

      7:36

    • 141.

      Exercise Explanation

      0:55

    • 142.

      Exercise Kimbell Art (Part 1)

      3:14

    • 143.

      Exercise Kimbell Art (Part 2)

      2:45

    • 144.

      Modeling Rocking Chair

      5:36

    • 145.

      TweenCurves Command

      15:54

    • 146.

      Exercise Explanation

      1:01

    • 147.

      Exercise Bench

      4:02

    • 148.

      Tween Surface

      12:45

    • 149.

      Practice

      5:39

    • 150.

      Practice

      5:40

    • 151.

      Practice

      27:47

    • 152.

      Twist Command

      22:11

    • 153.

      Bend Taper Command

      8:11

    • 154.

      Cage Edit Command

      10:13

    • 155.

      Flow Command

      11:59

    • 156.

      Advanced Editing: SoftMove, SoftEdit Surface & Curve

      23:11

    • 157.

      Modeling Ring by Using Splop

    • 158.

      Volume Creation

      3:34

    • 159.

      Clipping Plane Command

      14:00

    • 160.

      Creating Layout

      17:03

    • 161.

      Creating Hatche and Measurement

      23:19

    • 162.

      Line Styles

      2:43

    • 163.

      Measurement Setting

      7:50

    • 164.

      Print Setting

      9:13

    • 165.

      Software Setting

      12:08

    • 166.

      Saving Tips

      21:19

    • 167.

      Practice Turning Turso

      33:30

    • 168.

      Practice

      15:11

    • 169.

      Creating Topography

      16:05

    • 170.

      Example Modeling Traditional Architecture

      25:22

    • 171.

      Introduction to SUBD and Comparison with Mesh & NURBS

      15:49

    • 172.

      Plane Construction and Initial Form Editing

      25:55

    • 173.

      Complex Form Creation with Bridge & MultiPipe

      31:13

    • 174.

      4 Modeling by Loft Command and Creating a Simple Bench

      16:07

    • 175.

      Modeling a Chair

      5:58

    • 176.

      Modeling a Tower

      5:37

    • 177.

      Modeling Modular Facade by Karim Rashid

      19:14

    • 178.

      Modeling Qatar National Convention Center Building

      14:05

    • 179.

      Modeling Bedside Lamp

      9:26

    • 180.

      Grid from Lines

      23:41

    • 181.

      Grid from Surface

      31:49

    • 182.

      Create Panel 2D Grid

      12:04

    • 183.

      Create Panel Custom 2D

      14:28

    • 184.

      Create Panel Custom 2D Variable

      31:10

    • 185.

      Make Change to Grid

      6:53

    • 186.

      Create Panel 3D Grid

      20:05

    • 187.

      Create 3d Weave Pattern

      7:50

    • 188.

      Create Panel Custom 3D Variable

      16:48

    • 189.

      Create Panel Custom 3D Variable Example

      4:54

    • 190.

      Create Panel Custom 3D Variable Example 2

      9:19

    • 191.

      Additional Topics

      38:54

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About This Class

Mastering Complex Modeling with Rhino

Are you ready to elevate your Rhino modeling skills and embark on a journey of creative exploration? Join our SkillShare course designed for designers, architects, and engineers seeking to push the boundaries of their craft.

Course Highlights:

  • Beyond Basic Techniques: Experience Rhino like never before as we delve into challenging projects and specialized tricks honed through years of practice.
  • NURBS Modeling Mastery: Harness the power of Rhino's NURBS system for precise curve and surface calculations, unlocking endless design possibilities.
  • Advanced Techniques: Explore line drawing, editing methods, object replication, and diverse surface creation techniques, empowering you to tackle complex projects with confidence.
  • Precision and Exporting: Learn how to ensure accuracy in your designs with Rhino's measurement techniques, and seamlessly export your creations to other software platforms.

Why Choose Our Course?

  • Real-World Experience: Benefit from our instructors' extensive industry experience, gaining insights and techniques directly applicable to your projects.
  • Engaging Community: Join a vibrant community of fellow learners, where you can ask questions, share ideas, and collaborate on projects, fostering a supportive and interactive learning environment.
  • Structured Learning: Our carefully curated curriculum guides you through progressively challenging projects, ensuring a comprehensive understanding of Rhino's capabilities.

Who Is This Course For? Perfect for designers, architects, BIM modelers, 3D modelers, industrial designers, and engineers looking to expand their skill set and unlock new creative avenues with Rhino.

Skill Level: Beginner to Advanced

Meet Your Teacher

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Amir Karami

BIM Manager

Teacher

"Hello! My name is Amir Karami, and I'm a BIM Manager with over 10 years of experience in the architecture and engineering industry. I'm passionate about sharing my knowledge and helping others learn how to use BIM software effectively.

As a BIM Manager, I've worked on a wide range of projects, from small residential homes to large commercial buildings. I've also had the opportunity to teach BIM software to students at all levels, from beginners to advanced users.

In my Skillshare classes, I'll be sharing my expertise in BIM software, including Revit, Navisworks, and AutoCAD. You'll learn how to create 3D models, collaborate with team members, and use BIM software to streamline your design and construction workflows.

Whether you're new to BIM software or looking to ... See full profile

Level: All Levels

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Transcripts

1. Intro: This is a complete and expert course for learning modeling and Rhino software, which is the best software for precise and fast modeling of various projects. This course being entirely project based, can equip you with the necessary skills for modeling various real projects and lead to your success. In this educational course, we will first get acquainted with Rhino software and then learn about different two D and three D lines for drawing and editing. After that, in Chapters three to six, we will advance in drawing various surfaces together. And in Chapter seven, we will focus on drawing and duplicating different two D and three D patterns. In Chapter eight, we will learn about modeling real projects and solid modeling tools. In the ninth chapter, we will focus on the tools for object creation and modeling real projects. In the tenth chapter, we will learn about the structures of projects, and together, we will learn about various outputs in Rhino software, practicing how to output, print, and dimension projects. Then we will move on to solid modeling. I will be available to answer your questions for 24 hours. With this course, in addition to accessing over 46 hours of project based training, you will gain access to the complete practice files of this course. Additionally, by completing the quiz provided, you can receive the certificate for this course. A 2. Navigating the User Interface: Hi, guys, I hope you are doing well here. If I want to give you a brief explanation about the history of Rhino, I should say that firstly, this suffer has been developed by McNll Brothers in Seattle United States in 1993, and they claim that this suffer is capable of design, model, present, analyze, and realize, and so on. However, some of these capabilities are proper to the industrial design and also the jewelry design. Rhino has got many plug ins. Following that, if you search for food for Rhino, as you can see, then you can get access to the plug ins of the suffer, and you can get access to tons of plug ins there. Why food for Rhino? As you know, Rhino is abbreviated from rhinoceros, which is an animal, as you are concerned. And the foods and the nutritions refers to the plugins that you install. I mean, you download and then install for the softer. I mean, they are assembled on the softer. Open the website, then you can see in some groups and categories for the plugins that you can download them for different kinds of purposes like architectural energy, jewelry, industrial design, calculations, and so on. Each of them are developed for specific purposes. In the future, I will tell you some of them which are practical in architecture, and we will teach. As you are concerned these days Rhino is famous among the architectures and has got too many fans, and Rhino is being frequently used in the offices. But here you may come up with a question that what is the differences between Rhino and the other older softers Trog Max, sketch up, and so on. And why Rhino is accepted by the architectures? As you're concerned, today's designs are more modern than the old days we are dealing with more complex and organized surfaces, in fact, Rhino is a software that uses nerves to present curves and surfaces. And this feature has triggered the architectures to support Rhino while the older ones used meshes to represent curves and surfaces. So we consider Rhino as a nervous modeling software, while other softers like treat Max, Arocad and sketch up are called mesh modeling. In the continuation, I'm going to clarify the difference by showing you some slides, and then we will go on First of all, let me explain the word of nerves. You've got a definition of nerves, which it means that non uniform rational bipline. I mean, nerves is the acronym of this phrase, which is non uniform rational, psbline. Practically, what does it mean? Check this out. Here at this image. The middle geometry, as you can see, is a mesh modeling surface. While the right one is the nerves modeling. And as you can see in this nerves modeling, we got this smoothness. Let us analyze it. Suppose that we got such a surface. Here if I want to model this by using treating max, which uses mesh or a sketch up, and then I want to keep on modeling this geometry or surface. For example, to just modify the form of the geometry or the surface or the curve, for example, to form something. You will see that if we use mesh representing the surface, it won't give us an smooth and regular surface. But if you use nerves, as you can see, this will be the result in a smooth shape. So if I want to put it in a nutshell, I should say that a surface which is created by nerves is smooth and even surface and more organized surfaces, actually. So we are more capable for designing the complex and organized surfaces. So this was a brief explanation about Rhino and the functions and practices which Rhino focuses on. However, we got Nerbus modeling intridmx too. In Rhino, we are provided with mesh tools as well as you can see on the screen. All I want to say that the Nerbus modeling intrude Max is not as functional as the rhino. And mesh tools in Rhino are not dependable, and we can't account on them. But let's talk about the soft elf and then learn how we can work with this suffer. Usually, when we want to learn how to work with suffer, we begin with getting familiar with the interference. Actually, the interface, I'm sorry. So let us start. I have opened a new template file, and here if I save it as like here, then I assign the name like test. Then I'm going to show this. After saving the file, the size of the file will be shown here as you can see, as we move the project forward, the size of the project grows and you can see the name of the file too. Anyway, here we got the menu and the items, and at the toolbar, which is common with all of the softwares. It includes the tools and the commands. Here we got the command line, as you can see probably you're familiar with AutoCad, but if you're not in command line, we define our commands. I mean by typing them. For example, if I want to sketch a line, I type line by this as you can see. Then if I press Inter, then it enables me to sketch a line as you can see. A in command line you can order, and then it will give you the related command or tool. The next part is the Dockbll window, which is standard, as you can see, I move it and place it here. Let me maximize the size. Here, we got standard toolbar. Let me position it at the default place. In a standard tool bar, we normally have 15 tabs, as you can see, select, display view, layout visibility, but just in case if we didn't have access to one of these tabs, how do we can add them to the toolbar? For example, during the session, we may want to open the Select tab, but you can't find Select tab in your device. So for getting access to the Select tab? I write click on an empty space, and here in Show or Hi tabs can control the displayment of each of these tabs. Then we can choose or customize our Rhino toolbars. For example, if I want to remove Select from the toolbar or hide it, hereby click and drag, I move it out, and then I close. If I want to show select in the toolbar, I we click, then in Show or high tabs, then I look for Select, I scroll down. Then I check Select, then it will be shown in the Rhino tool bar. As you can see it is added to the toolbr. And if you wanted to customize the arrangement, by click and drag, you can change the place to customize the order. Well done, the next item is side bar. Let me show it to you the panel of side bar. As you can see, side bar is regarded as one of the most useful panels, which is not fixed, but what does that mean? It is not fixed? For example, if I'm using the standard tools of the tool bar, the given tools are these. But if I open the curve tools, related tools in the side bar will be shown. So the tools in the side bar are dependent to your Um, select a toolbar. As you can see as I choose one of them or each of them. Sidebar tools changes too. That it should be shown always. At the right side of the screen, as you can see, we got a panel, which got some specific tabs, as you can see. Here if I, uh, they associate the rhinos RRS tab or panel, then we will have it in a dockable window in which you get some tabs, as you can see. But here there are some tabs that I recommend. I mean, I recommend them, since they are practical or properties, which are the features related to your selected object, and then the layers, it offers us the layout. I do not recommend rendering, so we can remove it from the Rhinos RS panel or deductable window, as well as the libraries, click and drag and then close materials is useful, too, and the help. Actually, help could be helpful when you are online. For example, when you are sketching a line, it will give you some explanations, some guidance about the selected command or tool and how we can work with then I suggest to have these four dockable windows in Rhinos panel, just in case if we needed properties and it wasn't shown there, how do we can return it? I mean, how do we can add or remove the tabs to the Rhines ins panel here at the right side of the screen? It's so simple. I click on settings and then here in these items. As you can see, we got access to the tabs, then we can choose the desired one that we want it to be shown there. For example, property. I click on it to show it in the tabs, and then it will be. And if you wanted to modify the arrangement by click and drag, this way, you can change the place. So these three were the most important panels in Rhino, which are very practical and the most functional panels, and you should always get access to these. But let's check it out. I just in case we didn't have access to these, how do we can find access to these panels or just add them. So if you agree, let us close them by click and drag and then cancel, then we will have the fullest screen view, and then we're going to check it out and tell you how we can get access to them. First of all, if we want to show the toolbar, I mean, if we want to show or display the toolbars, I open tools, as you can see step by step. Then I open toolbar layout. Then here in Rhino options in toolbar layout, as you can see, I choose default. Actually, in files, it enlisted all of the installed plugins in if you want to get access to your standard toolbars, you should click on Default. And then in toolbars for finding this standard tool loop, I scroll down, and then right here as you can see, standard toolbar group, which got 15 tabs, I check it, and then after clicking on Okay, it will be displayed on the scene. But right now, I'm going to teach you how we can move the panels and how to position them at their main places. So please watch this part carefully. First of all, if we want to move all of the tabs or the whole panel, we should use the blue part at the right corner of the panel, and then by clicking and dragging, we can move them entirely. By this way, we can position them at a specific place, and they will be placed independently there by this way. And for disconnecting them, when the icon of the arrows were laid by click and drag, I can move them and disconnect them. I can drag them from the blue part and then when it was highlighted, I can release it, and then it will be replaced. So we can either use the blue part for moving them by click and drag, and we can move all of the tabs entirely together. But while moving them, if we hold the courser of the mouse at only one of these tabs like display, then I can separate the tab, I mean, display tab, the toolbar, and then move it individually. Then we can move it independently to the toolbar. I mean, it is not grouped anymore. And then we can position it at a specific place and the scene dependently, which is not considered helpful, actually. But how do we can group it again? I mean, how do we can associate it to the toolbar. Here I can use click and drag. I click on display, and then I place it on the toolbar, and then it will be placed in the toolbar, and it is no more dependent. I mean, independent. Then I can separate it again by click and drag and move. Then by clicking on the blue part and then drag it, I can position it at any specific place independently. Then when it was highlighted, you can release it and it will be fixed. For returning to the toolbar, click on display and then drag it to place it in the toolbar. Then from the blue part, click and drag and then place them at a fixed position. Well done, the next panel is sidebar as you are concerned. If we want to display it again in tools Tools menu, toolbar layout this time, I open toolbars menu, and then in size and styles here in visibility, I check sidebar visible. Then I make it visible in the scene. Okay. But note that the panels which are composed by only one I mean tab, we got no limitnes for moving them and clicking and drag. Either choose to click on the names or on the blue parts. But if we add one more tab to this sidebar panel, you should choose. I mean, click on the blue part for moving it. You can drag and then release it to place it at the side. And note that. Not that in the sidebar tool, you should have at least two columns of tools. But if I minimize it, check this out. So just maximize the size or just click and drag it in order to get access at least two columns of tools. By this way, as you can see in the side tool bar. What about the panel that we had at the right side of the screen or scene? We're going to have a review about the tabs in which we had access to. Do you remember? Could you please name them? I know I can't hear you, but I just want you to repeat them for yourself. I mean, this is a kind of self assessment for you. So I want you to tell the items there. Which were the four tabs in the right panel, right side of the panel? First of all, yes, properties and the sec layers. And so if I want to learn them from first properties, layers, materials, and help, but how do we can return them? It was a very simple process. I open a standard tab in toolbar here as you can see, we got layers in surface tools and properties. Under surface tools. And here, if I show the object properties, it carries other I mean, tabs like layers, materials, and help as you can see. So by showing only properties, we can get access to the other tabs, too. Or if I show layers, they will be shown up together, not separately. Then here by clicking on the blue part and dragon, you can move it. But if you click and drag on the names and icons, you can separate them from the list, and for bring it back, click and drag and then release. Well done, then I position it at the right side of the scene. Well done. If I want to give you another recommendation or suggestion about this panel, is that after being professional and a skill that right now, you'll no longer need to use help. But to me, I prefer to remove it from the list. But if you're a beginner, keep it there and read the help descriptions. But if you want to remove help, I recommend you to add display instead. Since display tab could be helpful, but if you need help, you can keep it, no matter. And another point is that you can choose to hide or show this panel by pressing F three, as you can see. I mean, F three is considered as a shortcut for displaying yne service panel. Don't forget that in some of the keyboards, you have to hold down Fn two. So if you can find F at your keyboard, hold down F and bottom, then press F three in order to display the rhinoceros panel. But let us get familiar more with the interface of the Rhino and the environment. Here, as you can see, at the bottom, we got four tabs, which are called the viewports tabs. Here we've got the viewports of perspective, top front and right. What are the function of these viewports tabs. For example, as you can see, if you get the viewport of perspective, then you got top, front, and right. So four view ports are available here in the scene, and each of these are called a viewport. At the four tabs at the bottom or the viewports that we are watching them at the scene. Suppose that you are at the perspective viewport. They'd misceg something as an example, like a pyramid or pyramid. I just want to give you an example, so don't matter if you're not sketching this, I switch to top then front, right? So by this way, we can toggle between the viewports. But I will talk about defunct viewports. But here you may question that. How do we can get access to these tabs if they weren't visible? So just in case if these four viewports were not visible at the bottom. You can type it at the command line, as you can see viewport tabs. Then in the list, you can click on Viewport tabs. But right now the Viewport tabs are already visible, but let me hide them. Then we're going to show them again. So in Command line, I search for Viewport tabs, as you can see, and then I can show them on the scene. Then they will be visible. So by using the command line and then type your command, you can choose to hide the viewport tabs and even show them in the scene. But here there is a point that you should know. Here if I right click on each of these viewport tabs, here there is an item or option named Combined Model tab. If I click on it, as you can see, they are hidden and they are combined. So just in case if you have chosen Combined Model tab by mistake or accidentally or whatever, then if you search for Viewport tab in the command line, if I click on Show, they are not visible yet, as you can see, because they are combined with each other. They are integrated, but how do we can fix it. Again, right click and then I uncheck Combined Model tab. Then we can get access to the four main viewport tabs. So don't forget this technique. Anyway, let's talk about these items and near point, met and so on. Could you guess what are these? Actually, the names are similar to these snaps and near point, MD, send or center intersection. These are the rhino snaps, just in case, if they weren't visible at the scene, how do we can bring them back or show them. At the bottom part of the scene, we got O snap or Object Snap. I click on it to make the object snaps visible. Then by clicking and dragging, I position it wherever I want. As you can see, we can enable it or disable it as you can see. If you didn't want to use them for a while. And the other items are filters. Since we usually have an object, I mean, a tool in all of the softwares for filtering our selections. For example, we can filter to choose only the lines, only the masses, only the lights, fc and filter or selection filter. It will be visible. Then we can choose to filter points, for example, if you want to select only points, since I only want to select the points. Actually, we do not usually position the panel of the filter on the scene because it is not frequently used and it occupies in space. But just in case if you were eager to display it on your scene, you can position it somewhere that I do not agree, since it is not frequently used. Doesn't deserve to be visible on the scene all the time. So we can enable it wherever it was needed. And the point is sometimes you want to move some of the panels by clicking and dragging, but you might not manage to move it from its place. At this condition, we right click. For example, I right click on this line, as you can see on the scene. Here I right click. Here we got an option named Lock Duct Windows, which locks the panels or the deductable windows or the windows which are docked at the scene. If I click on Lock Duct Windows, check this out. As you can see, I'm not allowed to them by clicking and dragging. I can just modify the size of the duckable windows, extend them or minimize. Just in case if you wanted to fix it, just right click at an empty space, then uncheck lock Dock windows. Then it enables you to move deductable windows. After locking them, the boundary lines will be hidden. Check this out. If I lock them, the boundary lines between deductable windows will be hidden. But if I unlock them, you can see the boundary lines. By this way. Sometimes you may have your deductable windows unorganized at the scene. Suppose that you have deleted some of the tools by mistake. So if you were encountered with such a problem, you can reset your Duckable windows. Here on the command line, if type reset, let's check it out. We got toolbar reset, as you can see. If I click on it, resetting the toolbar. Then in the message, I click Okay again Okay, as you can see the toolbar is reset, then we should close the Roe and then launch it again. So it takes some time to reset the tool bars, but then we can get access to the default tools in the tool bars. Then we can get access to the deleted tabs like inscape as you can see, which is an install plug in. I had deleted it before, but after resetting the toolbar, it has returned. But the changes in the Rina series Dockable window are kept. Well, don't let us go on getting familiar with the interface of Rhino and the work environment. So watch this part patiently since these topics are important, later, I will assign a time for you in order to work with these items. But an interesting thing in Rhino is that when we hold the cursor of the mouse and most of the tools, as you can see, if we click on the left cord left bottom of the mouse, it saves. But if you press the right bottom of the mouse, it exports the selected objects. For example, the light, right, click hired objects. I mean, left click. Right, click Show. Check this example. Just watch it. It is the necessary to learn how to sketch these. Main point is the differences between the right click and left click. I select the object, then I left click left puse, it hides the object. But if I press the right bottom of the mouse, it shows the object. Let me give you another example. For example, open, as you can see, you can open by using the left bottom of the mouse, and you can import by using the right bottom of the mouse or other examples, Save as I told you before, check out the icon, say even export selected objects. I mean, most of the tools offer two commands by using the left and right. Bottom of the mouses, like Tremen trim or split and split surface by isocurve. But some of them got only single capabilities like this circular center radius. But most of the tools give us two different kinds of commands by using the left and right bottoms of the mouse. And as you know, this occupies lesser space because instead of using two icons, for example, for Tremen trim, can get access to each of these commands a left and right click. So this have organized the scene. And at the bottom of the icons of these tools, as you can see these commands, arrows or some handles that you may know what are these or what these are. These are some drop down lists which give you the subgroups or the related commands or tools, or, for example, the commands which are related to showing and hiding. Or like they say, we can get access to the different commands for sketching a circle, as you can see in the scene, but assume that I'm sketching different types of circles in the scene, and I don't want to waste my time in opening the least and then specifying the command. For example, circle diameter, and then again opening the least circle diameter. Actually, we can temporarily reduce the subcategories of each of these commands or tools that we got them here. Here if I open the list or the subcategories, and then if I click and drag on the gray part of the panel or the window, then I can fix it on the scene. For example, rectangles. I open it, then by clicking and dragging from the gray part, position it somewhere else. Suppose that in your project, you are sketching multiple circles or rectangles frequently using these tools, so you need to make them accessible and fix them, and then use them and then close them. For example, for having different kinds of lines, I open the list of lines commands and degray part, click and drag, and then I move it somewhere else to position in the proper position. Then I can move the project forward. As you know, you can move it by clicking and dragging. But let us have a review about the moving of these dockeb windows. But this time, I want to do it more accurately. So let's check it out as I was saying about the movement of the Duckb windows that you got two approaches for moving the dockb windows from the blue part, for example, then you can dock the window independently, which is not frequently used or common between the users and about another approach for moving the Duckb window is the click on the name of the Duckb window. Then if click on it, it can be included to another dockable window. I mean, we can include it into another panel. For example, if I want to add line as one of my standard toolbar tabs, I click on the name, and then I drag it. I release it on the standard toolbar. Check this out. Again, I can bring it back. So we use the blue part for docking the window independently, but we use the name, click and drag for including it into another panel or toolbar. By this will you bring it back. So don't forget this. Let me give you another example the visibility, I position it here to use it, for example, and then I can close it. But as far as you are concerned, the functional of pressing the roll of the mouse, I mean, pressing down the roll of the mouse, usually pans the screen. I mean, we use the Wheel of the mouse or the middle click to pan. Check this out. I didn't know when we press down the Wheel of the mouse or the middle click, a useful panel will show up that we call it pop up as you can see. Let me fix it, as you can see the name is pop up. But as I mentioned before, in most of the softers when you press down the wheel of the mouse or the scroll wheel, enables us to pan. But here and there I know by pressing down this scrull wheel, you can get access to the pop up. But just in case, if after pressing down the the scroll wheel, the pop up weren't showed up on the scene, what should we do to appear it. But some of you may say that I some of you may prefer to use the viel scroll to pan the scene, pan the screen. It is okay, but I do not recommend you this. I will explain the solution, the approach, so you can choose your own way. So let us check the pop up settings out. As I mentioned before, as if pop up didn't appear. After pressing the wheel of the mouse, what should we do? Or what should we do if we want to pan by using the scroll wheel here in toolbar layout in Rhino options. So since it is related to the mouse, I open mouse settings, middle mouse button. Or the scroll wheel pattern. If you want to get access to the panel of pop up, after pressing down the middle mouse pattern, use my recommendation, you can choose pop up this toolbar. You should choose default that pop up. However, here you got the list with too many objects or items or panels that you can get access to them by pressing the middle mouse button. But if you wanted to pan by using the middle mouse pattern, check my new plate. Manipulate view, actually. And then pan. Okay. Then you can use the middle but mouse bottom for pan the screen, and you won't get access to the Pop up panel that I do not recommend this. Don't forget it. Since pop up panel is more functional check, okay. Then if I press down the middle but Mouse buttom, I can get access to the pop up panel. But what is the basic purpose of pop up. As you can see in Pop up panel, the most frequent tools I mean, the tools which are the most frequently used are gathered here, so we can get access to them easily. So at anytime at any play, we can just press down the middle mouse button, and you're even allowed to customize your pop up in order to add your desired commands, remove the unused commands. But how do we can add or remove tools from the Pop panel orinab Window. First of all, you should open your pop up and then fix it. I press the middle bottom, then I click on degrade part. Then it will be fixed, as you can see. But how can I customize it remove or add tools or commands from it? We usually do not keep save, since we can use Control S as a shortcut, which is more easier. So I hold down chef for removing it, and then I drag it to delete it. After releasing it, it will be deleted. For example, or divisibility, which are not commonly used or frequently used while moving forward the project, since they got simple shortcuts Control L for lock and control h for height. So by using Control plus L and we can get access to these tools, so I delete them from the pop up. But what about Explode? You are probably familiar with these from CAT I will tell you the similarities between CAT and the rhino. Droplus I deleted. Join is not frequently used. Also properties. We do not need it, but to an extent, I delete it as well. We can use the short cut instead. But what about these two remaining tools or commands, which are render preview view ports and the other one? In the continuation, I want to talk about the other commands that you need to add them to your pop up, which is my suggestion that you can add them to your pop up if you want it. But if you were reluctant to this, you can customize your pop up yourself. And after being master in Rhino, you can consider your most frequently used tools and then add them to your pop up. But for now, let's talk about my suggestion for the added tools in the pop up. In standard and the tools of Zoom. My first suggestion is Zoom selected. Talk about the functions and the purposes of these tools later. Right now, I just want to tell you this is my first suggestion to add it to your pop up. And later, we will get familiar with them. But for adding it, I hold the control, and then I place it at the pop up, then it will be copied. So my first suggestion was selected. The next one is extrude, extrude curve. Here I can open this in the sidebar. Then here extrude close planar curve. I hold down Control. I make a copy, and then I place it and pop up to add it to my pop up panel or Dockb window. What is next? I open the visibility, isolate objects. I hold down Control, then click and drag, releasing the pop up Duckb window. Well done. From the graphical tools, we got two of them, shaded viewports, for example. Let me open this, open the list of the graphical tools. Here in ghosted viewports. I hold down Control to make a copy and then release it in pop up. Then I place it next to another one very well in lines the second one curve interpolate points, hold down Control, click and drag release to add to my pop up. Then in select, select last created objects, click drag while holding down Control and then release. And then in array tools, pull Alay array, hold down Control, click and drag and then release for adding the tool to the pop up Doable window. Then we can modify the form of the pop up Deable window, for example. I want to work I'm going to modify this scale. As we got nine tools, we can have three rows and columns by this way. I close it, then I show it. Check this out by pressing the middle mouse button. Then if you wanted to modify at first fix it, let me modify the scale. By this way. Close. If I show it again, the changes are saved. Then again, I fix it. I modify the arrangement. After setting it, I close it, then the changes will be saved. As you can see, very well, guys, I want you to practice the given lessons about the interface. You don't have to work on lines or whatever. So I want you to come up with me step by step in the process of learning because today's lessons got a key role in learning how to work with rhinos like the alphabet letters when you want to start learning a new language. So watch this part carefully and patiently and never try to move the video tutorials for void, since you may skip some of the most important parts, and later, you may be encountered with some challenges in your learning process. Since most of the lessons are related to each other, some of them are regarded as the prerequisites, just like the first session that you need to know how to get access to the tools. And I consider the session of Rhino as the alphabet of Rhino. So please do not rush. Watch all of the videos. I mean, video tutorials, Tild and patiently, don't forget to take notes. You are not allowed to start the next session unless you have practiced the previous session. So, guys, see you in the next session. 3. Working with Multiple Viewports: Hi, guys. I hope you're doing well. Welcome to the second session. I hope you have watched the first session carefully and patiently and you have practiced the given lessons. And just in case if you had any question, we can answer, I would be glad to answer your questions. I hope I can help you on your learning process. Anyway, let's start the second lesson or actually session. As I mentioned before, we call these viewports, top perspective, front and right. They are clear. I mean, if you have an object, then you can observe your model from different kinds of viewports, as you can see, for example, here you got your object from perspective viewport, then from the top, front and right. Well done, but you may want to customize your viewpoints, for example, removing right and having the left viewport instead. So how do we can modify our viewports and customize them? Here I open the items and set views. Here the different kinds of viewports are offered. Then you can assign the viewports some of these views, for example, left. So I assign this viewport to the view of left. For example, I may want to replace B view front. I open it, set views, back. Well done. This is the back view that we got in the viewport. However, you can we click on the back instead of opening the drop down list. Well done. If you want to maximize each of these viewports and have them in full screen mode, you can double click on each of the names like perspective. Then for minimizing, double click, then you will have the four views. And the shortcut is Control plus M for maximizing your views or minimizing. Example, the perspective view, I press Control plus M. It maximizes the perspective view. Then we get it in the fuller screen mode. Then if I want to tuggle to the top view, we don't have to minimize and then maximize the top view. Because this is not the right approach, we got a better way. For example, if I want to toggle to the front view, it is not necessary to minimize the top view and then maximize the front view because we got them in the Viewport tabs, as you can see. So we can choose which one you want perspective, top front left. So after maximizing your viewport, then you can use these Viewport stabs to tug between the viewports or views. You don't have to right click. You don't have to press Control plus since you got an easy access to the views in the Viewport stabs. Then you can switch between the view. Can even modify the scale of your viewports. For example, perspective is frequently used or it is more useful than the others. Here, I maximize the scale since it is more significant for me or if I can arrange them by this way, click and drag, and I do not recommend these arrangement personally, since you'd better to have them full screen, and then you can change them to top for example, so you don't have to have all of the views in the screen simultaneously by this way. But if your viewports we arrange in your scene, and you want to fix them or reset them to the default mode here in a standard tab in four view ports and for default viewports, if I click on it, it returns the four view ports to the default mode arrangement. A question about these that I was looking for its answer for a long time was that how we can have more than four viewport tabs. For example, I may want to add the left viewport tab since sometimes I may want to maximize the left view. So watch this part carefully, since it's got a technique. Here, if I open viewports viewport layout, here we got the option named new viewport and closed viewport. If I click on it, Left click, then we will be given an added viewport, an extra viewport on the scene, and the corresponding viewport will be added to the tabs. But the trick that I use here is to move the top by click and drag, and then I place it on another one front, actually, not front. I mean, these two views are overlapping on each other. And the viewport type is added to here too. Again, I click on it, and by click and drag, I move it, and then I place it under perspective view, put it this way. As you can see, the viewport tab is added. I can maximize the view. Full screen mode. But we already had the top view in the tabs. No matter since I can modify it. Check this out, left view. And for the other top view, I want to assign the bottom view to this. So I first maximize it, then I open the dropdown list. In set view, I set the bottom view like this way. So this was a trick that I used for having more than four viewport tabs. I I just simply process process, actually. For example, perspective, maximize by double click. And just in case if you were annoyed by the grid lines, as you can see on the scene, or if you were just eager to hide the grid lines, you can use the shortcut of F seven for disabling the grid lines. Again, I'm going to remind you if you press down F seven, and it didn't work out, work out, you'd better to hold down FN. So this time, hold down FN, and then press down F seven. About the grid lines, let me tell you a point. Here, as you can see each of these grids are representing a unit. We're not talking about project units like meters, centimeters, millimeters, inches. I'm talking about the unit. And each of these grids are representing a unit. And when you set your units or specify unit your project units in righto, for example, it is per meter, then the units will be perimeters or per millimeters or centimeters or inches. So note that the grid lines are representing the unit, a meter, a millimeter or a centimeters or whatever. That we got them in the project units. And another point is that the boundaries of the grid lines are endless or infinite or infinite, actually. I mean, when we are using these snaps, these objects snaps, actually, as you can see, as you can see, we got degredes as well here, which shows that we got degree lines everywhere since they cover the entire scene. That as I shod you, we can control the visibility by using F seven. But let's talk about the graphical style for displaying the objects in the scene. Here, let me place multiple objects in the scene to prepare the example. For teaching you the graphical styles, I enable the object snaps. I sketch another object and one more object here, as you can see, well done. And then a surface beneath the objects. And you can use the boxes in these spheres for practicing. Since these are not that much complex since we haven't reached the lessons, what about the graphical modes or the graphical styles for displaying or showing the objects, let me give you an explanation and teach them. Here, if I right click on the name of the viewport, for example, perspective or just open the drop down list. We will have them at the top part of the list. The first one is reframe. You're already familiar with them from other software. Everything will be shown in lines and the frames and the boundaries are the most parts of the objects in this graphical style. They are displayed transparent, but it is not that much used commonly. The next one is shaded. At this graphical style, the objects are displayed in colors, and they are no more transparent, as you can see, and they are displayed solid. And the third type is rendered. But don't get me wrong. It doesn't render the objects. Check this out. But the differences between shaded and the rendered graphical styles is that we won't have the boundaries, the edges, the lines in the rendered graphical style. I mean, they will be hidden. In fact, it offers us a preview of the rendered object. So in the preview of the objects, I mean, it gives us a big picture from the rendered objects, a type of representation. But what ghost, which is frequently used. As you can see, the objects are displayed like a ghost. As you can see, they are displayed in color. They are I mean, they are neither transparent nor solid. We can observe inside the objects, too. We can use this, especially when we got some objects inside the other objects, and we want to work on them. By the envire frame, you are not obscure enough. So they are hard to be distinguished. If I choose ghost, you are being displayed at the middle part of the two extremes of transparent and obscure. We can distinguish each of the objects carefully. I mean, surely, next one is X ray. It seems like ghosted. Could you say what is the difference between ghosted and X ray. Excellent. Here in ghosted graphical style, we can see the overlapping parts between the objects. While in X ray, the overlapping parts are not visible. So lines are highlighted. While in X ray, it seems like wire frame. However, they are showed in colors, and the boundaries in the frames are hard to be distinguished, which would not commonly use, but about technical, check this out. Could you say why it is named technical? Yes, of course, since the inside parts or the overlapping parts are displayed in dotted lines and also the intersections between the two objects are displayed too, and it could be helpful for two D drawings and then artistic. As you can see, they are displayed in graphical appearance, also pen and arctic retraced check this out. Re traced offers us the rendered version. In fact, here we are given the rendered of the objects or the rendered versions that I will talk about it later. But among these graphical styles of the displayment of the objects, the first four types are the most commonly or frequently used styles. Because of this, we have put these tools or these styles in our pop up too, and I will tell you the shortcuts, too. I press the minle mouse button. As you can see, this gives us or offer us the shaded and view Wireframe viewports both pressing left and right buttons or mouse patterns, shaded by left click and right click offers us wireframe. So we can find them two of them there. Then here we got ghosted viewports and set all viewports display to Ghosted that you can set it to just one of the viewpot or to all of the viewports, by left and right click. Check this out ghosted viewports, and then render preview viewpoint, which gives us the rendered preview. And note that for modifying the graphical viewpoint, do not use this. Do not open the drop down list, unless you wanted to enable the technical or X ray or other viewpoints, since it is not considered professional while you got the manure pop up, so all of them are in hand and useful. About the shortcuts, if you hold down Alt plus control and then press the first word or the first letters. For example, via frame is W. I hold down Alton Control, then I press W or for shaded. Holding down Alton Control, then pressing S, we will have shaded graphical style rendered Alt Control and then by press R, ghosted, which was G. So don't forget to hold down the buttons of Alt and Control. Together, meanwhile, you are pressing the first word or the first word cases instead of opening the dropdown list. Since it takes a long time, it is not professional. Well, D, let us talk about the different zooming that we got them and use them in Rhino. After finishing the viewports and the graphical viewports, fortunately, all of them are I mean, most of them are similar to Autocad. So if you're a skilled at AutoCad, you already know this lesson. But if you're not familiar with AutoCad, watch this part carefully. Zoom extend as the first item, fits the whole object in your current scene at the size of the screen. But just before clicking on Zoom Extend, let me zoom extend manually like this to adjust the scene or screen at the size or scale of the screen using the shortcut of Zoom extend. Here if I type Z in command line for enabling Zoom command. You don't have to type the rest of the words or the rest of the command. Just press Z Z and then Enter the extends. As you can see, E is underlined, and then I type E, Enter for getting access to the command of Zoom extends that Inter Enter, that Inter enter for Zoom extent. By this way as you can see, you can find it in the toolbar to Zoomtens. Some users may add Zoomtens to pop up too, but I recommend you to learn the shortcut instead of using this in your pop up. What about Zoom selected? Which is very useful and has got many functions. I play some objects by this way. I just want to tell you the example. Suppose that if I want to work on each of these new objects in the scene, Zoom extent is no more practical here and it is not functional, so I type Znter since I want to focus on the selected object. Going to zoom in to the selected object. I want to use Zoom selected to focus on the selected object. After selecting the object, Zoom selected. However, we got it in the pop up too. Check this out. However, we got it in the commands of the Zoom. I mean, we can type Inter as Inter. I selected, that Inter Inter. But since it is frequently used, I have added this into my pop up. You can select whatever you want and then pop up, Zoom selected or you can use the shortcut. In other approach for zooming ge, use scroll to scroll will simply, which is coming between all of the softwares. At first, you should make decurser of the mouse close to your object and then scroll, scroll up to zoom in, and then scroll down to zoom out. But note that the camera will zoom in and the place that you have positioned decorser of the mouse. As you can see, wherever I put decorsor of the mouse, then if I use scroll, it zooms in there. I mean, the place of the courser of the mouse determines the position or the direction of the zooming. So at first, we should specify the target that we want to zoom on, and then we can use the scroll. Sometimes, while working on our project, we may need to have delicate zooming. I mean, at small scales, not large scales, as you can see, it's such a condition for small scales of zooming if I hold down Control, and then I right click. I mean, I hold down Control and right click As Vl, and then I move the mouse, and I can zoom in and out in a low speed. While the previous one, this speed was high, as you can see. So I hold down Control, then right click, R mouse pattern. Then I move the mouse. I can zoom in and out in low speed in order to represent the details. Well done. And in the two D viewports, note that I'm talking about the two D viewports. Could you please tell me some examples after the viewports. Excellent, top, front, back, right, left, everything except perspective. In two D viewports, here fi press the right mouse pattern. It enables you to pan to pan the screen as you can see, into the viewports and using right mouse pattern. But don't forget that only in two D viewports. But in perspective view, it rotates the view. As you can see, it doesn't pan. Perspective view, you can use mouse button for rotating deview while you can pan the view in two D viewports while rotating in perspective. But if you want to pan the view or screen in the perspective view, you should hold down Shift, and then by right click or Right Mouse button, you can pan. But if you use right mouse buttom alone, you can rotate the view. If I hold down Shift, it enables me to pan. But let's talk about the tips and techniques about rotating the scene or the view. As I told you before, we can rotate the scene by using right click. Right now, suppose that I'm working on this object, for example. I mean here if I press right click, as you can see, the scene is rotating. Since the scene is not rotating about the object, and the pivot point is not the object. If I try here again, I rotate. As you can see, the scene is not rotating about the object. You may have encountered with this before in other software. I'm going to tell you how we can specify your determined the pivot point and rotate around a specific object. You need to select the object and then click on Zoom selected. After that, the selected object will be determined as the pivot point. Then we can rotate around the object. Even right now, we are rotating around the selected one. But if I select this one, for example, Zoom selected, then we can rotate around this object. Since we have determined mement the pivot point. Let's try again, Zoom selected and then rotating. And another function of Zoom selected is suppose that we have sketched something like this one. Then I zoom in, I focus on it. You're limited to zoom in to the extent. So when you weren't allowed to zoom in, you can use Zoom selected, and then you can zoom in as much as you want. Let me sketch another thing like this one, a box, I zoom in. Then we will have some obstacles in zooming in or focusing on it. I select the object, then I click on Zoom selected, and it enables me to focus on the selected object or zooming in and out by using scroll as much as I want. And if you want to practice this part of the Session two, I want to assign you a homework, just like two boxes, using rectangle. Like this, you can sketch some objects. Then you can practice the given commands, just like zooming. And if you wanted to work on higher details, you can work on solid creations like this way, and they are easy to be sketched. But don't forget to promise to yourself that you're not allowed to skip the videos or just moving them for wide. So watch the videos carefully and don't forget to practice next session. 4. Understanding Line Types: Very well, after getting familiar with the interface of Rino, to the extent, we're going to work on objects and the way that we use to sketch them step by step. The first concept or item that I want to explain is the concept of curve. Actually simply by saying a curve. What is pop up to your mind? What has come to your mind. Normally, when we hear curve, we imagine an arc shaped line which is not straight or a line which is inclined. But in Rhino, everything is different. All of the two D drawings, lines, rectangles, curves. All of these items are called curve in Rhino. May find it strange, but let's check it out. Since everything is different in Rhino for example, I sketch a line, a chain of lines. If I select it, we got an open curve, as you can see. This is the type of this object. But if I sketch a circle, then we will have a closed curve. Or even if I sketch a curve or an arc, again, we will have an open curve, as you are concerned. So all of these are called curve, even a rectangle which is a closed curve, well done. We are finished with the introduction of this session. The continuation, we're going to getting familiar with the different types of geometries in Rhino. I have prepared a file for you image, and then I will explain the different kinds of geometry according to that or about the different categories of the objects in Rhino. So wait for a second, please. Well done, as you can see on this screen, the objects in Rhino are divided into four categories. Points or, in fact, one dimensional object. That if I selected, type is point. Since we got four points in the first point, the first type is point. The next type is curve, as you can see, that we divide the curves into two types open and closed as I exemplified in the introduction. If I select this, as you can see, we got an open curve in the other one, if I select it, you will see that we've got close, we got a closed curve. Well done. The next group or category is surfaces. As you can see in surfaces, we are dealing with three geometry models or model geometries. One dimensional, two dimensional and three dimensional in the type of surface. Here we've got a surface, and if I select it, the type is surface, as you can see, let's check each of them. Surface the type in properties. Well done. In the last group, we got the polysurfaces, which are composed by multiple surfaces which are associated to each other, creating polysurfaces. However, we can divide them into two parts, open and close polysurfaces, and then open polysurface. And then here we got the closed solid polysurface. As you can see on the screen. Again, closed closed solid polysurface. Well done, these were the main four types of the objects in Rhino, which are the points, open and closed curves, surfaces and polysurfaces, open and closed. That the polysurfaces are composed by multiple surfaces. But how do we can activate the commands in Rhino or just enable them? For example, if I want to sketch a line, what approaches do I have which provide me with the line or how many approaches I have to activate the command of line? Here, let me show an image for starting a command. As you can see on the screen for starting a command, we got four approaches. As you can see, according to the photo, let me arrange these windows in order to have a better view for teaching you these concepts, and then we will go through the lessons. Anyway, the first item is menu. We can get access to the command via menu. So let's check it out. I'm going to sketch a line. Where should I find the curve or which one I should open? According to the last session lessons. Excellent. I should open curve. Since a line is kind of a curve. It's a kind of curve. I open curve and then a line. Then we got single line line segments normal to surf that I will talk about them later. This time I sketch a single line to tell you the first approach for getting access to a single line for starting a command, which was menu from curve. For example, for sketching a circle, curve circle. And then, for instance, center radius circle. By this way. And the next approach is button. I mean, we can get access to the command by the icon or by the main toolbar, using the sidebar. We can sketch a chain of lines and then the circles by specifying a point. And the third one, which is frequently used is the command line. Just like in AutoCad, we can type command in command line, the full name or the abbreviated name. For example, in order to sketch a line, I type. I and E line Inter, and then single line or I can type L Inter. Then it offers me the single line. For example, if I want to sketch a circle, I type C in the command line, and then I press Inter command line would be a fast and quickly approach for getting access to a command or activating it. And the fourth one is pop up. And as you are concerned, we cannot include all of the commands in our pop up. Just in case, if we have included some of the commands in our pop up, we can get access to our pop up by pressing down middle mouse pattern. For instance, for a curved line, we got the specific command that we can activate the command by using the pop up. However, we can find it in the side Br two and then start in the command. So all in all, we got four paches for starting the command. Pop up is the most, I mean, the fastest one. Then I recommend you to use Command line, the succeeding ones, pattern and menu. Well done, these were the approaches for starting a command. But if you want to repeat your previous command, which was started before, Hero, we can repeat our previous command which was started before. For repeating, we got two approaches. As you can see, Dimag the first approach for repeating the command, same as Autocad. For example, if I have started sketching a line, then I can use Right click space Ben. Repeat the command again. I mean, in order to sketch this straight line. Note that right click, spacebar and Inter are similar to each other in Rhino. So while I was teaching you, if one side told you, right click or Spacebar or Inter, you should know that all of these three are the same. I mean, they act like each other. Or in other words, they are the same. So firstly, you can use right click or Spacebar or pressing Inter. For example, I press Inter, as you can see the command is repeated or space bar. Well, done. But one of the points or items which is very important in Rhino is repeating the ten or 20 last commands by using right click in the command line. Let me show you. Here in Rhino, if I right click in the command line, according to the settings, you can check the last 20 commands that you have used in your projects in the Rhino. For example, here I have used a C sketching a C. I mean C, I'm sorry. As you can see, by right, click on I Command line, for example, a box then all you can get access to our last two T commands that we have been using in the scene by a right click in the command line since all of them have been save, then we can use this approach if we want to repeat them. But how do we can set a limit for the number of the commands which were recently used? Here in options in a standard, can either click on option or type it in command line, OP Inter, and then Rino options. Then I open General. Wait for a second, please. Um, right here, I open General, then in most recently used commands, pop up menu, we can set the limit value. As you can see, the most recently used commands, pop up menu, limit list two, we will have the two most recently used commands by a right click in the command. Command line, actually. Well, well, let us begin our drawings by sketching lines which are at the second type of objects. Curved curves. Since up to this point, we have get familiar with the interface of Rhino and the work environment. And we're going to work on drawing tools and commands. But before doing anything in all of the software, we should adjust the project unit. So let's see how we can adjust or set the project unit here in tools, option. Options, actually. However, I can get access to the options from standard tab in the toolbar. It does not make difference. I open no options. And then in the options, I open, let me check the top part, the top items, units, and units and tolerances. And here we can specify the model units. For example, per meters or per millimeters, inches, miles. You may want to choose centimeters. So at the first step, we have to specify the project units and the tolerances. And as you can see on your screen, we got a wide range of choices in model units in a way that we got even light years, light years, I mean, light years. I mean, it covers all of the units, all of the existing units. And the next one, which is the I mean, which is significant as well is absolute tolerance, I have a specified not 0.01. So here as you can see, the lower fractional parts of the value are considered by the tolerance, like 1 meter and 23 centimeters. However, we can maximize the tolerance, the value of tolerance by adding another zero, not zero point double 01, and this is better and the recommended absolute tolerance. And then for the angle tolerance, for example, if you are working with the less than one degrees, you can specify not 0.5 as the angle tolerance per degrees. However, we usually specify one degrees for the angle tolerance, and it is enough. Well done. This was the first step, and then the distance display decimal that we use in our projects. Okay. So we have set the unit per meter, and also the absolute tolerances. So the grid line or the units are per 1 meter. But another important thing or technique is setting the Rhino shortcuts. In fact, Rhino is a CAT based software, so it has many similarities with autocat Rhino, we are provided with a capability that we can transfer all of the shortcuts in AutoCAD, I mean, from autocat to Rhino. I mean, if you have been using typing TR for trimming, we can type TR in command line for getting access to the trim command. I mean, we can add the shortcuts to Rhino. But how do we can do this? First of all, we need another file, which is auto cat aliases for Rhino. If I open it the notepad, all of the shortcuts of autocat are defined to be exported to Rhino. So you need this file autocat aliases for Rhino, that you will be given this file. Then you should add add this file to your Rhino. But how from option then in aliases Aliases. Here I click on Restore Defaults, and the customized aliases will be removed, so the default aliases are limited. Meanwhile, they are not matched with AutoCAD. I mean, they are not similar to each other. For example, what is the command of O in AutoCAD? Yes, of course, offset, while here we got Earth. So if we want to export the shortcuts commands to Rhino, we got the file, as you know, we should import the file. Then I browse for the file. Just wait for a second, please. And then I open the LSS. Here, it says that the LESS C already exists. Do you want to replace it? As you know, it is possible that we may have some similar aliases. For example, the command of the C is cell crossing. While we need C for giving us the command of circle. So I click on SL to replace all of the commands or aliases. 120 iases found, 120 imported. Well done, we got all of them imported to Rhino from AutotaD. Okay. So if I type L in command line, we will be provided with line or C circle. O, Offset, well done. So by this way, we will have some backgrounds about rhino. So it enhances your self confidence, since you already master in parts of commands in Rhino. The first drawing command that we're going to cover is line. Polyline. I click on it to start the command. Just like in autocad, for starting a line or strning command or sketch a line, we should specify the starting point by just a click. Then if we want to have a straight line, we have to specify the second point. And just like in Autocad we have to enable the ortho. But for those who do not know autocad you activate RTO, it restricts the movement of the cursor to multiples of a specified angle from the last point created actually at four direction left and right up and down. You can start the command by using Fe. You can either click on the icon of RthO or you can press down F eight to specify the angle at which the movement of the cursor is restricted. When Earth mode is active. I sketch a line at first, we specify length like 30 meters. Then we press Inter and then we specify the direction by just a click. The length is already specified. I specify the direction, then I click. Again, let me specify the length, 25 meters, Enter, and then the direction, and I click or press left nouse pattern. As you are concerned, when you are specifying the length, you are not able to specify the direction. While, when we specify the direction in autocad, meanwhile, entering the length, the line will be sketched. But here's the thrent. We sketch the line in two stages, specifying the length and then the direction. So this was the difference between AutoCad and rhino in sketching lines. Suppose that I'm going to sketch a 50 meters line to left direction, but the mouse is toward the right direction. It doesn't matter. 50 inter and then the direction, and then I click. As you can see, the line is sketched. Again, third ter, and then the direction click. By the sw and when I wanted to stop sketching the line, I pressed left Muse pattern to cancel the command. All in all in the process of sketching a line, we got two sketched stages, actually. First of all, specifying the length. Then specifying the direction. And then we can press mouse button while we sketch a line in auto cat only in one stage. I mean, we specify the length and the direction simultaneous. When we are sketching a line, if Ortho was inactive, we can activate Ortho by holding down shift. Actually, this technique is commonly used when we don't want to specify the length. Since as I hold down shift, I'm not able to specify the length of the line. But I can sketch lines freely like this way. Now I release shift. I hold it down, again, release. I hold it down. Check this out. This is the result. Or even you can at first specify the length, for example, four D, and then we can specify the direction, but the ear tho is inactive, but I can hold down Shift to active D or activate the tho. Is not commonly used, but if you wanted to hold down shift at first, you should specify the length, and then you should specify the direction of your line. Very well, but how do we sketch inclined lines? An angled line, and Earth should be inactive. However, if it was active, it didn't work out, but you had better to deactivate it. Anyway, in the process of sketching the angled lines, we got three stages. At the first stage, we should specify the angle. Example, I want a angled line in 30 degrees. I want to track your attention to the command line. Watch this, please. At first, I typed the less symbol. And then I specify the degree angle, 30 degrees, for example. But note that when we specify the angle or the degree, for example, 30, that 30 degrees angle is not given to us. Right now, the specified angle at which the movement of the course is restricted is 30. As you can see, when we rotate it, we got many parts that each of them are 30 degrees. So at first, we specify the degree or angle. Then at the second stage, we should specify the length of the line. For example, for the inter, and you could probably guess the next stage. Great. Here, we should specify the direction or one of the 30 degrees parts or angles. Like this, I click, and then we can have a angled line. Let's try again. I hold down shift. I sketch a straight line. For example, I may want to rotate it in 60 degrees. So at first, the less than symbol, 60 inter. Check this out. This is the 60 degrees angle, which is restricted. And then we should specify the length like 25 meters, inter, then the direction like this. However, we can substitute stages one and two with each other. I mean, we can specify the length at first and then specifying the angle. Let me give you an example like having a 50 meters line and 20 degrees for the specified angle. 50 inter. As you can see, I can rotate it, so I can specify the direction. I mean the angle, then the less than symbol, 20, watch this. And then always at the last stage, we should specify the direction. Then we will have the line by just a click. I click and I click again to cancel the command. Similar to Autocad in Rhino, we can use atsine and relative coordinates. For instance, here I can pick the line, then I sketch it. Suppose that we wanted to move it along the X and Y axis. So what should we do? At first in the command line, we type atsine then we hold Down shift. You can hold down Shift and then press two for asie. And we extend the line along the x axis, for example, ten units. Then I add a comma. Value along the y axis like 15. Check this out ten, 15, align the X and Y axis, Inter. Let us try again, for example, I want to move it or extend it 20 units or meters along the X axis. It is way 20 and then come ten minus five align the Y axis. Inter. At first, we specify the first point and then by specifying the position of the point, the second point, according to the X and Y axis, these two points will be connected to each other, and then we will have the by this way, we can sketch out straight lines and also angled lines. But let's talk about the snaps, object snaps. As I explained before, we place them here usually. But let us talk about them. I mean, those who are mastering autocad are already familiar with these. I pick line, and then I can specify the parts. I mean, a snap gives us some specific points from the line. I mean, they can strain the marker to an exact location on an object like the end of the lines or the intersections, centers. For example, we're going to start sketching a line from the end line, so I click on the end, then I start sketching. But note that just like in Autocad, we do not have the icon snaps or the snap icons, actually. For example, on a screw for the end, we only have the text. For example, the midpoint object snap, which gives us the midpoint of the line. As you can see, the midpoint is specified, but the icon is not displayed. And then we can start sketching. But let me give you a brief explanation about the object snaps and point and then near to Object Snap, I mean, as we get close to the lines, it would be connected to the line and start the line, the new line from the nearest line vile If I uncheck or deactivate near. You can see the marker is not constrained. I mean, we should specify the exact location of an object ourself. If I zoom in, as you can see, these two lines are not connected to each other. But if I activate near, it sketches the line exactly under specified line. At points, it can strain the marker on the points, as you can see. Take this out. And midpoint object snap, I explained it. Center is used for the circles and the curves, and it gives us the center of them. I enter intersection object snap. It gives us the intersections. If I schedule a line like this, then we can have the intersection between these two lines, as you can see. You do at the midpoint, and I activate intersection like this and then it can strain the marker. So we can start a line from there. Sketch the line from the intersection. Next one is perpendicular Object Snap. Let me give you an example. I sketch a line, which is perpendicular to this line. Perpendicular is displayed. Then I sketch the line, perpendicular and another one. The next one is tangent, quadrant, naught, and others that I will explain them later. Right now they are not required to be known. But if you wanted one of these objective snaps to be activated for a while, like midpoint, unify right click on mid, as you can see, it deactivates others, but midpoint. Right now, the only active object snap is midpoint. We can reset it to the default mode by a right click. This is very practical. I want to repeat it. Suppose that I need only one of these snap objects or object snaps to be active for a while or temporarily like endpoint. So I write click on Endpoint, maintains the endpoint while others are deactivated. But if I want to reset this, I again write click on the endpoint, which returns the changes, or it reset it to the previous mode. By just write clicking on one of them like endpoint. However, here we got grid snap as well as you can see. I explained the grid lines last sessions, which is an array of lines lying on a portion of the construction plane in the viewport. Here I activate the grid snap, as you can see, GID Snap constrains the marker to the crossing points of the grid, which is used for moduular designing. And as the unit is specified to 1 meter, check this out. It constrains the marker to the crossing points of the grid. Then we can have Modular designing. What about the points? As I told you before, we got an infinite array of line here or array of line, which are endless. However, a defined value, I mean, only a defined region of it is visible in the viewpoint. I mean, we got degree lines everywhere of the viewpoint, but graphically, it is not visible in the viewpoint. We can extend the region, I mean, the visible region of the grid lines, but it is not necessary. So even when the grid lines are not visible in the viewport, I mean, when the grid lines are not visible in the viewport, you should know that it covers the whole viewport and the plane is infinite, and we can deactivate it. We don't want to constrain the marker to the crossing points. The next one is smart track. Our tracks a system of temporary reference lines and points that is drawn in the rain you port using implicit relationships among various tre D points. And we got this similar option in autogasvill, like, for example, using SmartTrack, then I can extend the line from the end line. Then I want to sketch a perpendicular line. I hold the line there for a second, then If drag it, which is perpendicular on it. As you can see, we got two parallel lines, and then I can extend it to connect it to the another point. Undo and I deactivate the Smart track. Again, I start sketching by using line. I hold down shift or I press FA to activate ERthO. This time smart track is not yet. So how can I sketch a perpendicular line? As you can see if I turn it on, then I catch the line perpendicular to the another line and then complete the curve. Well done, however, we can use smart track more professionally, for example, here and Den line if I hold the marker. But note that for using SmartTrack, it is that necessary to just click, since you just need to hold the marker and then start sketching. It just gives you the perpendicular line. Or, for example, here as you can see, some specific angles are given like the 90 degrees or perpendicular. For example, perpendicular on this line, or I can extend the line and sketch a line, which is perpendicular to this one, as you can see on this. I mean, it offers us too many capabilities, sketching curves, which is a system of temporary reference lines and points that is drawn in the no view port using implicit relationships among various points and other geometries in space. You can activate it when it was needed, and don't forget to disable it after getting your work done. And let me give you an interesting point about this. Actually, it is almost similar to this, when you are sketching a line, for example, from the endpoint, until this point, for example, you want to consider a gap or an offset between these two lines. Here if I hold the marker on the endpoint without clicking on it, since if you click, the line will be sketched. I hold on a press tab, then restrict the direction. So then you can only control the length. Then you can specify the length of your lines since the direction is restricted like twoimeres and then enter other example, I want to sketch a line between these two points, so I pick the poly curve. I specify the first point, but I do not click. I just hold the marker. Then I press tab, as you can see the direction is restricted, and then I can specify the length. For example, four D and then press Inter to finish. If you press tab twice, it restricted. I mean, it constrains the length. Let me give you an example. Here, I press tab just for once. The direction is restricted. I press tap once again, as you can see the length is constrained to, and then we can sketch the circle. Another example, for example, I want to sketch a line at this size or at this length, but at a different direction. I sketch it, but I do not click. I hold the marker, identify press tab, restrict the direction and length. After that, I can specify the direction by this way. And I really shift to sketch the line. So by this way, we measure a distance, and then associate it to the line. Let me give you another example. For example, the gap between these two. I'm going to sketch a line perpendicular to this line at this size or equal to distance. So by using endpoint snap, I start the line by this way, but I do not click. Then here if I press tab for once, the direction is restricted. But if I press that once again, as you can see, the length is restricted too, and I can rotate the line, and if I enable SmartTrack, I can sketch a line perpendicular to that line like this way. And as you are concerned, we can use this way, this approach, this tool or sketching the doors, since the sizes are adjusted and we don't have to trim the line. Let me clean up the scene, and then I'm going to tell you some points. Actually, in Rhino, we can have our cliques. We can have multiple cliques in each of the views. For instance, if I want to sketch a line, I pick polyline. By this way. Then from the end point I start sketching. At the middle of this process, I can change the view. For example, I switch the front, and then I continue sketching Inter look back to perspective. So there is no limitation in switching views. I started sketching from top, and then I finished it in the front view. As you can see on the scene, let me give you another example in multiple lines since you may use this technique for some of the commands. For example, you may have to click three times, once in top. Second ly in front, and the third one at the top view. So let's try. I pick polyline, and then from the end point, I start, then in front view. I specify the second point, then again, I back to top like this, then back to front. By this way, again, back to perspective. I specify the point. Then I enclose the curve. Check this out. We have sketched a closed curve in the scene. Don't forget to practice on this since these are very important. Again, polyline. In top view, I click front view. Then I specify some points like this way back to top view, and by using SmartTrack, perpendicular, and then I enclose the curve. Let's check it out in perspective. By this way, this is the result. This can be very helpful during the process of the project. And the next point is about the application of control. I mean control button in sketching lines. Here I pick polyline, and then I start sketching by this way specifying points, as you can see, they are sketched on the plane. But here I hold down Control button. I haven't clicked yet, but I have hold down. I mean, I hold down control. The control is held down. Reify click. Then we can release Control after clicking. Then if I move the marker after mouse, as you can see, the point is perpendicular to the plane to the specified plane that you have sketched the lines. Look in the perspective view, let me try again. I hold down Control button, but I do not click. I mean, I'm pressing Control button. Then after clicking, I can release Control button. Then if I move the marker of the mouse, the point will be sketched perpendicular to the plane. The movement is perpendicular to the plane, even we can specify a length for it. Again, I hold down Control, then I click and type 60 meters, Enter. Then we can have the curved lines in the scene, as you can see in perspective view. However, instead of pressing down Control button, you can just switch the view instead of folding down control, as you can see in front view. It gives us the access to sketch the line perpendicular to the plane. However, holding down Control has got its own application that you can click to sketch a line and then hold down or press down Control button. Then you can move the mouse to specify the position of the point and then click to sketch it like this way. I got a question for you. Here if I specify a point in the scene, then secondly, I'm going to specify the point overlapping and the previous one. I mean, I want to hold down control, and then I click. What would happen? Or if I move the mouse. What shall happen? Let me tell again. I have a specified for specifying the second point, I move the marker overlapping the previous point, I hold down Control, and then I click. If I move the mouse, what shall happen? Yes, we will have a perpendicular line to the plane, as you can see, which is very practical. So don't forget to practice this lesson. Let me clean up the scene, and then I'm going to teach you the different types of lines, which are very simple, actually. As I mentioned before, when we are working with specific tool like line you can click and drag. We can dock the window. Since by this way, we got access to the lines easily. And wait till now we have worked on sketching, but some points are left to say. The first one is single line. It offers us just a single line. But the tool that we use, I mean we were using was polyline, that it allows us to sketch multiple lines sequentially, so we can keep on sketching lines until you press into right click and the sketching command will be finished or canceled. If you are using polyline, like this way, as you can see on the scene, if you press down escape scape button, the whole sketching will be canceled and deleted, and you can't turn them back by undo, since the changes weren't saved yet, and you can't turn them back by undo. Suppose that I'm sketching these curves, I hold down he chef button, and then by accident, I release sheaf button, and then I need to edit one of the line. How can I edit this sketch? What do you think? Exactly, we use if I type in command line, as you can see, undo, then you can just type in the command line and then press Inter in order to undo the commands or the sketched lines and then start sketching to correct the curve. I press interval done. As I told you before, it is similar to AutoCad. These lines are connected to each other. And if a cal explode or excess shortcut, you can separate these lines to each other from each other, as you can see a them are considered as a single line. And if I select all of them, by using join, we can connect the lines to each other or join them and have a polyline, as you can see on the scene. And the next command is line from midpoint. As you can see, I pick it to give you an example. If I pick the line from midpoint and then I specify a point, that would be the midpoint of the line. Then I can extend the line from the two directions like this way, I disable SmartTrack. Note that while you're sketching it, I mean, when you specify, for example, 20 meters for the length, the specified value will be multiplied in two because the specified length would be associated to the half of the line. And I have explained you explain specifying the angles, for example, 45 degrees and 50 meters for length, at first the list and symbol 45 inter, then the length the angle is specified. I specify 15 inter very well. Then I specify the direction, and this will be the result. I mean, the 15 degrees is related to the half of the line from the midpoint to the top part and to the bottom or the another end line. I talk about line normal to surface later. But this thing I want to talk about line vertical to Ciplne this way, you can, yes, we can sketch perpendicular lines, but it got two points. As you can see in the icons, we got two axis, the green and the red axis. It shows that the line is vertical. I mean, this sketch will be perpendicular to the plane. And the next point is about the concept of C plane. C plane is the current plane, actually, or the current plane. As you can see, the previous lines are sketched on the current work plane. For example, in the perspective view. This is the current plane that the grids are displayed. So if I choose vertical line C plane from C plane, then we will have a vertical line started from the current plane, current plane or perpendicular to the work plane. I don't want to talk about the length since I have talked about it before. For example, 50 inter, then you can specify the direction. Then by a click, the changes will be saved. But here if I open the front view, and then I use the normal vertical to see plane. How do you sketch the line? Exactly, the line is moving forward, and let me show you the result. Here it is. Let us check it in the four views. Here if you want to sketch the line in the front view, as you can see the work plane is in front of us, so the line will be perpendicular to the work plane or to the front view, as you can see in perspective view. Here, you may ask what is the differences between holding down control button and using vertical line from C plane, since both of them give us a vertical line which is perpendicular to the work plane. I should say that we can use holding down control in other commands, too. I mean, you're oblique to learn both of them. And in the future sessions, you will get familiar. All in all, we got three approaches for sketching a vertical line that we should learn them. Firstly, how can we have a vertical line? Actually, in the first approach, we can sketch the line simply in the front view in order to have a vertical line. Let's check it out in perspective. Here is the result. Secondly, we can pick line. We can click and then then hold down Control button. Then by drag, we can have a vertical line which is perpendicular to the work plane. And the third approach is using vertical to you play very well. The next item is line from four points, as you can see on this screen. Firstly, I specify the first point by a click. Then I click once again. Actually, the first two click specifying the direction of the line. Then by specifying the third and the fourth points, we can have our line. Check this out. Let me try again. So watch this part carefully. I pick line from four points, and then in the scene perspective view, let me clean up the scene at first, and then we can sketch the line by four points. Example, I specify here the first point, then the second point to just specify the direction. Then I can specify the length, for example, 40 inter. As you can see, you got a 40 meters distance, and then the second length, for example, 60 by this way. However, we can sketch this by holding down tab, but the start point is different to the other one. I mean, the start button is connected to the previous one. But if we want to just have a single line in the scene by four points, the first click, and then the second one, or to specify the distances, and then the length by this way. Very well. And the next one is line by sector in order to give you an example by using bisector here in the top view, if we have a line like this. By using bisector, you can find the bisector of these two lines. I click on bisector. At first, we should specify the intersection. By the way intersection. Then start of angle to bis 5. Dividing Geometry Accurately: And the next command that we're going to work on is point. Here it is single point and multiple points. Let me click and drag the dockb window and then place it here. Then we're going to cover points. Here we got the single point as you can see, and the next one is the multiple points, which gives you access to place or at multiple points. What is the application of the points? What are they used for? Actually, they are very practical and effective in the process of modeling. Let me give you an example. But note that you don't have to work on these examples like sketching a circle. I mean, as you know, you haven't learned some of the examples yet. Just want to expose you with these commands. I mean, we will learn these later. So don't worry. For example, here we got a circle, then I place or at a point there by sway in the perspective view, I can move it upwards, and then I can love thee, love inter, check this out. This is the result. Or, for example, we can have two points. Let's check it out. Then you will see the points offer us too many capabilities. Look, here we got a sphere, here I turn on the record story. I just want to watch this and take your time since we will learn all of this later after making a loft. Then if I move the point, I can modify the shape of the loft. Check this out. We can control it. So we are free to change it. And I wanted to say that the points are very important and are very effective in the process of modeling. So please watch this part carefully. This was one of the applications of points in the process of modeling, as you witnessed, it shows that points are involving in the process of modeling. They are practical. But one of the most important of them is drive curve by length. Shall I divide that by using this command, we can divide a line or a curve by points. Let's check it out in the following example. At first, let me sketch a single line. For example, 50 meters as the length of the line or curve, actually, in rhino, and a straight curve. 50 meters straight line. Here in divide curve by length. I left click to pick the command or the tool. Then I should specify the curve to divide. Here it is. I press enter. Then we should specify the length of segments. And as you can see on the scene, the direction of the arrows shows the direction of the division. If I specify 20, it starts from the left, left side to right, it divides the line at each 20 meters. Go I specify the curve. It this way inter, and then I can flip the direction. If I click on it, I can flip the direction. In the start point that the division at the dividing point will change. Then I type 20 for the length of division. Then it starts dividing the line from right to left. Well done, but in the enclosed curves, the divisions will be a start from the point that you finish this sketch. Here in the current circle, divide curve by length. Then I specify the curve, selecting the inter. Then as you can see the arrow, this is the start point of the division or where we have finished this sketched and we are not allowed to flip the direction. I press Enter, then I can specify the length, the length of segments, ten inter. Then as you can see the division is started from the specified point. But here you may ask, how do we can modify the start point? Actually, we can modify the start point. Before that, we should cancel the divide curve by length command. So we do it by using curve SM. I search for it in the command line. Here there is curve SM. Then we should specify the closed curve for SM adjustment Inter then by click and drag before dividing the circle, we can adjust the seam wherever we want. Even we can flip the direction, as you can see. And then after adjusting the seam and the direction, enter. So all in all in the enclosed curves, division are started from the seam. If I sketch a circle, then in divide curve by a length, left click. I specify the enclosed curve to divide, then Inter. After pressing Inter, we can see the seam point that the division is going to be started, but right now we can't modify it in the command of divide curve by length. But we can flip the direction by just a click as you can see, but we cannot modify the position of the seam. So we have to specify the length of the I mean, the segments, ten, and as you can see the division of the segments is start from the seam. Or I can flip the direction I press Inter. Then I specify the length of the segments. Inter, as you can see the direction is changed by this way. What about the question of the modification of the position of the seam? Can we modify it? Of course we can. But divide curve by length command does not allow us. As I told you before, we should specify a separate command for specifying or adjusting the seam in the enclosed curves, that the command was curve Sam. I typed CRV Sam here it is CRV SM, so I activate the command. Then I should specify the closed curve for Sam adjustment. Then I press Inter when it was done. Here is the SIM point. I can select it, and by click and drag, I adjust a new position. Or even you can flip the direction. However, you can flip the direction in the divide curve by length command to. So for the sim adjustment, I type CRV SM in the command line, and I specify the closed curve for sem adjustment. Then by click and drag, you can adjust your Sam or the seam of the circle, actually, and then press Inter when it was done. Then again, divide curve by length. I specify the curve or the closed curve Inter. Right now, as you can see, this is the new position of the seam, since we have modified. We can flip the direction too, as you can see, then I specify the segment length and then enter. Very well. Let's talk about the points and techniques here. I specify the curve or the line. Enter? Well, done, as I told you, you can enter the segment's length, and then the curve will be divided by the points as you can see, at the specified length, but we can move the lines separately, as you can see. I mean, they are not joined. The points are just overlapping the line. But what about the options here? Here we got mark Ns. If I specify no for the mark Ns, it does not mark the end and the start points, but we will have the middle points as you can see. That we usually specify yes or choose yes for the mark Ns. The next one is group output. I mean, the created points, eminate groups, de created points. Since sometimes we may have too many points, so it engroups the points and we can select all of the points by click. If we specify group output, yes, then we can select the group, the group of points, as you can see, then we can make some changes on them. The significant option here is split. As you can see that here I specify yes for split, and then I specify ten for the segment length. As you can see, there are no points there, but the line is splitted at the specified length of segments. And each of the parts are 10 meters, as you can see. So when we specify yes for a split option, the points won't be added, but they will split the line. In the continuation, let's check the application of the divide in the closed curves and by using a split. I specify the curve in there. But note that here there is a different point when divide curve by number of segments that here at the first stage, you should specify the sin point. I mean, we weren't allowed to adjust the sin point in divide curve by length, but here in divide curve by the number of the segments we can. But as you can see, we can dig the sin point to adjust it. But what it is used for, I mean, I mean, why should we specify the sin point? I place it here, and then I press Inter six points. As you can see, the division is started from the sin point. This time, I want to change the position of the sin point or adjust a new position for it. Here, for example, enter six part center. So in the command of divide curve by the number of the segments, we can adjust the place of the sin point. And then you will see that the division is started from the position that you have specified for the sin point. So, guys, don't forget to practice the given lessons today. Then as an assignment, I want to assign you a curve or an object, and I want you to divide it by using divide curve by length and by the number of the segments. Here it is. It is something like a column. It has three sides. As you can see, here we got the top view and also the front view and the perspective view. I want you to work on this as your assignment. But before that, don't forget to practice. And then after being skilled at, you can sketch this and then divide. And please do not skip your process of learning. These stages should be passed by you, and in the next session, we will talk about it. Be lucky. See you next time. 6. Drawing Lines Using Divide: Hi, guys. I hope you are doing well and also have completed the assignment successfully. So at this session, we're going to work on the assignment. Here in front of you snap, Greedy Snap, and then line, I start sketching from the region point. Like this way, then I press Inter. Right now, we got a polyline. But here, if I want to divide curve by length, I mean, I want to use this command or by number. I select the curve inter, and then 15 segments. Shall we have 15 segments from each of the lines or the 15 segments we considered out of the polyline. I mean, do you think that Rina considers these two lines together? Let's check it out. Okay. Very well. When we got a polyline, all of the lines are considered as a single line. But if I want to divide each of the lines into 15 segments, I should explode these two lines from each other and then divide them by the specified number. Divide curve by number of segments. And right now, I can select these two lines with each other and then divide them no matter if they are exploded. By this way, so put this point into consideration. And then I want to sketch the lines by connecting the points to each other. As you can see, to do this, you should activate the snap off point. But if you are only dealing with the points, right click on point to deactivate others, then you can connect the points by lines to each other by this way. I connect them one by one. Some of you may have seen such a design or model. I mean, the physical version that we had the nails instead of the points and the threads instead of the lines that associated the nails to each other by the threads. Here is the result. Let's check out the treaty view by this way. Then for the other view, for example, right view or top perspective, I start the command, then I open the right view, right viewport. But I'm not sure about the length of the line. Let me check it in the front view. And Nearly 16. So let's in front, top view, actually right, then 16. Here there is in perspective. So then I divide this line by the specified number of segments as well like this. And then I want to connect the points by lines to each other. I associate the first to the last, and at this time, we can skip these parts since they are repetitive, or move forward. However, it can be informative for those who want to review and observe each of the stages of the project. Since, as you are concerned, practice makes perfect. So don't forget to practice. Even if you were bored, let us finish it. And in the mentioned way, we should complete another side. So just in case if you were not managed to, if you didn't manage to sketch it, you can watch this part and move the practice forward. So that you can develop your skills. 7. Creating Circles and Arcs: Hi, guys. I hope you are doing well. I'm going to begin this session with other sketching or drawing commands. For example, circles. I open it, and then I move the Duckb window. I fix it here. Well done. The first one and the simplest one is circle center radius. I pick the command, and then in the scene at first, I should specify the center of the circles. Here I'm going to give you a point. I recommend you to start your sketching from the origin point. I mean, while you want to start your project, consider the origin point while you start sketching. Another point here is that if you enter zero and then press Inter, then I mean entering this zero decommand line would select a origin point in the scene. Check this out. This is the origin point in the scene, which it is considered as the Center of the circle. Let's try it again. I pick the circle and then as you can see, we should specify the center of the circle. So instead of using grid snap and zooming, I can enter zero in the command line and then press Enter. This gives me the origin point of the scene. So please consider this point while you want to start your sketching, like the circles. So what is next the radius? You should specify the radius, as you can see in the top view. For example, 30 meters inter like this. And the second one is circle diameter. I mean, by using this command, we sketch the circle by the diameter. For example, here in the scene, I want to sketch this, as you can see. The size of the circle is based on the diameter, not the radius. And when you are clicking, know the points like at sign or the less than symbol for specifying the angle or the length all of these are applicable to the circles, too. I press F eight, and then I want to specify the value of the diameter, 30, for example, or 25. Then as you can see, I can specify the direction or end of the diameter. So the points that I told in last sessions are applicable to the sketching commands, and you can use them here. And in order to focus on the main points, I do not repeat them again. Here, you may ask about the differences between these two circles that were sketched in two different approaches. The first one by the radius and the center and the second one by the diameter, I should say that some of these commands got their specific applications. Let's check it out. And as I told you before, try to sketch your objects in perspective view. Here consider that I'm going to sketch a line, a vertical line perpendicular to the work plane, two lines. Suppose that I'm going to sketch circles from the end lines of these two lines. Here can I use circle radius center? Absolutely not. Since it is hard to find the center point, I should use another line in order to find the center point. But if I use diameter, at first, let me activate the snap of point in order to enable other snaps. Then if I click on the endpoint, then I can have the circle as you can see, which is associated to the two vertical lines in the perspective view. And as I mentioned before, your skill of sketching the objects in the perspective view or in the treaty view is required. Since we're working on these to be able to sketch some organized and some complex and specific surfaces, so do not focus only on the top views or to the drawings. So working perspective view to develop your skills in sketching, actually. So this was one of the applications of circle diameter that I wanted you to know. The next item is circle by three points. If I pick this command, then we can have the circle by specifying three points. I deactivate a eight like this way. Check this out the circulator prepared, which is used in some specific cases. And if I want to show you the applications of this type of command, the sketching the circles, for example, let me sketch a line, a vertical line here, perpendicular to the work plane like this. Then I pick the circle three points. Then I can associate the circle to the three lines to the ends. And in the continuation, we will work on other commands of circle like this. For instance, I can convert the circle into a wait for a second, please. Perspective view. I search for planned surface to convert it to a surface at first, and then pipe. Following that, I'm going to associate profiles to them. Check this out. You're rendered with preview or, for instance, I'm going to sketch three rectangles here. Consider these objects or these curves. Then here I need a circle to position it between these three rectangles. The circle should have three intersections with the midpoint of these rectangles. So we can use circle three points. Then I pick midpoints like this, midpoint. But here I do not click on the midpoint. Since I want to move it upward, so I hold down control, and then I click and drag like this. Right now, this circle is perpendicular to the rectangle. That as I told you before, we can use control during other commands. I mean, at this condition, we can't use vertical lines, so we hold down control instead to move the point upwards. Check this out. I hold down control. I move it upwards and the next one by this way. And then the third one like this, then we can have the circle here I open the top view, it is positioned between these three rectangles. Don't forget to practice these cases. So let us go on. And the next one for sketching a circle is, I just want to work on the most practical ones. So the commands which I escape, I skip, actually, are not that much practical and useful. But what about these two? Previously I talked about the green and red axis, which were related to the vertical lines. So here in circle vertical to Cplane diameter. Let's check it out. Circle vertical to the current plane by diameter. And another one is the circle vertical diameter by the radius. The device, get the circle in the front view, we can have the vertical circle. So we can use either of these ways that these three got their own specific applications. And the next one is circle around curve. But what is this? What do you think? Here if I pick this command, at first, I should specify my curve, for example, the closed circle or the closed curve, actually. Then I should specify the center. Then the circle would be like a ring around the circle. Check this out. This is circular around curve, like a ring. I specify the curve at first, then I specify the center point, then I sketch the circle like this, around the curve. Then you can specify the radius and have the circle. What about the last topic in circles which is deformable circle. Let me give you some examples. Here, if I sketch ordinary or a simple circle, this circle deformable, as you can see on this screen, if I pick this command and then sketch the deformable circle. Apparently, they seem to each other. They are similar to each other. But if I select it, as you can see, it is divided into I mean, by some points that I will talk about them later while the ordinary one is I mean, the count of the points are more UV modify the deformable circle. I will teach you the modification of the circles in the future sessions. They will be modified smoothly, as you can see on this screen. But while the normal or the ordinary circles are not smoothly modified, so because of these, this one called deformable circle. You got the capability to be deformed. Well, another one does not have it. Even you can just the point counts, as you can see, specified 12. If I click on point count, then I can enter my desired value eight. Then I sketch the circle, check this out. Then we will have eight points on the circle. Let me give you another example by using point count and sketching an object, for example, 12, and then I sketch the circle. I select it. Then I select some of the points like this, then in perspective view. Then I deform the circle like this. We will work all of these and all of these in future sessions. Don't worry, guys. And then then I want to convert it to a surface patch. Let's check it out, guys. By this way. This is the application of the deformed circles or using deformable circles or another example by using these. For example, we can have them like this. Check this out. I mean, we can have interesting surfaces by using this type of tool or command. But note that while you are choosing one of the circles commands, you got some options here like deformable, vertical, two points, three points Tangn. I mean, if I choose the two points, I can switch to deformable, or even I can switch to three points as you can see. Like this, check it out. Then I can sketch it in three points, well done. The next command is ellipse, which is similar to the circles. Let's work on it. Example, by the center point or by three points. I mean, by using diameter, actually, I'm sorry. Then by using the center points, then the other one that you can sketch it inside a rectangle like this. These are very simple. You can be skilled at them. By some practices, and we got the deformable ellipse as well. Check this out. That we got some points that we can deform them smoothly like this. That later we will work on creating surfaces in the future sessions. Let's talk about the arcs, which is a significant topic here, and we're going to consider it closely. The first one is arc center start angle. Let me give you an example by using this. At first, I should specify the center of the arc, and then I hold down shift to restrict the line, and then I can rotate it by this way. Then this would be the result. Tack this out. Let's try again. This time, I want to sketch it from the region point. So I enter zero in the command line enter. By the sued in for the start of the arc, we need the length and also the angle. For example, 30 meters, Enter. If the angle is zero, I can hold down shift or I can press eight and then click. Otherwise, we can specify the angle by using the given techniques. So this was the start of the arc. Let me try again by specifying the value. At first, I should specify the center of the arc, which is the origin point, so again, zero and then enter, then we should specify the start point of the arc. I try again. Then the center of the arc as I mentioned before, I enter zero in the command line, then I press Inter right now the origin point is selected. Then I should specify the radius of the arc and also the angle of the start point, like 45 degrees and 30 meters for the radius. So I import the less dense symbol in the command line for the five inter, and then the radius, which is 30 inter well down, then I click. Then the start point will be specified. Then I should specify the endpoint of the angle. And I told you a point about the angles, if you remember, about the positive and negative values. Depositive values resulted in anticlockwise direction, the negative value resulted in clockwise direction. For example, for a 90 degrees arc, if I wanted to start from right to left, I should specify a positive value. So the direction that you move the marker of the mouse does not matter. I mean, if I specify 90, check this out. Since the value is positive, it will be rotated anticlockwise. Like this way. Let me give you another example. Since it is important, R center radius by the origin point. At first, I specify the length, there, the inter. Then I can press if eight if I want it to be straight, or I can hold down shift and then click. I want to have a semicircle at the bottom part. So what value should I enter or specify? I mean, a negative or a positive value. 100 degree, 180 degree or -180 degrees. Since it is clockwise, it should be um negative value. So the movement of the mouse does not matter. Since at any condition, we should type -180 degrees, and then this should be the result as our arc. Let us fork on some other cases. Suppose that we got a rectangle. So please watch this part carefully and don't forget to practice it. Suppose that I'm going to have a semicircle in a vertical way, actually in the front view, and here as you can see, we do not have a vertical arc in the list of arcs. So we have to sketch it in the view. Well, at first, I picked the command of arc. Here I can start sketching from the perspective view or even starting from top view right here from the midpoint, in order to make sure that I'm starting from the midpoint of the side. You're specifying the correct side, then in front view, I can complete the semicircle like this in order to have a vertical semicircle. So as I mentioned before, if a command required, for example, four clicks, we can have each of the clicks at each of the views if you want. Let's try again. A command then the center of the arc. I specify the midpoint of the rectangle side. Then in order to sketch the semicircle vertically, I open front view, and then I sketch the semicircle vertically. Like this. By this way, the next arc is arc start endpoint on arc by using three points actually. Before I have exemplified such a case in the circles by three points as you remember, and here we got the same thing. The endpoint of this line. But note that you specify the midpoint of the semicircle or the arc at last. Did you get it? At first, as you can see, hal specify the start of arc, the end end of arc. Then the point on arc, this is the correct order for sketching the arc by three points. Start, and then the midpoint, and then this will be the result. Very well. In the continuation, I'm going to sketch an interesting arc. For example, I sketch a rectangle at first, like this and the plane, and one more rectangle there like this way. Then here if I want to have a vertical arc between the two vertexes of these two rectangles, what should I do? I pick arc by three points. I specify the end of the arc and then the point of the arc. I'm going to start an end, and then for the point of the arc. Great. I should sketch it in the front view like this. If I want to have it vertical. Then this would be the result. I try again, at first start the arc, then end the arc at the midpoint, and then I switch to the front view. And then I sketch it. I specify the point of the arc. Then this will be the result. Well done. And another interesting thing, let me show you again, I pick the command of arc three points. For example, the start of the arc and then the end of the arc, and then here in the perspective view, I can hold down control and then dig the mouse for having a vertical arc like this. So this time, instead of sketching it in the front view, I hold down Control, and then I click and drag. Another example, I sketch a line this way, and then I pick the arc for the start and end of the arc and then the point on arc like the midpoint of the line, then I hold down Control. I drag and then we will have this like this way. So it could be very practical. I mean, using the three points arc, start engine point. Next one is arc start direction at the start. Let's have a simple example of it at first, and then I will tell you the points and the applications. I pick the command and then I start, start the arc, then end the arc. I hold down shift to restrict the direction. Here as you can see, there is a line which determine the actually determines the direction of the start of the arc, that by the movement of the mouse, we can control it, and then by a click, we can fix it. But you may find it unuseful. But I want to tell you the specific application of this. So let's see. For example, I sketch a rectangle. Disable, then end of the arc, start of the arc, and then the direction at the start. As you can see, we can control the direction. Here, you may say that we could have sketched it by the three points arc. So what is the difference? Yes, you're right, but there are some points and techniques that you need to know. But here there is a question that, how do we sketch an arc in a vertical way? Actually, in the different types of sketching an arc, we do not have a vertical model, a vertical approach. For example, like the circulars, you can see, we got curtical vertical to plane diameter, we do not have such a command in the arcs, so we have to use some tracks. So for sketching a semicircle or arc vertically, we got two solutions. So right now, I'm going to sketch a rectangle, and then we will consider it. I just want to check this out and focus on it like this, consider this rectangle or skoer or whatever. And then I'm going to sketch a semicircle vertically. We have been working on the solutions, as you remember. What is the first one? Very well, here I can pick the arc, arc command, and I should specify the center of the arc there, and then I can complete it in the front view in a very simple process like this. But let me tell you a small point about it. I fix the arc docable window here. You have to specify the center of the arc at the perspective or top view. If you specify the start of the arc, then you won't be able to have the arc vertically in front, as you can see, since we have specified the direction in the view of perspective. So don't forget that here, you have to choose or specify only the center of the arc, and then you can specify the start of the arc in the front view and then the end like this. And as I told you before, you can use arc by three points as well, start and then D D point, can hold down control and then drag your mouse. This won't necessarily give you a semicircle. I mean, you will have an arc. You couldn't have exactly, I mean, as semicircle. What about the second solution or approach, which is using arc start, and direction at the start or direction arc? Let's check it out, which has a point that you need to know that I want to tell you. So watch this part carefully. Since it has an asset, you comparison with others. We can sketch it by the start and then the direction at the start like this. I mean, we can control the curveness or the amount of curving. But here you hold down shift in order to restrict the direction, then we can have the semicircle exactly. Check this out. And do you agree if I move the direction upward vertically, we shall have the arc vertically too. Sure we have. So when we are specifying the direction at the start, if we open the front view and then hold down shift to restrict the direction at a vertical line, we can have the semicircle. Check this out. Let us try again. Again, at the top view. At first, I should pick the command by start and then the direction at the start. I specify the start and end points. And then the direction at the start that right now here you hold down shift in order to restrict the direction line to sketch the direction vertically, then we will have exactly a semicircle. But here you I open the front view and then sketch the direction at the start there. We can have the arc vertically, too, perpendicular to the work plane. I hold down shift and I sketch it. Let's check it out in the perspective view. As you can see, the arc is sketched vertically on the work plane, and it is exactly a semicircle, which is very practical in the most parts. So it is evident that here if I pick the arc by direction, then I specify the start and end and then the direction. I can hold down control and then drag it upwards for having a vertical semicircle. Let's try again. You see that it is very practical. First, I mean, start the arc and the arc and then for the direction, I can hold down Control instead of opening the front view. I hold down the marker of the mouse on the point, then I hold down Control. I click and drag. Then I move it upwards like but here you may say that sketching a vertical line in front view is more I mean, is simpler than the holding control. Why should we hold down control while we can sketch into front view? Check this out. Of course, you're right. Sometimes you may have some challenges. Sometimes there are some limitations. Let me give you an example that you have to hold down control. Suppose that you got, for example, two rectangles, and then you want to sketch a semicircle, between the gap of these two rectangles. So we can't have the semicircle in the front view, since the semicircle is not parallel to the work plane, I mean to the view, actually. So if the arc or the semicircle was not parallel to the view, we can't use arc centers at an angle. Let's try. I sketch the line at first, and then I want to specify the midpoint like this, then at the front view. And here as you can see, it is clear that we can't have the semicircle in the right position. Check this out. While by using arc by start and then direction, we can sketch this and handle it, start, and then the direction, we can hold down Control, then have the vertical semicircle or we can sketch it in the front view instead of holding down control. I switch to front. I hold down sheaf for restricting the line and then finish. And we don't need another line so that you don't need an auxiliary line to help you in sketching the semicircle. But if you don't want it to be necessary necessarily a semicircle, you can use artery points, start, and then the point. Like the midpoint, you can hold down control and then bring it up. But you'll need the auxiliary line, which it is selected. So, guys, in your practicing time, please practice all of the examples and the cases. You're essential. 8. Drawing Rectangles and Polygons: Hi, guys. I hope you are doing well at this session. We're going to begin with rectangles. By click and drag, I dock the window here, Window rectangles. As you can see, we got a few commands here. By this way, we can specify the two corners of the rectangle. Then by this command, we can sketch the rectangle from the center, it is center based. I note that in Rhino, a objects or geometries like rectangles got their centers, check this out. While in other suffers, you may have it only for the circles. And the next one is rectangle by three points, which is very practical in many cases, start of edge, then end of edge, and then you can specify divide. By specifying the value for the length. The next one is rectangle vertical. We can have a vertical rectangle in the scene. I pick the command. As you can see, you got the green and red axis. This would be the result, which is perpendicular to the s plane or grand plane. And the next one is rounded rectangle. At the corners got filet. Check it out. I mean, you can add filets to the corners. Then it would be like an ellipse or ellipse. The continuation, I'm going to go through more details. Or if I want to use a rectangle corner to corner. At first, I specify zero for the origin point, or we can enable the grid snap for specifying the two corners of the rectangle or can you can specify the coordinates and estimated coordinates, actually. For example, for the X, I want to consider 30 and 25 for Y, I add aside 30 comma 25, check this out, then inter for finishing the sketch by specifying the coordinates. The next one is rectangle by center. I specify zero for the origin point, and then I can specify the other corners or length. But if you hold down shift while sketching a rectangle, you can have the four sides equal to each other or sketching a square. Only hold down shift. At this condition, if eight is different to shift. The next one is rectangle by three points, which can be practical and useful for the conditions that you need to work in the perspective view, like to say, let me give you an example. I sketch a rectangle like this and then another one there. By this way, I move it upwards. Then by three points, I can specify the corners and the midpoint as the three points of my new rectangle. Check this out. By this way. Let us give you another example. Like you say for the rectangles which have been rotated, I pick two points. I specify the edge of the first edge by specifying the angle, the less than symbol 45 degrees, and then for the end of the edge, for the at first, I specify the angle then the length, and then the ive by this way. I mean, by using this technique, you can have your rectangle in an angled manner. Suppose that we got some geometries like this, and then we want to have a rectangle between these two, like this. And the last one which got filet at the corners or the rounded rectangle. After sketching that, we can adjust the fillets. We can specify radius or point for rounded corners to pass through. For example, for the radius, I can specify five inter. I mean by the movement of mouse, you can adjust the fillets at the corners without specifying a value for the radius of the corners. And the next topic that I want to talk about is the polygons. And then I move the window. Note that if the amount of the commands was few, maximize the size of the window, then you can see the other commands. The first one is polygon center radius, and we got three techniques for sketching the polygons. This is the first one. Let's check it out. That when we are sketching the polygon like this, as you can see, we get the number of the sides, which is four. I click on it, for example, eight, eight sides. As you can see, I can specify the corner of the polygon. The marker of the mouse is exactly on the vertex of the polygon. Here we can specify the radius, for example, like 40, and then the angle, we can specify the position of the vertex that we are moving it or we can hold down shift to restrict the movement. So the marker of the mouse was exactly on the vertex. The next one is the circumscribe polygon. Then by using the next approach, when we specify the center of the polygon, then as you can see, the marker of the mouse is positioned at the midpoint of the polygon edge. And when we specify the amount of radius, the value would be the distance between the midpoint to the polygon edge, which is the circumscribed circle. Well, the previous one was inscribed. But we don't want to focus on this circumscribe and the inscribe polygons, since I want to focus on their applications and their functions in order to teach you something practical. And as you can see, we can control the midpoint of the polygon edge specify four D and then upwards. Let me turn on the center grid snap. As you can see the value of radius is 40 from the center to the edge point, midpoint, actually, while here 40 is the distance between the center to the vertex. This is the differences between these two. The next one is polygon by edge. I will specify the length of all of the sites by specifying your start and end of edge. Then based on the specified distance between the two points or edges, you can have your polygon. 30 degrees and then the 30 meters for the length. Check this out. The another one is squared center corner that we have worked on it before. It is repetitive. The number of desides is four. If I specify eight, then check this out. So as you can see, these three are similar to the previous ones. And about the option, we don't have any specific things, but number of designs, any modes of inscribed or circumscribe. For example, you can modify the mode of inscribe to circumscribe or edge, which is this one third one polygon be the last one is a star. Let me give you an example by using star. I pick the star command. Then I specify the center, which is the origin point, and then this would be the result. You can sketch a star with it and about the settings or option, we got the number of the sides, vertical and around curve. For example, eight for the number of the sides. And after sketching the star, we will have 16 sides, eight for interior and exterior each by this way. And for vertical, that we can sketch it vertically in the perspective. I mean, perpendicular to the current plane like this that you don't have to hold down shift, I mean, control, or sketch in the front view. But you need to specify two radius for it, the origin point for the center, then the corner 30, then the angle, I hold down shift. The second star radius, I specify 25 like this, shake this out. Or if I want to give you another example about this case, for instance, if I modify the number of the sides and set 25, for example, then we will have 50 sides. Then I want to curve it. Let's check it out. And then I want to design a column. Let me show you in the preview of the rendered view like this. Well done, we're finished with the arcs and the squares, polygons, and all of the two D drawings geometries. Don't forget to take some time on practicing them. Also the examples. Don't forget to take notes and try to practice each of the examples one by one. Well done in the new part, after getting skilled at to the drawings, we're going to go through gumbo, as you can see, but it is different to the amazing world of gumbol. I draw a box or a circle, it doesn't matter. When we select the objects, as you can see, we got some arrows, some arcs, some shape handles for moving. This is called gumbol. So if you have selected your object in the scene and the gumbol was not displayed, you should activate it. As you can see, we can enable it or disable it by a click. But we're going to talk about the applications of the gumbo and the functions. What is the purpose of creating gumbo? First of all, we use these arrows. I mean, the blue, red and green arrows for moving the object in Rhino. For example, I want to move the box along the Z axis where I hold the marker of the mouse and the blue arrow, actually. And when it turn to black, I click on it. Then by drag, note that I do not release the mouse button. By click and drag, we can move it, or, for example, along the X axis. I'm sorry, I mean Y axis or along the X axis. Here as you can see, there is a plane, which is divided into four parts. By this plane, we can move the object, along two axis simultaneously. The move as I modify the view, place of the plane will be changed. For example, here, we can modify the position along the X and Y axis, while at this view, we can change the position along the Z and Y axis. And in the two de views, we got only one option for the move. By using the arrows or the handles, we can move the object along only one axis. Well, if we use the plane, we can move the object along two axis simultaneously. But while you are moving the object, if you hold down Alt, Alts button, you can make a copy or duplicate. I hold down Alt, and then I move the object by the handle. As you can see, I can duplicate or make some copy from the object. I select all of them. Hold down lt. Then by click and drag, I move them to make some duplications. Check this out. I can move and copy do. Here you may ask, how do we can move our object in the specified distance or coordinations. At first, you should select your object. Then you should have a single click on your desired axis. For example, a axis. Then after a single click, you can specify the coordination or coordinates, 15, for example. So the object is moved based on the specified value. I click on the green axis, 60, it will be moved. And note that the unit is your specified uh unit project. Right now, before clicking on the axis on the green axis, for example, if I hold down Alt, and then if I click on the arrow or axis, it moves the object and copies Asvill. As you can see, we got a duplication here. So this was all about moving the object. And the other option rotation by using these arcs, which is very simple, that you can use click and drag and then rotate the object. Along the Z X and Y axis. But don't forget to consider the color of the axis. For example, if I want to rotate the object along the Z axis, I should choose the color of blue. Then I can rotate it along the z axis, as you can see, actually around the z axis. Or if I want to rotate it around this X axis, we can use the red one, as you can see like this. And right now, here if I hold down all, I can rotate the object, meanwhile, making a copy. As you can see, I'm making duplications, and if I want to specify the value, I click on the arc, then I can specify the value for the rotation. Check this out. Here I specify to any degrees, it will be rotated anticlockwise. If I specify minus two degrees, the rotation will be clockwise. That as I told you before, we can add the positive value for the anticlockwise rotations, negative values for the clockwise rotations. And while you are rotating the object, if you enable F eight, it restricts the rotation at each 90 degrees angles. I mean, if you enable Ortho, check the sur, if you hold down shift, it restricts the rotation at the specified angles. However, you can enter the value manually without using of ortho. Like moving, if you hold down Alt and then click on the rotation, we can make copy. Check this out. The copy is created. As you can see, we got some duplications. Meanwhile, the object is rotating in the specified value, we can have some duplications. And the next option here is scale. Again, if I select the object in order to get access to the gumbol by using these squares, as you can see, this enables us to scale the object or minimize or maximize the size. Example, you can scale the object, align the Y axis, or align the X axis, as you can see by this way. But while you are scaling your object or modifying the size of the object, if you hold down shift, then I can scale my object in the X Y and Z directions simultaneously. Let me give you an example by the line, the line. And since here we've got a two d drawing, you don't have the scale option in the z direction. But I can scale the NY directions like this. And if I hold down shift, this would be the result. We can scale the geometry in the and Z XY. Directions. What about specifying the scale manually? Here if I click on the square. You can specify the multiplication for the scale, for example two, the sine will be multiplied in two. Or, for example, if I specify not 0.5, check this out. The specified value here is the ratio. The sins will be multiple in multiple in two, three, not 0.5. And here again, if we hold down Alt, we can make a copy or duplication. I can hold down Alt and then make some copies or we can hold down Alt and then click buy this way. And here there is a point that I should say, let me sketch a mass or a model geometry which is not mirrored or identical. If I want to modify the scale of this geometry, for example, in the z axis or direction, if I specify minus one, it mirrors the geometry. Check this out. As I showed you, the geometry was rotated or mirrored. Here you may ask a question that while we are rotating the geometry or object like this, as you can see, the rotation is based on the gumball position. And even when we scale the object, check this out. The scaling is based on the position of the gumball, as you can see. But can we modify the position of the gumball? Of course, we can. Hereify hold down Control button. Right now, I hold down Control button, but I do not click, and then I hold the Markramunt there. Then by click and drag, I can modify the position or move the gumbo and then place it here, for example. Again, I hold down Control, then by click and drag, I can move the gumbo or the pivot point, it is called pivot point in some of the offers. Then you can place it wherever you want by using these snaps, and then there would be considered as the pivot point of the scale rotation, and the movement. But if you wanted to reset it to its default place or to the default position, here there is a white circle as you can see. If you click on this, then it enables you to reset the gumbol. If I click and reset, it will return to its default position like this as you can see. And the next point about gombol is that when you select your object to rotate it like this, the gombol is rotated temporarily as your witness. I mean, as you are concerned, if I deselect it and then select it again, then the direction of the gumbol will be adjusted to the international directions. I mean, it is parallel to the international directions or to the coordinates. But if you want the gumbll to be rotated, along with the object, I should click on the white circle. And then I should enable aligned to object. Right now, as you can see, the gumball is aligned to the work plane or to the current plane. But if I align it to the object, and if you wanted to customize the position of your gumbel, then you can hold down Control. By clicking drag, you can located. So if you enable the align to object, the combol will be aligned to the object when you rotate your object. And then if you wanted to reset your cobool, you can click on Reset Cobol. Then it will be returned to the previous position. And if you want to be aligned to the or plane, right click and then choose aligned to C plane like this. We usually align the gobol to the rock plane or cram plane. That sometimes when it was needed, we can align the gobol to the object. Very well. But about the other topics about gobol and points that I consider gobll very useful, mostly in lines and curves is extrude. Here select the curve. We got some circle, some solid circle in the coordinates on the coordinates. For example, here we can extrude the rectangle along the Z axis. We got this circle only on the z direction. If I click on it, I mean click and drag, and the other capability of the Gumbel is behavior with the two D drawings. Let's check it out. For instance, here I sketch a rectangle. Then if I select the rectangle, then on the Z axis, we got a circle, as you can see. If I click on that circle or that solid, and when it turn to black, I'm talking about the circle, not the arrow. I click on it when it turn to black, but I do not release the button, then I drag it upwards. Then I can extrude the to the drawing, then we can have a box. So this was the extrusion process. I mean, making the extrusion. Let's try again. I disable Grad Snap. I select the rectangle. Then along the Z axis, I click and drag the circle. Then I extrude the circle. I mean rectangle. So this creates the extrusion I can specify the value manually by clicking on it, for example, like 15. By this way, we can extrude the rectangle. Actually, this process, which is done by gumbal using gumbo, we can create lines from the points, check this out. Then we can create surfaces, by the lines, check this out. And if I explode the box, let's check it out. However, this is not related to today's lesson, but I want to show you. Here if I extrude the surfaces, I can have boxes out of them. By this way. While I was extruding an object, for example, this rectangle, if I hold down shift, I'll have the extrusion at both sides. I hold down shift, and then I release it, check this out, the differences. The extrusion normally is at one side. But if I hold down shift, then it extrudes the line at both sides. You should not hold down the shift from the scratch from the beginning of the process. At first, I click on the circle, then I drag it, then I hold down shift. Then we have the extrusion in both sides. So by this way, we can have extrusions in two sides like this. In the continuation, I'm going to talk about the commands that you can have in the command line and they are related to the gumball. I mean, you can either use gumball or you can have the command from the command line. For example, the first one was moving. Check this out or we can move the object by using Gumbal but how can I get access to this command? Inter, move, point to move. Then if I want to move my object after getting after starting the command, I should specify a point in the object to move it. Then I should specify the distance of the movement and also the direction of the movement, as you can see on the screen. For example, 60 meters in the 30 degrees angle. So the less than symbol, 30 inter, 60 inter, and then I move the object. After specifying the direction inter, then I should specify a point as the pivot point. You don't have to specify exactly on the object. Like this way, then I should specify the amount of movement and then the direction of the movement. However, you can move your object vertical, you know? Then you can move your object along the z axis or in the z direction, as you see. Well done, and the next command is rotation, as you are concerned that we used Gumbal for rotating the object. Here I can search for R O then I enter, I press inter actually. Then I should have specified the center of rotation. When we were using gobol, the gobol itself was considered as the pivot point in the rotation process. But I specified the center of rotation here. Then I should have specified your start point of the rotation, and then I specify the angle of rotation that I chose you the positive and negative values of the angle and the direction of rotation. For example, -45 degrees in order to rotate it clockwise like this, as you can see. And you can choose to make a copy from the object or not, as you can see, copy no, and you can use as center or not. If you enable to use as center, you can use the last Center for your new process of rotation. In the next one, the next option is copy, which is very simple. CO enter. I start the command of copy, just like moving from the origin point, then you make a copy the less than symbol, 45 degrees. And then, for example, 80 meters. Check this out. Then we will have the duplication, and then if you click, the object will be placed. And another option here is use last direction as I'm pinpointing with the mouse. If I specify, yes, it preserves the direction, so you can have more duplications like this at the last direction. Her even you can use less distance. I enable it, check this out by this way. And as you are concerned, this is very simple command, as we were working with Gmbol, but I just wanted to tell you some extra points about it. And the next item or option is scale. Here in Gmbol as I mentioned before, we use these squares for scaling the object in the specified directions, X Y and Z. But if I hold down share, I can scale the object in the three directions. Well, if I want to search for it in the command line. C. Here we got three scales, scale one D or one dimensional. I click on it. I specify the object. Then I should specify the point. Then the second point, check this out. Then I can scale the object in only one direction. So this is the D scale, which is similar to stretch. The second one was scale two dimensional or scale two D, which wasn't offered by Gumbal in two directions. I select the object and I specify the point, the first point, and then the second point. Then we can scale the object in two directions. X and Y. I mean, the height is fixed. As you can see, we are scaling the object in the X and Y directions. And if you use scale, can scale the object in three directions X Y and Z, like this as you can see on this screen. The continuation, let's check out the parameters. For example, I'm going to start from scale one D. I select the object, then I should specify the base point like this. We got two approaches for scaling a objects. It does not make difference. One D, two D or three D. This is similar or fixed. I specify the base point, and then I can specify the ratio scale factor or first reference point. For example, I specify two to multiple it in two, check this out, the scale factor. Then I should specify the scale direction. Like this way. By this way, you can specify your scale direction. Like this, let us try again scale one D. Then I specify my object to scale, then I should specify the base point, which is fixed. Then the scale factor or the first reference point, not 0.5. And since the direction has not been specified correctly, actually, it looks strange. But if I want to have the height, I move it upwards or in this direction, direction, Y direction, this scale factor will be considered. And in the next type, we do not specify the scale factor or any scale reference. I mean, it is similar to scale reference in Autocad. In this process, at first, we specify the base point and then the second reference point. After that, we can specify our desired scale factor, value like 25. Let's try again. I don't know what is the height of this object exactly, but I want to consider a specific value for the height of this object. For example, I want it to be 18. So scale one D specifying the base point. Then the second reference point, for example, 18, then the value of 18 will be applied as the height of the object. I mean, we can either specify the scale factor or the reference point. Let us try this for the two D and treaty scale. For example, scale two D. Then I select the object, then the base point I should specify. I should specify the scale factor or the preference point. Then it will be scaled in two directions X and Y. Here in front viewport. If I select the object, and then I specify two as the scale factor, and the scale will bring the directions of Z and Y. But what about the reference point? I specify the object and the base point after that. I measure a specific D stand. Then I want to specify the new value for it, which is the reference point. For example, 30. Then the scale, I mean, the object will be scaled in 30 meters, and we got it in the treaty view. Just like we told you before, I specify the object and the base point and the ratio or scale factor. Or I specify the reference point, and then I entered the value like 30. Let me choose another value like 50. Then the other reference points will be scaled in the y and z directions based on the tert value. Guys, we're finished with this session, please don't forget to practice the given lessons. If you had any questions you can ask me. And after getting mastered in these, you can start the next session. So do not skip the most important parts and watch them attentively. 9. Introduction to Curves: The another tool of TD drawing here is curves. Let me show you in the sidebar. As you are concerned, we call our objects curve. If I fix the window of curve, as you can see, although we call the lines curving right now. But we got a separate window for the two D drawings. Actually, we call them curve. Here we got two curves which are frequently used. The first one is control point curve, and the second one is curve interplay points. In the continuation, I will tell you the differences between these two. The first one control point curve. When you're sketching your curve in the scene, your specified point will be considered outside of the curve. I mean, this would be the result. Your specified point got no intersection with the curved line. If I want to compare it with a poly line like this, then I pick the control point curve according to the polyline. Then you can see the differences. Check this out. As you can see the points got no intersection with the curved line. Then the second one is curve interpolate points. If I pick this command, you will see that the points got intersection between I mean, the curve line. Check this out. As you can see, the points are exactly on the curved line. Let me sketch one more to show you. Look, this is the interpolate curve. As you are concerned, sketching a curve by using interpolate curve is more easier or easier, actually, because we got the interpolation of points into the line, so we can easily control them. But in the curves, we got the concept of degree. Let us talk about them. For example, when I pick curve interpolate points, we got degree that we can specify it. Right now, the degree is set to tree that we usually set a a tree, then this would be the result that we used it before, like this. But here, if I modify the value of degree, the curve degree, and then I set it to five, then this would be the difference. Let me modify the color to show you the differences. I mean, it increases the curveness of the curve. As we maximize the curve degree, it increases the curvenes. It is not that much important. Usually use three degrees or the curve degree. But let's talk about other options. For example, one of the most important objects options is persistent close, which is set to no, and this will be the result. But if I set persistent to close, persistent close to yes, let me set a degree de curve degree to three. Then if I start sketching the curve, then we will have a closed curve at any condition. We won't have an open curve. If I set it to no, as you can see, it is an open curve, we should close it ourselves. But if I set persistent close to yes, then the curve will be closed at any condition like this. Well done. What about the points that you should put it into consideration. As I told you before, for sketching the curves like interplate curves is a very better option because you got better control, upon it, since the points got interpolation into the line, so you can control them better to compare into Campa by the control point curve. I set a degree to three. Let's check it out the control point curve. I mean, sketching a curve line by using this tool is harder, sometimes we have to use Control Point curve. For example, in some specific conditions that we got a curve, but some parts of the curve are straight. They are not curved. Actually, in the situations that we got a curve that some of the parts are straight and some others are curved. Let me give you an example like this. I start sketching by control point. Then I start. I hold down shift. Then the second point, third one, fourth, and after having a straight line, then I can curve the line by this way. Check the curveness of the line. Some parts are straight. Then the curve started from that point. But let's try to sketch such a curve by using curve interplt points. So I pick curve interplt points, then I want to try sketching such a shape or geometry. I hold down chef to complete the straight line, I curve the line. Compare these two lines to each other. As you can see, we don't have the straight line, and the curveness is not satisfying. While by using Control point care gives us great curve, specifically when we want to we want a mixture of straightness and curveness in an organized way. I start one, two, three, I hold down shift. Specifying the fourth point, I curve the line. This is usually used for the porches and also the domes, there were oblique to use this technique. But if you wanted to, continue your curve lines. After sketching them, you can use continue command. But if you wanted to continue your curve line by using interplate curves, I mean curve interplate points. Here it is curve interplate points. At the points got interpolation with the lines, you can type continue in the command line, continue Interplate curve or CRV. Then if you specify the line, you can continue sketching the InterpatePoint curve. If you wanted to continue them by using Control Point curve, here it is Control Point curve. The point got no interpolation with the line or curve line, you can type continue continue curve. And it does not matter what you have been used before or the last type of curve. I mean, you can continue your curve in the manner you want. For example, here, we've got a mixture of Control Point and the interpolate. These were the two techniques for continuing your curves. But let's talk about the modifying or the edition of these curves. Actually, when you sketch your curve by using interplate points like this, as you can see on the scene, the points got interpolation with the line. When you select your curve, you can see the control points there which are not interplating the if I use Control Point curve, let's check it out, and then I finish sketching. The control points are outside D. I mean, they got no intersection. The difference is only while we are sketching them. I mean, exactly, while we are sketching our curves, we got access to the control points which got interpolation, but finally, they will be separated from each other. And these points are called control points, as I mentioned before. That by using these points, we can modify the curveness of the line. For instance, if I select this curve line, then the control points will be displayed automatically if I select two of the curve, I mean, two curves, we do not have the Control points automatically, we are required to press F ten shortcut if we want the Control points to be displayed or we can click on Show Objects control points like this way. So by clicking on Show Objects control points, we can display or show the control points. Then after selecting the object, if I hold down Shift and I select another one. Both of decontrol points after both of the objects I'm in are shown. But if I select them together, decontrol points won't be shown. I mean, you have to press F ten. So let us modify the control points and then modify the curvens of the line like this. For example, I select this line. Then I select this control point. Then as you can see, I can change the position, align the axis or in both axis simultaneously. Or if I want to modify the height, I select them, then I move it downwards or the other point, I move it downwards like this. So by selecting the control points of your curves, you can modify the curveness of your lines, as I mentioned before. Here in the perspective view, if I enable the control points and then select them and I move them along the Z axis, then this would be the result. Check this out in the perspective or treaty view. As you can see, we got a higher range of variety in sketching the lines of movement of the control points. But note that while you are sketching a curve, for example, like this, you have to use the less control points. For example, curve interpolate points. If I sketch it like this, I mean, in this manner in which we got too many control points, it would be hard to control it. That I call it stressy manner, then the result won't be smooth. Check this out. This is not satisfying or acceptable, and we won't be able to modify the curveness of the line. I mean, it would be very difficult since we got too many control points. Check this out. It wouldn't be practical. So while you're sketching your curve, note that. Try to have a less Control points, so the less the better. Let me say that at the count which are required or you need them. Let me give you another point, and then we're going to switch to the next point. Next topic, actually, see if you had selected your curve, and the control points weren't displayed or you should adjust a setting. You should open options, no options. Like this. Then in options in mouse. Here we got some settings for selecting, which is turn on control points when selecting a curve, light or oation. You should click this checkbox. I mean if I remove the checkbox, we won't have any control points until you press F ten. Check this out, or we should click on the checkbox of I mean, turning on the control points. So you'd better to turn it on or click on the checkbox in order to have the access to the control points automatically. It speeds up the process of working with Rhino, so you won't have any problems or challenges while you're modifying your curves. In the continuation, I'm going to explain a concept, and then I'll leave you to practice these lessons. Let me clean up the scene. As you remember, I selected the control point at this curve, and then I moved it along the z axis in the perspective view. As you can see, this curve is not straight anymore, it is not considered as a toy drawing. It is a treaty curve, since it is moved along the z axis. So the curves which have been sketched in the specific plane like this are called two D curves. But the curves like this, which is moved along z axis, which are not placed at the similar plane when they are not flat are called two D curves. I mean, they have been sketched into perspective view and the level is not fixed. But no doubt if I rotate this curve like this, check this out. This is not considered as a treaty curve. But as you can see, the level is the same. I mean, the level is modified. This is still a Toti drawing. The curves at their height either are the same or called Toti curves, but the curves like this that their heights are modified. For example, if I choose this and then I move the control point along the z axis to modify the height, like, which are called treaty curves. It is not a plane curve anymore. And from now on, we're going to deal with these expressions. There are some commands that are only applied to the, for example, two D curves or treaty cave. I mean, they do not support the treaty or TD care, for example. I mean, Rhino, we call PNR instead of two D curve. So the two D curves are called PNR in Rhino. There are some commands that they only support the planar curves or TD curve, plan RRF or surface. Select, we should select a planar curve to build the surface. Here, only a plane R curve is allowed to be selected if you want to build the surface. So it is important to learn the concept of the planar curves or the treaty curves. Since in some of the commands that we have to use the planar curves, we can put them into consideration. So, guys, please just practice the given lessons in this session. And when you are prepared, we can start the next session. See you next time. 10. Overview Exercise: Applying Basic Tools: Hi, guys. I hope you are doing well. At this session. I'm going to assign you your homeworks, actually, since there are some points and techniques that I should tell you while getting the homeworks done. For example, one of them is sketching these slimy patterns. Let me show you the slimy patterns. You will be given some patterns of slimy, and you can choose one of these files by your own. I mean, you can choose your favorite. And then by using Interpolate curve, draw it by an Irino as your homework. But it may comes up to your mind that it is very difficult to sketch such a pattern or design. But I should say that, you don't have to sketch it off hand. I mean, most of the times in Rhino, we use imitation while we want to sketch something. So right now, I'm going to tell you how you can import an image into Rhino and then have your sketching done. First of all, you got two approaches for importing your images into Rhino. Firstly, you can use click and Greg and then release it at the view that you wanted. As your favorite view, it doesn't matter. For example, in the top view, and then I release it then in image options, we should specify the format of the image or the function of the image in the R you should just specify your choose picture and then click on Okay. Then you have to sketch a rectangle here by this way, as you can see. Then this picture is considered as an object in the scene. Check this out. It is imported to write O as an object. But what about the second approach? You should type the command of picture in the command line. Just type picture in the command line, by this way, and then you can browse and import your image and then place it in the scene like this. Well done, after importing your image into Rhino, we're going to start sketching these slimy patterns. So I open the top view, then I start sketching. Here there are some points. First of all, while you're sketching the pattern, we were supposed to sketch it by interplay points, curve interpolate points. As I told you before, you should have the list control points. This type of working or stressy as I told you, it is not accepted. This is satisfying and accepted, you know? Let me show you the curve. As you can see, it is not smooth, and it is not editable, so it is not standard. So what should we do? As I told you, we should use the less control points. For example, you can try and sketch it by three points. Then here as you can see, it is enough. I can select the line. And then I can show the control points and then modify the control points in order to edit the curveness of the line. But here, as you can see in the scene, the image is not transparent enough to let us observe our sketching or our curves. So I'm going to teach you how you can make the I mean, increase the transparency of your images, just to make our sketch more visible. So for making the image transparent, at first I should select it, and then in properties, I click on material with the too toothpaste icon, as you can see, then I scroll down. Here we got the transparency. Then I increase the degree of transparency. Check this out in the scene. For example, you can increase it till 60 or 70%. You see, now our sketch is visible and we can also observe the image, and we can control our sketch modified and better. We got a higher control upon them. This was the process of increasing the transparency. The other topic is selection. For example, if I want to select this curve line, if I click, the image will be selected or if I drag or cross, I'm not able to select the line or curve. Check this out. I got some challenges in the selection of the curve. For example, I select it. Then I want to choose these two control points. As you can see, the picture is selected by mistake. So we have to lock the image temporarily, and for locking our image and for make it unselectb at first I select it, and the shortcut is control plus L. Here it is I hold down Control plus button to lock the image. As you can see the image is locked. I'm not able to select it anymore, so we can easily select the curve and you control points, modify them, and then move the project forward. So no that, you can lock your object if you want it to be unselectb. But how do we can unlock it? You should hold down Alt Control L. Now that when you activate a command by using control. You can deactivate it by holding down Alt control and that bottom simultaneously. It is unlocked by Alt Control L buttons. Control L for locket, Alt Control L for unlock it. By this way. Well done, I get Alt Control for locking it, and then I continue this sketch. However, we can use my pop up for getting access to the interpolate points, for example, like this. I hold down Shift to sketch in a straight line, then I select this one to connect these two to each other by using move by this way. Well done. Suppose that I'm finished with this sketch, and then I want to remove or hide the image temporarily for checking my sketch. At first, I should select my image. So I'll Control L for unlocking it. Then I select my image. Then by using Control edge, I hide the image by this way Control edge. Then you can consider your sketch. If there was any problem or mistakes, you can fix them. After the revision process, you can unhide it, which is Alt Control edge. Use Control plus g buttons for hiding the image and then Alt plus Control plus edge buttons for unhiding this. So this was one of your homeworks that you should do it and only sketch one part of it. Then by using copy or mirror or rotation, you can complete the sketch or pattern. And the next homework and I want to assign for you, is MNR these treaty lines. You can choose one of these by your own. It is optional, your favorite. You will be given these files and then sketch one of these into perspective view in the treaty manner. I mean, we do not need these in a flat manner. Suppose that you will be given some bars or rebars, and then you want to sketch this. For example, you should use vertical line, and you should put the three dimensionals into consideration while you're sketching the lines in perspective view. Can choose one or two out of these images as your homework, but you have to sketch at least one of the treaty lines. The next practice is elliptical bridge. Let's check it out. I open it. Here there is. I know it looks very difficult and complicated. I understand. But do not lose your self confidence, since this is the simplest practice that you have. So I believe that you are capable of it, but how you can sketch it in the continuation, I will explain to help you start this project or homework, actually. Let me guide you first, at the first step, you just need to sketch this circle and then divide it into some parts. I just don't want to kill your creativity. Sketch the circle and then divide it into parts, and then you can divide these two lines into some parts and then sketch the lines to each other. Let me zoom in, a this out. It is so simple. Here we got the line which is related to the bridge and the other line at the other side, and we got the circle as well. You should sketch the circle, then divide it by points and also the lines, the parallel lines and then connect the points by associating them to each other. And if you can work on some more details, it would be great. But note that it is not that much complicated. Technique is what we have told in the last sessions. So after getting it done, you can watch the next session videos that I have totally explained the process. Other homework is curve tools. Here you got some images, you should import them into your rear Rhino and then sketch the curves. I mean, you should sketch whatever curves you see. Actually, this practice develops your skills in sketching curves in the plan view. But later, we will have them in the treaty view. But right now, we just need to sketch the curves in the plan view. So we can be skillful in sketching curves by using Interpolate points. But I have skipped something. Let me tell you that in slimy patterns, this is regarded as your homework too. You should choose one of the uncolored patterns and also the Control Point curve which is selected. So here there are two files that you should sketch them. And it is simpler than the other one. As I mentioned, Control Point curve that I want you to sketch this by using Control Point curve. Since you were required to know how to work with the Control Point curves, I have assigned this for you for developing skills in Control point curve. Let us have a review, one or two of the line. Then in these lami patterns, you should choose one of the black and white patterns and also the control point curve. And then we got the elliptical edge, as I told you. Actually, in the practice of elliptical bridge, if you were eager, if you wanted to have your lines with mass, I mean, for example, to convert them into some cables with masses, we can use pipe command. We'll talk about pipes, leather in the future sessions totally, so don't worry. But if you were eager to work on more details, you can use Pipe Command. Just search for it in the Command line, then click on multiple. Since we got multiple lines that we want to convert them into pipes, then I sketch, I mean, click and drag, select and enter. Then I should specify the radius of the pipe, for example, 9.5. Then this would be the result. Let's check it out. So simply we can create pipes out of the lines. Well done. But if you select only one of the lines, I mean, in the command of pipe, then you will be asked to specify the start and end radius of the pipe. For example, 0.5 for the start and one for the end. Check this out. This is the result. This is not practical for your current level. So you'd better to use multiple while you want to create pipes. Since when you specify multiple when you create multiple pipe, you won't be asked to specify the radius of the end and start parts of the pipe. So you select it and you specify the pipe radius, for example, two, and then you have the pipes. Well, while creating pipes, if at first we select the lines, we don't have to click on a specify. I mean, multiple. I select the lines, then I enable the pipe command, and it is not required to click on multiple well done. And the last one was the curve tools. And I want you to do your homework works at first, and then decide to go for the next session videos. Since these skills are prerequisite for the next session videos, don't forget to ask your questions, since you can fix your errors, and then you can start the next part. I wish you luck, see you in the next time. 11. 3D Volumes in Wireframe View: At this session, we're going to sketch these lines, these three lines, step by step together. As I mentioned in the last session, right now, I'm going to sketch one or two of them, then I'll leave the others for you to sketch them. For example, I choose this and then I want to start sketching it, but I should arrange these two views in order to observe the module and at the other side sketching it in Rhino. So this was the first as Iman approach, but the other approach is to import the image into Rhino and then just use it as a guide or reference that I'm sketching the model. Don't get me wrong. I don't want to sketch the model like the previous session that I used to sketch the overlapping lines. And another option or approach for sketching this for having an easy access to this is using the library. Here I open the option, then I open libraries. By this way, I can get access to the library of Rinoas you are concerned. Here I can open homework and the three lines. Then I choose my desired image? All I want to tell you is that you can easily get access to the images or pictures or whatever. And if you wanted to import them, you can use Click and Drag and then release them in the scene. But I want to choose to open the image and then Duck the window at the left side, and then sketch the Rhino which is at the right side of the scene or screen, actually. And even I can close deductable windows, since we don't need them for now. Then I press Control plus M to maximize the perspective view or the full screen mode of perspective view, and then I start sketching the treat lines. At first, I should start the polyline command. Then I check that Ortho and Grey snap should be enabled. Then I want to start from this part, and then we shall go on. Zero Inter for the origin point. As I told you before, you would better start your models from the origin point. 25 units. Inter, I enter the value then I press Inter. After that, 12, again, 25, then again, 12, Inter and 25. Well done, here as you are concerned for entering the measurements or the distances of these lines. We just need to select the polyline, and then we should specify the first point, and then I enter the length or distance. For example, for sketching 50 meters. The first point is already specified. I import 50, then I press Inter buttom or you can use click buy this way. Then I want to sketch the 12 units height or moving it along the z axis, I hold down Control button and I click on the point, and then I move it forward. I mean upward. Then I import 12. Then at the current direction, as you can see, I'm going to continue the line along the t axis. I mean x axis, 12 and click. And then at this direction, the value is 25, sketchimport, and then click. And the remaining distancer length is 55 since the the value was 75, and for having a vertical line, I again, hold down Control button. Then I click on the end endpoint. I import 25, click well done. Again 25 units. I import 25 in the command line, then click, 25 by this way. I press down a spacebar to check the lines and also to keep the lines. And then, again, I pick the polyline. Then I connect these two points to each other by this way. Then from the other side side, I'm going to start sketching. 75 is the total height. A vertical line, as you can see. As you can see, the behind part is prepared. Then by using right click, I start the command of polyline. I start sketching. Then I hold down control for sketching a vertical line at the size of 12 units or meters. Then I connect it to the intersection. When well down, let's start again. 25 meters, I import then click 12, just like the image, 25. 12, 25, and then at last, I connect it to the point. By this way. Then I pick the single line command to sketch the intersections or the corners, actually. Then by making copies, I position the line. Well done. So the first three line is completed, as you're concerned step by step. Relocate it. And then I'm going to go for the next one, just like the previous one. At the current model, as you can see, we got some other points and techniques like associating the angles and also the relative coordinates. So you're going to learn new things. I'm going to start from this point. But at the beginning of the sketch, I import zero in the command line for specifying for starting from the origin point, 22, the length of the line. I click, and then at this part, I'm going to rotate the line at 45 degrees. I import less than symbol, then I import 45 inter then by this way, I can have the 45 degrees line. And as you are concerned, the length of the line is nine units. So I import nine in the command line, then I press Inter. Then here the relative coordinates, as you can see, are nine and minus nine ing digs and Y axis at sign nine, come on, minus nine, well done. And then again, 22, click I hold down Control, and then I click on the point to sketch the vertical line 16 Inter. Again, 22. Check this out. Well done. Then I want to sketch a line which is perpendicular to the vertex of the lines. I need to enable SmartTrack. By this way and by using the object snaps. Again, I hold down Control to sketch the vertical line, snap, hold down Control, then snap, buy this way. As you can see, these two lines are parallel to each other. Then I enclose the curve. So we have done to disport. Then by using single line, I sketch the vertical lines to associate intersections. And then this is the result like a surface or a panel as you can see, I pick polyline command, and for now, as you can see on the screen, I'm going to move the line along the y axis. I import 16. Then I click. I hold down Control. I sketch the vertical line six units. Then the length of 18, 16. Then by holding down Control, I sketch the vertical line, hold down Control. Then by click and drag, 42, the total height. And then for this part, as you can see, I import 16. As you can see, there we should define an angle and the length, the total length there is 30. I mean 15 for each sides. I import at sine for defining the angle. I'm sorry for the relative coordinates, 15 minus comma zero, since you won't have any movement align the axis, I import -15 to move it align the set axis. I click and then I'm going to sketch the other side at sine 15, come zero, and then 15. Since the movement is toward upwards, after that, 16 units. I move it forward, 20, again, 16. And then again for this part, I type in the command line at sine -15, come zero, and then -15, like this. Again, at -15, come zero and 15. Check this out 16 and then at this part, I'm going to sketch this line and then connect it to the intersection. Right now, I can select D Pline and then explode it. I select this line. I hold down Al's button, then I click on the red arrow of the gumball, then I import nine for making a copy and moving. Then for the other side, I can select these two lines, and then by using mirror command, I specify the axis, I mirror it at the other side. By this way. Again, by picking single line command to sketch the intersections and corners like this. After that, the line for the bottom part is 62 units. Check this out. Then I can select the previous line for making copies like this way and then place them at the four corners. Right now, I select the polyline here. I click and copy Command, then I duplicate it to place it at the other side. Look. Again, this line, I click on copy Command, then for the corner like this. And finally, I pick the single line to sketch the corner of the treated lines and enclose the curve. So as you can see, we have sketched two of the treaty lines images step by step, very simple. But for you, addition to these two practices or home developing your skills in sketching treaty lines and using RTO at how and when we should use RthO command or options. And how can we sketch vertical lines, specify angles, relative coordinates, and the length and distance? 12. Drawing a Simple Bridge Structure: Hi, guys. I hope you are doing well. At this session or the last session of this season one, we're going to model the elliptical bridge. Till now, we have been working on to the drawings in some commands like pipes, and I know that there are some limitations for you and for us for modeling such a project since some of the parts haven't been instructed. But at this session, we're going to model this elliptical bridge by using just current knowledge till the end of the first session, first season, actually. I will do this project in a more professional manner, and then it will be given this vile, and I'm going to ensure you that I mean, by the future session, you will be able to model this elliptical bridge more professional. I want you to watch this practice or session again later. Right now, let's check out the images of the elliptical bread. Here, the most important parts of the bread are the two parlet lines and also the circle, which is around the lines, and the lines in the circles are actually the circle are divided into some parts, and the points are so seated to each other by some lines, and then the lines have been converted to pipes. Here we got some dimensions, some details for developing the accuracy of the project and presenting the model in high details that unfortunately we don't want to get through details. So we're going to sketch the model relatively, or in other words, stemicly. Here by using lines commands, I pick line by midpoint. I started from the origin point, then I extended from the two sides, for example, 30 meters for each sides that the total value will be 60 meters, like this as you can see. Then by using the combo, I moved a little bit along the axis. I mean x axis. Then by using Control Point curve, I'm going to continue the two ends of the line or the straight line by this way, as you can see. However, we call it CP curve Asvill. Let me disable EarthO. Then I sketch the curve in this manner. I select it. Then I type mirror command or MI. Then by specifying an axis or start of mirror plane, midpoint, I hold down shift, then I mirror the curve at the other side, like this way. Select the whole curve, then I join them to each other. Since I'm going to consider the whole curve as a single line, and then by using mirror command, I mirror the line or curve from the origin point at the other side. As you can see on the screen, then I can import the image of the bridge into Rhino. For instance, I open this. I'm going to import this into Rhino and then located at one of the views by click and drag. I release it into the image options, I choose picture, and then I click Okay well done. Then I want to place locate the image on the green axis. I open right, right, view, then I place it here. Then I adjust the position of the image, for example, this way, and then I scale it to adjust the size of the or the dimensions of the image, I hold down shift to scale the image into directions of X and Y, by this way. But if I do not hold down shift, I can't scale the image in both directions. Like this, let me adjust the position by this way. Then I want to specify two points in the scene and then consider them as the auxiliary points to help me in sketching the other parts. I disable grid snap, then I want to specify a point. So the marker is not restricted to the grids. I specify point here, and then the other point, let me pick a point at this part. Check it out in the perspective view. As you can see in the screen. I select the image, and after that, I hide the image by pressing Control edge, and then I'm going to work on the points. Following that, we're going to sketch arc arc. So in the side bar, I open the curves, arcs, actually. In the set of arcs, I choose arcs center start angle, and then from the origin point till another point by this way. Let's check it out in the perspective view. Well done. Here, there is an important point that you will learn it later, for example, instead of sketching the arc, we can sketch a circle and then divide it into two arcs or actually semicircle, or even we can scale it. Since here, if I look at the image closely, as you can see, it is not a circle, actually. It is more close to the ellipse, but we're going to consider it as a circle, not an ellipse. Well done. I keep on going and sketching in top view arc three points, start N and point on arc. I specify the first point and then the end point like this by holding down shift, and I click on the midpoint. Here as you can see, we got two arcs. I select them into perspective view. Then in the right view, by using the gumball, I rotate the arcs, by this way, by this way. Let me move it and adjust the position. As you can see, I'm adjusting the position based on the points that I have put them based on the important image. Then we will have this arc, as you can see. Here I select the greater line that I had. Then by pressing down Control L, I lock this line since I want it to be unselectb. As you can see, it is not selected. And then the line here we got is going to be considered as the line which is going to be divided into some parts. Based on the images, let me show you the image as you can see, this is divided into some part. And the reason here is that we want to put the gap in the circle in the consideration and the continuation I will show you. So in the scene, I select this arc, which is joined and then the arc. Then in the set of point stools, divide curve by a length. I right click actually divide curve by number. Then I want to specify the number of the segments. Since I want the arcs to be divided based on the specified number, I type 36 by this way. Then the two points that were sketched, according to the image I select them and I hide them by control edge, they are not required. Actually, at this stage of the process, we'd better to lay out the division of the points. Actually, I'm talking about the points, the lines and the pipes that we'd better to put them into some layers. But in the future sessions, we will work on layers and the layouts. So by then, you will be able to consider the layers. The continuation, let us I mean, connect the points to each other. I pick single line, and I sketch the first lines to each other. Then I want to skip two of the points in the arc. I connect the second point in the curve to the fourth point in the curve arc, actually. And then in the next stage, I connect the fifth point in the arc to the fifth point in the curve by this as you can see. And then I continue the pattern like this. I move forward to connect the points Thanks for being patient. And while you are associating these points to each other, note that you should enable these object snap off points, since we should start our single lines exactly from the points as you are concerned. I keep on going. Wait for a second to complete the connections. Well done. Then I'm going to select all of the created lines. I hold down Shiv and then by click and drag, I can select them by this way, and then I'm going to en group them or pressing down Control G. Then I can consider them as a single object or a group. So then we can select them easier. Then I type SEI is EL PT to select the points and then control G to engroup the points so that we can select them together, Control H to height them by this way. Then I get back to the image of the elliptical bridge to check out it. Right now, we have created the main cables. I don't want to consider the thickness of the cables. We will talk about the thicknesses later. But right now, we're going to start sketching the secondary cables. As you can see between each two main cables, we got five secondary cables by this way. And if I want to sketch five secondary cables, in other words, if I want to divide, depart or the gap into five points, let me check it. One, two, three, four and five. Following that, in the division process, I should divide it into six parts, since as you can see, we got six empty parts one, two, three, four, five and six. So we need six empty parts between each two main cables and also five points and six segments. Then we will have the secondary cable. And the five zoom in, you can see we got the similar cables. Following that, I select one of these lines in which we got some curves and also the arc or semicircle, both of them, and then by using divide curve by number of segments. But this time, I want to multiple theory six into six. So as you can see in the command line, we can define our mathematical operations instead of directly specifying value like division, multiplication, subtraction. I mean, there is no need to use calculator, since we are free to specify the mathematical operations too here. And then I press Inter. Check this out. This is the result of theory six into six that we have divided the curves. By specifying the number of the segments. And right now, we got 216 segments. Well done, I'm going to start the command of single line again. But the reason that I'm using single line is that we are allowed to sketch only a single line. And after the line was sketched, the command will be canceled, so we don't have to press Inter since we are not using polyline. So let us continue sketching the secondary lines, five lines. Five points, actually, and then some points there. So right now, I'm going to select the points sequentially and then connect them to the other points in the curve or arc in the semicircular two in between. I mean, every two points, Svia skip two points. Then we go for the fourth point, which is connected to another point and the curve. Again, I should skip two points and every two points, I connected to the another point, well done. I keep on associating the points to each other by the technique that I explained. And note that you have to leave or skip two points between each point that you connected to the another point. Since it is possible to select an alternative point and making some mistakes, which ruins the order. Anyway, I move forward. And I hope that you have get your project done before starting to watch this video. Let me play this. Thanks for your patient. I mean, for being patient. As you can see, we got five lines in six segments between each two main cables by this way. I skip two points. Very well. And I recommend you to check your model after connecting the lines to each other, since you may have man some mistakes accidentally, check the order, check the manner that or lay out the number of the points, the number of the segments. It seems that it's gonna take some minutes, but no matter. Thanks for following the stages step by step. Very well. Let me check it. As you can see as I zoom out, we can observe some triangle shapes, you know. Following that, the differences in the thicknesses of the cable makes the triangles outstanding so that we can distinguish them better in the first sight. Let me complete the other parts. Actually, I can wait anymore to show you the fascinating result of the elliptical bridge. And I hope you have done this project, this practice successfully. And I know all of you may have considered this practice very complex and complicated and difficult to handle, but when we look at the project closely, you understand that, it is not that much difficult and we can handle it by just being patient and working attentively with high details and accuracy and also focus. But I'm looking forward to show you the result. And by the end of the session or by the end of the season, actually, since we are recording the last session of the season one, you can ask me your questions, but don't forget to practice all of the given lessons and the details that were taught in season one are considered as the prerequisite to start the second season. And if we do not put them into consideration, I promise you that you will have some challenges since the processes are getting difficult, you know, and more complicated as we move on. In a way, a few points are left, wait for a second. Very well. And I sketch the last line by this way. And the next stage that I want to do is to select the new lines that just have been sketched, and then I want to group them and group them. So by click and drag, click and drag window, I can select them, and then I can deselect the items that I don't want them to be selected. Or I can search for SELCRVT select the curves, buy this way. Then I hold down Control button, and then deselect the extra lines like this, the straight line and also the semicircle and also the first line or the main cables, and then the semicircle, I select them, and then I press Control G to engroup them by this way. Check this out. In the next stage, we should select the points as I did at the last stage and then engroup them for hiding them. Select point, Control G to engroup them, and then control edge to hide them. Then I need to select the semicircle or the arc, control edge to hide it. And then here we got a line or the main line. I press Control L to unlock it. Check this out. By this way. Then I select the entire lines or curves. Instead of this, I deselect it. I type mirror command in the command line, MI, then I start the command. I sketch the axis from the mid origin point. Then I mirror it at the other side, like this way. So as you can see, the elliptical bridge is getting completed. And previously was talking about the distance between these two lines. I select these two curves or arcs, and then I join them. Then we will have the circle or the ring. And then I select the two groups of the main cables. After selecting the two groups, I press Control G to engroup these two groups, and then the secondary cables. Control G to engrop them, then selecting points from the command line to hide them, well down, and the next stage is creating the railings, as you can see at the side of the bridge and for sketching the railings. At first, I should select these two parlet line, and then by using isolate command that I will talk about isolation later. Here I can find it visibility tab in a standard. I mean in the toolbar, Isolate objects. However, I can get access to Isolate in Pop up two by clicking then the Wheel of the Mouse. I select these two lines. I hold down Alt, and then by using Gumbo, I move it upwards to make a copy. If I want to specify the value, I hold down all, then I click, then I can import the value manually. For example, 1 meter by this way. The continuation, I'm going to consider the incline or the slope part. And while the two lines were selected, I'm going to use scale in order to maximize the upset between these two lines by this way, as you can see. Let me check the breach again in the image. And for the division of the lines for creating the railings, we can multiple they six into two. I mean, nearly, we will have 72 points or whatever you want. It is optional. Then we will have the division of the points like this 72. After that, by using select last created object, I'm going to select created points. However, we can get access to this command by just searching ellast in command line. Check this out, sell last, then the points will be selected. Control G to engroup them. Then I pick single line again. Then in the continuation, as you can see on this screen, I'm going to sketch the single lines, and after that, by using mirror, I can complete the half of it, and then for the another part or another half, I can use mirror. So let's start by this way. I connect the points to each other by single line. I type E in the command line for zooming extent, then I can observe the points better. I associate the points like this way. I zoom in well down to complete the railing. Guys, I'm gonna respect your patience. Like this way. As you can see, this is more I mean, simpler than the another one. But till here is enough, I can select this and then by using mirror command. At first, by using Control, I hide the points. Then I select the curves a ELCRV, but I select the palette lines or the main lines. Then by using mirror, I specify the indepted mirror plane like this way. Here I delete the overlapping line. Again, I'm going to select the curves, again, deselecting. I hold down Control, and then I deselect Control G to create a group. Then I make a copy for placing them at the other side for mirroring, as you can see. Then I have to select the set up lines and then group them and then hide control edge, and I want to select these four parlet lines to create a group. However, we can have two groups from the bottom lines in the top lines to consider them together. So by this way, I can select the lines that their thicknesses are equal to each other, since the bottom lines are going to have an equal thickness. I press Control plus sheaf plus edge to unhide or to display everything in the filters, I check curves. I sketch a window, then I press inter since I want the lines to be shown in the scene. By this way, as you can see and the scene. And the next stage that we're going to go through is creating these trusses, as you can see. Let me show you the other pictures of it. I'm in the continuation. We're going to sketch such a truss and even we can associate the points to each other. So back to the project, I select these single lines by this way, and then I isolate them. After that, in the right view, here I'm going to sketch a line. So by using Interpolate curve and then check this out, I start sketching the curve, the interpolate curve like this. Since you will look at the model closely, let me show you the images. We got a slope part or an inclined part at the bottom of the bridge. So let's get back to the project. Here, even I can select these lines and then explode them by this way. And group, explode. And then since we're going to start sketching the trust from this point in the right view, I select the line to check the direction, and then I scale this. I minimize it by this way, and approximately the size is properly adjusted. However, if I maximize the size a little bit, it would be great. Well done. Here, but how can I sketch these tross? Let me show you them. Check this out. I'm going to start with to explode the joint part, joint line, actually. Here it is, I'm going to explode it. As you can see, the line is already exploded, and then the number of the single line. I mean, for knowing the count of the points, I should calculate the key number of the single lines. And here, as you can see, we got 146 open curves. In the group, the divide them into two. So we got 73 lines at each sides. Actually, I'm going to subtract five since we got five extra lines at each sides, so finally, we got 63 single line. So here we got 63 lines and 62 segments, as I showed you, so I select these two lines. Then I start the command of divide by number of segments. Then I specify 62 for it. Then by using polyline, let me check out the tras in the image. It has been started from the top part, so I start sketching the truss from the top curve. Then I continue by this way. Like a zig zag manner, I can open the right port, right view, actually, in order to speed up the process of sketching. Zigzag lines. We have to sketch 63 lines. So it takes some time for finishing the truss at the bottom part of the bridge. So parts are left. Very well. By this will, let me show you in the perspective view that the trusses are created. Again, I can use mirror command. Then I enter zero. I press Enter. I hold down Shift, I make a copy, and then I place it to complete the other side truss, like this way. Then I select both sides trusses, Control G to engroup them, and then I hide them. After that, I need to sketch a line here. Check this out by this way. Since in the continuation, we're going to have some other connections between the points at the center. I select line then by using copy command, then I make copies to paste it at the next points. We can keep on making copies, but before that in the options, I enable from last point, I set it to yes and then use last distance and also use as Direction. Then edit the top view. Then by this way, I start clicking and the points. Then I can duplicate the line so quickly. However, in the future sessions, I will give you some tricks and techniques for duplications. One more copy is left, well done. Then this would be the result. Then by sketch of window or by click and drag, I select these lines, Control G two engroup them. Then in the pop up, I write click and Isolate for canceling D isolation or to display the other curves or lines. I select the points, then I hide them by Control edge. However, I engrop them at first, then Control plus Shift Edge. Then I select these lines to display them in the scene. Check this out. So till now, as you're watching scene, we have completed this clearing of the project or the model by this way and in the continuation, I'm gonna specify the desired thicknesses for each of the parts of the bread by using the command of pipe. Firstly, I select the main circle. Then I start the command of pipe. Actually specify the radius for it, 32 centimeters, for example, then I apply it, check this out. Then if I want to display the surface, I press Control plus t plus S to show the pipe in the shaded mode. You can see display mode is set to shade it. After that, I'm going to select the main cables of the project. Then I type pipe in the command line. Then I specify the radius, 9.15 as the radius of the main cables. Well, done after that at the next stage, I'm going to select the secondary cable and then consider the thickness for them. I press space to start the command of pipe. Then I specify not 0.5 for the thickness of the secondary cables. So here we got a difference in the thickness of the cables. As you can see on the screen. After that, I'm going to select the lines of the bradge but before that, I should join them since they had been exploded. So at first, I select every single part and this one. Then I click on Join Command to join these lines. Then Control D to engroup them. After that, pipe, then I should specify the pipe radius, not 0.1. It is enough, check it out. Then I select the railings. I select both sides, then I type pipe. I actually specify the radius, 9.03 or 3 centimeters. Then this part of the railing, 9.04 or 4 centimeters. After that, it's the truss turns. I specify 6 centimeters as the radius very well. And after that, I want to choose the group of parallel lines like this we as you can see on this screen. Then for the radius of these, I specify 0.04 very well. After that, by using the command of selecting curves, I select the curves, all of the curves, Control H. Then by pressing down Control plus Alt plus R, I set to display mode to rendered preview, and this is the rendered preview version of the elliptical bridge. And the last part of the bridge that we should create for are these three lines. So to do this, let's get back to the project. I can press Control plus Z in order to get access to the lines of the model. Then by clicking on curve, I want to choose only the lines. Then I enable the isolate command. Then I'm going to sketch multiple lines between these two lines. So in the front view, here I can divide the lines by points. I activate the snap of near. I hold down sheaf to sketch straight lines like this. I select these three lines, Control engroup them by this way, then pipe and for the radius of the pipes, not 0.2, I disable the isolation like this way. By this way, after that, I start the command of selecting curves, Control plus H, then I set the display mode to render preview in order to show you the result of the project. So as I showed you in this video, by using some simple commands and also sketching lines in curves and points and the points divisions by numbers addition to some other commands like joining, exploding, and grouping, hiding, and then hiding, we managed to create such an elliptical bridge that it may seem to be complex, but we succeeded, too. I mean, we managed to sketch it only by using these simple commands. I want you to do this practice, and then we can share the image of your result, the result of your project if you were interested. 13. Essential Line Editing Tools: Hi, guys. I hope you are doing well. Welcome to the second season of Rhino. And I hope you have done the last season homework successfully. But he the topics that we're going to talk about are the edition commands. Or modifying your lines or curves, you're already familiar with them from autocat. But if you don't know how to work with autocat, don't worry, since you're going to learn all of them from ATZ actually, most of the users believe that the best software to the drawings is AutoCAD. By today in this session, I'm going to show you that right now is more practical than autocat because of having too many drawing tools more than Autocad also more addition commands than autocatR now, I'm going to deal with the addition commands for the curves. But before that, let's have a review. You remember while sketching a polyline, I press down Inter to finish the command. As you can see, these are joined. And as we know from AutoCad and as we talked about it before, if you want to separate the line, what should we do? Of course, you're right, we should explode them. So I can select a polyline, and then I can type the command of X, then we will have the single line, which are exploded. Here is the icon Explode. And if I want to join them again, I select them, and then I click and join or J to rejoin them. Then we can consider them as a single line or we can click and join very well. But let me give you a point about joining the lines to each other. Et me explode them again. Well, very well, here if I start the command of Join, as you can see, we can't schedule window by click and rack. Then we have to select the lines one by one and then press down Inter to rejoin them. So always in the command of join, I recommend you at first select your line and then click and join. So then you don't have to select the lines one by one and just waste your time. Here there are some other points that you need to know. Here if I connect three lines to each other by this way by considering a point as the intersection and then join them. We can only have two of them joined to each other. The other one is not joined. Remember this that we are not allowed to join three lines or curves in a specific point. Only two of them are allowed to be joined. I mean, the capacity is filled, and we got this role in the treaty max as well that we can connect two lines to a single point, not more. And another point. If I sketch two curves and a small offset between them like this, as you can see on the scene, and then if I join these two curves, let's check it out. I click and join. Let me make them close to each other a little more by this way. Then I click on Join, check this out as you can see, after getting closer to each other, they are joined to each other. Well in your previous model or case, the offset was more than the standard value. So if there was a small offset between two lines or curves, we can join them to each other as I showed you in the previous example. And this rule is true we got two lines that are crossing through each other like this. Check this out. If I select them and then click on join, then this is the result. So if there was a small offset between the two lines or one of them crosses the another one, we can join them to each other, as I showed you. Also the lines that got overlapping parts with each other like these two, here we got two lines. If some parts overlapping, you modify the color of layers so we can distinguish them better. Check this out. They are overlapping each other. If I click on join, they be joined. This rule was about the overlapping lines that we can't join them. In the next example, if we got two curves or lines, let me explore them. If you specify, for example, different colors of layers for two lines, if you join joining them as they are unified, different colors removed. These were some points about using Command of join that I had to tell you. The next command is trim. You have probably worked with it from autocad, or if not, don't worry, since I'm going to teach you. Here I'm going to sketch some closed curves or rectangles, as you can see tree. I disable the snap of the center of the objects. Since I don't it, so I disable it. Very well. So about trim command, shortcuts TR in command line. I type it, and here is the related icon, trim as you can see, but how does it work? At first, we should specify your selected cutting objects. In which process, we should specify some boundaries or select some boundaries that we want to cut some parts, for instance, I want to remove these lines. At first, I should specify the boundaries. These are the boundaries. I select the rectangle at first for specifying the boundaries or selecting the cutting objects. And this is my cutting object. I press down Inter. Then I should select the object to trim. If I click on this, check this up. It is trimmed. Which is okay? Let me try again do to show you the process again. I pick Trim tool or command. This time, I want to choose this as the cutting object. I press down Inter. Then I should specify the objects to trim. Well done. As you can see, this is removed or trimmed like this way, as you can see in this screen. Let me give you another example about trimming. For example, I sketch a rectangle like this and a line. By this way. And another line buy this way. Check this out. Assume that this time, in this case, I'm going to remove this part. I pick trim tool. At first, I should specify the cutting objects or boundaries, which are the due? I have specified my cutting objects, then I press down Inter. Since these are the boundaries, Inter, then I should select the object to trim. Very well. Like this way. Now, that here we got the option of undo, which undos the process to the previous stage. Check this out, undo. So if you made some mistakes, don't worry, you can click on undo or just typing as the shortcut of undo and then press down inter. And this is the result of the trimming. But the item, which is very practical in trimming that we got it in Autocad as Trblespaceuble inter double space, that it enables us to specify all of the lines as the boundaries, and it gives us access to remove whatever we want. At first, let me prepare these example, then I will show you what I meant. I prepared the scene for this example, well done, suppose that here we got a scene or some set of objects, and I want to remove some of the part. Actually, it is hard to specify the cutting objects or select them, since we got too many objects that got overlapping with each other. So if we want to trim whatever we want freely, after restoring the command of trim, I select all of the lines as these cutting objects, then I press Inter like this, which is the corresponding or equivalent to TR double space or inter in AutoCAD. So right now, we can select the object to trim. Let's check it out. By this way, I can specify the parts or the lines that I want them to be trimmed, and this technique is very practical, especially in large and complex projects. I know that if you made some mistakes in trimming, you can type and then press down. For example, I removed it, and then I type, and we will have the line undone by this way, and so on. I press down inter to save the changes. But here there are two points about trimming. If I start the command of trim, here we got two options extend cutting lines and apparent. And another one is apparent intersections. We should consider the parts of the intersections as W. But what does it mean? Let me show you in this example. So right now, here I pick command of circle, and then I mean rectangle, and then I sketch it. Then I sketch a line here, a single line by this way. Here, as you can see, we got two intersections. So if I trim it, I specify the cutting object. If I trim it, check this out. This is the result. But this time, I select the line, and then I move the control point upwards. This two does not, I mean, don't have any intersections, no more. So if I tort the amount of trim, and I set the apparent intersection to know, I mean, the apparent intersections are not considered check this out. I can't trim it. Trimming does not work out. So when our lines or curves had not actual intersections or apparent intersections, the trim does not work out until we set the apparent intersection to yes. By this way. Let's check it out. This time, I can cut it because apparent intersection is set to yes. Check this out into perspective view. Despite I don't have any intersection, the trim is done. D another option, which is extent cutting lines, as you can see in the scene. I want to explain this another example. Suppose that here we got a rectangle, and then we got a line here by this way. Let me modify the angle of this line by this way. Hereify type TR, and then if I set extend cutting legs to no, then we won't be able to trim since there is no intersection. But if I set extend cutting lines to yes, then it extends this line in a way that hypothetically it is crossing the rectangle, and if we trim, this will be the result. Since the line is extended across the rectangle. For example, I sketch a line here, D another line there. Then if I type TR for getting access to the rand of cream, if I set the extend cutting lines to no, the trim process won't be done accurately. But if I set extend cutting lines to yes, let's check it out, then it extends the line. But let us combine these. I mean, these two options, extend cutting lines and apparent intersections. But how? Consider these, which are not placed on the same plane. If I move the line and then relocate it like this way, check this out. I'm going to try it. If I set extend cutting lines to no and apparent intersections to yes, I select the two curves. Then I try to trim them as you can see, it doesn't work out. But if I set extend cutting lines to yes, it does work out. But if I set extend to yes and then apparent intersection to no, again, it doesn't work out. It does not work out. But why since they are not located on the same plane, so they do not have actual intersections. But if I specify or set a parent to yes, and this will be the result. And the trim did work out. So just I want you to practice this after this session accurately and check out the options. And the next command is split. Let me sketch a line. For example, by this way, I sketch a curve. Well, done. Then I'm going to sketch another curve. For instance, an arc like this. In the command of trim, we remove a specific line or a curve or some parts if I select it, and if I click on the line, it will be removed. But note that we don't want to remove this part of the line. We just want to split it or just separate it. I mean, we want to divide this line into two parts, and we will have two single separated lines. At such a condition, we use the split command. I click on a split to start a command, and then at first, I should select or specify objects to split. I select, for example, this one. Then I press Inter. Then I should select the cutting objects. I specified in other one as the cutting object. Let's sick it out, guys. As you can see, the line is splitted, but it is not removed. Let us try again. I pick a split, and the shortcut is speed if you type in the command line, at first, you should specify the object that you want it to be splitted, which is this line in the object which is going to cut, call it the knife, then press down inter. Check this out. Then by this way, you can split your curves. But what is the point? That split does not work out if your curves aren't located on the same plane. Just like trim, they do not have the option of apparent intersections, and if your lines aren't at the same plane, you can't apply the command of split. Check it out, not work out that you should use the given technique. That I'm going to tell you now. So, guys, when your lines didn't have any intersections with each other and you wanted to split down, you should use point. After starting the command of split, I select the object to split. I press down into, then I click on point here. Then here in the intersection, as you can see, the intersection is given to us automatically. I specify them or place the points to split the curve manually and then press into. So you can use points in the conditions that your curve did not have intersections. By using point and also the snap object of intersection, you can have them split it. I'm going to do it again. I type spin in the command line, then the object is split. I press down into the I click on point, I specify the points. Here if you want to disable the other Snap, you can right click on INT Snap, then try to zoom in a specified intersection. Then the another part, I click on the intersection, then I press inter. Then I can have it split it. And another command is subcurve which is related to split. So I'm going to teach it to you. In this example, I undo the process. Then I instructed in this example. I type sub CRV. Actually, it maintains a part of a curve for you. For example, here, let me select the curve. Then I actually specify the start of curve, for example, here, and then endpoint location in the specified part is maintained. If we can guess what is the relation between sub curve and split. As I show, U sub curve command shortens the curve to the new pick endpoints. Split command allows us to use the existing curve to split another curve into multiple segments. And as you did see in the example, it shortens the specified parts. Let me give you another example, start of the curve. And during the using of the process of, I mean, subcurve, you can specify the length of the endpoint or location instead of specifying the endpoint. For example, 30 meters, then if I press down inter, then I should specify the direction I press down into, then this will be the result. So by using sub curve, we can shorten a curve to the new picked endpoints. But in the command of sub curve, you're allowed to make copies. If I set copy to yes, and then here, if I specify the start of the curve and then the endpoint, for example, by this way like this, then by this way, we can make a copy from the selected part and then just abandon the specified or selected curve while making a copy. And the succeeding command that I want to talk about is extend which lengthens or shortens the curve that we can specify the boundary object, then type the length and then press down into to extend without boundary edges. That you have probably work with it in autocat. In this example, I sketch the line. Then I'm going to sketch an arc like this way. Shake this out, then work on a start the command of extend EXT I started. We will talk about the other commands later, so just now focus on extend. So I start the command of extend. Then I should select the boundary objects or specifying the intension lengths. This is the boundary. I press down Enter. Then I should specify the curve to extend like this way, the curve is extended to the line. And if I check this out the arc, which are extended to the boundary. But let's talk about the options. While we are extending our arcs or lines, let me start the extend command again. We specify the boundary at first. We press down Enter. Here, we can specify the type that right now it is set to natural, which is applied for the arc in curve lines. Here we can specify the type or the style of the extend while we specify the object to extend. For example, the first type is natural, which extends the lines or curve at its natural type. I mean the type and the identity of the object is maintained. While in the next type, which is line, it extends the object as a line disregarding the type of the object. The neck is arc and the last one is smooth. Let us check them out practically. And this is the result of natural extending. Since the selected optic was a curve or an arc, actually, it is extended like an arc. But if I specify line, then it will be extended like a line, like straight line. Let me make a copy from this in order to show you the changes and then compare them to each other, very well. I specify the boundary at first, then natural. The next type amperes, and the next one, which is arc, it would be similar to natural since we have sketched an arc, and this is smooth. But what is the differences between smooth and arc? As you can see, they are very similar to each other. There's a very small difference between them. But if I want to show you the differences, I mean, smooth makes a smooth curve extension curvature continuous with the original curve. Arc makes an arc and extension tangent to the original curve. They are quietly similar to each other as you can see on the scene. I mean, a smooth, extended curve, continuous with the original curve. If you use arc, it extend the arc tangent to the original curve, which is not that much important to struggle with, but you have to learn the types of line and natural. But suppose that if we had an arc that when we want to extend it, through the specified time, it won't reach to the boundary. I want to give you an example. Let's check it out. I start extend or start the command of extend. Then I want to specify the type of the extension. For example, line, as you can see, it is reached to the boundary. If I specify natural, it doesn't reach to the boundary because of the angle. So if the end part of an arc couldn't reach to the boundary after the extension, then you can specify the extension length or the end of the extension manually. So you can extend it as much as you want. As you can see on the screen. However, you got another choice, which is when you start the came out of extend and then you specify the boundary, and then you extend, we can use to point. Then we can extend the object or selected curve to the specified point. I mean, as you can see, you can continue the extension to your specified point regardless to the type of the curve. For example, I put it here. However, it is not frequently used, but you can use it in your projects if it was needed. However, you can use extend for multiple curves. I mean, you don't have to extend for single objects. For example, a line and then a curve or an arc actually like that. If we extend it, it will reach to the boundary, and then a curve like this, interpolate point curve. Then I start the comand of extent, I specify the boundary, then the curves to extend, as you can see, all of them are extended to the boundary and are reached to the boundary. The last or the final point about the extent of command, the curves should be on the same plane. I I modify the height, I move upwards, then because of the difference in their height or their levels, we can't extend it. Start extend command. Let's try, as you can see, it couldn't be extended because of the differences in the level. In the extension process, the boundary and also the height are important. That both should be on the same plane. The next command is connect, that we got its corresponding command or equivalent command in Autocadsvi. I want to ask you a question. If we had two lines by this way in autocad, and then we want to extend these in a way that to reach to each other. What should we do? If we had two lines, we are crossing each other and we want to trim the extra part which command do you use? Excellent. In both of these situations, we can use Fillets, zero degree Fillet. We can use extend or we can use trim for these two. But using filets and zero degree for the radius is one of the most practical commands here. Why don't I know if you wanted to create a corner, you can use the command of connect. Let's check it out. I type CO and or connect by this way. Now specify the first and the second curve to connect. By this way, then we can have the corner. It extends the line or split or actually trim the extra parts for creating the corners, just like the fill that you know to attach and specifying zero degree for the radius. By this way. But if you had a line like this, I mean, suppose that check this out, and then an arc like this. Here the rule of the extension that I told you before is true, too. Don't forget that. I'm talking about connect command. I sketch the arc like this. Since these are not reached to each other, when I connect these two, here we got the option of extend arcs by. Let us compare them to each other. I make a copy. Then I start the command of connect from the resind commands. Got the option of extend arcs in other commands, too, and I don't want to talk about them later. So here I click on extend arcs by line or arc, as you can see. If I set it to arc, then it extends the arc, but if I set it to line, it extends the line by this way. And this is the differences between them, as you can see, which is clear. In one of them, the line is extended, but in other one, the arc is extended. We got another option names which is joined, that if I set it to yes, the two lines will be joined. I mean, after connect to each other, they will be joined. But if I set it to no, they wouldn't be joined. I mean, after connecting these two lines, lines are still considered as two single line and separated. And the next command is offset. It can make some copies at the specified distance, rough set from object. Let's check it out. For example, I ask a care of here. Then I want to start the command of offset, I can type over it's enough in the command line per press Inter. I select the line, and then here I can specify the distance of the offset, as you can see, I click and offset distance. Then I can import the value, for example, five, press Inter. Then for specifying the direction, I can move the marker of the mouse. So by the movement of the mouse, you can determine the Osete direction. Again, I type O, for example, start the amount of offset, selecting it. Then in distance, distance or the value, then by the movement of the mouse, I specify the direction. In the continuation, let's talk about its options. For example, one of the important options here is cap. Actually, cap here is just like an opening. Here if I set cap to none, this will be the result. Let me make a copy to show you the differences between different types of caps. And the other choice, I click on cap. For example, I choose flat flat cap. Let's check it out. As you can see here, we've got a closed curve, since the opening parts are closed by the caps. And this is very practical, when you got two line or you have doubled the line, you can use the cap for enclosing the curve, and then you can extrude it. And the another one is round. Let's check it out. You may have guessed right. As you can see, the end parts are rounded, or we got semicircles at the end parts. So we got an enclosed curve. On. And the next item is related to the corners, which are not rounded. Suppose that in this rectangle and another polyline like this, as you can see. Here we can control the corners, I mean, for adding filets. Let's check it out. Offset corner. Here, as you can see, we got sharp corners. I mean, when we offset, check this out, this is the results. But if I make a copy to show you another type of the corner, I can change the corner type, for example, round, as you can see the corners are rounded, and the other type is chamfer. Check this out. The corners are chamfered, and another type is smooth. Act that's a talked about it before that the difference between round and smooth that a smooth is not considered as a part of a circle. While round is a part of a circle and usually use round or arc for the corners. I mean, a smooth averages the positions of the objects points. Let me give you another example. Select, offset. Here we got rounded corners. As you can see, we got rounded corners. But here in the interior corners with negative sloping, the rounded corners aren't applied. If I specified another direction for the offset, upwards direction, this would be the result and downwards, I mean, rounded corners is applied on the adverse slopes. So the direction of the offset effects on the adverse slope. And another option that I want to talk about is both side. Suppose that you have designed your interior space like this, for example, by using single lines, then you want to add a thickness, for example, 20 centimeters to this line, and you want to add this thickness at the middle of the wall in order to divide the thickness at both interior and exterior parts. After starting the offset, here we can click on both sides. I disable it. I mean, enable it. I'm sorry. Before that, let me set the captain on and then through points check this out. We can offset the line to both sides and sharp corners like this. This would be the result. But note that if you import the distances, it wouldn't be the total distance. I mean here if I specified a distance, for example, two, and then I enabled both sides. However, it is not enabled yet, then we will have 2 centimeters at both side, and the total will be four. Check this out. If we had two at its sides, then the total will be four, as you can see. So we use offset command to copy a curve so that all locations and the copied curve are a specified distance from the original curve. And another item in the offset is loose. Sometimes we got some arcs or curves with sharp curveness When we use offset, offset through points. Then I place it here, for example, check out the result. As you can see the form of the curve is maintained. But here, the topic is that here when we use offset, the number of the control points will change. Check this out here. I have used offset through point, check in other one. So the numbers are different. So you may be annoyed by the number of the control points. So at such a condition, you can set the option of loose to yes, ify chose or set loose to yes. Then it reduces the count of decontrol points after the offset process, but it changes the offset. I mean, the shape. Let me make a copy to have a comparison. I want to show you the differences of using loose or not. It is not that much important in the simple geometries. The loose is set to no. Check this out. Here I make offset, then I set it to yes. As you can see, changes the form of the copied object. Check this out. Changes the form of the object or the curve in order to maintain the count of the control points. Right now, the offset curve and the main object are similar in control points while the two, as you can see, we got more control points because of preserving the similarities between these two curves. In the continuation, I'm going to give you an example of using offset in the perspective view and using offset in treaty view for the objects. For example, consider such a curve by this way, and then I'm going to move the control points, as you can see on this screen. Check this out. Then I'm going to use offset command to make a copy and then check out the result. Here if I offset this curve, check this out. As you can see the offset is done parallel to the current work plane. I mean two curves are parallel to the work plane here in the front view, and then I use offset. I specify the offset distance six. Check this out. Then if I want to show you in the perspective view, they are along the vertical direction and also parallel to the work plane, the plane of the front view, actually. But if I use the offset in the top view, let's check it out. Then that would be the result. For example, if you want to use offset for designing a road or a path, we should start to come out of offset in the top view because the open view that you use offset in is so important. Actually, in the previous versions of Rhino software program, we weren't provided with multiple offset, but in the current version, we got it. So in the next example, we're going to work with multiple offset. Consider these geometries or curves, for example. For example, some circles. Then I make some copies by this way or duplicating. Then I want to set the sizes different to each other by this way. Like this. Then I want to make some offsets from these entire circles for W as I told you before in the previous version, we couldn't do it. I mean, we should make offsets one by one. Since in the offset command, we could not sketch a window by click and drag and then select the objects. Since we're allowed to select only one object, so we can't select multiple curves or object in these offset command. You wanted to apply offset in multiple objects, you should use another command, which is offset multiple. As you can see, I start the command, offset multiple. Here we got more options than the ordinary offset. I select all of them. I press down Inter, watch this. Here we can adjust the corners like sharp. We got distance, as I talked about it before. We do not have through points, but we've got another option named offset count. We can specify the number of the offset more than one. For example, two, I specify. But how are we going to specify the direction of the offset? Actually, you specify the direction. They specify the point in the scene. Check this out. Here I I click inside the circle. Then we will have the offsets inside. Check this out. But if I click outside the circles, we will have the circles outside the circles. Let the modify the layer colors by this way, offset, offset multiple actually not offset. Then I click outside, check this out again. Inside to show you the differences of outside and inside, so the place that you click to specify a point, determine the direction. Here I got a question for you. So here you fi Sketch two curves. For example, the first one, this and then the second one, like this. I choose them to modify the color layer in order to make them distinguished between the offset lines. Here if I start the command of offset multiple, and then I select the two curves. At the distance of three and t for count, I press down Inter. How many cases do I have or types of the offset? Yes, at the first style or type. I can click at the middle, then we will have them inside these two curves or arcs. Then for the other styles or types, let me start the command of multiple offset. This time, I can click outside, for example, to the left side. Actually, in the closed curves or enclosed curves, we could have clicked on inside or outside. But here if I click at the left side, check this out. But if I click at the right side, then this will be the result of the offset multiple. So the place that you click in order to specify the side to offset does matter. Inside, outside, left side, right side, and the next command is feel it. So, guys, I just want to watch this part carefully, since these are the required commands that you needed to know, and some of you may are already familiar with these from Autocad. So please be patient. There are some similarities between AutoCAD and Rhino, but still, there are some differences. So please watch the videos attentively. Next command is Fillet. Which curves a corner for you, for example. We can start the command by typing F in the command line. Check this out, F, press down, Enter. Then we should specify the first curve the filet. After that, the second curve the filet. Then it fillts the sharp curve or corner, actually. Let us check out the options. You can adjust the radius, for example, ten. You can choose to join the two curves after the however, these two are already joined. But if they weren't joined or exploded, you can set join to yes and you can have them joined after applying flax. And if you choose yes for trim, some parts will be trimmed in order to give you the arc at the corner. But if I set trim to no, check this out. It gives us a new curve. Check this out. The trim is set to no. And actually, here we got the extend options in using flat two. For example, extend arcs by I've talked about it or that you can extend the arc by the arc, by the line or by the smooth or radius. Actually, Fillet got a counterpart, which is chamfR. I type CH. I start the command of ChamfR. Then you can apply the chamfer at the corners. You can specify it at distance too. For example, five and then one for the second chamfer distance. When I specify the curves, then this would be the result. As you remember, we specified five and two. Check this out. This is the division of the distances. Let me specify the distance again. I measure the distance five and then another curve, which is two. I mean, one, I'm sorry. Actually here we got a triangle at the corner of the curve. But we have specified distances for the curve of the chamfer. Let us try again. Check out the distance five and one. For example, three and two. Then I specify the curves. Check this out. The another option is repetitive, which is extend arcs pi and also join and trim and extend arcs pi that you are already familiar with them. Very well. And the last command of this part, which is pulling curve, that I consider one of the most practical and useful commands. So please watch this part carefully. Then you can take your time for practicing since these are prerequisite for taking your skills to the next level. Here in the example, if I sketch a polygon, I specify the number of the sides like a triangle, actually, this is regarded as the basic of the drawing in the projects that in the future sessions, we will talk about it. Let us check it out. I enable the snap of the center. Check this out by this way. Very well. Here if I want to trim some parts and keep another parts like these arcs, the arc that I'm pinpointing and this, and also this one. I want to keep these. What should I do? What do you think? You may say, Okay, we can use Trim tool or command to remove others and then keep these. I select them, then I trim the other parts like the well done, and then the sides of the triangle and then press down enter. This is the result. In some other complex projects, you may have too many objects or curve that it would be so challenging to use trim command. So to do this, there is a command in right now, which provides us with too many options easily, which is Boling curve. I search for it, can search for Bolin, curve Bolin. Actually, the curve Boling command trims splits and joins curves based on their overlapping regions. So we type BO N. Then we choose curve Bolin, and start the command. Right now, I want to teach you how does it work, but later we'll work on the options. At first, I select the curves. I press down Enter. Then I should click inside the regions that I want them to keep them, actually. Check this out. I press Down Enter, then I make a copy. Let us try again. I start the curve bullying command, then I should select the curves. Then I should click inside regions to keep. As you can see, they are associated to each other. Then I should press Inter when everything was done. This time, a different geometry like this, then I can make a copy. Let us talk about the options and the tools within the command. For example, one of the most important tools is combined regions. If I set combined regions to yes, then it combines the regions that you click inside. But if I set combined regions to no, then each of the regions that you click inside will be considered separately or independently. As you can see, you can separate them from each other. They are not combined like this. So as you're concerned, we usually set combined regions to yes. Let us try again. I click inside the regions to keep. Then I press down Enter. By this way. Let me give you another example in order to expound our knowledge with working the command of Bolen or care of Bolin, I sketch a circle, then by using point, divide by point, I select the circle by this way, and I should specify the number of the segments. For example, six. Then I sketch circle 14. Layers for Organization: In this part, we're going to talk about layers in Rhino, if you remember, from the previous sessions at this window, we have placed the tab of layers, as you can see, and usually when you open a file in Rhino, it will be given some layers by default. However, they might not exist, since we can delete the existing layers here. Or here, we can add new layers to our scene by clicking a new layer, and then we can assign the name. For example, I name it Vol then I add another new layer. I name it window, tree, or door or whatever, and the layers are usually similar to AutoCAD. But later, if you wanted to modify the name of the layers or just rename them, you can right click on them and then click on Rename layer. Then it gives you access to rename your layer like trees. But this is not all. I mean Rener provides you with the sub layers as well. For instance, consider the valves, and then suppose that we're going to divide them into two parts to interior and exterior valves. So we can new sub layers for the val and then associate them to the exterior and interior valves. And this is what that autocat doesn't have. INT is interior. Actually here there is a point we're going to add another new sub layer for the layer of the vol. But before that, I should select vol not the interior. The interior itself is the sub layer of the valve. So right now, the sub layer is the sub layer of the interior, not the valve. So I click on the vol, and then I click a new sub layer. Then we can have another sub layer or the counterpart of the INT, which is exterior. Let's talk about the options and the settings of the layers. For example, the colors. Here, we can specify the layer color like gold. And then the sub layers, you can choose, for example, brown. And then for another sub layer, which is exterior, you can choose dark gray, and then green for the tree. You can customize the color layer, layer colors, actually, and you can turn them on or off and also the line type, as you can see. Here we can click on it, and then specify the line type like continuous, border, center, dashed, dots are hidden. But how do we can add the existing lines in the scene into the layers? For example, here, I want to select these valves in the scene, the top view, and then add them to the layer of the vol. Similar to Autocad, I can select them. I open layers. Then I'm going to transfer or move all of these valves to the valve layer, and then into the exterior valve, for example. Then I select the interior valves individually or separate from the exterior ones, interior very well or consider these as our trees, for example. I select them. Then I associate them to the trees by this way. Or, for example, when you want to sketch a line from scratch, I mean, at the beginning of the project, for instance, I'm going to add another tree. They will be added to the default layer while I can associate a new layer. For example, I choose the trees as my default layer. Check this out. Trees is checked. Then whatever I draw or sketch and be controlled from the layer of trees. The continuiton, I'm going to sketch interior vault. I set INT as my default layer, then whatever I sketch will be considered as the interior vault. So at the first case, we have already sketched our lines that we can select it and then specify the layer, or at first, we can specify the layer and then sketch our curves that in both approaches, we can specify the layers. For example, consider these as the void of the upper levels. I want to assign one of these layers to this. Let me rename it. Then I name it void by this way. Let me modify the line type, for example, hidden lines. Then I want to assign the layer to the voids. Check this out the color it's applied on, which is blue. So this shows that this is a void. But if you want to adjust the type of the hidden lines here in a standard tab, and then in options, let me open it after that here in line types. As you can see, let me check the name. It was hidden as you can see. Here we can specify the line type scale, just like autocat that it enables us to specify the line type, scale up the lines. For example, ten, let's check it out. I should maximize it. For instance, 100, well done. This is better and satisfying. So it is refreshed and the scale is proper. But let's talk about the options and the tips and tricks and points of layers, actually. Here, if I right, click on the layers, we will be provided with some options here that some of them are very useful and practical that they should know. For example, one layer on. This would isolate the layers. For example, I have right clicked on INTR Interior. I click on it, it isolates these valves, and then hides the others. So we can focus on it and then work on it. But if I want to unhide, I select all, and then I show them and they will be shown. We can isolate your specified layer by using one layer on. And then for showing other layers, you can select all and then show them. Others are clear, delete, rename, new sub layer, new layer. And as you're concerned, rename enables you to modify the name of the layers. Other practical option here is select objects. And if we want to select the objects or the content of a specific layer, we can click on select objects. For example, I may want to select all of the objects or the curves which are placed in the layer of vault. I right click on it, and then I click on select objects, check this out, and then they will be selected. So again, you can click on each of the layers you want, and then you can select the objects and then click on select objects. However, there is another approach for selecting the objects within the layer. Suppose that you haven't enabled the layers tab. You can open the layers here from the bottom. Then you can right click on each of the layers like trees. Then you can click on select objects. And this approach is more faster than the previous one. So you can get access to the objects within the layer. The another point that can be interesting about layers is the filters, actually. Check this out. For example, in the first item, you can choose to show all of the layers. The next one is layers. So if a layer wasn't shown, it won't be visible here in the list. For example, I hide the trees. Then if I choose layers for filter, as you can see trees is not visible. So only the shown layers are visible here. Again, on layers or layers, it shows all of the layers. Or of layer, check this out. The layers which are hidden or, for example, I hide void and also trees. And then I say the 12 layers. Right now, it shows that these two layers are hidden. Well done. And the next one is locked layers. Let me show all of them. Here, if we lock some of the layers like trees, then we won't be able to select them from the scene. Check this out. Since sometimes we need to have some fixed objects. We don't want them to be selected or we want them unselectb so we can lock them. Then we can get access to the locked layers from the filter. Buy it this way. And the next one is unlocked layers and then layers with objects. You know, unlocked layers is clear. Layers with objects is great, too, or empty layers. Here, i choose to show the empty layers, as you can see, these layers don't have any objects. I mean, they are empty, while other layers which are hidden have got objects within. SoFi choose to show the layers of objects, as you can see inside these layers, we got some objects, curves or lines or whatever. The selected layer, the filtered layers, which is not important. Very well. These were the most useful options for the layers, and at the end part of the session, I'm going to tell you another point and then finish the session. When you have a layer which got sub layers, we can hide or turn off the sub layers individually. Check this out. But if I turn off the main layer, it turns off the sub layers too. Here, actually, we can turn off the parent of other current layers. I mean, the default me try another one. Again, I turn off the val. Here if I turn off the main layer, which is vol, it turns off the sub layers too, since the sub layers are dependent to the main layer. So guys don't forget to practice the layers and their options since they got practical usages. 15. Snap Settings for Precision: Hi, guys. In this part, we're going to talk about these snaps, the object snaps a little more. In today's session, we will finish the topics of these snaps. I sketch these two curves, and then we will go for the explanations. Very well. As the first point that I have mentioned before, if you wanted to have only one of the object snaps activated, we use the right click on the desired object snap. For example, a right click on the midpoint. I deactivates the other snaps temporarily. Then we can use the mute point of the curve. If I want to use or knit the others, right click on the midpoint, then the other snaps will be activated, too. But here there is another approach. So watch this part carefully. At first, you should select the line that you want to sketch or the curve, whatever. I mean, at first, you should start your command, your desired command. Then in the object snaps, if you hold down the Shift button, check this out. As I hold down Shift, there are getting transparent. After that, if I click on midpoint, a single click, nothing has happened, but check this out. Start the polyline, midpoint. Midpoint step is activated. I mean, the midpoint Snap is considered as the star of the polyline, as you can see. So we can focus only on the midpoint. So this is the approach that we use it for activating a snap temporarily. For example, if I want to activate the perpendicular and deactivate near, I hold down shift, and then I click on perpendicular. Apparently, nothing has happened, but check this out. The next point of polyline is the perpendicular snap. So we can easily sketch it and specify the perpendicular snap as the next point of the polyline. But a point here, while you hold down shift on these snaps, two object snap options will be shown that they are not visible normally, which are project and disable that turn to between and percent, as you can see. I'm going to talk about the between and the percent. Actually, between gives you a point between two curves, for example, here. If I want to start the polyline from, I mean, at the middle part of these two curves, we can use between. I pick the line, and then I hold down shift. Then I click in between. Check this out. You said the polyline is between. I specify the curves that it gives me the between. I'll let me deactivate a small track. After that, again, I hold down shift, I click in between. Then I specify the points to get access to between them by this way. I press down ter. Well, down the next one is percent that I want to talk about it, which is very useful option. Again, I pick the polyline. I here hold down shift. Then I click on between, I mean percent. I'm sorry. Then we want to specify value for the percentage of the line. For example, 30% of this line, and then specified a point as the start of the line. But I should specify the curve near end to specify the direction of the division. For example, from the right side of the left side, I click at the right side. Then I should specify the SNAP percentage. Then I specify, for example, at each 25%. I press down Enter. Check this out. As you can see, the line is divided into four parts, and I start the line from the percentage of the 75. Then for the next point, I want to find the point of the 40%. I hold down shift, I click on percent. Then I select the curve near end. For example, the left side, then I specify 40%. Then I click on this, press down third. All in all, we can use these unvisible snaps that can be visible by holding down chef button. But let us have a review on the snaps. For example, the endpoint, and the near it gives you a point on the line or curve. Point. If you got a point in the scene, it gives you the point, midpoint, I told you before, and the center and the intersection. If you remember I told you a point about intersection, but I'm going to tell it again. Don't worry. You know, when we got two lines that are crossing through each other, there we got intersection. If we do not have I didn't have an actual intersection between two lines, still the snap of intersection does work out. As you can see in the top of you, these two cut intersections. Check this out the apparent intersection. As we talked about the apparent in splitting, then I can give I mean, take the intersection point, check this out. As you can see the projection of the intersection of these two lines is considered and another point about intersection is that your opened view does matter. For example, I just this view, right now, the intersection is changed. Check this out since the view has changed. Again, if I modify the view, check this out viewport, then I will have a new intersection. So the angle of the viewport does matter in specifying the intersection. I mean, the intersection, the perspective view is dependent to the angle of the viewport toward the curve. And the next IHR option is perpendicular, which gives you the perpendicular point to the curve. For example, I start a line, then it gives you the perpendicular point. And here as you can see, sometimes we got some challenges in finding the perpendicular point. So at such a condition, we can write click on D perpendicular, and then we can easily find the perpendicular snap. Or we can hold down Shift and click on perpendicular. Check this out. You can easily find this snap and then sketch your line, which is perpendicular. Sometimes we got some snaps overlapping, so it is difficult to choose or to found. Fine. You're right snap. You can use this approach. And about the tangent, for example, I start sketching a line. Then if I activate this snap of tangent, check this out. The point is tangent to the line to the another curve, actually, and you can have the tangent activated alone. So it gives you access to the tangient point, as I showed you in the example, that when we are sketching a line or a curve, you can specify the second point which is tangent to another curve. Let's talk about quad. What do you think about it? As you know from autocad, when we divide a circle into four parts, each of the divided parts are called a quad. Actually, this is not wrong and neither wrong nor complete. Here if we had a circle, let me activate the quad. These are the quad points or quad snaps of the circle. Very well. But if we had a curve, let me sketch the curve to give you the next example. You will see that the quadndor quad is the snap to the point and a curve that is at the maximum X or Y point relative to the current construction plane. Check this out. I want to tell you, here I sketch a horizontal line, and then make it close to the curve. The first point that got intersection with the other line is called the quadrant. Then if I move on and move it downwards, then this would be the next point of the intersection, which is the quadrant. If I move downwards, check this out. This is the other quadrant. So whatever intersections at the straight line is tangent to the curve. It's called the quadrant of the curve. Again, check this out. These are the three quadrants. As you can see, is the maximum X and Y point relative to the current construction plane. I sketch a horizontal line. Then if I move it downwards, you can see the line is tangent to the circle, which is the maximum point relative to the current construction plane. In the next example, if I if I sketch a curve like this and then a vertical line, then I'm going to show you the quadrants. Check this out as you can see the maximum X and Y points are considered as the quadrant points. Let's try with a vertical line, and then I make it close to the curve. Check this out. This is the quadrant. The first intersections between the vertical line and the curve, check this out. By this way. As I showed you, the quadrond points of the circles and the arcs are at the extremes in each construction plane direction. Quad is snap to the point on a curve that it is the maximum X or Y point relative to the current construction plane. Well done, let's go for the next, which is not, as you can see, just snaps to a knot on a curve or surface. Here a five place some points by this way, Watch this. Actually, it is not that much useful. And then I'm going to sketch a curve. Following the process, I'm going to cross the curve through the points or connect the points to each other. Actually, we call these points knots that have been used in the sketching of the curve, actually. If I sketch another curve, as you can see, these points that we specify them are the knots by this way. I place these points before sketching the line just to show you the points. But if I move the curve, as you witness, I use these points in other words, connects them to each other, connect to each other, and then created the curve. And these points are the knots, which are the points in the curve that we have used them in creating the curve by specifying the points on the scene. And as I told you before, it is not frequently used. And about vertex, it snaps to a mesh vertex. And it is only used for mesh, and it is frequently used in mesh tools, while in other types of geometries, we do not use it anymore. But I want you to know that we use vertex in creating mesh. But in discontinuation, I'm going to talk about project and planar. That these two are very important topics and also practical and no. Actually, project is a kind of snap, and plan R is an auxiliary tool that helps us in drawing. And these two work with each other and in other words, complete each other. So let's check it out. And I want you to watch this part carefully and practice the ex you remember, we talked about the concept of C plane or current plane in the previous sessions, which is the current plane. For example, the perspective view, if I sketch a geometry or a curve like this, a rectangle, if I sketch it in the right view, then it will be just the right view C plane, and this would be the shape if I sketch it in the front view. Could you guess which of the views have similar planes. For example, right in front views don't have similar work planes. Top and perspective have got equal or similar planes. If I sketch a rectangle in the top view, as you can see, it is similarity perspective or in perspective, check this out. These two have been sketched in the same view in the same work plane, actually. Going on, I want to talk about. And then when we sketch something, care for a geometry, if we do not to an object or a point or a line or whatever, in the curve will be drawn in the work plane. For example, in the top view, check it out in the perspective view. We got a indicurnt plane. But if I sketch a rectangle or other shapes in the front view, and I do not snap it to a point, then check this out. As you can see, the red axis is the plane of the front view, which is the origin point of the coordination. The continuation, if I sketch it in the right view, check this out. I do not snap it to a point or like this, as you can see in the perspective, we got the rectangle align the Y axis and the origin point. So if we do not snap the curves while sketching them in the different kinds of views, they will be sketched on the work plane on the current plane, actually. Let me give you some other examples and see where we should fix this. Watch this part carefully, please. In the top view, I want to sketch a rectangle like this, which it is not close to the region point. And another one here, I disable the project and planar and none of them are activated. Then I pick the line. Then I'm going to start sketching the line from the midpoint, and then I open the front view. By this way, for instance, I continue sketching it. I hold down Shift. Then in the top view, I connect it to the midpoint. Let's check it out in perspective view. This is the result while I wanted to create an entry like a gate. But the result is different, is not expected. I mean, I did not expect. I told you when we are sketching, if we do not snap the point, if we do not use Snap, it'll be adjusted based on the current plane. Let me try again. I want to sketch it into four views. So you can check it out. By this way, you can learn the concept deeply. So just switch out where do I click and then analyze it. I start from the midpoint. I'm using the snap of the Mid point, as you can see. As you can see in the perspective view, we have started exactly from the midpoint. Then in the front view, here there is nothing to snap to. So watch the perspective view. It is along the x direction or X axis, I place the point. Then another point, I haven't used the snap, so the line is sketched on the work plane. Then I get back to the top view, and then I want to snap the point to the met point. And since I'm using a snap, the ut point is considered as the plane, as you can see in the perspective view. I want to give you another example, so I move this. Since the plane is not fixed, no, I wanted to sketch a gait. Let us work on the next example. And then I will explain all of these and then fix them. For now, consider this rectangle. Which is not started from the origin point. Then I want to sketch a curve or an arc in the top view. So I pick the three points curve arc, then I start sketching and intersection. And then I want to specify the third point in front view. And since I don't use Snap, in specifying the third point, check this out. As you can see, the arc is just that based on the current plane in the front view. While I wanted to sketch it in the top view, I mean on the plane of the top view. So this is the result which is not expected. But how do we can fix this? How do we can revise it? Let's check it out. I remove these, and then I'm going to sketch the revised version. Here we should use plain R. Like the project snap snaps all points to the C plane or cran plane, actually. I mean, it doesn't let the points to switch the planes when you modify the views. So you can have all of your drawings in a similar Cplane. In other words, it keeps all of your sketching or drawings parallel to the current work plane, and the main work plane or C plane I specified by your first click. Let me give you an example here. Let us start. Here in the top view, I pick the polyline then I clicked at the midpoint. Then when I move it to the perspective view or front and right, check this out. As I switch between the views, as you can see, this is changing, too. But right now, if I activate plane R, as you can see, it snaps the point to the same plane, here if I disable it, check the top view. The C plane is changing. It is a snaps to the first views Cplane. I turn it on. As you can see this strain to the C plane at the top view. Watch the perspective view. Right now, we can sketch our entry or gate since the points are snapped to the current plane. Watch this. This is the result. You can see the curves are constrained to the one C plane. In the continuation, let's sketch the arc three points, arc three points. It is very practical. The first point. The second one, then, I want to specify the third point. But if I keep the planear snap disabled, if I change the view, the plane will be changed too. But if I activate the planear snap and as you can see, after placing the first point, the subsequent points are in the plane with the initial point. And as you can see in the perspective view, it is perpendicular to the work plane. The next example, suppose that let me pick your line and then I start sketching it like this. After that, I want to continue it or extend it into view and then design a form. Here I keep de playing our object or snap disabled? I want you to follow the process from top and perspective views. I start sketching. Take this out by a click. Right now, the planar snap is disabled. As you can see the point is adjusted based on the red line. It is adjusted based on the plane. Undo. But if I enable the planar snap, check this out. As you can see, all of the subsequent points are in the plane with the initial point. All of the points will be snapped to the current C plane. And the first or initial point does matter in specifying the C plane. And then it maintains the subsequent points at the specified C plane by the spes you can see and the perspective view. And if I sketch another line, watch this. Another line there. Then when I specify the first point or initial point, the initial point determines the subsequent points planes. If I specify the point in the front view, the subsequent points will be placed in the front view C plane. And if I start from somewhere else on the condition that I do not use Snap, as you can see, their planes are the same because the planear snap is enabled by this way. Here, there is one punch left that I want to tell you, and then we're going to talk about the application of the project snap. Assume that we got a vertical line which is perpendicular to the work plane. I want you to practice all of these examples by this way. Right now, the planear is disabled. I click. I want you to guess the position of the next point. We'll be at the same level with the first point or on the plane. What do you think? Absolutely on the work plane, check this out or on the ground, since it is not a snap to a position, so it is a sketch on the C plane. Undo. But if I turn on plane R, check this out. The points will be placed exactly where the initial point has been placed. At the same level of initial point. So the subsequent points are placed in the plane that the initial point is placed. But till now, I told you that all of these results are under the condition that don't we didn't have used Snap. Right now, I'm going to work on the previous examples. But with some little differences like these two rectangles that we've worked on before and another rectangle there by this way. Let me modify the height, for example, at this level, and then I minimize the size. Here I'm going to sketch a gate or an entry. I'm going to start the point from there, and then I extend it till the height of another rectangle, and then I close the curve. So let's check it out. For views. So I just want you to watch this part carefully. I pick the poly line, and then I enable the plane R. So I want to make sure that the points will be placed at the same plane. From the midpoint, I start and then I maximize the front view by the sway, then I connect it to the end. I start from the other end, and then in the top view, I connect it to the midpoint. The plan R is enabled. I expect drawings in the same work plane, but this is not the result. I mean, the planar did not work out. I mean, this is the result despite of using the plan R. Since the condition is required while we are using planar to place all of the points in the same plane, which is not using snaps in sketching the lines. In other words, we should either use planar or the snaps. I mean, if I delete this rectangle, and then I start sketching from the midpoint, the planar is enabled. Check this out. I can have this gate without any problem. Guys, let's check it out. We haven't used snap. But if we want to use another object in the process of sketching and then snap the points to it, then at this situation, planar is not effect. Let's check it out from the midpoint. The planar is enabled, as you can see, watch this part, I want to follow the process. This way. But as soon as I sketch the point, I mean, I snap it to the end point of the rectangle. After that, the planar is no more effective. But at this condition, we can consider the rule of the project. As I told you, before project and planar work with each other. In fact, when planar is trying to keep all of the points at the same plane, Snap would ruin everything and does not let the planar to keep the points in the same plane. This situation, we can ask project for help, since we need the project to handle the situation. So I start the sketching, specifying the first point, and then I want to sketch the gate, as the point is snapped to the end, it doesn't let to maintain the point in the same plane. Meanwhile, we should enable project in order to prevent snap or to make it ineffective. I enable project right now. Watch this. As you can see, this is the projected end that we are using the position of it. And also, we do not connect the line to the point, and the points are in the same plane, as you can see. But some of you may say, Okay, we can disable these snaps. Don't get wrong, guys. We need them. We need them to be projected, but we don't want the line to be snapped to the points. So at such a condition, we use project. And let me tell another point and then we'll work on some examples. And about the point in the second that you are starting your sketch, you shouldn't enable the project. Since project does not let you to specify or start from your desired point. For example, when I snap to the midpoint at the first time, we need a snap. Since I'm going to start from the midpoint. So at the second that I'm going to start this sketch, I disable project. I specify the first point, for example, the midpoint, and then I enable project. Watch this. Then I project the end. As you can see, project does not let the snap or to point to the snap to the end, as you can see, and we are sketching the gait based on the projected points. Even here, project doesn't let us take the midpoint, so we turn it off, and then we finish this sketch. I mean, sometimes a snap is interrupting the process that we should use the project. In the continuation, let us execute the process in some other example. Here I sketch another rectangle, and then I want to sketch an arc that I'm going to consider one of the points of the arc midpoint of this line, but I don't want to snap it to the line. I want to use project. We're going to use the height of the line, and then by using projection, we're going to use the midpoint. And we need a snap to give us the midpoint, but we need the projected midpoint. Right now, the project is disabled. Let's check it out. For instance, I specify end of the arc and the starting point of the arc you're in the front view. If I do not use projection, then I specify the point, check this out in the prospectview. This is the result. But if I use project this time, let us try again. I pick the arc two points after specifying the initial or first point, and for specifying the point and arc, I should enable project. So I want to activate project when it was needed, since it may interrupt the sketch. Check this out. I enable Project Object Snap, I enable it. Then it projects the midpoint of the line. And as I told you before, the opened view does matter too, because right now I'm in the front view, and then I place the point. But here, a question may come to your mind that what is the application of project itself? Since we are using it with planar, actually, these two are working with each other, and it removes the effect of snap so we can constrain this sketch in just one plane. But what is the application of project individually? I disable plan R, and then I'm going to give you an example. For, like, you're in front view. Let's check it out, and then by arc, I sketch the arc and start in the point arc. Check this out into perspective view. In other words, neutralize the effect of these snaps and then draw the objects or the curves and the origin point. But when we enable plane R, it will keep the curves or all of the geometries in the specified plane by the planear. But if I disable plane R and then using the project individually, all of the curves or the drawings will be projected on the origin point by neutralizing the effect of snap objects, which is not that much frequently used. In the continuation, I'm going to give you another example and then finish the topic. Suppose that here we got several lines. I sketch two of them here, this side of the origin point and the others at the other side. And then in the perspective view, let me modify the heights and the levels. I move them upwards by this way. I want to adjust them at different levels, and I move these downwards. Watch this example or this part of the video carefully. In the continuation, I'm going to start sketching some geometries or some models by using these lines. Let me move these a little bit very well, and then here if I pick the line. And if I enable project in the second that I want to sketch, you can see that it projected and the midpoint. I mean, origin point. Check this out. For example, if I want to start from the midpoint, Project give us the projected midpoint, not the midpoint itself. So this is the neutralization of the snap that we can't have the midpoints, but the projected midpoints. So in the second that you want to use plane R, you should disable project. By this way, then I'm going to sketch shape or whatever. Right now, my first or initial point that I specified in the scene is very important. I mean, if I want to sketch something that starts from the midpoint, the plane R is enabled. If I want to connect to another midpoint, if I want to have all of the drawings in the same plane, I should enable project. Then check this out in the perspective view. We can follow the sketching. As you can see the midpoint is projected in the plane that the initial point is placed. Check this out. By using project, we can get access to the projected points in the same plane, all in all the first or initial point that you specified in the Bus matter. Let us work on another example. This time, for instance, I'm going to start from here. As before, we should disable the project at the beginning, since we don't get access to the midpoint. I disable it. I specify the initial point. Then since I want the geometry in the same plane, I should use project again. By this way, as you can see, all of the sketching are kept in the same plane because of the projected points. So when we use planar, it is important to specify the initial point. What about the application of project itself, I mean, individually without using planar, as I told you, it neutralized the effect of SNAP and it projects the points and the origin points since planar is not enabled. Check this out, as you can see, all of the points are projected in the midpoint. I mean, origin point, and as you can see, we got it along the X axis. Planar and project are really useful while you are sketching an object or a curve that I want you to take time and practice and these examples before going for the next session in order to learn it deeply, for instance, you can pick the line, and I want you to guess the position. I mean, before specifying the point, you can guess. Then I start sketching because this would help you to have a deeper understanding about the planes, the views, and the projected points. And as you know, wherever you click or specify a point, does matter, and it is different in the views. So before you specify a point in the view, I want you to analyze the position or guess Since imitation itself is just for the Z surface level. Following that, I'm going to tell you another application for planar and project, and then I give you time for practicing. While you are using move, copy, and array tool, in the two D views, you have to enable project and plane ar, so it moves the objects or the curves correctly or it avoids the unwanted movements. In this example, I will tell you, for example, by using move command. Suppose that here we've got a cube like this and then another cube there. Let me move it a little bit. For example, I place it at the center very well. Then in the top view, I want to move one of the cubes only at the top view, which is the two D drawing. Right now, project and plane R both are disabled. I select it, move. Then from the endpoint, I move it, check this out, and everything is okay. But if I open perspective view, as you can see, the height of the cube has changed. This is the previous height or level. Check this out. This is the movement. This is the unwanted movement. We didn't want to modify the height of the cube. Let us try again. I want to show you. I selected it, and then I moved it. Check this out. Actually, at this condition or situation, since we do not access to the other views in the drawing view or the views, actually, some movements would happen that we may not be informed. So I recommend you to enable planar and project both. Then check this out in the perspective view. Then if I start the command of move, then as I'm moving the cube, as you can see the height is constraint. It is restricted to the plane to the sketched plane, and it is placed at the correct place. This was an example by using MV. This time, I'm going to give you an example in using array, copy, duplication or whatever. For instance, suppose that here I want to sketch a rectangle like this and another one inside of it. I modify the height, and move it upwards. This time, I want to make some copies or make some duplicates. I disable project and plane R. I select the lines, CO the command of copy, and then I make a copy. For instance, I want to use the midpoint. Check this out. Then I make some copies like this. Let me place multiple versions of it. By this way. Let's check it out. They are not at the same plane. We got them to the stairs. But why, what is the reason? Let's check it out in the perspective view. Again, I'm going to make some copies while following the process in the perspective view. Here when I select the curves or the rectangles, and then I start the command of copy. Then as I make some make copies, as you can see, the plane is changing because of the snaps object snaps. Well, if I enable planar and project both, then we can have them at the same plane or just parallel to each other or in the same line. So take this into consideration while you are using move, array, copy, duplicates or whatever in the views, you have to enable planar and project both together. The final point, some of the auxiliary commands constrain the curves or the sketching from changes in planes. For instance, I sketch a vertical line perpendicular to the ro plane. Then here ai keep the endpoint to sketch it, continue the line. Project is disabled, and plane R is enabled. I sketch the lines. We have them at the same level or height. But if I disable plane R, then we will have differences in the height of the points. Check this out. They are placed on the origin. As I told you, some of the auxiliary commands can strain the drawings in the same plane. Just like artho Here, if I enable tho, as you can see, the movement is restricted to points at the multiple of the specified angle from the last point created, the changes in the plane is impossible. So we got them at the same height or same level. But if I turn off Earth is no more restricted. Otherwise, if I turn it on. The movement is limited to the specified plane based on the last point created. So note that when we enable EarthO then we can have the movement restricted to the points at multiples of a specified angle from the last point created without enabling the project and planear. And another tool here is SmartTrack. Since Smart Track can change the planes while sketching, let's check it out. For example, I start sketching from the endpoint. I turn of Ortho by F eight. Then if I enable SmartTrack, check this out. It is a system of temporary reference, reference lines and points that is drawn in the Rino VewPortUusing implicit relationships among various treaty points. And these reference lines and points are at the same plane. So the tools of SmartTrack and Ortho enable us to sketch the line. Restrict just one plane without using project and plane R. At the end of this session, I want to assign you on homework. So, wait for a second to show you the image. That I want you to sketch it and work on it. Check this out. Here we got a chair. I want you to sketch this non stop. I mean, without interrupting the polyline. But note that, I want you to use polylines, not a single line, which are connected to each other. So we can specify points without a pause in the sketching process. So you have to pick the polyline in the scene after that. You sketch the chair exactly like the image. But before going to practice on the homework or sketching the chair, I want you to watch the video carefully, practice the examples, and after mastering them, you can go for the chair. Since all of those practices, I mean, all of those examples are prerequisite and required to be known before practicing on the chair. So just after learning the parade project and playing tools deeply, you're going to start. 16. Planar and Project Modes Explained: So let's get done to practice. And as you are concerned, there are multiple approaches that I'm going to go through one of the ways here in the top view by using decret snaps, I start sketching the lines by this way like this, then in the front view. Then I move it upwards. Let's check it out in the perspective view. But why it is slanted since it is incline to the origin. So what should I do right now? Exactly. I should activate the planar. So I undo the process. Then I want to show the four views. Check this out. I want to constrain the lines into perspective view. But as I modify the view to front, the plane changes. But this time, I turn on plane R, and we don't need the snaps to project the lines. Right now, watch this. As you can see the line is constrained to that plane. The plane is not changed, then I keep on sketching. Then I want to move the line backwards. But again, we're struggling with the change of the plane while I want the line to be constrained at the specified height. So what should I do? Except keeping plane or activated? I need to project the line. I mean the point. So I activate project. Check this out, guys. As you can see, this is the projected point right now, except constraining the plane. The point is projected too. These snaps are not effective. As you are concerned, I'm modifying the views sequentially. Right now I switch to front, and then here I sketch. Then I'm going to continue the line by this way. Then in the continuation, if I want to use the project at point, here if I enable the project. As you can see, the line is not restricted. But as I activate it, then we got access to the projected point, then this will be the result. Here in the front view, the project is activated. As you can see, you got the projected point. Watch this. I sketch. Then I disable the project, then we got the chair. Then we can sketch the other lines easily. But for sketching these, should we should not activate the project because it would annoy us like this. So I disable it. Then we can use the snap grids or gris snaps. You know, the grid snap has got their own advantages if you use them in proper situations. So by this way, we can restrict the lines. So by this order, we can sketch the chair. So if you couldn't manage to sketch it, you can try again and see you in the next time. 17. Blending Curves Smoothly: Hi, guys, in this part, I'm going to talk about one of the interesting commands in Rhino. I believe each of these softers has got a dominant command, which is significant. For example, TD Max is known for its dd polish. Rhino is known for plant curve in this session, I'm going to talk about it. In the continuation, let's talk about it. But at first, I want you to see the applications of the blend curve command in Rhino, and then I will talk about how to work with it and I'll see the tips and tricks. Right now, we got two lines. If I start the command of Blend curve, then we can specify the points to join these points. I mean, these two lines to each other in order to have a curve. So this is the main application of blend curve command. This could be very useful, actually. But in the continuation, I'm going to exemplify some cases so you will learn understand its applicability, like joining these two lines with a curve like this. Wait for a second, please. I'm going to show you some projects here. Here, as you can see, I showed you the similar version right now two lines that are joined to each other with a curve. Or, for example, here, that the lines are joined by a curve. Check this out. Here we got the curve again. People sketch all of these in the continuation. Let's check this out. For instance, here we got two lines, and then we got the curve that has joined these two lines to each other. By this way, let's go on the next image. Here again, we got the two lines that are joined right now here. In these examples, we get the similar process that we can sketch them by using plant curve. So it is very useful and also this one. Check it out in Rhino. I'm going to give you an example before starting before I start to talk about the command, I'm going to give you some examples to reach a deep understanding about the significance of this command. Check this out at a 90 degrees angle. So I should move the upwards. By this way and I start the command of blend CRV. I started, and I joined these two lines by a curve. Check out the result. Like this in the perspective view, here it is the image. Therefore, it is very helpful. But let's talk about it more and get familiar with it. In the continuation, I'm going to start with a simple geometry. Here we got a line like this. And the next line, this out. After that, I'm going to start the command of blend, Blend CRV. Here, as you can see, we got different types of blends, but we should choose Blend CRV. Since we got blend edge, arc blend, our choice is blend curve. By this way, I start the command, then here in the scene, here I should specify the endpoint and the start point of these two lines that I want to join them to each other. I click to specify the endpoints. So the place you click is important. For example, if I click at this side and then that side, check this out, those were the specified points. Or check this out. So we should specify the correct points or end points. Check this out again. Then in deductable window of gas curve bland, we can control the curveness of the bland curve. Let's talk about the items or the options. Here, we got the position that we got two degrees for the curveness one and two. The next one is the tangency. Here, we got the second degree of the curveness in which we got two control points. As you can see in the third one is the curvature in which we got the third grade of the curveness. We got three control points. Then we got the G three and G four that give us four and five control points in order to modify the curve. However, we can modify the curveness manually. For example, you may want to ignore the tangency and also curvature. I mean, you want to have your own customized grade of curveness. So what should we do? For this, we can click on this and then move these control points and then adjust the curveness by this way. If you wanted to move these control points identically, again, curve lend, you can hold down shift. Then if I move one of them, then we can modify them symmetry. I mean, both after side will be identical to each other, and we are customizing our curve without using the grades. Let me give you another example. For example, here we got a rectangle. I explode and then here I want to use start the command of blend curve. Check this out. I want to reduce the curveness I hold down shift for having a symmetry adjustment. I adjust it. Or, for instance, in this example, here we got a line and then a vertical line. I start command of bland curve, buy it this way, then watch this and we can hold down shift for selecting symmetry and then controlling them identically. By this way. But while we are blending two curves, I mean, joining them by a curve, we can control the start point after blend two. Let me give you an example. I mean, here we go straight lines. Here, you may want to control the start point. So here we can click and then dig the end nut and then move it backwards. By this way. Okay. Check this out. Again, I repeat. I blend them at first, but I want to move the place of the end knot. I move it forward and another one backwards like this. Here we got the option of trim as well as you can see. Here, if trim was checked, it trims the extra lines. But if I uncheck the trim, check this out. When we move the knot, we got to blend, but the parts of the lines are not trimmed. Another example, for instance, here we got an arc and also this one. Then I want to blend them by this way. Then in the continuation, I'm going to move the naught by this way, like this. I hold down shift to control the curveness like this or to adjust the slope. I check trim then I click on Okay. So I can control or adjust the start point where the blend is started. Here are interesting points that we can use the blend for close geometries as well. For example, I sketch a circle like this and another circle there, and then I'm going to blend these two. Check this out. By this way. Here, the direction is not appropriate. But we can flip it. Flip one, check this out. We can flip the direction, and we usually use closed geometries and flip two. But just in case if the direction wasn't correct, you can flip it. By this way. By this way. You can fix it. So we can use blend curve even for the closed curves, too, and we can use flip to flip the direction if it was needed. I hold down Shift to adjust the curve. Like this or even you can adjust the position of the point like this, check this out. You can adjust their positions by this way. And also in the open curves, we can flip the directions as well. But we usually use flip for the closed curves. Let's check it out. For instance, in this example, if I click on flip one, check this out. We can flip the direction where the curve has started, or you may want to modify the direction of the blend by this way. I mean, you got two choices. You can flip both of the points to each other to modify the direction of the curve like this. Actually, we can use blend with points as well, but what does it mean? Let's check it out. For instance, here we got this arch. I start the command of blend curve. Here we got only one curve, but I'm going to specify two points in the curve to blend them by curve. Blend point. I click on point. Then I specify point, take this out. As you can see, these two are blended. Here we can specify the second care of position. Check this out. For example, for the one, we can choose tangency curvature position. But if you got two lines, we can control both of the lines, actually. For example, we can choose position for the first one and then tangency for the second one or tangency for both, that we usually choose tangency for both. However, we can blend the treaty curves or the curves which have been sketched in the prospective view. For instance, if I sketch such a geometry like this, and then in the prospective view, let me move one of them to make them treaty like this. We can plan them in the continuation, let's check them out. For instance, these I start the command of plant curve. I specify the two ends, then we have the plant or the another end. By this way in the perspective view, the decerve is tangent to both of these sites. Let's work on some more examples which are frequently used in the projects and also in the practices, and you require them. Here in the chop view, I'm going to sketch a line. By this way, then I make a copy or duplicate. Then I'm going to sketch a bigger line let me sketch it by using med in order to ensure that it is that they are symmetrical. Right now, watch this. Then in the continuation, I move the greater line upwards by this way and then backwards. Then by having these three straight lines, I'm going to have a chair. But how I start the command of bland curve and then I blend these two curves, these two lines to each other with each other, and I choose tangency, then these two by this way. In the continuation, the other sides. And we got the symmetrical curves here at both sides. Then in the continuation, just as an example, I'm going to convert these to masses. In order to enliven the process to show you the potential that you've got. I start the command of plane surface or planear surface. And then I select the lines to convert them to masses or surfaces. But wait to hide this line by this way. I want to say that the main part of the process is sketching the lines. Check this out. But, you know, converting them to masses or creating surface is not a big issue. Even if we can add a frame by using pipes that we talked about it before. Check this out. This is the result like this. So it is very easy and simple. And the main part of the process is creating the lines. And after creating the line, we're going to deal with the simple processes. Then we can customize it, for example. We can delete these two. Then we can have plans instead. Let me explore this. Then I start plan curve by the way, and then the curves. And if I add four legs, check this out, guys. We will have a simple chair or furniture, and then we can convert it to a mass or a surface or whatever. So put this into consideration that the main part of the modeling process is in Rhino, actually, our lines. I mean, we primarily focus on the lines in Rhino we want to model following that, let's talk about another issue or another example and then wrap up the session with practicing on some I mean, exercises. You as you can see, we got two lines, for example, then I want to plan these two. Later, I may want to modify decaiveness. But here before starting the command of blank care, if I activate record history, history command stores the connection between a commands input geometry and the result so that when the input geometry changes, the result updates accordingly. I know that we can use record history just for. In each of the commands has got their specific histories. And if we start another command, we should record the history again. I activate record history. Then I start the command a blank curve. I create the blend, just the continuity. Okay. Record history is no more available. Then here, assume that we got some other lines, and I don't want to activate the record history since I don't want to change it. I blend them by a curve. While the previous one, as I was using plan, record history was enabled. But for the new lines, the record history hasn't been applied. Here, if I start the command of len care, we are given the option of edit. If I start edit, then we can adjust or edit the plans which their history were recorded. For example, here I have recorded the history of this plan. Right now we can edit it. We can adjust the continuity, flip the directions, join or whatever. Again, if I start the command of blank curve, we can edit the curve because the history is recorded before. But the history of the other curve is not recorded, so we can't modify it. Let me give you another example, and then I want you to practice each of the examples attentively. For instance, here if I want to, let me give you an example. I want to show you an image, a bench like this. If I want to dle this, as you are concerned from now on, we're going to analyze the forms in the geometries, the model geometries, actually. Since if you want to be a powerful modeler in Rhino, you should be able to analyze the form. Till now that you are skilled at blending, you should find these straight lines before starting to model, before you start to modeling an object. I mean, we should find the lines that you are capable of sketching them and they are necessarily straight line. Since we may have curves like this in the perspective view that we're going to have some challenges in sketching it. But these straight lines are easily going to be sketched two simple straight lines. Let's check it out from the other view. We can sketch this straight line, as you can see. I want to say that you should be able to analyze your form or model. And then for the curved part, we should use blend so, guys, let's check it out. I get back to rhino. Then here I keep the polyline. I'm going to use the greedy snaps. I sketch a vertical line. Here we got a long line and also a short line. Let me sketch the short one. Or the shorter one. Both of them are vertical. Let us check the other views. Here we got the shorter and the longer lines. As you can see the shorter line, we got the line under the shorter line that it passes through, I mean, beneath the longer line. I pick the poly line, and then I sketch the horizontal line to pass through the longer line by this way. And then I'm going to consider eight as divide. I can make a copy. Then we can modify the length of the line later. I press down F ten, then I extend their length. But this one, let me check the image again. I should reduce the bottom line since it is shorter than the topper one. So let's check it out in Rhino. As you can see, I reduce the length, well down and four units distance perspective view. Then I select them to move them upwards or to place them at heights by this way. And we usually use trial and errors while sketching primary lines for a model. I start the command of bland curve. I hold down chef for symmetrical movement, and then the another curve or blend, then this would be the result. Check this out. Then here if I join these lines to each other and then connect them to each other, then we can easily convert these to a surface. Check this out, guys in a very simple process that we have sketched the curve? Guys, don't forget to practice these items. Later, I will give you to practice. 18. Guided Exercise: Intro to Real Projects: Hi, guys, I hope you have done the practices successfully. Right now, let's work on two projects. First one is Kimbo art by Big group. Let me show this image. Check this out the existing Kimbort center. As I told you before, the analysis level or stage doesn't matter. Check this out. It is rotated, and then they are blended by a curve. Check this out, as you can see. And as you can see, it is very vivid to distinguish the blended parts. Check this out from other views like this way. You can use the photos and then sketch the lines and then using blends to have the model. Actually, I'm trying to guide you. If we got this, please note the dimensions, the relation between the sizes that we check them out in the analysis stage. Since the analysis stage in which we check the model and the sizes is as important as working with the command, actually. And try to sketch the most similar model. I mean the accurate one and get it done as perfect as you can. But no, that I'm talking about accuracy, not perfectionism. Example, you can check out the heights and the sizes in relation to each other, and in the continuation, we got the blend or the unified twist, as you can see the volumes are blended together to form a unified twisting building. So just try to practice this 19. Project: Kimbell Art Center Modeling: Hi, guys. I hope you are doing well in this session. We're going to work on the practice in which I meant that the previous session we talked about. First, let's check out the image. At first, we're going to sketch the square, the bottom or the fundamental square or the basic one. I'm going to use this rectangle, rectangle center corner. I pick this, and then for specifying the center, I'm going to sketch it from the origin 0.0. Then if I want to have it in a square shape, I hold down shift to restrict the length, then we will have this square. I disable Grey snap. Here as you can see, plane R is activated routinely. Project is disabled. It is not important to keep the planear activated or not. I'm not sure about what you have done. You may have made a duplicate and then connected these two skewers to each other, but there is no need to do this because we just need to sketch some vertical lines here by this way as you can see. But as I told you before, I mean, the proportion doesn't matter here. They should suit with each other. For example, the height is quarter of another one. I sketch the vertical line by this way. Check this out. And then I select it to make copy for the other corners like this. And for the top part, Zoom selected, I make a copy. Check this out. Then I want to rotate it along at axis 180 degrees. Getting the front view. First of all, I press down F ten to modify the heights or in fact the length. So now, that, you can modify or control the length of the lines by adjustment D and points. Since the blue box box's height is longer. So I extend the height by this way. And the distances between these two, let us check them out, since we should accurately consider them. Check this out. This is the offsite or distance between them. So indeed Rhino, I select it, and then I move it upwards. Right now it is quite proper, and then I should rotate it. I select it, and then for D, for example, for a decree. However, for the is not the accurate value here, and the next stage. I want to start the blank curve. Check this out. I select the endpoints. And actually in blank curve, I forgot to talk about one of the options, which is join that I'm sure that you know what it is. Here, if I keep join unchecked, then the three lines will be kept unjoined or exploded, as you can see. But if I check join, they will be joined to each other, and they won't be exploded anymore. As we talked about it in the previous command, check this out that are joined with each other. By this way. As I showed you in the previous session, the lines do matter in the modeling process in the analysis stage, then we can easily convert them to masses or surface like this. But don't worry about the lofts and the masses. We'll talk about them later. So, guys, if you haven't practiced it yet, please work on it, so we can go for the next one. 20. Chair Modeling Exercise 1: The first practice that we're going to work on is this, as you can see on the screen. As you can see, we got a curved surface which is extruded in which we got some holes or void. So please, think about it. Think about the approaches, and I want you to extrude this surface by using extrude surface and also offset surface. So, guys, give it a try. And then in the next session, I will do the practice. 21. Chair Modeling Exercise 2: Well, let us work on the practices here in the front view, and then I'm going to import the image of the modern bench. And if you go sketch it successfully, you may gain some new ideas of sketching the bench. Since I may use some points and tricks, it would speed up the process. So watch it attentively. Here, after importing the imaging properties, I want to control the transparency, as I told you before. I make it transparent and then control L to lock it. By this way, let's go on. Here, if you have started by using the line, I should say that it should change your mind, since the angle may not be true or accurate. So I'm going to use rectangle three points and then I specify the three points of the rectangle. I hold down shift. Second one, and then I move it forward, up parts by this way. Then I select the rectangle. I choose the control points, and then by using scale, I can narrow it. And we usually use a scale for narrowing an object. Following that, I pick the rectangle, and then I sketch it by this way. And then I move it to find the midpoint or the center point, actually. I place it right here. And then let me turn off center. Here, we should try not to mix up perpendicular with the midpoint, as you can see. So I write click on midpoint to deactivate others, since we need the midpoint, not the perpendicular. Well done, what about this part? Again, by using rectangle three points, shake this out. I sketch it. And then again, the rectangle by this way, then I should fix this part by moving the control point. Check this out. Place it at the profile. I mean, at the intersection. Here we don't need the image anymore. I unlock it, and then let's work on this sketch. I move the objects. I place them at the origin point, and then we're going to continue. Let us check out the image. I'm going to start with the red ones. These two, as you can see, the vertical and the horizontal one. Let me select them to show them these two. I move them but about these two, I make a copy from them. Check this out. This is the distance. At the bench is straight. I mean, we do not have a curve. Let me increase the distance well down. Look at here. Then the distance between the red one till the blue ones, determine the curve. And as the distance exceeds, we have a smoother curve between these two objects. But as distance reduces, we will have a sharp curve between these two. Geometries. So we control the curve by the distances between these two objects. Check this out. I'm talking about this curve that you should put the distance into consideration. That you can find them by trial and errors. You may not know them at the first sight. And as we are working on half of the bench, I'm going to have it later. I sketch a straight line to connect these objects to each other by this way. And then I sketch the rest of them by making the duplicate. And as you know, using these tricks speeds up the process. That if you want to be skilled at these, the only key is just to practice. Since practice makes perfect. Then I select the line, copy. I sketch one of the lines, and then I make three copies. And as you are concerned, you should use these techniques. If you want to move the process forward in a very quickly manner. So as time goes, you can take your speed and accuracy to the next level and earning much money by using appropriate commands. Let's go for the blends. Let us check the image again. As I told you before, at first, you should consider the blends or the curves. Check this out. Here, we got the curve between these two straight lines. So it shows that these two lines have been blended to each other. Or what about this? Check this out. It shows that these two paraded lines got blended. I start the command of blend RV or curve like this. Then I specify the points, the end points to just check it out. Here we should adjust the curveness of the curve. So what should I do? Need a little bit sharper. I reduce the distance. Let me adjust the position by this way. You can either use curvature or reduce the distance. I mean, use curvature instead of tangency. Let us check curvature. Check it out. Okay. Then the other side, let's check it out. The image. By this way. And I recommend you not modify it or adjust it manually, since you will have some challenges, here we got a sharp curve. For example, we can use the tangency, check this out. No, these are up to you. These are the designing of your model. Then we got here, this. Let us blend these two. By curves, check this out. I keep on blending them like this. Again, let us check the image again. We should blend the top and bottom parts with each other. Check this out like this, inside and outside, again, the other parts by this way. Is it okay? I remove these. I select them. MI mirror to mirror it at the other side, and you can remove the extra parts. And in the future sessions, I will tell you the process of converting it into a surface or masses or other complex geometries in order to have professional works by this way. You can watch the videos of the practice and assess your skill. 22. Using ExtrudeCrv and ArrayLinear Commands: Hi, guys. I hope you are doing well at this session. I'm going to tell you how to extrude our geometries in order to submit interesting models. So I'm going to explain extrusion or extrude command briefly here if we had a line like this or a curve, no mother open or closed. Here we got an open and closed curve. We can extrude them as you are concerned. If I select them here as you can see, we got the extrude close plane or curve and pop up. I start the command, or even you can type the command in the command line EXT and then extrude. CR V. Then we can have the extrusion. Check this out. By this way, you can extrude the curves, and then if I choose the V open curve, we can have a surface. Check this out. Let's talk about the options. If I select the object and start the command here, we can specify the extrusion distance for the units inter and the line, take this out 20. So the most important option here is the distance or the size. Another option is both sides. If I set it to yes. Then we will have the extrusion in both sides top and bottom, for example, 15, then we will have 15 at top and 15 at bottom as the distances. But in the closed curves, we got another important option which is solid, which is set to yes, covers the top and bottom surface. If I set solid to no, let's check it out as you can see the top and bottom surfaces are not covered. As you can they are opened, that in the open curve, solid is not effective. I mean, it has got no effect, either yes or no. And here there is another option, which is set base point. And as you can see by default, when we sketch when we extrude, the base point is set at the middle, you may want to modify the base point position. I mean, you can click on set base point and then by click, you can set the basepoint of the extrusion. Assume that here you got an extrusion here or a mass, then you want to extrude the rectangle at the sis of this extrusion. I select it, and then I start the cameo of extrude, set base point. Then by click and drag at the other extrusion, I can adjust the size. Check this out by this way. But if you got two objects or two extrusions or curves, one of them is inside the another one. And then if I extrude these, let's check it out. I said solid to yes. As you can see the inside of it is empty or is void. And the last item is the direction of the extrusion. That by default, it is set to I mean, when we extrude an object, the extrusion is too wide upwards, but here you may want to modify the direction and click on direction, and then in front, check this out. Gona specify the direction of the extrusion. You can have the extrusion slanted like this way. So you got too many options and about the final point in extrusions that assume that if we had a semicircle, and then if we extrude it at the direction of top or up or at the direction in which we got two control points at one direction. Let's check it out, guys. I want to extrude it at this direction, for example, Look, we won't be able to extrude it. So if in the extrusion process, there was two control points along an axis, check this out. We got two control points. In the direction, we won't be able to extrude the curve. But here there is a trick. As you remember, we used gumbal for the extrusion. I mean, if we use gumbol to extrude it, check this out, then we will have the extrusion successfully. This was the trick that I wanted to tell you. And another command that you are needed. I mean, you need it in your Corks is RA array, which is used for duplicating a specific object at a specific count. However, later I will talk about array command comprehensively. Assume that here we got a square, and we're going to array it or duplicate it at a specific count. Here we got different types of array commands, RA CR V array we need array linear. I started the command of array linear. Then we can specify the number of the items, for example, set preview to yes. And if I click, we can specify the direction and also the distances that you can use the commands of sketching lines for considering the angles or fixed lengths. For example, I press down a eight to activate EarthO then I specify five unit, inter, and then I specify the direction, and then I click to finish the array. As you remember, I told you when you are using some commands like move, copy, and also array, you should activate the project and planar in the two D views. I'm going to give you an example with array and project and also planar and then show you the consequences. For example, here we got a circle and also a square. The circle is inside the square, Zoom selected. I move the circle up parts. Here, suppose that we're going to have a a tower, for example. Here in the front view, I select them, and then I start the command of array linear as the counter number. The planar is activated, as you can see, but the project not. Here if I array them without using project, let's check it out. Everything is okay, apparently, but in the perspective view, check this out. They are not arrayed vertically. So you're familiar with these. Let us try again. I'm going to follow them in the four views, array is number, check this out. They are slanted. But if I enable project, then this will be the result. They are arrayed straightly. So by this way, we can array them successfully. So, guys, don't forget to practice this, then we can explain the homework 23. Exercise: Gallile Building: Hi, guys. I hope you are doing well in this session. We're going to work on another practice. Let's check it out the image. We got the north view of the building and also the entry that we're going to sketch the lines. Let us check the others. And the building which we got at the right side of the screen contains three types of plans plans, Type one, two, and three. For sketching or drawing this project, we should use these three types of plans. Here we got the plan of the type one, type two, and the type three. In each of them, we got multiple levels. Here, if you look at the types closely. We can sketch the type one and three by imitating from Type two. For instance, if we trim or emit some parts from the type two, we'll have the type three, or if we trim some parts and then using mirror, this will result. I mean, we're going to start from the plan of type two. So here in Rhino and in default layer is activated. I want to import the image of the plan of the second type interno. Actually, the scale does not matter that much, since later, we can scale the whole building. I place it right here anyway, or, for example, here, in which we don't have the grid lines under or beneath it. I select it. Then in properties, I want to reduce the transparency by this way, and then I lock it by Control L. It's better to sketch each of the levels lined in separate layers, for instance, as we are working on the second type plan, I activate the layer of 02. I set it as default layer, and I want to sketch the lines here and at this layer, I double click or I set the layer, the default layer to two. Let's sketch the lines. I pick the straight line by this way at first, starting from the straight lines like this, check this out. I continue till here. Then the other straight lines. Check this out. However, we should exceed it or extend it, actually. I want to teach you how to detect clashes here. I sketch other lines. I enable the smart track since I need parallel lines by this way. Well done. But for sketching the blend, I mean the curve. As you're concerned, we should use Blend blend CRV, check it out. Here, you may want to use curvature continuity to sharpen the curve. Check this out. Or even you can choose tangency, then hold down Shift to move the control points for adjusting the sharpness of the curve. But it is not matched with the image because we should extend the straight line. Check this out. So just in case if the curve wasn't accurately sketched, you can check out your straight lines to trim them or extend them, and then again, blend RV or curve. You can either use curvature or tangency. By this way, can hold down shift and then move the control points manually to adjust the carefulness. And then here I create the curve. However, it may be needed to just the curves separately. I mean, just for one of the sites, not symmetrically. Check it out. It is okay. What about the other parts? Here, you may want to use an arc. Let's check it out. Let's try. I mean, without using plan curve. Since here the curve, I mean, we can't have it by using an arc. But if I use the plan curve, check this out. Then you need to hold down shift and then move the control points and then overlap the curve with the image by this way. Okay. So right now, the plan of the type two is completed. But here, if I want to sketch the type one plan, we do not need the image, since we can sketch it by imitating from the type two, but we need to copy the lines of this level, then we can go for the type one. I select them, and then I make a copy, check this out. Select, Control C, copy to clip board, and then Control V to paste. What has happened? Yes, exactly. They are overlapping each other on each other. Right now, a set of lines are selected, but be careful not to deselect them. So while the lines are selected, you should modify the layers and then associate them to layer one. So we're going to sketch the type one plan at another level layer, actually. I modify the layer by a copy and paste. So right now, we got two versions of lines in both layers of one and two, as you can see. In the continuation, I set layer one as default, and I turn off the layer two. Here we got the red lines. Then according to the image or the photo, we're going to sketch the type one plan. Let us check the image. Look, as you can see, we got a straight line from the bottom parts of the stairs. Let's check it out. Here I pick the poly line in the layer of one, then from here or from bottom of the stairs, I hold down shift to restrict it, and sketch the straight line, then I should trim the extra parts. Explode. I remove these. I don't need it. But what about these two? How can I connect these to each other? Yes, of course, we connect them. Check this out. I connect them to each other. Here we can trim the extra parts or connect them. Does that matter? But what about the bottom part? Let's check it out. Here, from the end of the stairs, as you can see, or from the ACL, we got a straight line, again, back to rhino. I pick the polyline. Let me specify the position that I want to sketch. I sketch the perpendicular line. Then I need to connect these two lines with each other, CON connect. Check this out by this way and then, and then I trim the extra parts like this. Well done. So the layer two layer one is completed. And the type one is done. Then we're going to sketch the type tree. I set layer three as the default layer. I turn off one. Again, I turn on two to make a copy. Since I have considered the layer two as the basic plan. Control C then control V, but be careful not to deselect the lines. Then I associate the selected lines to the layer tree. Check this out, and then I turn off layer two. Check this out. Then here I should check the image or the photo of the plan type three. Let's check it out as you can see, we need to trim some parts and then mirror departs from the middle line. So here in Rhino, I explode these lines at first. Then I trim some parts, as I told you before. I mirror it at the other side from the middle point. Check this out. By this way. Well done. Let me turn on the layers, layer two, and also one. And since they have been associated to different layers, we don't have any challenges or difficulties for selecting them. Right now, we do not need the image. We can remove it, old Control L M and then remove the image. Then if I turn on the layers, check this out for extense, for instance, if I want to move the layer two, right click select objects, I move them. For example, for layer three, right click, then select objects. And then I can move it to upwards by this way. Well, done, let's go for the extrusion stage. So here in the front view. By this way. I join these lines with each other by this way and then and then at the size of the depth of the louvers, let me show you the photos. Shek this out as you can see, I'm going to offset them. I start the command of offset, and the approximate value would be nearly, for example, this, well done. Then I adjust the layer one in order to place it at the same layer. But when you use offset through points, then your adjusted distance will be specified for the next offset through points as you can see. So do not modify the distance. Check this out. The previous value is assigned for it. At first join them, and then at the specified value for distance, you can offset them. By this way. I offset them at the same distance. By the way at me, just the layer. Layer two. Well done. Then we're going to extrude them and then duplicate them. I select these three plans, and then I extrude them. Check this out. And if we check out the images, you can see, they are really thin. For extrusion distance, not 0.1, check this out. I extrude them. By this way, well done. After that, we're going to arrange them by using array command. Well done. Let us check the photo again. For example, at the first level, we got eight a number and about the distances between each of the lines we can consider for the centimeters. I select it, and then I start the command of array linear eight of eight, not 0.4 as the distance, and then finish, well done. I move, and then for the next one, I enable project in Plane R. Watch this. I place this here, and then at the size of these intimeres, I move it by this length to place you in an accurate position. Let us check it in the treaty view, since we may have some mistakes or whatever. Well, the, let us go on. And for this level, as you can see, for the next level, I mean, as we had eight copies for the first level, we're going to have 16 for the second one, 16 or two, whatever you want. 16 as number of items, and then array, not 0.4 for the distance. Well done. I select this and then I move it to place it right here by this way to match 50 another one, and then I move it at the length of 40 centimeters upwards. And then for the next level, we will have 24 items. Since at each of the levels, we got eight array linear, 24 as the number, not 0.4 as the distance. Well done, take this out in the rendered viewport. This is the main building, which was placed at the right so I have the image or photo. What about the left one, which is a rectangle, and we can sketch it in a much more easier process that I don't want to put time on it, since it is a simple rectangle and you can do it yourself. But in the continuation, I'm going to create the entry, which is simple, too. So let's i it out. As I told you before in the analysis stage, we should look for these straight lines. We got two padded lines, one here, I mean, we got two horizontal and vertical lines. Let's see, put it this way. Uh, I get back to Rhino. Let me set the default layer. Then I want to sketch the lines. I turn off SmartTrack. I move it. Let's check it out at distance. Move. Let's check out the photo again. These two lines are approximately parallel to each other. Let me check it out from the top view. Wait for a second, please. I want to find the top view. Here it is, hack this out, as you can see. So I remove these, and then I select these two lines to move them upwards. Since they are placed at the top of the building, I make a copy from this like this, and we can adjust the distances as well. And then what is left is a blend curve. I start the command of bland curve. I select the curves to blend them, check this out by this way. Like this, we can blend them. Then in the future sessions, you'll learn the extruding these geometries, too, which is very simple. I mean, we will talk about sweep rail and others for having masses and surfaces. Guys, don't forget to practice and take notes. Try to sketch the project by your own. 24. Exercise: Tirana Architecture: Hi, guys, referring to the practice, we're going to start from the main straight lines of the project. So to do this here in the top view, and then I sketch a Squer. I pick rectangle, and then in the option, I click on Center from the origin point. Then I sketch such a square like this. And for controlling the dimensions of the rectangle, I enable grid snap, and then I sketch a skewer the size of ten and ten. I select the skuer. I hold down all to create a copy or a duplicate. One more copy by this way. Then here we've got a 60 angle 60 degree angle that I want to sketch it in the ino. Let us check the other images or photos. Check this out. We're going to have such a model that we're going to sketch it simply. I pick the polyline, check this out, and then the lest symbol 30 inter here we got a 30 degrees line. As you can see, I have just at the angle as 30 degrees, but about the angle of the triangle I'm talking about here, which is 60. I extend the line till here, and then I choose or select these two skuers to explode them. I start the command of extend, then I select these lines. I specify the boundary, and I extend the lines. By this way. I select all of the lines. I start the command of trim, then I trim the extra parts like this. This is the result. After that, I mean, after the first stage was completed, that the main lines were sketched or created. Then in the next diagrams, here we got a skewer which is highlighted in red, and it is rotated and the dimensions of the skewer has changed. So I choose the polygon. Then I choose four as the sites in the origin point by this way, check this out. Then I want to select these lines. By this way and then I hold down to make a copy, check this out. I move it upwards, and then in the layers, and then I right click on the layer one. I click on change object layer. Right now, I want to hide these objects, so I turn layer one off. After that again in the top view, we don't need this square. We can remove it. And then here based on this, I mean, the selected square, I'm going to modify the other geometries. As you can see, the sides of this part are parallel to each other. So get back to Rhino. By using line from midpoint, I turn on the grid snap of midpoint. Then from the midpoint, I sketch the line like this. Then I start sketching another line from this point. Check this out. I hold down tab, and even I can move the line but perpendicular on the one. Then I want to mirror the selected line at the other side like this way. Let us check the photo again. For example, this part, which is parallel to the red line, and the other part is parallel with the red line too. And in the continuation, the side is trimmed. Let me get back to the dino I mean Rhino. I select the line, start the man of trim. Then I want to trim the extra parts, the extra lines, as you can see by this way. And we can connect these two parts with each other. I mean, by using connect command, check this out. I select these lines or these curves, Control G to actually J to join them. I show the layer one. Then I can move the layer one lines downwards by this way. After that, in layer two, in lines, I pick the vertical line. Then I sketch a vertical line by this way. But the reason that I started sketching this vertical line from that intersection was let me show you the photo again here as you can see the created line that as you can see, it is created by blend curve. It is I mean, it is composed by a curve, and it is not straight. So I'm going to use a type of a line, a vertical line to arch up. So then if I blend these two lines with each other, we will have the blended curve, not the extra lines. I select a line. I make a copy, then I position it at the intersections like this by using copy, Again, I start the command of copy for the other parts of the intersections. I fill the other parts. Check this out. By the vertical line. One of them is not needed, I remove it. Well done. And then in the final stage in the blue layer or the layer of tree, I start the command of blend curve. I specify the curves to blend. Check this out. I choose Tangen for the continuity. Okay, check this out. Tangency continuity, okay, and others. Let's check it out. I select the curves to blend them and tangency continuity by this way. We blend these lines with each other. As you can see on your screen, well done. And then the others Thanks for your patience. Then I need to hide or turn off the purple layer or layer two or the auxiliary layer, and then I want to extend their height or increase the height by this way or, for instance, increase the distance or gaps between them by this way, selecting and then moving at one unit, as you can see. So we learned that by the given processes, we can create such a model, and also in the final stage, I want to create or sketch the column. Here we can sketch a rectangle. For instance, like this, I hold down all 90 degrees rotation, and then I position it at this height. Again, I pick the vertical line by this way, layer two, vertical line, then I make some copies to consider them as auxiliary lines, as you can see, and then by using blend curve command, I started and then blending curves. I need sharper curve, so I choose curvature and then okay. Then the other lines, curvature continuity, check this out. I continue blending the curve. I select the blended curves. Then in the blue layer, I'm going to associate them to the third layer, and then I can turn off the purple layer. So by this way, we can design or model the main frame of the model. But in the future sessions, we will learn how to extrude these lines or convert them to surfaces and masses and other details. But at these session, we're going to just focus on lines for designing the forms. Since if you want to have great masses or forms, you should at first be skilled at is sketching lines and curve. Asana. 25. Using Array and ArrayCrv: Hi, guys. Welcome to the third season. I hope you have done the last season on works carefully and successfully. Here we're going to begin our session with array array tool, actually. So let's check it out. Here we can get access to the icon of array command. We can open the Duckb window and then fix it here since now we're going to work with them. So I fix it in the scene. But the first command about, I mean, in array tools is rectangular array. As you can see, as usual, I'm going to give you some examples by using these commands. You'll find a sketch a cube or a box, one in one, check this out. By this way. Well done, I select it, and then I click on rectangular array, or I can type array rectangular. And then among these I choose array. Your array is the rectangular array. There is no difference. Then I should specify the number in x direction. I mean along the x direction, as you can see. For example, ten, then the number in Y direction, for example, a ten the number in Z direction. For instance, five, let's check it out. Then I press down inter, then I should specify the spacing. Unit cellar spacing, 34 x4y, and then for spacing, 2.5 for Z. Check this out. This is the array by this way. Here is the first preview that right now we can modify the specified parameters. For example, Dzeta spacing. I click on Zetta spacing and then I modify the value, for example, 3.5 or for example, the Z number or Y spacing, you can use these coordinates. For example, Y spacing, I click on it, then I specify a new value 4.5, for instance, or even Y number, for example, five, check this out. Like this, this is the preview inter. By this order. Let me give you another example. Again, I start the command of array, then numbering its directions that direction, y direction, then the spacing. This time I don't want to import the spacing manual I want to use the mouse or the cursor of the mouse. Check this out. This is used for when we do not have an accurate value. So we can adjust the spacing and also the number by the marker of the mouse in the scene like this. And we do not necessarily use array in three directions, for example. Assume that here, as you can see, we are working in a two deve top. We've got a rectangle like this. Let me turn off. Then I have a sketched a polygon here, for example, that you can see. By this way, then I want to array these polygon. Let me scale the size by this way. And here you may have guessed what I want to specify for the number in Z direction, which is one, not zero. I mean, in each direction, here I can specify an approximate value like, you know, you don't have to know an exact value. Then invite direction 12 and then in Z direction one. I mean, zero is not accepted here by this way. This time, I want to adjust them by using the Markfter mouse. Check this out like this at this size. But you should know that you don't have to know the exact spacing or the numbers at the first site because you can place them and then edit them. I will tell you how. Here as you can see, we should remove one of the rows or we can edit the spacing. In order to arrange these polygons into the rectangle or inside the rectangle, here the Y spacing is negative, since it is opposite d direction example, for Y spacing, I specify not I mean -1.7. Let me modify it again. It is not accurate. Again, -1.68. Take this out. I want to add a row for the number in Y direction, I specify 13. Let's check it out. Right now it is more proper, great. And at the other side, we can modify the spacing or the numbers, for example, I mean, 1.7, 1.62, 1.63. You see, or 64, you know, the preview is very great. You can check it out and then modify it. And then if it was the final changes, you can press down Enter. So this was all about the rectangular array or array. But what about the others? The next is array long curve. As you can see on the screen, by using this array, we array a specific object along the curve. I mean, we should specify a path as the guideline, and then it arrays the object on the given path. Let's check it out. For instance, here, I got this line or this curve. I turn up f eight or Ortho. Following that, I want to sketch a cue or a box in order to array like this. Check this out. I want to array this along this curve or along the path. I type array, array CRV or curve. Here is the icon array, along curve. I select the object, which you want it to be arrayed. I press down Enter. Then I should specify the path curve. I click on the curve. Then here I can specify the number of the items and the distance between items. I mean, here you got two methods of distribution, distance or number. If you check number of items, then you can specify the value. For example, 30, then click on Okay, buy it this way. But sometimes you may want to, for example, array some trees on a path or a side of a path, or you may want to array some lights or whatever. Distance between these objects or items doesn't matter. So you can check distance between items and then specify distance manually. And if you specify the value of number, it gives you distance, then if you specify a distance, it gives you the number. For example, 3 meters, then we'll have 26 3 meters we will have 26 boxes, 420 or meters, and then 20 objects. For example, 22, then the distance will be 3.64 by this way. Example, I specify 33.5 as the distance between items, then this would be the result. So this is the service or option that we are provided with. Let us talk about other options. I select the object and also the path and then in array long curve options. We talked about methods, right now, the orientation. As you can see, we got the orientation options. The first rotation, then the objects won't rotate while they are arrayed on the path. And then the two, I mean, the options of two and three are free form and rod like. They act similar to each other in play our paths, but let us compares with each other. I make a copy by this way, and then I start the command of RA, CRV, I check near rotation with the same method of distribution, okay, two any two. As you can see, the objects haven't been rotated. I mean, the angle of their placement are fixed. Check them out as you can see they are fixed. They haven't been rotated along the path. What about free form and root like? If we check it, the objects will be rotated along the path, based on the angle of the path. Free form and root like acts like each other in the planear paths. For example, freeform. Let's check it out. As you can see the objects have been rotated along the path as the path is rotated or based on the orientation of the path or let us consider the angle between the object and the path you can see this angle is constrained along the path, as you can see, along with the rotation of the path, the objects have been rotated too, can strain the angle. By this time, I want to modify the path. I move it to have a tree D like this. Right now the path is no more planar, then I make tree copies or duplicates then I'm going to analyze or consider the differences. I start the command of ACRV. Let's talk about the first one. I specify the object and the curve or the path. You're in no rotation that as I told you, the object won't rotate it. Rotate. As you can see, they are kept vertical on the path. For example, while you're placing some trees or poles on a road, this option would be very useful since you can place them vertically and straightly. So in rotation I mean I mean, orientation. You got the objects vertically and straightly without rotation what about the next one, which is free form. Okay, here as you can see, they are not straight. They are not vertical. They are rotated based on the orientation of the path. We have them in different angles, both top and perspective view, as you can see, and they are rotated to preserve the angle. And the last one, let me start the command of array CRV, which was wrote like. Let's see when we array our object, for example, the book, enter, and then I specify the path. I choose rod like and okay When we choose rod like in array, as you can see, we are needed to click in the viewport to choose a C plane or current plane. For example, as I'm in perspective view, I should click in the viewport to specify the current plane. Then after I click, it considers the view in which you have clicked in or clicked as the current plane. And then it rotates the objects only at the specified plane. Check this out. Here in top view, compare these two. As you can see in rot like objects follow the curve but maintain a consistent updirection relative to the construction plane because we have clicked in perspective view. And I know it is difficult to explain I mean, the differences between these three, but I wanted to show you practically in three examples. But I should say that we use no rotation. When we need our objects to be placed vertically straightly without any rotation. And we usually use three or four and rot like is not frequently. Another point that you should put it into consideration while arraying is that when the object is distant distance to the path or curve. So we're going to consider this curve as our path. For instance, here, I'm going to place my object or the box, which I want to array. If I start the command of array K curve then specify the path and alter the object, then specifying the method and also freeform, I click on check this out. As you can see, the array is started from the place of the object, and the array it is not regular. So at such a condition, we should move either the object or the path, since the object should be placed on the path. Or you should use the point that I want to tell you. I mean, when you are arraying here there is an option named base point. When your object is this down to the curve or path, and you don't want to move your object. You should specify or you can't specify the base point. If I click on base point, then I should specify the base point for objects to array. So that point of the object will be placed on the path. For example, as you can see, you got the object and the path. I specify this end intersection as the base point, and then I specify the path. Check this out. Look. The specified point will be placed on the path. Let us try again, base point. For example, the Mute point. Then I click on the Path curve. Okay. Check this out. The Mute point is placed on the Path curve like this. Let me exemplify another practical case. For instance, assume that you are working on a facade of the building or the view. Check this out. Wait for a second, please. I'm preparing the example. Thanks for your patience. Let me extend these by this way. Then we're going to have some modeling or design the beneath of these. And the object that I want to array, wait for a sec. For instance, this is the object. By this way. I will talk about the modification of the object or the addition of it later. But till now, we're just going to focus on arraying the objects on a specified path. By this way. Don't worry. I will teach you everything very well. I hide this object, and then I sketch a rectangle to consider it as the path, and then I'll control edge to show the object. As you can see the object is on the ground while I want to array at the top of the box, and it is difficult to place the object there at the top of the building or at the top of the box. I start the command of array CRV or curve. I select the object, enter the actually specified a path. Actually base point intersection. Then here I click to specify the curve, then the method, the value or the number 60, free form. Okay. Check this out. So while your object is distant to the path, you can use base point option. And this is the rendered preview. Sometimes we use array CRV or curve instead of array linear. Let me give you an example. Then I want you to think about it and then tell me the reason. For example, here we got the object. Then I'm going to sketch a straight line on which I want to array this object array linear, for example, 24 as the number, and then I want to specify the distance or spacing. Check this out. You know it is hard to control the spacing between them. But here if I sketch a line a straight line like this by this way. As you're concerned, we can array an object straightly in linear array. I use it I mean, I do it by using array care. I specify the object, the path, and then the method, the distance, the number, the orientation. I can easily control everything, especially when the number of items does matter. The distance does matter. Since in linear array, we can't specify the number. Only can specify the distance. For example, here, I mean, we can only specify each 2 meters or three meter. But here we can array the object based on the number. So here in array curve, we got more opportunity or let me say that more facilities in array, array linear does not provide us with. So, guys, don't forget to practice these items, these lessons, and then for your homework, please try to do this vol array in which here we got a vol, a wavy vol, but at first should practice on the lesson and then the homework. The next session, I will talk about 26. Drawing Curved Architectural Walls: So let us work on the last session practices or homeworks. Here on the top view at first, I sketch the plan of the all by this way, and then I sketch one of the bricks, a piece of a brick or brick. Let me specify the length, one in not 0.25. I know this is not the actual length or the actual size of the brick, but I just decided to consider a bigger scale because if I minimize the size, it would be hard processes. And for the height, not 0.25 consider this as a piece of a brick that we want to array on the line or on the path. Here at first, I place the first piece accurately, then I rotate it, the first and the second reference points, and then I position it by this way. So this is the first piece, the first piece of a brick. If you want it, you can modify the position. Then I start the RAC RV or curve. I specify the object, and then the path by this way, then the method, distance between items, let me specify a distance. As the length was 1 meter, I can specify 1.02 as the distance between each of the pieces of the brick like this. 1 meter and 2 centimeters. Then we're going to go for the next row. If I want to array or arrange the next row of the brick, here I select the same brick. Then I start the command of array CRV. But do you know what should I do this time? Yes, I should use base point. I want to specify the base point. And then I click at the midpoint at the bottom, as the base point. And then I click on the path or the path curve. Okay, distance. At the same distance, sick this out. But what about distance between them? You may say we can control or fix the distance between them. Here we can use select less created objects by this way. And then move them at the length of 2 centimeters by this way, I import the value as the distance between them. Then I select all of the pieces, array linear, by this way, then I should specify the number, for example, two or what. And then what about the distance between these two? Do you remember not 0.25 and 0.25, not 0.5. And also the distances between the bricks, which was two. So here we can specify 0.54. Okay. Let's check it out. This is the aV Vol that we have created it by using array, and we can have it smoother by increasing the number of the items. But I just wanted to show you the process. Be lucky. 27. Applying ArrayPolar for Circular Layouts: And another type of array is polar array. Check this out, as you can see, here it is. Let me give you an example. Here, assume that we have a circle right like this, and then I extrude this circle, check this out. After that, then here I'm going to sketch a rectangle like this. Let me check it into perspective view, and then I'm going to extrude it by this way. Here is the result. Then I'm going to array this rectangular box around this column. Or cylinder, so I select the box at first. I click and pull R array. I start the command. He even you can type polar array or array polar. At first, we should specify center of polar array. So I can enable the center grid snap and I specify the center of the cylinder or the center of the circle. Since we have sketched it in the origin point, we can enter zero and then the number of the items. Let me see. For instance, 12, I press down Inter. Let's check it out. Watch the s, please. Heel the angle to feel or first reference point. That here we should specify the angle of the array, that the default value is 360. Inter, check this out. This is the preview. For instance, we may want to modify it. For example, when I specify 180 degrees, I click on feel angle, and then I can modify the value 180 like this or if you wanted to modify the number, you can click on items and then specify the new value of numbers, for instance, six, and then press Down Enter, like this. Check this out. So by this way, you can array on a specific object around something by using polar array. In the continuation, I'm going to talk about the other options and have a review. So I selected the object, and then I clicked on polar array, and I specify center of the Purl array, zero as the origin point or as the center of the pl array, then I specify the number of the item. 12 and angle to field or first reference point, 270. Here we can modify the number of the items by clicking on item, 16, for example, or we can modify the angle by clicking on field angle, 360 degrees or 180, and so on. By this way. But here we got another option which is rotate, and it is set to yes. If I set rotate to no, we got the array without the rotation of the objects, and this is the difference. Check this out, as you can see. It is not that much applicable. But another useful option here is Z offset, which is set to zero. But what does it do? Here we can specify offset for these objects. Let me give you an example. For example, for the axis offset distance, I specify one, check this out. Then here there is a one unit offset between each of these objects as they are array. Let me increase the number 24, take this out. It is rotated around the cylinder, 9.7 as the Z offsets and the fill angle, 360 or, for instance, 470, check this out like the stairs, 720, you know you can see it is cool and testing. I increase the value of 36 numbers by this way. I minimize the Z offset not 0.5, and then I press down inter by this way. So as you can see, we can consistently modify the values and the parameters in order to reach to our desired designing like this. So this was all about polar array. Let us talk about the other types. The other type here is I start the command of Aer polar or region 0.0 in the number of the item. For instance, ten. The other option is step angle. I step array angle. We do not specify the entire angle. I mean, this is not the angle to feel. This is the step angle. Your step angle is the angle between the two items, two sequential items. So we specify the angle between each two objects instead of specifying the entire angle. For instance, ten degrees we will have ten items. As you can see the angle between each two items are ten degrees, 20 degrees or 15 degrees. Check this out. Right now, there is 15 degrees angle between each two objects. By this way or 30 degrees, for example, check this out. Here there is a point that you should know. While you're specifying the skip step angle, if you modify the number of the item, it won't addit new items. For example, if I specify 11, as you can see, the one item, it is added, and the 270 degrees angle is preserved. I mean, the first and the last items are fixed, but this step angle is changing. I mean, this step angle is reduced to compensate the number of the item. Example, I specify 164 items, and we will see that this step angle will be reduced. Check this out. The 270 angle is fixed, but this step angle is changing. Refincle you're going to step angle. As you can see the angle is 18, while before was 30 that you can modify it. For example, 20. Let us try again. I won't tell you. Here we got the object or a box. I start the command of polar array, zero as the center of the polar array, then the number of the item, for example, 12, then the angle to field. This time, I want to specify step angle instead of angle to field. I mean, I don't want to specify the entire angle. I want to specify the angle between each two objects. For example, two degrees. Check this out by this way. We got 20, for example, as the item, I mean, 12 and 20 degrees. I talked about rotate and also that offset, which are not new things. But here, if I modify the value of items, for instance, two, check this out, the added items won't be added at the end of the objects, but it reduces the step angle to place or position the objects or to array them. I mean, the angle to feel is fixed. If you want to specify the step angle to any degree, again, we should click on a step angle and then at it to two. Check this out. Here is the results. Then you can adjust the angle between the items. So according to these lessons, I got a practice for you, which is the stair. Let me show you the photo. Here we got a rotative stair. The rotation of the radius is 270 degrees. We got two stairs, 140 as divide, 5 centimeters as the thickness, and 360 centimeters as the height. So, guys, check it out. 28. Using Crv2View for Perspective Accuracy: Hi, guys, I'm sure that you have done this practice successfully. But I'm going to dedicate this part to doing this practice. The radius is 270 degrees actually, 140 centimeters offset, as you can see, as divide of sir. So at first, we're going to sketch the circle that the radius is 60 centimeter and also the rotation, then the offset at the length of 140 centimeters. So here I pick the arc center. I specify the center of the arc, the origin point, and then 60 centimeters for the radius. And the end angle, which is 270 degrees a positive value, give us the anticlockwise rotation. Then the offset, I set cap to no and I'll set lose to no. And then the offset distance, 1.4. Check this sound. Here's the result. Well done. Let me check it again. Here the next stage is the division of the stairs in which we got two stairs. I'm going to introduce you two approaches. Then you can use each of you like. The first approach. Here I can close this part by sketching a line. I pick polar array, the center of the polar array, origin point, the number of the items to any set offset should specify zero and about the field angle, which is 270 here if we do not need to specify step angle. Check this out. Here is the field angle, but we got two stairs and by using trim by this way, I trim this, but I keep one of the stairs. By this way. But we do not need the rest of them, so I delete them. By this way. I delete them, and then I keep one of the slices or one of these stairs. What about the second approach that we can use divide. I delete it and then divide curve by length. I mean by number. I'm sorry. I select these two curves. I press down ter, I specify Tony as the number of the segments. By this approach, we can create one of these stairs like this, shake this out. Then I trim the other parts, just like the previous approach, then we will have one of these stairs. So either divide or array, polar array, we can create a piece of a stair. Then we're going to extrude the stair or the rectangle. As you can see, that the next step is to extrude the geometry. Let us check out the other features of the stair, the rotation angle. Well, the number of the stairs, the radius of the circle, the wide of the stair, and then the thickness of the stair, which is 5 centimeters. I mean, we should extrude the geometry at the size of 5 centimeters or 5 centimeters as depth. And the height of the level here is 360 a centimeter. So then the height of each of these stair, we got 2,360. It would be 18 centimeters. I mean, we should specify 18 centimeters as the Z Z offset. I meanwhile we are using the polar array, we should have specified the z offset as 18 centimeters. At first, we extrude it, I select it, and then extrusion. Let me tell you a point about extrusion. While extruding an object, direction of the marker of the mouse does matter. What does it mean? Man, if you move the marker of the mouse downward, then if you specify a positive value, it will be extruded to or down. Look, I mean, the direct I mean, by mouse, you should you can specify the direction of the extrusion. I extrude it. I move it the mouse upwards, 0.05, take this out. This is the current direction of the extrusion. So by the mouse or the marker of the mouse, we specify the direction of the extrusion, but I extrude it downwards preferably. By this way, then at the top view. I select the object, pull our array, zero as the center of the array, and the number of the items two. Then offset which is 18 or not 0.18 centimeter. Then I press down and take this out. By this way, let me try again. We select the stair, and then I start pull our array. Then I specify the center, zero the Origon point, offset, 18 centimeter or not 0.18, and then a person entered. Let me check it out. There is a small offset between them and a small distance gap because when we array these objects or the stair, because the selected object is not considered in the array. I mean, right now, we got 20. Here we can specify item 21 to disregard the main object, and then we can remove one of them by this way. Then we will have the rotative stairs, and then we can create the clander which is at the center. Let me create it. I extrude the circle, then we will have the clander like this. Watch this. So if you haven't done, please give it a try. And the next command that I want to talk about is curve to view. Curve to view is used for sketching a curve which is complex to be drawn or sketched in the treaty view. Then we can sketch the plan of the curve, and then by using curve to view, we will be given the treaty version. Let's check it out. For instance, let me show you a project of adioterium that we will create it or sketch it in Rhino, by this way, the case study here we got arc in the prospective view or treaty Watch this. As you can see, we got a arc. Here at first, we can sketch the plan. Here is the plan. Check this out. And also the elevation by this way, in the prospective view after that, we can have the TD curve. I mean, we can sketch an arc in the two D view or in the plan view. I mean, by using curve to view command, we can create a curve from selected curves that are plain or in different views. Let me give you an example. Let me show you this breach. Watch this. Here we got an arc in the perspective view. Can easily sketch the plan view here at E and also the perspective view. Watch this. Here we got the elevation and also the plan view. That we're going to sketch this bridge into view into different view and then create the curve from the selected curves. And then we can have the curve in the treaty view or perspective view, actually. Let us work on some examples in order to reach to a deep understanding about curve to view command. For instance, assume that here in the top view, I'm going to sketch an ellipse from the center, take this out like this. And after that, I switch to the front view to model the front of this curve or model as this curve, for example. Let's check it out in perspective view. Here we got a curve in two views in top and front. But before applying the command of curve to view on this sketch, let me show you a photo on org. Then let's wait for a second. Let's check it out. Watch this. This sketch is similar to this. The plan. Watch this in different views, front and top. And then this is the result. Such a curve. Let us work on it in Rhino. I type CRV to view. Then I should select the first curve and then the second curve. Then the third curve is created from the two curves that are plain are in different construction. New curve looks the same as each D of the original curve when viewed in each plane. Here I start the command of love, check this out for creating a surface, and then patch. Watch this. Here is the result in the rendered view. A very simple process. You just need to learn or have the skills of sketching lines or curves. But the process of using curve to view is very simple. That you will take your skills to the next level to the next session. Let's talk about the options, the points, D. The first point here is that both of the curves that you sketch and then specify them in the curve to view should be planar curves. For example, such a curve which is not planar, which is Tre D is not accepted. I start curve to view command. I should specify the curve. As you can see, it is unaccepted. Then it asks us to specify curve extrusion direction that we will have struggles and difficulties. I note that the two selected curves should be planar, D in different views. Then we can have the third curve in different construction planes. The another point here is that if I minimize the size of one of the curves in a view, for example, like this, what should happen? Check this out in the perspective view. If I start the command of cave to view, then I specify the curves first and second, then this would be the results. I mean, the parts which haven't been covered will be deleted, and they are no more considered. By this way. And normally if you sketch a closed curve in the top view, wait for a second, please. And also a closed curve in front, it doesn't make sense. You know, I specify them. Let's check it out. This is the result or the giving curve. So as a result in specifying or selecting the first and the second curve, only one of them should be opened curve. Let us talk about on some more examples, but I want you to foresee the result. For instance, here, I pick the arc, and then I sketch it like this. Mm hmm. And then in the right. But before that, let me teach you a trick here. As you can see the Y direction or coordinate. Whenever the Y direction was in front of you, it shows the front view. This is a trick when you want to distinguish the views. If you want to differentiate between these two views, for example, to distinguish the front, y direction should be in front of you. So right now, this view shows the front view, which is in front of your face. As I change the view, y direction is toward right, left, actually. As you can see, it is toward the left side, it is no more in front of my face, which shows the right view, but this is the front view as you so I open the front view like this, and then I pick the arc. I sketch it like this, the perspective view. Right now, I want you to foresee the result if I start the command of care to view. I select them. Let's check it out, then assess yourself or your expectations. Check this out. We got another arc at the center or at the middle, which is the same project that I showed you, let me open it again. Here it is in adioterium. Let me at first show you the plan view check it out, and this is the front view, and this is the perspective view. So we can schedules a curve in perspective view like this. Another example, I keep the front view, the arc. I mean, the top, actually, and for the front view, I want to sketch straight line. It doesn't matter if it exceeds, but it should not be shorter than the another one. Check it out here of the view, then I select the first and the second. Here is the top view of the arc or the curve, and this is the front view. I select the curves by this way, and this would be the result. Here, some of you may say that we could have rotated the arc without using curve to view. But this is not the rotated version. Let us check it out. You agree? Look, this is not the rotated version because it is extended. I mean, it is no more an arc. And practically, we can call it a curve by this way. Or, for instance, assume that let me sketch a circle for our next example right here at the origin point and then the next circle, I'm going to create another arc with I mean care to view. Check this out by this way. This is the result. Following that, I can connect these two circles to each other by a loft. You see, like a Cleander. You know, it has a high potential in modelling. And in the future sessions, you will see how much is useful. So, guys, don't forget to practice today's lesson. I will see you in the next session. 29. Creating Planes with Srfpt, PlanarSrf, and Plane: In this part, we're going to talk about the commands of creating surfaces. Let me open the list. Check it out. Surface creation. Then I fix the Doceb window here. Following that, I'm going to talk about surface creation tab. Very well. Let us start with rectangular plane or commer to commer which is the simplest one. I maximize the perspective view and then I pick the surface, then I sketch the surface or create it like this very simply buy this way. However, it has different types, as you can see in the list. Some other types you got access to. I open the plane surface to show you the types sketch it by the corners camera to camera or, for example, by three points by this way. As you can see, just sketching rectangle, you can create surface. For example, a vertical rectangle. Take this out. Just like a rectangle, but it creates a surface. Here, we got add a picture plane. It is a picture Command, actually. I mean, we can have the picture in the format of a surface or within the surface. So if you understood that, the command of picture enables us to create a surface. But let's talk about the options. For example, here if I start the command, you got some options, three points vertical center around curve and deformable. Check this out. Example, one of them is deformable. If I click on deformable, and then I sketch the surface, the plane surface, which it is divided into parts, and if I press down F ten, we can select each of these parts separately, shake this out, and then deform the surface. Watch this. Let us try again. When we create a surface, we can use deform a bell option which enables us to deform the surface. However, we can set the values for point count. For example, for Upointunt five and for Vepoint count five, two, and also the degrees, for instance, one. Then for the U degrees, we can specify two, for example, at least. Then I sketch the surface or create the surface. This is the result. If I select it and then press down F ten, you got the control points that we can select them and then move them to deform the surface by this way. Check this out. Here we're going to get into know with an expression. Here we've got some lines at the middle of the surface. The transparent lines are called isocurves. I mean, these lines which has or have divided the surface into parts, we call them Io they are not necessarily on the rectangular surface. Let me sketch a circular surface. For example, if I sketch such a model like this and then I create it by a loft by this way, I start the command of loft. Look. Here as you can see, you got isocurves too. The transparent lines are called isocurves. So isocurves are the lines or the transparent lines that have divided our surface into parts. Remember this expression, since we will have a lot to do with it. Let us go for the next command. We talked about this. Right now, let's talk about surface from three or four corner. Points. In fact, we can use this command for creating surfaces by using three or four points or clicks. Let us give the try. For example, by four points, one, two, three, and four. Look, by this way, let me remove it. If you specify the three points and for specifying the four point inside the arcs, check this out, and this would be the result of the surface. I mean it drains the surface or for instance, here you may want to specify the four points or the four corners like this one. Then here I hold down Control to move it upward vertically. Again, I hold down control to downward, and then four. Watch this. Here, we got a tree surface. It is no more planar by click or specifying the four corners by this way. But if you want to create your surface by three clicks or three corners, then you can press down into to finish this sketch. But another approach here is specifying these points like this, but you don't need to press down Enter. You can again click on the first corner or point, then you can finish this sketch. What are the differences between these two? Apparently, as you can see, their eyes or curves are different to each other. As you can see, as we talked about them before, the transparent lines in these two surfaces are different, but this is not that much important. But they remain important. I mean, the main different here is, I mean, between these two surfaces. Here if I press down F ten, here as you can see, one of the control points is placed outside the curve or outside the surface, while the other were not. In fact, the second surface is more logical, is more practical. Wit LD other one if I choose the control points and then if I wanted to modify the control points. Look, we will have some challenges. As you can see, the surface is curved while we can move another one easily. Look at this. This your friend says. So in conclusion, when you are creating a surface by three or four point, actually, three point, you'd better to place the fourth point at the first point. Let me give you another example. You know, these are very important details, you know, some tips that you should know them. Don't forget to take notes. They are useful to be known. First, click, second. And then the third one. Then here I can press down Inter instead of specifying the last corner at the first corner like this. I press down F ten to show the control points. Then we can easily move them to modify the height of the control points without any problems or struggles or challenges by this way. Let me give you another example to explain its application better. For example, check this out. You're at the elevation or facade. You see here we got triangular surface set that we can use this technique for sketching these. I will sketch one of these part of it to teach you the tips and tracks. However, there are some much better techniques. But right now we are focusing on these items or commands. And then I pick surface by four or three points, and then I start specifying the corners. I hold down shift to restrict the line. And then I sketch a triangle. I put the four point at the first point. Then again, by the swear the fourth corner and the first corner, and then one more triangle like this, check this out. And then by this order, I keep on creating surfaces by specifying the three corners like this. But note that we position the fourth point or the fourth corner on the first corner like this and so on. I keep on creating them. Check this out. And then the last one very well. And here is the result. Then I select the surfaces. I press down at ten. Then we can modify the control points. But try not to select the control points individually. Since you should select all of the control points together, then we can move them together, look, or the another one, check this out. I move it backwards, or, for example, we frame, I choose this control point, and then I move it forward. By this way, I can complete designing the surfaces like this way. Let me check the rendered preview, and here is the result. Well, then, let's go through the next command, which is surface from planar curves or planar surface. I start the command. We call it planar surface, but the complete name is surface from planar curves. Do you remember the planar curves? As you remember, they were two D curves. For instance, let me give you an example. We got a curve like this, which is a two D or planear curve converted to a surface. I start decommand of plane. Then I search for planarRf or surface or you can click on the icon to start decommand. Then you can have a planear surface. By this way. Right now, if you select the control points of the curve and then move them, it is no more a planar surface. This is a treaty surface. This is a triv curve. Look, this is not planar. It's out. No faces were made. Curves must be closed on planar. And here, the selected curve is not planar. These are the two conditions of the planear surface. Must be closed on planar. Next example, I'm going to get some geometries which are inside of each other. For example, multiple circles. Check this out. Look. Then I started command of surface from planar curve. Every other curve is converted to a surface. Space between first, the second curve is filled with a surface, and the next one is empty, and the last one is surface. But here I want to talk about another concept for you, which are the trimed surfaces and also untrimed surfaces. What do they mean? Actually, surfaces are either untrimmed surfaces or they are trimmed surfaces that they got some difficulties or problems. For instance, the same curve that we created together like this by using planar surface, take this out, or, for example, the previous one like this, the circles. Here, as you can see, we got a trimmed surface. What does it mean? Here, if I select the surface and then press down a ten, you will see that the control points are outside the geometry or the curve. So how do we can distinguish a trimmed surface? Whereas the control points are positioned outside the curve or the surface. Secondly, if you click on the command of trim, you can start untrim by right click. If you start untrim and then click on the edges of the surface, it will convert it to a rectangle. It is untrimmed. So we got two approaches for distinguishing a surface whether it is trimmed or untrimmed. Firstly, by pressing down F ten button, and secondly, by starting the command of untrimmed. If I click at the edge, you will see it will convert it to a rectangle. Like this. We got the rectangular surface right now, which is untrimmed. But here some of the commands create untrimmed surfaces, but some of them create trimmed surfaces. And this is totally automatically as we gave you some examples. As I showed you, the planar surface is one of those commands that creates trimmed surfaces because their main shapes are rectangular. Let me give you an example. Look at these two. Here if I untrim them. Look, we got a rectangle. I untrimmed inside of it. Look, you are available or able to untrim them. I mean, their original identity are displayed in rectangular geometries that we are watching the trimmed version of them. At given examples where the trimmed surfaces. But let me tell you something else in parentheses. For example, if you assume that if we had a surface like this and then for example, you may want to split the surface. Look at this at first the main object, the cutting objects, then at first the objects to split and then then the cutting then this would be the result. Check this out, and then I will delete this. After a while I feel regret and I want to fill this opening so we can fill this part by using untrimmed tool or command. I right click to pick untrimmed, and I click on the edge, then I fill it. Check it out. This is the result. So in conclusion, some of the modeling commands in Rhino create the untrimmed surfaces, and some other commands the modeling commands give us the trimmed surfaces. Planar surface is one of those commands that give us trimed surfaces, but we haven't talked about other commands. For instance, loft that we will talk about it later creates untrimmed surfaces, as you can see. You doubt. Let us ensure F ten here as you can see the control points aren't outside the curve. Check it out. They are placed on the edges, while a trimmed surface like this, let me complete the curve, and then I'm going to have the surface by using planar surface command. So let's compare them with each other, as you can see the control points outside the curve or surface. Compare this to. This is the first difference. What about next? I pick untrimmed tool by right click. Then I click on the jet, then it gives us a rectangle. But if I click on the another one, check this out, it does not work out since it is already untrimmed. And also when we select a trim surface, we can see the type in the properties. This is a trim surface. Check this out trim surface, and I select other one in which we got a surface. So we can realize or recognize a surface or the type of a surface by the type in property, whether it is trimmed or untrimmed. So these were the differences between trimmed and untrimmed surfaces. But here you may come up with a question that. What is the importance of distinguishing the differences between trimmed and untrimmed surfaces? How it is important? What is the significant firstly, we should know them well we want to modify them. We will have some challenges in moving or editing the control points. Or let us try another one. I show the control points, and then I select them, check this out very easily, we can move them. By this way. So the untrimmed surface like this can easily be modified or edited. Secondly in some of the commands that I will talk about them later in the future sessions, they do not support the trim surfaces. For instance, like the command of twin that does not support the untrimmed. I mean, the trim surfaces, check this out. It creates some curves between these surfaces. But if I select the trimmed surface and then I start the command of twin. Look, this will be the result. In fact, it considers the original identity of these surfaces, since they are trimmed. So at such a condition, we will have some difficulties and challenges. And the third reason here is that, you know, in some of the plug ins like grasshopper or TSPine, the original identity or the untrimmed version of these surfaces are considered. So because of these, we try as much as possible, men to create the untrimmed Surfaces. For instance, when you can sketch or create a surface with either planear surface or loft or other command, we put the plane R surface at the last priority, since it creates the trimmed surfaces, which is not practical for the reasons that I told you. But while you got a trimmed a surface, for instance, the and as I told you before. If I press down F ten, here we got decontrol points which are outside the curve. But here we can fix it. We can modify the surface. Let me increase the point count, decontrol point count, and rebuild it. I will talk about all of these options. Here, when we select a trimmed surface, and then I show decontrol points as I told you before, decontrol points are outside the curb the surface. While in the untrimmed surfaces, decontrol points are exactly undisurfac, not outside of it. But here I want to introduce an auxiliary command in order to fix the trimmed surfaces. Let me give you an example here. Watch this. I'm sketching this, and then by using planar surface, I want to create a trim surface. Then I increase the count of the Ia curves and also the control points to move forward the lesson. Talk about rebuild command. I show the control points or F ten, as you can see, the control points are outside the curve. While if it was a trimmed surface, I mean, untrimmed surface. As I told you, before we could have the control points exactly on the surface, not outside of it. Here we got a command that can fix the trimmed surface. So I type in the command line shrine. Shrink trimmed surface to edge. I show the second one Shri trim SRF to edge. I select the trimmed surface to shring and then press down into the roquet. Then I show the control points, as you can see the edges are shrinked or have been shrinked. I undo. Let me show you the last condition of it. Watch this. This is before shrink. Let me create a copy to show you the differences before and after shrink. The command of shrink trims surface to edge. By this way, I start the command, then I apply command on one of the surfaces. Then let us compare the control points as you can see they have been shrinked exactly at the corners or at the edges. We can fix the surface just a little by this way. So guys try to practice the given lessons today, do the same practice that I did, put the trimmed and untrimmed surfaces into consideration, so you can go through next session. 30. Planes via EdgeSrf Command: So, guys, let's go for the next command, which is surface from two or three or four edge curves that we call it edge surface. Check this out HSRF. So it is known by edge surface. But what does it do? It creates a surface from two, three, or four open curves. As you can see that we can specify, we should specify or select two or three or four open curves. In other words, using two, three, or four sides of a geometry or a curve, we can have a surface. And this command gives us untrimmed surfaces. So it is considered one of the most proper commands that creates untrimmed surfaces. Let us talk about it more and check the details. For instance, here, assume that here we got to lines or two curves like these by this way. And then I move one of them upwards. I make it TD to form it. It is no planar. I mean, it is not planar no more. Then I start the command of g surface. If you wanted to type it in the command line, you can type Edge surface. By this way, you can start the command and then just sketch a window and then click Enter. It connects these two curves that we will have a surface, which is untrimmed. But if you wanted to create a surface by using three curves, the point here is that the third edge or the third curve should be the complement of the surface or the curve. I mean, it should continue the two other sides curve or edges. Or if you want to sketch the fourth edge, it should complete the other edges. So you will have a geometry with four edges or four sides. For example, here, if I create another curve there by making a copy, as you can see, this curve is not the complement of these two curves. Since it is individual, it is independent. It is not creating the same edge. I mean the same geometry. If I create a surface by these three curves, check this out. It is unaccepted. So the third and the fourth curve should complete the previous curve. For example, I rotate this by this way. And then I create another curve which is connected to the others and note that in the command of a surface, the curves could be not connected to each other. I'm not sure if you are familiar with the Gestalt theory. Look at this. Referring to Gestalt theory, they are portraying a triangle. But if I create the surface, shake this out, then it gives us a regular surface. But if I connect these curves to each other, we will have a more accurate surface like this. Check this out. But if they weren't connected to each other, it doesn't matter. You can have your surface. Right now, suppose that we want to add the fourth edge, but we can't add it right here since here, it is not the proper position for it. Since the fourth edge should complete the previous edges. So I should sketch it right here, as you can see. And as I told you before, you can have the curves unconnected. Watch this. But as we look at these curves, we perceive these as a rectangle, which got four sides or four edges. And then we can have the surface, check this out. And then after creating the surface, we can press down a ten and then just other curves and then modify or deform the surface by this way. Let us work on some more examples. Here I got a question for you. If I had such a geometry or such a curve, watch this part carefully, please. Let me complete the image. Here can I use this geometry to create an edge surface? What do you think? Yes or no? If yes, why, if no, why? Of course, since we got more than four edges, so the answer is no. Look, we got more than four edges or side. So have you got a solution to create a surface by using a surface? Here you should have two solutions or two approaches. The first one, here we can sketch another line here by this way. So we will have two geometries or curves. Then we can have two surfaces. Watch this. But this is not supported. It isn't accepted. We should hide the previous one at first and then create another one. Then I show the another one or you can create the surfaces individually or separately. And here there is no difference between these edges or curves. By this way, can select them. This is the first approach or first solution. But the next one, I want you to tell me the second approach. What do you think? The better approach here is to select these lines and then join them. Then we will have one curve and then join the two other. So we will have four edges. Check this out 14, three, four, then we can apply edge surface. However, I do not guarantee to give you the desired surface, and we can try the other commands that we will learn them in the future sessions like patch that I will teach you later. But here there is a question. Can we create a surface by using the command of surface? I mean, by these curves or not. Are these the proper curves? Are they practical? It is I mean, is it applicable to this? I can deform the point to have a treaty curve. What do you think? Yes or no. Of course not. But why? As I told you before, since we got more than four edges here, as you can see, two, three, four, five, six, we got six edges. So I need to introduce I mean, I want you to introduce two approaches to create a surface by using surface. The first one. Yes, hafing the curve into two parts or dividing it into two parts. Then we will have two curves. I select them, and then I create edge surfaces. Then the other side. This is the first approach and about the second one that I expect you to introduce it or submit it, that I'm sure that you know it. We can join these two curves with each other in order to have one edge. Also, the other side, I join the curves. Then we will have four edges or four sides, four open curves, as you can see, not six open curves. Then we can easily create it to a surface by using a surface command. And the line at the middle is because of the lines or the curves that they are not uniformed, or they are not tangent to each other. I mean, if we had a unified curve, we wouldn't have the middle line at the center or at the middle of the curve. And note that when you are joining these curves to each other with each other and then creating the surface by a surface, it doesn't necessarily give you the desired surface. So as a condition, you should try other commands that should that can create surfaces like patch. That I will teach you in the future session. I mean, we apply those commands, too, so we can check out which one is better and then create the surface. So all in all in this example, I wanted to teach you that at some situations we can create a surface by using a surface by joining the curves with each other and then fix the edges. I want to exemplify another case. I got a homework for you named Forrest. That I want to create or sketch the roof of the forest here, actually, and tell you the point. Watch this. As you can see. Watch this part carefully to receive the message. So here I get back to Rhino and then in perspective view, I want to sketch the roof. Here as you can see here we got two straight lines and two curves. I want to tell you some points here. So I pick the polyline, then I start sketching. And, for example, like this, these two straight lines. Then for sketching the curve, I got a solution, which is using spline, the first point, and then the second point like this. And then I press down Enter. Apparently, we have sketched straight line, as you can see. But if I wanted to have straight line, why didn't I use polyline? What is the differences between these two? If I select it, we got five control points. But here, we got only three. It doesn't have the middle control points. So if I select this straight line and then I modify the control point, this will be the result. While if I select another one, I can deform it, take this out like a curve. So if at some conditions or situation, we needed to create a curved line, you can have it a straight at first and then curve it by moving decontrol points. Let me give you another example. For instance, here we got two straight vertical line. Then I want to have a curved line at the middle. If I start sketching, there's no point to specify the second point. At first, I sketch it straightly, and then I select the control points, and then I move them upward. So not this technique, since it is very practical and useful. I undo the process, well done. And then then by using the same trick, I select this curve or line, and then I select it F ten. Then I want to move this the point which is held in common, and move it upwards by this way. Then we can create such a form. In the continuation, let us convert it to a surface. Perspective view. And then I selected H survey, check this out. But it is not satisfying, you know, well done. Right now, I want to do something else with these lines and to apply a trick in order to reach my goals. Survey, check this out. Check this out. What is the difference between these? Do you know? Did you get it? Did you even notice? What made the difference between these? I undo the process to show you again why it this way. Then I move it and place it right here. Then I want to make some changes on this line, these lines, which is unseen, and then I create the surface. Look, here is the result. But did you understand? Here, as you can see, we got a smooth surface and regular. But what did happen? What did I do? What is the differences between these two curves that these two surfaces are different with each other. Could you guess what changes did I make? Of course, the point was in these two lines. When I was sketching these two curves, since I used polyline, they were joined with each other. So here we got three open curves, as you can see. Following that, I exploded these lines and you did not understand. So here we got four open curves. So it is important to know that in some situations, the curves should not be joined with each other. Since in the previous examples, we joined the curves to create the surface. But this time I have exploded them. I mean, we decide based on the condition to join or to explode the curves, since the joint effects on the form of the surface, but when we explode them, we will have a smoother and more regular surface. So as a result, we should put the joint into consideration. For example, here, they should be exploded. I mean, you should learn to manage the curves and then decide the best action. Sometimes the line which we selected at first effects on the form or at the surface. Suppose that here we got this, then I continue sketching by this way. Then I want to create a treaty curve. I don't need it planar, by this way. Well done. And then I curve this part, the base. Well done. I make some copies, two copies, a surface. Then I start selecting them firstly, secondly, and then the thirdly. Here's the surface. This time, a different order, first, second, third. Look, different order again. Tree, as you can see, these three are different, except the differences in isocurves, the forms are different, too. Let me associate different colors to the surfaces, for example, red. And then if I position them on each other to overlap, check this out. We can see the differences. Look, they are not the same. So the first curve, which we selected in creating a surface by using edge surface does matter, and it effects on the form of the surfaces. I just wanted you to know it by this way. In the command of edge surface, the curveness of the surface is not editable, and it is totally based on the form of the curves. Let me give you an example. For instance, your eyes sketch skewer and then an arc like this, I consider the radius. And then by using array polar, I start the command, mid center. Then for as number 360 as the feel angle, well done. Then I create a copy or duplicate. This time, I want to create a semicircle by this, by this way, I hold down control. We talked about all of this before, polar array. Then the center of the array, then number of the items and the field angle. Then by using these four arcs, you want to create H surfaces. Watch this. I select them. Here we got a smooth and regular surface, but watch the. It isn't satisfying and smooth. The height is too high, but we can't modify them. Since in H surface, we can't control. I mean, we got limitation in controlling the curveness of the surface. It is being controlled by the form of the curve, and it is totally based on the form of the curves. That in the future sessions, we will work on other commands in order to reach to the desired curveness for the surface set. But this time, we want you to practice the given lesson. Then we can work on actual projects. 31. Adding Surface Thickness: Hi, guys, I hope you've done your practices. Successfully. In this session, I'm going to give you more details about extrusion command. And as you remember, before we talked about extrusion, but right now, we're going to delve into more deep details of it. Well done, as I told you, when you select a curve, a closed curve, we can extrude a curve by using the gumbol as you can see. Very well. And if I hold down Shift button, we can extrude the curve at both sides. But as you are concerned, Gumbo has got some limitations rather than extrusion, so we do not use it all the time. So let us talk about extrusion. I start the command of extrusion, extrude curve. Let us talk about the options. As you remember, we could have specified distance. We can control the direction. For example, in the front view, here I can specify the direction of the extrusion by the marker of the mouth, slanted. Both sides or one side. As I told you, you can set it to solid, which covers the top and bottom surfaces. As you can see, the extrusion is solid right now. But if I set solid to no, it does not cover it doesn't cover the top and bottom surfaces, as I told you before. If I set delete input to no, we can get access to the input or to the curve or it does not delete it. Here it is the rectangle. But if I set delete input to yes, it deletes the input or the rectangle that we used it for creating the extrusion, as you can see. And we talk about the set base point. For instance, here we got an extrusion like this or a cube or a box. By this way, and then I want to extrude another box at the size of the previous one. After starting the extrude, I click on set base point. Then I associate it to the height of the previous box. But the option which is required and important and I wanted to explain it is two boundary. By two boundary, we can extrude a curve and then connect it to a surface. Let me give you an example. For example, here we got a surface. By this way, as you can see, I extrude it. Well, then I move it upwards. And then here if I extrude the rectangle, here is the result. Then here if I click on true boundary option, and then if I click on the surface, the extrusion will be connected or joined to the surface, as you can see. But here there is a condition. The surface should covers the extrusion. For example, if I move the surface in order I mean not to cover the extrusion like this, as you can see, some parts is exceed exceeded, actually. Two boundary does not support this. Look, they are not connected to each other. So if you couldn't join these two, you should know that. You have to fix this. I mean, the surface should cover the extrusion, as you can see. And it should covers the entire part. So I just position. Again, I stran to boundary, and then I click by this way. Well done. Then if the edges of the surface and also the line or curve were overlapping, let me give you an example. For instance, here I sketch an arc by this way. Then I extrude this like this way. As you can see, their edges are touching each other. I mean the curve and also the surface. Their edges are touching each other, exactly covering each other without any extra parts or even shortcomings. Let me shrink it. But if they were totally covering each other, then if I extrude it to boundary, check this out. Apparently, it has exceeded from the surface. But if I select the box, you see that it is separate from the base. So we can remove it, and then this part will be remained. Let me tell that again. When the surface and the curve, I'm talking about the edges which are totally covering each other. Then if I extrude it, we will have two geometries, one and two, as you can see that we can delete the extrusion by this way. And another point that I want to mention about extrusion is about their control points. For instance, here we got an arc, got an arc. I select it, and then I extrude it to have a surface. When I select the surface, I press down F ten. There is no control points, as you can see. But if I select it, in properties, we got open extrusion as type. I mean, this is not considered as a surface. This is a open extrusion, not a surface. So despite of being a surface, if I explode it, then let's check it out. If I select it, here we got a surface, as you can see. As you can see, the isocurves have been added to the surface, but before that, we didn't have these isocurvesUd, check this out. As you can see, we do not have isocurve. If I exploit it, it converted to surface. And then if I press down Fen, here we got decontrol points. So we can deform the surface, modify it if it was needed by this way. The corresponding command is extrude surface, which is the equivalent of the extrude curve, which is totally similar to extrude curve. Watch this. Here in front view, I sketch a curve like this. And then by using the command of extrude curve. I create such a open curve or extrusion. If I select it, we got to open extrusion, not a surf start the command of EXT, extrude SRF or surface, extrude surface. Let's check out the options, direction, both sides solid, put into boundary, split at the tangents. I will talk about the split at tangents. But the options are totally similar to extrude at curves. For example, I set solid to no to show you the changes and then solid to yes, that the surface, the top surface is covered. So they are identical. Meanwhile, we can extrude the surface by the point of gumbol and the results will be a solid extrusion. But another approaches that we use them for extruding the surfaces is offset. As I told you before, we can extrude the surfaces to have a mass or an object or a box and other approaches use offset. Offset curve is different to offset surface. It is used for extruding surface. Of, offset surface, watch this. Press down enter, it extrudes the surface. Let us talk about the options, and then we're going to consider the differences between the extrude surface and offset surface. I start the command of offset surface and then the options. The first one is distance. And it is clear. For instance, I specify two. I press down Enter, 2 meters, check this out the CD distance. The next one is solid, which is set to yes, yet you already know it. If I set it to no, check this out. I don't have or doesn't have the lateral pass. But if I set it to yes, shake this out. This is the result. The next one is both sides, which has been set to no. We can extrude it at both sides or just one side that you already know it. And I talked about delete input before too. But what is flip flip all? If I both sides if I set both sides to no, it extruded at only one side like this. And the arrows are showing the direction of extrusion. You can click on flip all to modify or to flip the direction of the offset by this web. Let's talk about other options. For example, corner, which has been set too sharp. As you remember the previous sessions, I talked about the corners and the different types of corners in offset. For example, here, here, if I extrude these and have a surfay as you can see, we got some corners. Offset surface. It says that I flip the direction. I can modify the corner. For example, I said it round, sharp and round with the two choices. This is round, for example. Watch this. This is the round corner, and then the sharp, and this is the sharp corners. I flip the directions, sharp corners by this way. Very well. And these were the corners that you can control them. Here there is an important point that I should say that. While we are offset, offsetting the surface, is it important to have these joined? I mean, should the surfaces be joined with each other? Absolutely, it is important. They should be joined. I explode one of them. Here as you can see, we got two surfaces, while another one is joined. Then in the command line, offset, offset surface, I press down and tear. I fill all the direction, extrusion, offsite direction, sharp corners, and then the distance took, solid, yes. Check this out. This is the offset result. What about the one which is exploded? Offset surface, as you can see, we can select poly surfaces to offset. All of them enter filipO. Then at the same features, watch this. This is the differences. Here is the result of the offset. So they are much different with each other, whether they are exploded or joined. If they were joined, the gap fill the field, but if they were exploded, there will be a gap like this at the intersection. So put this point into concration while offset. I mean, using offset. Since sometimes your projects, you need to explode them or join them before using offset surface. And another point or tip is that the poly surfaces are not available to be offset at both sides in offset surface. Watch this example. Here I create surfaces by this way. Then I want to offset the surfaces. At first, I start the command, then I should select the surfaces, both, and then I press down inter and both side is said to know. Inter, check this out. Since they are exploded, the offset has been applied on both independently, individually, and this is the result. But if I join these two, then we will have open polysurface, not two surface yet, but here we got a one polysurface. I start the command of offset surface. Here, as you can see, booth is not here, is not available for it. So we got sharp corners as you can see. So note that both sides option is not available for polysurfaces while using offset surface. But what is the differences of using both sides in two commands of offset surface and extrusion extrude surface? I mean, which is the best approach for extruding a surface at both sides, offset or extrusion? Let's check it out. For instance, in the front view, I sketch these, and then I select these two curves. Then I extrude them by this way. The first one here is that as you can see, we got open extrusion. Note that here as we got extrusion, we can't apply extrude surface on. As you can see, extrude surface does not support an open extrusion. So I should explode it that we got two surfaces. Then if you want it, you can join them again. Then we will have a polysurface, not extrusion. Check this out, open polysurface polysurface. Then we can use extrude surface. Watch this. So let me tell again. The surface, which is considered as a open extrusion in type or properties is not supported by extrude surface command, but it is supported by offset surface. This is the first This was the first deference, actually. That extrude does not support open extrusion, but it is supported by offset that you have to explode it and then join it that you will have open polysurface. So you can apply the extrusion extrude by this way. About the second difference. I extrude the polysurface. Here is the result. And then for another one, I want to offset it by this way, add a distance of three, and then I flip the direction toward up by this way. I want you to tell me the differences between these two, the extrusion and then the offset. Here is extrude, and this is when we apply offset surface on a surface, I mean an offset surface command, the surface extruded based on the norms of the surface, not only at one side. I mean, these two surfaces have been extruded individually separately at their own directions, perpendicular to the surfaces. While in t, all of the surfaces have been extruded in one direction toward up as you can see, and also the edges are different with each other. Here it is vertical, but there the extrusion is perpendicular to the surface, not to the plane. This shows itself when we are dealing with a curved surface. For instance, consider this. In this example. I extrude it. We got to open extrusion. I make a copy like this and then well let me delete the curve, open curve. And then here in front. At first, I'm going to try extrusion. Extrude surface. I select it inter by this way, then I want to extrude it. Let me adjust the direction, for example, toward up, L for instance, this, as you can see, the extrusion is not unified since it hasn't been extruded perpendicular to the surface, but perpendicular to the plane. So the thickness is not unified. But in offset surface, I select the surface. I flip direction toward outside, and then the distance or thickness. Check this out. It has been extruded perpendicular to the surface, not to the plane. Here it seems that we often only use offset surface for extruding the surface. I mean, you may think the offset surface is more applicable, is more practical in extruding the surfaces. And about the final point, since after that, we're going to deal with the practices. Suppose that if we had a box or solid in rhino, for example, like this and not able to select the components directly. For instance, I have extuded this surface and I want to reduce the height. I want to choose the top surface and then extend it, but the top surface is not selectable as a component of this uber box. But by holding down Control Shift, we can select the components of a solid, just like DMX, hold down Control line shift. For example, the vertexes, which are a component of the box. Look at this or for example, the edges by this way or the top face. We can select the top face of the box. And then we can use other addition tools like move, edit, copy, scale, and others. For example, if I want to increase the height of the extrusion, I hold down Control and Shift buttons. I click on the face, and then I extend it or move it upwards. Or, for instance, again, I hold down Control and Shift buttons. I select some edges like these two pallet ones. As you remember in the bench project or practice, when you wanted to make close to objects or distance them, I mean, to control the distance, symmetrically, we can use scale. So check this out. I can widen it or shrink it symmetrically. Also at the other side as well. I select the edges, and then I scale them, and then this will be the result. And this is applicable to the vertexes as well. I select these two vertexes, and then I close them to each other or shrink them. Or, for instance, I select the face, and then I rotate it. Watch this. I can even rotate the face or the solid. Or let me give you another example for creating sloped roof. I shorten it at first, then I select the edge, then I slope it. Watch this. So we can easily modify our box or our extrusion by holding down control and shift and then selecting the edges, verte a side space, and then modify them. Guys don't forget to take notes of the points of extrude surface to upset surface and their defense and practice them all till getting scaled at. And then I will give you the homework. 32. Step-by-Step Practice Exercises 1: The first practice that we're going to work on is this, as you can see on the screen. As you can see, we got a curved surface which is extruded in which we got some holes or void. So please, think about it. Think about the approaches, and I want you to extrude this surface by using extrude surface and also offset surface. So, guys, give it a try. And then in the next session, I will do the practice. 33. Step-by-Step Practice Exercises 2: So let us create the practice or the homework, which is very simple. Here in the front view, at first, I sketch the main frame or the curve. Let me check the photo again. Well done. I get back to Rhino. After that, let me create the curve again or the main frame like this. Consider it. Well done, then I select it. I extrude it. Then we got the surface by this way. Then in the top view, a frame graphic style. Then for the voids or the holes, I sketch this rectangle, for example, and then I want to array. Exactly. For example, number in x direction to any number in Y direction, eight, and then one for z. Let us check it out. Watch this. It is great, satisfying. Okay, consider this. I press down into, watch this. What is the next stage? What do you think? Or the next step, we're going to split. Right now, I'm going to teach you how to split the surfaces, which is similar to split curves. I click on split to pick the split command, and in top view. I choose the surface, the extrusion, as you can see, I press down inter. Here, there is a point about splitting the surface, which is, I mean, the differences between curves and the surface in splitting, it is not necessary to have intersection. For example, in this view, what is seen, which is projected, we can apply the split upon. For example, I choose these Look at this. I press down Enter. As you can see, we have splitted the projected curves or rectangles by this way, as you can see. Let me try again. Undo. The point here is that while we want to split the surface, I mean splitting a curve with surfaces. As you can see, these two got no intersections, but they should be projected on each other. From the top view, as you can see, we got the picture of the curves which are projected on the surface, and this is enough. Split, then I select the surface, the objective split, and then the cutting objects. Well, our cutting objects are the curves, and the objective split is the surface. Then I delete the curves by this way. Watch this. What is the next step? Right now we've got this exactly. At this step, we're going to extrude our surface. But we're going to use both approaches of offset surface and extrude surface. I make a copy to tell you the differences extrude surface, then I extrude it at the specified distance. Here is the result and the next one to extrude it by offset surface, as you can see, for example, at six units towards up. Look. Let us check them out in front view and consider the differences, as you can see in the edges or at the ends. And after extruding these, you may want to modify the thickness or the extrusion distance. Control sheaf button, and select the face, and then extend it or shorten it. This is not available in offset surface. Let's give the try. Look, I select the face. Since the extrusion is perpendicular to the surface, not to the plane, we cannot easily extrude it or extend it. Otherwise, it ruins the form. So if you did not manage to sketch it, give the try and take your skills to the next level. 34. Exercise: Finolhu Villas: Hi, guys, right now at this session, we're going to move forward these projects by using the instructed commands. This is the first one. Check this out, which is our first project. Here, there are some Villas that we're going to to re ate them in Rhino, check the roof, the arc, and the curve, the straight lines. Let us check other images like this. You will be given these photos, so you can work on them as your homeworks. But right now, let's work on it together step by step. As I told you before at the first stage or first step, we should analyze the model to recognize the lines, the curves, the arcs. And another arc. And the another arc which is behind the building. Let's start. Get back to Rhino. Let me delete the last session models very well. Here in the plan view top. At first, I sketch the rectangle to have the main frame of the plan like this. Then in the front view and then let me check the photo again. I'm going to sketch this arc. We got the arc at the top with less than curveness. I mean, the bottom one is more curved, but the top one is less curved than the other one. So get back to Rhino. I keep I pick the arc. Planar should be activated. Otherwise, we have some challenges. Check this out. So don't forget to activate plan arc eyes. It should be activated. I create the arc as one of the arcs. Then the next one like this. Watch this in the perspective view. This way. Then I move it upwards to position at the height. Then I'm going to position the less curved arc at the center or at the middle of the rectangle move by this way at the middle. By this way. Take this out. I can move it again to upwards, since we could have enabled the project. By this way. Way, I keep on going. Then from the right view, I'm going to sketch the triangle, since it should be suit to the whole building, and the height here does matter, and the amount of amount of slope doesn't matter too. Get back to Rhino, and then I picky polyline. I sketch the triangle like this, I connect them to each other. I should reduce the height. So I move it downward by this way. Like this. Right now, assume that we want to modify the slope. How can we edit it? We select the entire lines. I press F ten. Then if I select these control points by this way, then if I move them upwards, as they are joined, I can control the slope. So by this way, you can specify the amount of a slope and then fix it. And, the amount is up to you. And then I connect the other side with a polyline. And you don't need to create the other side. But how can I extrude this? Well, done a surface. Great. I create a surface by using a surface, and we will have a surface. Check this out. Then in the top view, I want to mirror the surface at the other side, mirror axis. Here is the result. I move it upwards a little bit like this. Then before extruding the roof, we're going to create these vertical woods, which are like timbers or poles. I hide the roof at first, and I recommend you to clean up or just hide the unneeded miles or objects where you want to work on new items. So then you can show them so you don't mix up things in an organized scene. By these, I'm sketching the woods or the poles. Then for arraying them, I can use array aneer and also we can select these lines and then explode them. Then we will have a line. I want to consider it as the path and then use array curve. That I prefer to use array curve that I can specify the number, count. I specify the path, the number 25. Let's check it out, and I delete the last one. Then I select the group of the array, the roots. I group them, so I can easily select them, and then I mirror them by axis, and the mirrored objects are grouped as well. Well done. I show the surface, then I select the two groups of timbers or woods or sticks, and then I extrude them extrude to boundary. Great. Watch this. I extrude the timber to boundary, then this would be the result. Let us try again. I show you the surface or unhide it. I select the two groups of sticks. Then I extrude them to boundary. I select the boundary surf. Well done. And since I have exploded the surfaces, I should extrude the sticks into steps. By this way. Here in rendered preview. Following that, let us extrude the roof. I haven't extruded the roof since I wanted to extrude the sticks to boundary. And right now it's time to extrude the surface of the roof. Either use extrude surface or offset surface that I prefer to use offset surface. And I want to tell you a point. Offset surface. I select the surfaces. I press down inter, I flip the direction, and then I specify the distance too. But I have missed a thing. Do you know? What did I have to skip? Yes, there is a gap. Why? Since before using offset surface, I should have joined the surfaces. So we could have joined the surfaces before as we wanted to extrude this text to boundary. So I joined the surfaces with each other, and then I start the command of offset surface. Watch this. Well, done, let us activate the rendered preview. I want you to work on it, create it by your own to assess your creativity. Please do not skip anything and then go for the next session. See you. 35. Exercise: Auditorium Model 1: Hi, guys, here is the next project that we're going to talk about or work on is the adioorium. However, we talked about it before. Let's check it out. At first, we're going to analyze the model, the lines, the curves, the arcs, the plan. Do you remember the command that we use for creating the curve? Exactly, curve to view. According to the previous sessions, at the first step, we should find the main curves of the project. We began the analysis with the curves. Here, as you can see, here we got arc. I mean, we got three main curves. Here is one, and then the others, let me show you the other photos. The plan. I mean, we're going to create or sketch the plan by the given diagram. So we're going to use this, we're going to start from this. If we sketch this diagram, then we can have the plan of the model, and we should use curve to view for creating the main curves. I think the explanations are enough. Since we have done this before, I want you to work on it, think about it, sketch it, and then watch the next video that I have sketched. Try to create all of the details like the glass frames, like the vertical frames. So guys give it a try and create it comprehensively. 36. Exercise: Auditorium Model 2: Hi, guys. I hope you have done the practice as successfully. So as we were supposed to sketch it, let's start. As you know, we're going to start with the main curves. At the beginning, I'm going to sketch the plan. So wait for a second. Then according to this diagram, we're going to launch the project. As you can see, we got three circles, as you can see, I want you to focus at the centers of these three circles, as you can see. If you want to have the centers of these circles, we should sketch a triangle here, which connects the centers of these three circles. So at the first step, we're going to sketch a triangle. That the angles are equal to each other to calculate the center of the circles. So we're going to start the project step by step. And as I told you before, the main thing in Rhino is the analysis of the forms, and it's not enough to just know the command. Here I pick the polyline, I specify the number of the sides three. Then from the origin 0.0, I sketch a triangle by this way. Size doesn't matter. I create a triangle. Then I should sketch the other three circles. But here, as you can see from the plan view, we only need this arc as I'm pinpointing in the scene. Do you know what I mean? Let me show you a photo. We only need this arc of the triangle. I mean, here we got the circle that we need a specific part of it. So we can create the circle and then trim the extra part, or even we can sketch the arc, which is a part of a circle that we needed. Let's see here I can create the circle like this, but we only need this arc, as you can see. So I can I delete the circle and then I pick the arc. I specify the center of the arc and then the start and end of the arc. This is what we want. Very well. So there is no need to sketch the whole circle. Then for the other side by this way, well done. Then the other side, shake this out accurately. So practically, we have a sketch the plan view. Look at this, the diagram. Well done. Let's go for the other curves. Let me check the photos. I'm talking about these that we created them by curve to view. But how? Here we got the front view. So I get back to Rhino. As you can see, we got the plan view or the top view, but in the front view, I open it to sketch the front view. By this way. Now the top view is completed. Let me create the front. The planar should be activated. Look at this. Is it okay? Mm hmm. Well done, here is the result. Then in the continuation, if we want to have the other arcs, I'm talking about this. We have a sketch the top view from the plan, and in the plan, and also the front. So what is next curve to view. I should select the first and the second curves, then we will have the curve to view. Watch this. By this way. I delete this. I don't need it. I select this arc. We're going to have this in three sides, polar array, zero as the center, T as a number, 360. Check this out, and I delete the extra parts. Then for creating the surface after roof or the roof surface, what command should I use? I got three curves, and I want to create a surface. Exactly a surface. I search for a surface, and I should specify the edges. Well done. And when we use a surface, we can't control the curveness of the surface, as I told you before. But here it is great. You know, it is satisfying, reasonable, and it is accepted. The roof is okay. But about the glass walls or the storefront and the frames or mullions, if I zoom in, let me show you another image to check the details of the project. For instance, here we can check them out. There is a small offset. At first, I should hide the surface roof surface. We don't need it for now, and I hide the lines or curves as well, but I don't delete them since I may need them in the future. So just organize the scene and hide the unneeded ones. I join these three arcs with each other. Then we will have a curve. Then I start the command of offset to offset the curve through points by this way, through inside, like this way. I remove the previous one, check this out because the glass wall is covered by the roof, so I should have moved it to backwards. And for the glasses, I can easily offset the curve through points at the size, for example, or distance you can disable degree snaps, since when I enable it, I can't reduce the distance. I disable degree snap. For example, at this distance, I offset it well done, and then I extrude it. Then for creating the frames or the Mllons here in the top view, then, for instance, I pick the rectangle. Then I start sketching it. Let me enable the Grid snaps then perpendicular like this by this way. Then I adjust the position, I fix it, well done. Then how can I array the rectangle? Exactly, by using array curve. I select the object, and I should specify the path. Well done. Then, for example, the number of the items like 100. Okay, sick it out. Okay. Then when the rectangles were arrayed, I click on select last created objects to select the arrayed rectangles. And I also select the first one. Then what should I do? Exactly, I should group these items. So by this way, I can easily select them since they are grouped. Well done. We're almost done. Alt Control edge to show the surface by this way. And then I select these curves to extrude them, and then I click on to boundary. Great. This is the glasses, and then I can easily select the frames or the Mllons If I select one of them, I can select the whole group. Again, extrude to boundary, well done. And then we can create the mollons. Then in properties, I can associate these to default material type custom, and then I increase the transparency by this way. Then I'm going to extrude the roof surface. As I explained, we usually extrude the objects to boundary, and then finally, we extrude the surface. Here we can either use extrude or offset surface. But since it is curved, it seems that offset surface is a proper option here. Offset surface, select, and then I flip the direction toward up like this, and then the distance, for example, not 0.5. Watch this. Here is the result. By this way. Then I'm going to instruct you how to make the surfaces transparent. I mean, when we import an image into rhino, we learned how to make it transparent or control the transparency, but right now, I'm going to teach you how to make the surfaces or solid transparent. I selected the new properties in material, then I associated to default material. Then I opened a list of type, for example, custom. Then I can custom the setting. Here I can control the transparency. But note that the transparency will be shown in rendered viewport, not in other viewports. So by this way, you can control the transparency of the surfaces and also the solids, as I mentioned. I want you to give it a try to sketch it on your own and use your own creativity, since you may have different approaches for creating such a project. So if you have used different approaches, try this one. It could be useful. 37. Creating Surfaces with Patch Command: By using the learned commands, we've done some projects, but right now, we're going to go through some other new commands. I'm going to start with patch. So let's see what is patch and what does it do? I'm going to begin the lesson with a question. Here if you suppose that we got such a shape or such a geometry, watch a polygon, and then I want you listen to the question carefully, and then I sketch an arc here. Like this. And when I'm talking about an example, look at the process of sketching the example attentively since it can be reviewed. So you hold down control, sketching a vertical line. Then I want to array the arc. I select it to start array, polar array. I specify the center, zero, and then the number six, well done. Here is the question. Here if I want to create a roof by using these three arcs which have been arrayed around the polygon. I'm going to create a surface by using these arcs. What should I do? What is your suggestion? What is your approach? Far as we know, we may use a survey, but it does not work out. Since we got more than four edges, we got six. But we can operate a technique. I mean, we can join them. We can join the arcs with each other. So then we can have four edges. So right now here we can have four edges after joining these arcs with each other. But the result won't be satisfying. I surface, then I select the curves, watch this. Here is the given result. I mean, this is not the desired surface. We want something else. This doesn't meet our needs. As such a condition, we can use patch command. Let me explode the arcs again, and then then you see we don't have to join them. I type in the command line patch, and then I start the command. After that, I should select the curves, feed surface through. Then I click on o. I will talk about the options later. Watch this. Here is a regular smooth surface created by Patch. Here you might want to modify the curveness or the sharpness of the curve, but as you're concerned in the command of H surface, we can't control the curveness of a surface. But in patch, there's no limitation. We can modify them. Actually, by adding some auxiliary lines. So then we can control the curveness. For instance, here, I sketch a line here by this way. As the auxiliary line. As I told you before, at first, we sketch it straight le then we curve it. Watch this. It affects on the curveness of the surface. Then I'm going to array it. At first, let me select it. I start the command of polar array, and then the center zero, number of the items, three yes, and then 364 field angle. Watch this. These are the main frame of our patch. Then I reduce the value of surface pans. I will talk about the general options, ten, ten for both Y and U. Here is the result. Well done. Again, patch. I select the curves. And I have reduced the value of surface spans. Okay, here is the given result and then the rendered preview. No, this is an accepted surface created by Patch, which is more practical than edge surface. Here we find a sketch closed, non planar curve. How can we convert it to a surface or to a solid or extrude it. As you can see, it is non planar, by this way. Its surface does not work out on this, doesn't support this. As there's a condition, we can use patch. Watch this. Well done. In a very simple process, we can create a surface by the non planar, closed curve. Two curves like this by this way. And let me sketch a circle here. By this way. By during this example, I'm going to show you there is no limitation in creating surfaces by patch. As you can see here, we got three curves, three closed curves. Let's check out the result. I select them pad. Let me increase the surface expanse. Okay, check it out. As you can see the other curves, for example, the circles has got some effects on the patch. Or for instance, suppose that we got a geometry like this. Let me extend it by this way. And then if I patch this, then this is the result. Check this out. So but I'm going to add some lines. Check this out by this way. I skip some straight lines. I mean, these are the auxiliary lines that can use these lines for creating specific geometries or surfaces. I move the control points upwards or downwards. As you can see, I'm designing the surface because there is no limitation in patch by this way. Then I start patch. Okay, check this out. And here is the result, like a sink. Or in the next example, Patch can also work with the points. I move this line to exemplify the next case. Then I put two points inside the curve. Then we're going to see what will be the function of patch with these points. Or is a reaction patch. Then I create a surface. Check this out. As you can see, the points are the two extremes of the surface. At this time if I enable record history, as I talked about it before, do you remember in blend, actually, Blend curve, I enable record history, and then I patch the surface in order to save the points and the line. Then I can select the central point or point and then move it or even move it upwards, can easily control the surface or down. Since record history has recorded the process of sketching, so as we move the points or even the lines, it enables us to modify the surface, and then it will be updated. Well done. And sometimes you may have designed some geometries or some shapes which is not satisfying or that doesn't meet your needs. For example, by these points, I put it here, I make a copy, and then I put it here, one more point. Again, I adjust the position of the points. Here, as you can see, we got too many points, so it is hard to create a surface by using these. Hash would support these but we're not satisfied with the given surface. Let me modify the position of the points to give you another example. I remove the points, and then I work on the curve. Then by the polyline, I want to design a strange form by this way. Then I move this downwards or the another one up. Now there is too much distance between them. No by giving this example, I want to convey this message that patch does work out at any condition, it has no limitation, but the given geometry should meet our needs. And like this, if we do not design the curves of the patch or just the position of the points correctly or accurately, then the result won't be satisfying. As you can see, it is not practical. So we should sketch the curves of the patch accurately. Anyway, in the continuation, I'm going to talk about the general options or the settings of the patch. I'm talking about the span. I create some copies from these curves, and then I'm going to give you some examples to show you the changes. When we create surface by patch like this, here in the patch surface options, we got some setting. One of them is surface U and V spans. But sample point spacing does that matter. No isn important. For example, I set two for USPans. It is a low value or two for YSpans or V, actually. Let's check out the result. So all in all, we understood that the U and V spans are effective in creating a surface. Let us try the next curve. I use Patch, but this time, I set five for both surface V span, V and U. Here, as you can see, the surface is more acceptable. But this time, I want to specify a higher value. For example, 70 for both. It takes a time since the size is large. Wait for a second, take this out. Could you tell the differences? Let us compare them with each other. These two clearly, here we got more isolines or so curves. But I'm talking about the effects on the form or the geometry of the surface. Here, as you can see, when we increase the spans, the value of spans, de created surface is more close to the curves, de created curve. I mean, it is created more accurately based on the given frame or curves. Let me give you another example on this so we can understand it deeply. Start patch. Let me hide these geometries. So we can focus on the patch. I select the curves, then enter three for U and V span. Okay. Watch this. Here is the values three. And then for the next one, I set 15. Okay, check this out. Let's check out the effats and the form of the geometry or the surface. Watch this. And for the third one, I set unreasonable value like 70 that we do not usually set. Wait for a second. Well done. Watch this. Rendered preview. Let us compare this tree. Here, the span value for the first one is tree. As you can see, the surface is not that much based on the given lines or curves. You know, there is a distance. Well, in the second one in the second surface, this surface is matched with the curves. So there are some ups and downs on the surface, and we also got them in the third one. So as we increase the value, the surface grows smoother and matched with the curves. And usually specify, you know, a value 10-15, which is considered as a reasonable value for the spans, but let's talk about the other options. So let me start the command of patch. Then I select these curves. I press down, Enter. So we talked about the surface spans. I set it to ten by this way well do odor is an important option which is automatic trim. You should know that patch gives us trimmed surfaces. And when I check automatic trim option, it trims the surfaces automatically. I mean, it trims the rectangular surface and then creates the patch. But how? I mean, if I select these curves and then I patch it, and I uncheck automatic trim, then it gives us an untrimmed surface. It gives us the rectangular surface. Check this out, which is not trimmed. And this is the given surface. If we uncheck automatic trim, while the another one is trimmed. And if I untrim these, check this out. These two are similar to each other. So this option trims the patch or the surface automatically according to the curves and then gives us a trimmed and regular surface. I know that we usually or maybe always check automatic cream. And if you didn't want it to be trimmed, you can uncheck automatic cream. So it gives you the untrimmed version. But about the next option, which is adjust tangency. I'm going to talk about the tangency. Here, suppose that we have such a geometry, a circle like this, then I extrude it. Check this out. We got a cylinder by this way. I press down ten. Let me explode it first. Then I press down F ten. Then I deform the cylinder by this way. After that, in discontinuation, I'm going to cover this part. I mean, I want to cap it. I want to cover the top surface or top face. We can use a surface, but I'm going to give it a try by using patch. I start the command of patch. Then I select the edges. I press down Enter. Here, if I check preview, check this out, the preview of the surface. But if I check adjust tangents and then check the preview, look, as you can see the edges of the surface are tangent to the edges of the cylinder. This is what edges tangency do or does. I mean, it models the surface in a manner that it will be tangent to the solid. Here, if I click okay in the rendered preview, check this out. Here we can distinguish these two objects, the surface and the cylinder. It seems that the two are unified. And, you know, it sometimes being used, and later we will consider it in the projects. And as you saw when I used patch, we didn't have curves at these parts. Look, actually, in the commands of surface creator, like a surface, patch, and other commands that I will tell you later, we can use the edges of the surfaces or the solids or the curves as the modelling line. I start patch, I use the perimeter curve, as you can see for modeling the surface, so you don't have to prepare a curve. But let us wrap up the session. When we use patch, firstly, when we have a closed planar curve like this. I move the control points. Almost I should say that the only approach is using patch as such a condition, therefore closed planar curve. I mean, non planar curves. The only approach is using patch. This was the first application of patch, closed, non planear curves. Secondly, you may want to create a surface out of more than four edges. That edge surface does not support it. Like this example, check this out in which we got more than four edges. However, it might be non planear. But here, as you can see, we got nearly five or six edges now the geometry here is planar, but I want to make it non planar by this way. I move the points. Then at this situation, we can use patch. So this is the second application of patch in which we got more than five edges. I mean, more than four, we're creating a surface. But as I told you before, you can use the ai I'm sorry, the axillary lines to reach to your desired shape of your surface. Take this out and move it downward, and I start patch. So firstly in the closed non planar curves, and then secondly in the geometries in which we got more than four edges. And thirdly, in the condition that we can create our surface by using edge surface. We can't obtain our desired curve or the curved surface. Let me give you an example. Check this out. Here as you can see, we got four edges geometry. We got four open curves. So we can create our surface by using edge surface. We don't need to use patch, but I'm looking for a specific curved surface. That he surface is not capable of it by this way. So Atochic condition, I can use patch. Let us try at first he surface to show you the differences. This is not what I expected. I needed more straight. So a surface is not capable of creating such a surface or can't meet my needs. So Atochradition, we should use patch since we can add auxiliary points to auxiliary lines like this, as I told you before in the previous example. So I select the curves, and then I start patch, check this out. For example, this was one this is what I expected. Let us have a review firstly, enclosed non planar curves. Secondly, in more than four edges. And thirdly, in the curves or in the geometries in which we got three or four curves, but a surface can't or does not meet our needs. Creating a curved surface. And as I told you, patch gives us trimmed surfaces. So it is not that much practical. So we use it when it was essential or necessary because we preferably use untrimmed surfaces. So we use patch only when it was essential. For example, if I show the control point of these surfaces, check this out. Their control points are outside outside the surface. We can use a command for fixing D, which was shrink. Shrink trims surface to edge, well done. Let's check them out. They are better now from better than before. Well done. Right now, here, if I untrim these surfaces, let's check it out. They return to their origin, which is a rectangular surface. Since these surfaces are trimmed surfaces, which are created by patch. And as I told you before, in some of the commands like twin surface, I start the command of twin surface. It does not support the trim surfaces, so we will have some challenges. So, guys, practice each of the examples that I mentioned in this session. Don't forget to take notes. 38. 3D Wall Covering Practice: The first practice that we're going to go through together step by step is is creating some of these treaty volves. At first, let us show you the photos and take a look on them, and then we're going to begin sketching them. For instance, we're going to start the process from here, check this out. Okay, let's start here in Rhino. And then I open the top view, then I sketch a circle at the origin 0.0. Antennas radius. Following that, I pick the poly line. Then I sketch a line from the region point. I select the line. Then I start the command of A polar. I specify the center zero, and then the items three in 360 degrees to design the mainframe. Let me show you the photo again. As you can see here, we've got the main frame of the treaty vol. Very well. Get back to Rino, I select these two lines. Then I mirror these two lines at the other side. And the reason I did sketch this is the angle that I'm creating for these lines at the top and at the bottom, they should be equal to each other, just like a puzzle that we're going to place these objects next to each other. Here I select this line. I start the command of copy. Then I want to place the line at the midpoint. I enable Snap midpoint by this way. And also, in other line, I make a copy, then I place it at the midpoint by this way. Then at the next step, I select these lines. Then by using trim, I delete the extra lines. So this is remained. And then by using line, I connect the intersections to each other. Let me take a look in the photo. And the next step or the next part that I'm going to sketch is the connection of these corners, as you can see. Get back to rhino. I mean, in this way, I connect the intersections like this. Following that, I'm going to sketch a perpendicular line. Let me enable the perpendicular snap by this way like this. Then I mirror the line at the other side, I select them. Then by using array polar or polar array, the center then the numbers, feel angle. Then as you can see, the main geometry is ready. However, some parts weren't necessary to be a sketch, you need to be familiar with the whole process step by step. I select these parts since I need it, but I don't need others, so I select these, and then I click and isolate objects. I isolate these curves to work on them individually, so I can move the process for void. Again, I select all of the curve. Then I show you points, you control points or either you can use F ten, actually, as I told you before, so we can display the control points of your curves. Let's take a look. Here I should move the point for, I mean, upward. And this part, I should move the point downward by this way and I select the midpoint. Then I hold down control to move it upward vertically like this way. Intersection snap. Let me check it out. After that, I can start H surface command. I select these tree curves. And I also enable record history. By this way. I create the surface. Then I go for other surfaces. Here, as you know, we should choose tree curves. Actually, I should explode this or trim one of them, so I trim it, and then I split it actually. Again, I start the command at the surface. I select the tree curves. I activate the cord history, and then the surface. I showed them. I set the display mode to shade it surface, record history, and then creating the surface. Well done, so I have created these three surfaces. I hide the other lines or the other curves, and then I select the curated surfaces by using mirror two, I mirror them at the other side by this way. And since I have enabled record history right now, I can select my control points and then modify the surface. As you can see, by moving the control points, we can apply the changes on the surface by this way, as you can see. Very well, and then I select the created surfaces to array them. I start array polar. I specify the center, then the number by this way. Well done. So in this order, we can create one of the panels. I select the curves. After that, I hide them like this. Then from the top view, I want to array the panels by using array. I select them, then in property. Then I want to hide the isocurve. So I uncheck show surface Iacurve, select and then array. Then I want to specify the number in X Y and Z direction. For example, six and then six and six in z as well or one, then we will have some challenges and difficulties in the array process, as you can see. As you can see, some parts are skipped or if I shrink the preview of the array, some parts will be overlapping. So what should I do if I want to array this panel? Again, I select the created surfaces. Then by using Copy tool, I create a copy by this way. Then I select these two panels. Then by using array, for example, 18 or 16 and then ten in Y and then one in Z direction. After that, I can array the panels. Then let us check out the rendered preview or preview, as you can see the arrayed perfectly. Then if I right click, I can finish the changes. I select all of the panels. I start the command of remap. Then in front view, I click to remap the panels in the front view. Here as you can see in the rendered preview, we go such a pattern by this fay. And then here from display, I can show the surface edges. I check surface edges, and then they will be displayed as you can see. Again, I turn off surface edges. I select all of the objects by Control A, then I move them to the other side, control edge to hide them. Then in shaded graphic style or display mode, I want to check the next surface that I want to create. Let me see here it is. For example, I want to work on this like a flower. As you can see, we just need to create half of one of these triangles, and then we can array them. So get back to Rhino here in top view. Then I select polygon command. I click on number of the sides. I specify six, and then I specify the center of the polygon zero. Well done. I hold down shift, and then I want to adjust the dimension of the polygon like this. Then I pick the polygon. I sketch it from the center point to the intersection. Then again, I pick the line to connect the center to the midpoint by this way. Then I need to sketch a curved line, as you can see on the scene, and then create one of these part then we can array. I pick curve inter plate points. I start the command, and then by this way, by specifying three points, I sketch the curve like this. Then the perspective view, I select the line or the curve actually. Then I remove these two control points. I select the mid control point. Then I move it upward, as you can see in the screen on the screen. Then I select the curve. Polygon, I explode it, and then by using a split command by using this line to convert it to two single lines. I select these lines in curve, the tree open curve. I start the command of a surface, and then I create the surface by this way. Again, I start the command of a surface by pressing down a space bar. I select these lines and then create the surface by this way. I select these two surfaces, and then by using join command, I convert them to polysurface, and then I height the Io curves, since I don't want them to be displayed in the perspective view. I select the polysurve then I start the command of mirror, as you can see in the photo, we have created one of these triangles in the polygon. Again, I select it. By using array polar, I specify the center and the number and the field angle, six's number, as you can see, well done. I array the surfaces. Then I start the command of selecting curve. I select the curves, then I press down Control edge to hide them by this way. Then I select the shown surfaces, and then I make a copy. Well, done, then I select these two polysurfaces, array, the number in each direction, for example, six, four, and one. Then I array the poly surfaces. Here is the result like this. Check this out. I set the display mode to rendered viewport or preview. So we can watch them at the rendered viewport. So we managed to create such a geometry or surface, actually. Again, in the display panel, I click on Show edges to display to display the edges of the surfaces. Well done. Then finally, I select them, remap. After that, in the front view, I click, so we can have the panel in the front view. Vertically, I move it, control edge two, hide it. Then I want to go for the next panel. Right now, I'm going to create one more panel and then wrap up the session. For example, this. As I told you before at the first step, you should analyze the main curves. Look at carefully. Okay, you get back to Rhino the top view, I pick the polygon. I set the specified num sides tree. To create a triangle like this. The angles are equal to each other. I adjust the dimensions, well done. I start interpolate curve command, then from the intersection to the other intersection and following that, I'm going to move the selected line in relation to the center of the triangle. Here I can use Gumbo. I click on Gumble. I right click, I click on align to object. And when the gumbol was aligned to the object, watch this. I click on this and I want to import the value one so I don't need the triangle, select and then Control H to hide. Again, in Gumbol, I align it to C plane or cran plane. Following that, I start array polar. I specify the center, tree by this way, then I enable record his tree enter. I select these control points and then Gumble right click line to object. So by this way, I modify the curves. I move the control points inside the curves, and as you can see, we can modify these three curves together. And this is all because of the record history that we have used in the Ay polar. So I have created the lines or the curves. Then in the top view, I select the control points and then in the front view, I modify the height of these points, I move them upwards. So by this way, we can create the curves. Following that, I pick curve interpolate points, and then I connect the end points. Then by using ARPolR in relation to the origin point, T check this out, but don't forget to enable record history. Because I can modify the control point of these curves if it was needed later, and I can make any changes I want. And the changes will be applied on all of the three lines which were arrayed. I curve it, then I select the curves, then by using patch. Then I create a surface. Trick out the preview. Here as you can see, the surface is not matched with the curves that much. It isn't smooth enough. So I want to increase the value of U spans and spans. I set to any for both. Let's check out the preview. Well done. Right now, the surface is more accurate and more matched with the curves. Then I can set both of them to 25. So the surface will be created more accurately. I click Okay to save the changes. I select the created surface by patch. Then by using isolate objects, I want to keep only the surface, but I hide the curves. So by using extrude of the gumball, as you can see, Life this way. D in the continuation for arraying the surface, I can't use the rectangular array, you know? As I showed you in the previous example, we will have some problems. Check this out. They are not properly positioned next to each other. So here in Wireframe display mode, I enable project, and then I start copy. Then I specify a point to copy from. In the perspective, you'll let me specify the point from the midpoint, and then by using great snaps, I position it at the center or the origin point, and then I press down tap to restrict the direction. Then in perspective view to just a position of the surface where they got no intersection with each other. For instance, here is okay. Then at the rendered viewport, by this way, then by using array, I want to array these two poly surfaces. I select the two objects, array polar, I mean rectangular array, six, four, and one. Then I enable degree snap of midpoint. Then I specify the position to array, check this out. Then in the perspective view, let's check it out. And then by pressing down Enter, I finish the changes, and as you can see, the pattern is created. Again, I can select them and then remap. Then in the front view, I click by this way. Right now, we have them vertically in the front view. Control Shift edge to show the other panels, and then I select these patterns to display them along each other like this. Then I can scale to maximize the size of this by this way. I move it upward, and either way I can minimize the size of others. So firstly, by analyzing the main curves, then by sketching the curves using array command, rectangular and polar both. And also by using a surface and patch, we managed to create such patterns as I instructed step by step. And you yourself, till now, you should be skilled at creating different kind of patterns. You can search for them and then practice on them. And if you got any questions, you can ask me. See you in the next session. And I hope you have enjoyed this session. 39. Modeling a Stadium: Hi, guys. I hope you are doing well. At this session we're going to model this stadium. But at first, let us analyze the stadium, the main curves, and then we're going to sketch the main curve. Here, as you can see, we should sketch a polygon with two any sides, and then we're going to consider one of the sides, we will create or sketch a part of the polygon, and then by using AIPolar, we're going to array the curated surfaces by the created I mean sketched. Curves. So here in rhino in top view, I start the polygon. I specify N as the number of sides. By the way, then I sketch the polygon. Like this, I hold down Shift. Since I want one of the sides to be parallel with the x axis, I click, then again, I start the command of polygon by right click. I specify the center, Digion point and then 24 for the radius. Then again, I hold down Shift button. Then from the set of commands of line, I pick single line. I create the triangle. So here we have created the first triangle as you can see, well done, then I pick your line to sketch it in both sides, the middle line. Then from the midpoint, I extend the line by this way. Following that, again one more single line. And then here I can remove this polygon with two sides since I don't need it anymore. Even we can hide it. Then I can select these two lines or curves. Then I start the command of mirror. I hold down Shift, then I mirror the curve at the other side of the triangle, and then for the next part, till now, we have created these three triangles, and then for the next triangle, I sketch another polygon with two sides and 35 as the radius. And then by using two single lines, I specify the angles of my triangle and a line at the middle to divide the triangle into two parts. And then, again, I start the command of polygon from the origin point this time, I want to consider the size a little bit larger. And then I set the mode to inscribed, actually circumscribed, and then I adjust the polygon very well. After that, I pick the single line to connect the polygons, I'm going to start from here, get back to rhino. Like this. I complete the triangles and buy this way. By this way. Then in the continuation, I want to sketch another polygon with two sides, so I can select this polygon. I hold down tern shift button, and then I create another polygon like this. And then I connect the lines. By this way. Watch this. Very well. Then a line at the middle. Then I remove the two polygons. I don't need them. And then I select these two polygons, I explode them. After that, I diselect these two, and then I hide the two polygons. And I join them and also hide them. Then by using a split, I divide this line into two parts. Then I select the curves that I move them along the X axis by this way. I mean, Z axis. Then let me take a look on the photo. I want to modify the control points of the curves, for example, let me arrange these two windows the side of each other to get access to both windows. And then I want to modify the height of these control points or move them along the Z axis. I press down a ten to show the control points, and then, for example, I want to adjust this part that I should move it upwards, so I keep it by click and drag, and then I move it. For example, these two points that should be moved downwards. Let me check other parts. I select it, then I move it downwards, well done. And then these two upwards by this way. And note that, you have to move them along the z axis, not other axis. Since there is no need to make changes along the X and Y axis, since later on, we're going to array these curves and surfaces. But if we move them along the I mean x and Y axis, then we will have some difficulties. As you can see, I move them downwards by this way. And then I select this control point. I want to start the command of move vertical. I set it to vertical, and then I move it again, move command. This time I enable project, and then I move it by this way. This way as you can see. Right now, it's time to turn off the control points I mean the da displayment. I press down a ten. Then by using surface command, we can create our surfaces. I select these three edges. Then I keep on going, selecting three edges, and then creating the surfaces. Check this out. As you can see, I select three edges of the surfaces. And here the reason that I'm using edge surface, not surface point since I got a higher speed by using this command, which is surface edge. So we don't need to click four times in order to have an untrimmed surface. I set display mode to shade it, and then I start the command of sled curve or selecting curve. Then I select all of the curves, then I associate all of them to the layer of. And then after selecting all of the curves, I right click on layer of one, then I click and change object layer, then I turn off the layer of one. Then I select the surfaces. Here I can hide their isocurves. Then I start AI polar. I select the surfaces. I specify the center, then the number 2,360 degrees as the field angle, but don't forget to activate record history. Here is the result. After that, by C showing the control points, we can move the control points along the z axis, and then the changes will be applied on all of the surfaces. As you can see, they are matched with each other. I select these. I show the control points, select, and then move them upwards. So as you can see, since I have recorded these three, we can easily modify the surfaces or move them along the z axis. And we can see the updates or the changes on other surfaces, too. So by this order, we managed to model the stadium step by step together by the given instructions. Here we can add some more details like the perimeter curve and then create the opening for the roof of the stadium. Again, here I'm going to create or sketch a polygon. I pick the polygon and then to SNOM side, then I click on Edge. Project is disabled. Then I start a point. Then I can create or sketch a polygon easily. I create a copy or duplicate. I minimize the size and then convert them, convert these two polygons to a surface, actually. Let's see, I isolate these two curves. These two closed curves. I start split point. Then I specify two points on the polygon, and then two more points. Here, as you can see, I have splitted the curves. I start at surface, then I create the surfaces. I write click Isolate to diolate or to show the isolated or hidden objects. I select these two curves. I join them, and then I extrude them very well. So in this order, I can add more details to my model, which is a stadium. And here, even we can control the curves in display, and then I uncheck surface edges. So the surface edges will be hidden. By this way. I start sell curve to select the curves. Then I assign all of the curves to the layer one by this way. Check it out. I want you to do this practice by your own and use your own creativity since you can develop your skills in using g surface and also ARI Polar. And even we can analyze the photo and then extract the main curves of the model and then convert it to a architectural model. I hope you have enjoyed this session. See you. 40. Modeling a Forest Concept: Hi, guys, at this session, we're going to model the forest project as I showed you last sessions as we are taking a look on the images, try to analyze the curves, and actually in this project, we're going to consider all of the details and then sketch them, the vertical and the horizontal Mllons, the columns, and also the sloped roof and the stairs. So let's get a start. I get back to Rhino. In the top view, here I can enable the greater snaps and by using polyline, I start sketching lines by this week, as you can see in the scene. Then I want to sketch the edges of the sloped roof by using interpolate curves or cars by interpolate points by this way. Well done, then into perspective view, I select these two curves, and then I display the control points to modify the curve. So right now, I just the slope of the roof. I move it till it was enough very well. Following that, I select these two curves, I explode them. Then I select these four open curves. Then in the front view, I move them up upwards. Following that, I position them at heights at this level. Let me move it a little bit more enough. Then by using a surface, I want to convert them to a surface as we got four curves following that, I can select my surface, and then by using extrude surface, I extrude the surface a little bit. Let me specify the distance, and I set solid to yes. Fell down, let me take a look at a picture. Here, the extrusion is the thickness of the roof, as you can see on the picture, so the distance should be minimized. Here in the right view, then I want to specify the distance of the extrusion. Well done, then in the top view, I sketch multiple lines. I pick the rectangle, I activate project. And I want to sketch the rectangle and the grid lines. I don't want to use the grid snaps. Then I start sketching it by this way. Then one more rectangle, but smaller in size. Then I want to select the bottom surface or the bottom curve, I split it. Check this out. I have set the rectangle as the cutting object. I start extrude. Then I want to extrude the splitted parts. To create the stare like surfaces, check this out, which has been extruded from inside the surface. However, we can maximize the distance of the extrusion. So I select it, then I extend it. Well done. By this way. At the next stage, we're going to create the frames or the millions and also the columns. Well done. I pick the circle command, then I start sketching the columns, for example, from this part and then by using rectangle, I create or sketch a thin malon or frame. I select the column, the circular column. Then by using array curve, I set the method to distance between items, for example, two point or three 3 meters between H. Then I delete the last one, the last item. Then by using select last created object, I want to buy this way. Then I hold down Shift to select the last item too. I press down Control G buttons to group them. So then I can easily select them. Then by using extrude curve, I set it to boundary. I specify the surface as the boundary, then I extrude D panels. I mean the columns. Then I select the frame or demolon however, I can work on it more to create it in more details. I select the frame, and then I start array curve. I specify a path, and then I array the frame here 3 meters for each and the distance between each of the items. I select the last graded objects, then as usual, control G to group. This time since all of the items are selected, I do not hold Shift Control G to group them. Then by using extrude curve, just like the columns, I extrude them to the boundary, and I specify the surface as the boundary. Check this out. And at the final stage, I select the curve. I want to make another curve by offsetting through point by this way. Then I select these two curves. Extrude curve to boundary, and then I specify the surface or the roof as the boundary. Watch this. Well done. Here's the vs. I press down Alt Control G to activate Ghost display mode or here in material. I create a new material, and then I click on custom. Following that, in the custom settings, I can specify a new color for my object, for example, blue for the glass walls, and then I increase the transparency of the glass walls. For instance, 55%. I select the glass, then I assign the material to the object or the glass wall. We all done. The material is associated. Then in the rendered preview, you can add, I mean, display the viewport as the rendered preview that you may have it in your pop up. So right now, as you can see, the building is prepared and the material is assigned to. Let me modify the color by this way. Since I just wanted to display a transparent, you know, because of the glass walls in order to make the inside of the building visible in the continuation, you had to create the stairs, as you can see on the screen because here, as you can see, we got four buildings that we calculate the dimensions according to these diagrams or actually relative dimensions or sizes, and for creating the ramps and the stairs, we can use extrude linear array, and also a surface. So, guys, it's time to take your time on practicing the given lessons. If you got any questions you can ask me. 41. Modeling the Lotus Temple: Hi, guys. I hope you are doing well at this session. We're going to model the letters temple together step by step. Let's check it out. Here as you can see at the analysis stage, it is composed by three rows and three groups of surfaces that we're going to model them by this way. And generally, I mean we should create one of them, these three parts of the model temple, and then we're going to array it and also mirror and array polar. Let's check other images. Here we got a plan view that we can use it to create or sketch the top view, and also the front view. I want to use these images. And so, I mean, at the first stage, I import the plan view in Rhino by this way, then the top view. After that, I place the picture at the center or the region point by this way. Here in the perspective view, I import the section view of the temple into Rhino. I choose vertical option, and then I place it right here. Then I adjust the image, I move it downwards to specify the height of the model in Rhino by using the image. But for now, I don't need this picture. I press down Control edge to hide it. And then for another one, for the top view, I open properties, then in material, and then I can increase the transparency. By this way. By this way, then at the top view. Then here to make sure that the image is placed at the origin point, I mean, I want to just see center at the origin point. I want to sketch a circle by three points, and then I start sketching like this. Well done. Watch this. Following that, I select the picture. I start the command of move. Then I make sure that the center snap is activated. Then I select the center of the circle, and I adjust it at the origin point. So right now, my picture is placed at the center or at the origin point. Select the picture, and then by pressing Control L, I lock it. I pick polygon, then I just specify the number of sites, then I click on star from the region point, polygon. I hold down Sat to restrict it, and then I specify the point, and then the next point or the corner of the star, well down as you can see, the star or the polygon is matched with the image. Then I can start offsetting D polygon. Through points, I specify a point for offsetting. Again, I start offsetting till this part by this way. Again, make one offset, like this. Check this out. So till now, we have drawn the main curves. After that, by using polyline, from the origin point, I hold down Shift till this part. And then I want to use A Polar. Watch this. From the origin 0.0, 18 as the number of the items and then the fill angle. I sketch the main curves or the frame of the fork by this way. Even here I can create a circle at the origin point like this way. I press down into one more till this part, the intersection, and then the next one, I create or sketch another circle by this way. At the corners or intersections, so we can use these circles for sketching other parts of the model, for example, by this way, and then one more very well, and then the last one, which touches the intersections by this way. After that, I'm going to select all of these curves. By this way, then I associate them layer one, change object layer, and then I'm going to rename the layer. For instance, I specify guideline. By this way, they turn to red, and even I can lock them to make them unselectb but using these snaps, then at the perspective view, and then I start sketching the model. Let us take a look at the picture again. Here, as you can see for sketching or creating this surface, we need four curves, and as you can see at other pictures, for instance, here, these two curves are placed underground. I mean, the vertexes are placed underground, while these two points are placed at heights right the climax, and its height is higher than the point which is placed behind that. So get back to where I know layer two and layer two. Then from the set of lines, I pick vertical line by this way. And then from this point, I sketch a vertical line. Following that, I specify the height of the line or the vertical line based on the imported image in the front view. So I hight the section view, I mean, the picture of section view. And after showing the image, I open front view, and then I sketch the height lines by this way. In order to specify the heights or the degree or the first level, then I specify the second level and then the third level by these lines as the spot elevations. Right now, we don't need the picture anymore, so we can hide it and then get back to perspective view. By this way, then I pick the vertical line, then I extend the line till the level one or the first elevation. By this way, as you can see. Even I can modify the level, I mean the color of this layer by this way. I think this is a more proper line proper color, actually. I'm sorry. Again, the vertical line, then I extended till level two or the second level. Actually, I extended less than before. Then I start interpolate curve. I connect the two points. After that, I connect these two points. After that, another line let me disable planar, like a triangle here, if I keep the planear activated, the plane would be reserved. I connect these two lines to each other by another line. After that, at the top view, I select the curves. Then I adjust the control points based on the imported picture into top view. Also another one, I modify the positions of the control points in order to create the desired curve. Well done, it's time to select the curves. Then I show the control points, and then I adjust the curveness along the X axis by modifying them. But note that here we do not make any changes and the control points along the X and Y axis. But we adjust the control points along z axis. Since if we make any changes or modify them, then we will have some problems in ring them. So we only modify the points along the axis. And for the other parts, I can modify their elevations. I move them upwards. And the curves seem to be okay. Let me modify this one very well. After that, I start at surface. I select these curves to create a surface. After that, we can have the surface. Check this out. I can select the surface and then mirror by this way. As you can see, we have mirror the surface at the other side. I select them, join following that, I start the command of array polar. I specify the center of the array and the number of the items nine, and then the field angle. Watch this. So till now we have passed the first stage of the process of modeling. I select the last created objects by using this command Selast I hold down Shift to select the first object two, Control G to group them, and then I right click on Layer four to set the selected objects to layer four. Then I hide the level. Okay, let's go for the next stage. I want to take a look on a picture formating the next part or the second part, actually. Here as you can see at this part, here we got three curves instead of four curves, one, two, and three curves. As you can see, the first point is placed on the ground and the second point is placed at this elevation that we will calculate the height by using the section viewed and then the last point which is placed behind the surface. So here again, I select a vertical line, and then from this part. Actually, it doesn't make difference. They are the same. For example, here at the intersection, and then I extend it till the second level. So I have sketched the vertical line based on the second level elevation, actually. Following that, I select interpolate curve. I started from the endpoint, and then I extend the line to connect it to the ground or to the intersection. And then I sketch another line to connect these two points to each other. However, I can sketch it from here, the intersection and then connect it to the near so that we can adjust the top and front view. But what is clear in the images that we can create this surface by using four curves, not three, as I'm showing, as you can see in the screen, four curves. So get back to Rhino. Following that, I select this curve. Then I select the control points. Then from the top view, I curve the line or adjusting the curveness by this way. Following that, in the perspective view, I adjust the curveness of the control points along the z axis. Also the next line in the same order along the z axis. Then I start the command of a surface. I select the curves to create the surface for check this out. I select the surface. Then I want to mirror it at the other side like this way. Following that, again, I select the surfaces, Control J to join them, then A polar, the center, known as the number of the items. Watch this. Then I select all of the surfaces to group them. Control G, and then I set them to level layer four, actually, by this way. And then for the last stage, that again, we're going to move it forward by using a vertical line at layer two, I extended till the third elevation. Well done, and then the next curves by using interpolate curve and then creating the surface from this point to another point and then one more line and then from this point till the end point of the other line, then at the top view, I select the first curve to adjust the control points to match it with the imported image in the top view, and then the next one by this way. In the same way, I place the control points and the plan view exactly like this way. And then I want to curve these lines along the Z axis by p as you can see, and as I told you before, we should only modify the curveness along the z axis, as I told you before. And following that, by using a surface, I select the four curves, and then I create the surface. I select the surface then mirror. By this way, I select the two surfaces, Control J to join them. Following that ArapolR nine as number, watch this. I select the items to group them, hold down shift, select, Control G, and then I assign them to the layer four, by this way. Then I show the layer four to check the general model till now. Watch this. And in the next stage, we're going to create the actually these windows or these store front walls. So let me see. And right on, I want to search for a line Wait for a second. For example, curve interpleate point. Then in the top view from the midpoint, I connect these two point to each other by this way, and then I select the control points to curve the line like this way. However, in the future sessions, we will teach you how to extract some curves from decreated surfaces. But till now, since we haven't covered that or those topics, I consider a small gap and then mirror. By this way, following that, I select them and then join them. And then I select this line or curve extrude. By this way, I select the surface trim and I trim the surface or the extrusion actually like this way. And if you want to reduce the sharpness of the curve, so we can sketch our line straightly like this. But for now, this is satisfying. And then I select it array polar, the center of DRA nines items. Well done, then I select the last created objects. Following that, I press Control G to group them. So till now, we have created our surfaces so we can select all of the surfaces or objects, and then I start offsite surface toward the outside. Then I want to adjust the distance. I set solid to yes, and then the distance, not 0.03 or 0.05. Let's check it out in order to extrude the surfaces like this. By this way, as you can see in the perspective view and the rendered view port, and in the next stage, we're going to model the landscape approximately. I mean, we're not going to model all of the details. I turn off the layer four, since we don't knit it, and I assign these surfaces to layer four as well, and I like the purple layer. Following that, by using the primary lines that we have sketch that we got them in Gut eline layer. I show them. After that, I'm going to model the landscape of building. So to do this, I open top view Poly line from the origin point till it is endpoint. After that, by using offset command. So here I can select this line. I want to split it by this way. Check this out. Following that, I start the command of offset. I select this cerre line. Then I specify the offset distance 1.2 and then at both sides. Watch this. We got it at both sides. And then by using array polar, I want to array these two lines at the other parts around the circle nine as items by this way. After that, by using blend curve, I select these two curves, and then I blend them ur in adjust curve blend tangency for both. I click on one of these control points. I hold down shift. Then I adjust it symmetrically. By this way. As you can see, we got the curve exactly matched with the picture. The curve is selected or actually arc, then array polar, zero a center, nine in 360 degrees. Very well then I sketch a horizontal line. Again, by using array polar, I'm going to array this line too at the other part. Let's check it out. Following that, I can turn off the surface which is placed in default layer. I select these curves and arcs. And then by using the command of curve Bolin, let me select them at first. I'm going to create a closed boundary. At first, I select the curves and then curve Bolin by this way. Here I can set output to surface, as you can see, and then I click inside the curves. Well done. Then right now we've got a surface, and then by using gumbal I extrude the surface. Let's check it out. By this way. Then in the next stage, we're gonna del these stairs, as you can see on the screen that by using a box, By this way. I want to sketch one of the curves of these stairs or the curves of one of these stairs, actually. I turn off the picture. Iocurves. I hide them. We don't need it. Need them, actually. And I disable the isocurves from properties as well. Then I sketch a box like this for these stairs. By this way. I move it toward down, check it out, select, and then start the command of A linear. For a number of the items, then I array the boxes. Then I select the boxes, Control G to group them, and then array polar, 09 and 360. Then we will have these stairs at all of the parts. By this way. And if we want to continue these sketches, I can sketch a line here. Following that, I select these curves and also the new line let me take a look on a picture. By this way well down. And also, I select the polygons. Let me see. I think I haven't selected the right curve A polar, 09360. I hold down Shift and then selected the last created objects. After that, the two parallel lines and then the polygons by this way. I select these. After that, I'm going to start the command up curve Bolin to create a closed curve. Wait for a second. Before that, I want to trim some parts like these. I trim the extra parts. However, we can keep them untrimmed. And then in the command of curve Bolin, we can combine them but since we don't need these parts anymore, I trim them at this stage of the work. So after deleting these parts, then we can go for the next items, well done. Curve violin, by this way, following that. And then I click inside the curve. Let us check it out into perspective view, and then move command. I set it to vertical, and then I move it along the z axis under the stairs by this way, let me move it downwards, well done. Then again, I want to select the surface and then extrude it a little bit by this order, as you can see, then again, I turn on the green layer or layer four. As you can see, we have moved the modeling process forward till here. And then by this way, we can model the other parts as you can see in the picture for ourselves, and then adding more details. For instance, in the top view, I select the curve and then the line polygons and then curve Bolin. I click inside, watch this. By this way. I move it downwards. I select the surface. Let me zoom in to check it out. And then by the gumbo I extrude it. Let me check out the pictures. Watch this. And you can keep the other parts void. Following that, as the surface is selected, I start AI polar, just like other objects by this way. And as you are concerned, we can add more details to the model. For example, I can sketch at I vertical line at the distance of, for instance, not 2.6. Watch this. Look. Then I select the line and then by using pipe, and then the thickness, 2 centimeters, watch this. The pipe is created. I select the pipe in the top view. I just it's position. Let me check the pictures of the Lettuce Temple. Since I'm going to try I am trying to create the railings by array. I select the curve. And then array curve. I specify the path, the number of the items. For instance, 14. Watch this. Then I select less created objects, control shift. Then I create some duplicates from the path. Check this out for the horizontal pipe to complete the railings. Then I select them to convert them to a pipe. Watch this. I convert them to pipes. By this way and then I select all of the curves and then I group them, polar and other parts by this way. Very well. So by this order, step by step, we can add details to our model. So I hope you have enjoyed this session, and I want you to create the model attentively. Do not ignore the details and try to use your own creativity. And if you had any questions you can ask me. See you in the next session. 42. Match Command for Seamless Surfaces : Hi, guys. I hope you are feeling well. Welcome to the season four, and I hope you've done the last season homeworks successfully and haven't skipped them since they were very essential to be done. So if you haven't done them entirely, please get back to the previous sessions and make sure that you've learned all of the topics. So keep in touch with us. You can ask every questions, you know. I would be glad to be a significant factor in your deep learning. Let us begin our session. Here we're going to start with match curve. Actually, match curve matches two curves with each other, so let's check it out. And let's us change the curve so that it mets up with a specified curve with a specified amount of continuity. Here in this example, we got two curves, Watchd match curve. I search for match, you know, to match itself. I click on it to start the command. Then I specify the curves. Then here, we can adjust the continuity. Watch this. As you can see, these curves had met up with each other. And right now we've got a smooth curve. In the continuation, let us check out the options. The first point that you should put it into consideration is that two curves should be opened. I mean, closed curves are not accepted in match curve command, and, does it make sense. Again, I start the command of match curve match, and then I select the open curves. The curves ends that you specify to match these two curves is important, for example, check this out. This is the result, but this time here this time, I specify the two near ends to match let us check out the continuity options. Here we specify the amount of continuity, for example, position. Watch this. If I set it to position, it is not curved, the minimum value or amount of continuity, as we talked about it in blend curve as well, here is tangency continuity, which is reasonable, no normally. And the curvature continuity that as you can see, the curve is deformed. So our best choice here is tangency. I click on Okay. This is all about the amount of continuity. But here there is an option that you should check. Which is average curves. Here if we check the checkbox of average curves, it changes booth of the curves. So booth of the curves will meet up with each other, and we will have another curve. But if I uncheck average curves, the first curve that you have specified will be matched with the second one, as you can see on the screen, and this is the result. Only one of them is changed. Let's try again. This time, I want to click firstly at the right one, by this way, and then the left I check average curves option, the order of specifying the ends does not matter. If I uncheck average, then the changes will be applied on the first curve that we specify, which is the right one and will be matched with the second one. As you can see, let me give you another example. Let remove these two curves. Then by interpolate curve, for example, we got such a curve and then the another one, which are very sharp, I start match. Then I specify the first and the second curves. I pick the near ends. This is the average average curves. But if I uncheck it, as you can see, the first one is matched with the second curve. But if I change the order and I uncheck average curves, watch this, this is the result. The first one will be matched with the second one. And you know what join does. If we check it, the both curves will be joined with each other. So that we will have a open curve, one open curve. By this way. Here there is an important point. As you are concerned, when we match two open curves with each other, here as you can see after matching them, the position that the two ends meet up with each other won't change. It is fixed as you can see. And this is very significant and also practical. The place, the two curves meet up with each other, will be fixed. Another example about this topic, for instance, here, we got a curve like this, one more curve. As you can see, there are two sharp places or intersections and straight line. And then I curve it by this way. Following that, I'm going to modify the continuity of the intersections. I'm going to tangent them or smooth them. In this point, we got three curves, three ends. So if I match them, and if I change the place that they meet up, matched curve will be changed, too. Check this out. If I set it to tangency as the continuity, the place that they got intersection is fixed. I do not join them. Okay. Well done, again, I match these two and okay. As you can see on the scene, the point that they meet up with each other is still fixed. It hasn't changed. However, there is another option when we match these two curves. Let us talk about that option. For instance, interpolate curve by this way. I sketch such a curve and another one and also these tree curves. I want to match these two caves of each other or the other two curves, these, for example, while they match two open curves with each other, that their ends are connected to another curve. Here there is an option, which is preserve other end, which is set to position by default that you can modify the other end of the curve. I set it to curvature as the continuity to show you the results. If I set it to position, it doesn't change the other end. But if I set it to tangency, it modifies the other end too. Check this out. It changes the continuity of the other end of the curve, too. I know it is not that much practical and useful, and we usually set it to position, which is a better option. But if I set it to tangency, the continuity is not neither high nor low. But when we set it to curvature, a higher value of continuity, it affects on other parts. So the option that you choose for preserved other end doesn't matter. But as we use tangency, usually, we set the other end as position. Okay. In the next example, we're going to match the treaty curves in the treaty I mean, in the perspective view. Let me sketch two curves and then make them on non planar. These two then at the perspective view. I want to move their control points along the z axis. By this way. Watch this. Here we got a tree curve, two tree curves. Then we're going to match them. Watch this. As you can see, the two curves are matched. So we can easily match the planar and also non planar curves with each other. And it doesn't matter. Another point here is that if we got two curves with a small gap between them, we still can match them like these two, that they are not connected. They are distant to each other. From the top view, let's it out, I start matching them, select, and then watch this. And since they weren't connected, the average point is considered, which is here as you can see, I'm pinpointing with the marker. They are meet up with each other. Another example. I sketch a line here. I specify the midpoint. I'm going to show you the average point. Watch this buy this way. And if I uncheck average, watch this, it matches the first one with the second one. I mean, only one of them will be changed, not both. But if I set it to average, it considers the average point. This is applicable to the treaty curves, too. Let's check it out. I place them distant to each other and let me rotate this filled. I sketch a straight line between these two curves to check the average point. I specify the point, then I match them. Match. I select the curves, check this out, as you can see, it passes through the specified point. But if I uncheck average, it connects or matches the first ends or end with the second one. Not both of them. Well, done in the continuation, I'm gonna I want to ask you a question, so please think about it and then told me the answer. Here by interpolate curve, I sketch a curve like this and another curve at the other side, well done. Watch this carefully, please, and try to think smartly and answer the question. Following that, I'm going to match these two curves with each other. I select them, check this out. Then I check average curves, and I join the As V. Okay. Following that, I'm going to match the other ends. Again, match. And then I try to select them, but they are unselectb. Why I can't select them? Exactly. When we have matched the other I mean, the ends and I have joined them, this is a closed curve one closed curve, and we can't match one curve itself. Since, as I told you before, while matching, we need two open curves, not one. So what should we do here? Exactly. Excellent. We should explode it. So then we have two curves, and then we start matching them. We match the other ends. By this way. So this was the point, if you understood. While these two curves are joined with each other and they are considered as a one closed curve, right now, we got two curves. But when we match one of the ends and we check join option, practically here we got one curve, one closed curve, not two open curves. So we are not able to match the other ends. They are unselectb. And for solving the problem, we should explode it, and then again, match the ends. At first, we explode and then we start match by this way. Let me explode them and then match the ends, so that you can specify the amount of continuity. And the last point about match, which is a sidle point, watch this carefully, please. Here we go these two curves. I create a duplicate. I select this F ten to show the control points. Watch this. Here there are the control points. Then at the other curves. Then I move these two control points to the climax one or the top one or to the vertex. Actually, I make them close by this way. Then in the continuation, I'm going to show you the effects of the distances between the control points and matching the curves. Here, we got three close control points. I mean, there is a small gap or distance between them. While at the others, there is more distance, I mean, between the control points. Let us match them. Check this out, tangency continuity and average points, and then this is the result. Check this out. It is very effective. In fact, as much I mean, as much as we distant the control points from the intersection point or the point that the two curves meet up with each other, it increases the continuity. I mean, we will have a higher continuity. In fact, it continues the continuity between these two points. Let's check it out. Here we got a higher continuity because of the distance between the control points. But here we will have more I mean, sharper corner, actually. If I match them, the continuity is less than another one. It is sharper than the previous one. And if you wanted to control the continuity of the matched curves, you can move the control points. And this was the technique. But here I'm going to give you a similarity and also a difference between match curve and planned curve. Since, for example, when we match two curves with each other, like these two, check this out tangency, we will we have similar results with plant curve as well. Let us compare them with each other, interpolate curve. I sketch a curve, and then I mirror it matched and also mirror. I did another example, we're going to blend it. Watch this part attentively. Well, down here if I blend these two curves with each other. Watch these two. Here, as you can see, this is the result of the blend. It doesn't affect on the form of the curves. And it just adds adds another curved line instead of the sharp line. And if I trim, check this out. But when we match these two curves, watch this. It affects on the entire parts of the curves, while blend focuses only at the intersection or at the corner, actually. Ilmtch changes the entire structure of the curve. So this is the difference between them. But if we had separate curves, if a distance between them, for example, like this. Then if I blend the first group, watch this. It does not change the curves. I just adds a curved line to connect these two so that we can control the continuity. But check out match. Watch this. As you can see, it changes the whole structure, and also they are trimmed. Watch this. They are totally changed. So despite of the similarities, they got some differences with each other. I just wanted to show you this comparison to understand the applications of these two commands deeply and actually match. I mean, the command match is very important. I want you to put some time on practicing. See you in your next session. 43. Practice: Surface Creation Basics 1: Hi, guys, at this session, I want you to create such a surface. So at first, let us check out or analyze the curves. These parts are similar, and then from this part, the curvenes or continuity starts. Suppose that we got a paper and we have cut this part, and one of the parts is curved. I want you to create this by match curve, but note that it is created from or composed by two surfaces not one. C 44. Practice: Surface Creation Basics 2: Hi, guys. In this session, I'm going to create the surface. At first, I'm going to sketch the bottom curve, and then I'm going to extrude it. Watch this by Interpolate Curve. Consider such a curve like this, and then I extrude it by gumbal. Here is the result. Following that, here as you can see, we got two curves. If we disregard the first one, we should make some changes on the second one. But both of the curves are matched with each other. So let me hide this. Here I'm going to shorten this curve to the new picked at endpoints since I need a specific part of the curve. So what should I use? Excellent. I start sub curve. Then I set copy to yes. Since I need the original version of the curve, then by this way, I specify the length of the curve to work on it by this way. Since it is required, I move it and place it here. Following that, as we want to mash it with another curve, I sketch another curve. By this way. Following that, we need to match these two curve with each other. So it's time to start the command of match. Match. But note that since these two curves are similar to each other, we should not make any changes. So I should click at this one at first, and then the second one. And I should uncheck average curve since I want it to be unchanged since it is matched with its original part. So I make my changes on the first curve and joined. Then I extrude this curve by this way, as you can see, l control edge to unhide it. Then by using move, I place it on another surface by this way, as you can see. Let us it out in the rendered report. Here is the result. Try to sketch it by your own 45. Surface Creation with Loft Tool: Let us start this session with loft, which is considered as one of the most fundamental commands in Rhino for modeling, which connects several geometries to each other. For instance, let me give you an example. By interpolate curve, I want to show you its application and functions. Following that, we will talk about the options. For instance, consider these. By this way, then I move them in the perspective on X axis. I mean Z axis. Then I start of I select the curves. Following that, we connect these to each other. Okay. And as you can see, it fits the surface through selected profile curves that define the surface shape, which creates untrimmed surfaces. So it is considered one of the most useful commands for modeling. There are some points that you should know. Firstly, all of the curves should be opened or closed. For instance, in this example, we got tree closed curves. For instance, I create a duplicate by this way. All of these are closed curves that open. I type loft, and then I start I select the curves, enter I will talk about the arrows later and the points again, enter, and then I click on Okay to save the changes. Watch this. Here is the results. And as I told you, all of the curves should be opened. I mean, either closed or opened. For instance, watch this. Here we got some open curves that I want to love them. At first, let me adjust their positions like this way. Watch this very well. All of them are opened, open, left, select, and then enter, and okay. Watch this. Okay. But in the next example, I'm going to combine the open and closed curves to create surface by loft. For instance, I choose these and then the other closed curves. I select them. Following that, loft. Watch the message, the given message, unable to loft, select either open or closed curves, but not both. So since in this example, we have selected both of the curves, it is unable to or even we can use points for loft, if you remember in patch that the points are important. The points does matter or do matter. For example, a point here at the center and another one next to it. Then I move it upwards by this way. Then I type loft. Select and then enter. Watch this. Right now, we have created the surface from the points. But let us consider the way that the curves are connecting to each other and also about the options. So let us check it out what we got there in the options. Before that, for preparing the example, let me sketch some curves, and then we will check it out. By this way, I position them correctly or properly. Then I type loft. Then I select all of the curves, Enter, again, enter, then in loft options. Firstly, we can adjust the style. I'm going to talk about the different styles of the loft here in front view, so we can observe it better. The first one is normal. In normal style, as you can see, the curves has been connected to each other in a curved way. I mean, the surface is an average amount of stretching between the curves. And this is a good choice when the curves are proceeding in a relatively straight path or there is a lot of space between the curves. Let us check out another, which is loose. As you can see in loose, the surface control points are created at the same locations as the control points of the original. And this is a good option if the control points will be edited later. I mean, the control points are passing through the curves. And to show you the more details, I click on O and then let's check it out in re frame style. I press down. I tend to show you the control points. And here as you can see, the control points are passing through the curves. And the surface control points are created at the same locations as the control points of the original. You can see, but if you do not understand the point, let me explain the low style in a different way. For example, let me love this again, and then here if I specify the style in normal, as you can see, we got higher continuity, but in los, we got less continuity. I mean purvness is less than normal style, as you are concerned and as you can see on the screen by this way, and the next style is straight sections. If I set this style to straight sections, it creates a rolled surface, and the sections between the curves are straight. As you can see the curves are connected to each other straightly and the sections between the curves are straight. And the other styles which are tight and uniform, which are the same as normal. At first, I set it to normal style. Let's check it out. I zoom in, watch this, then compare it with tight. Watch this. Tight, the surface closely follows the original, and this is a good choice when the input curves are going around the corner. And also in uniform, it makes the object not vectors uniform. But there's a big difference between normal, tight and uniform. These are practical in the industry of jewelry, actually. But in the field of architecture and structure is not that much practical. Normal, loose. The continuity is less than normal, and straight, as you can see, the sections between the curves are straight. Okay, watch this. Following that, let's try these styles in some open curves. For instance, here by interpolate curve, I sketch these curves by this way, then I select these to mirror them by this way. Then I select them a ten to show you the control points, then I make them non planar by this way, very well. By this way, as you can see, consider this, filled. Following that, we're going to check the different styles of loft. I start loft. I select the open curves, Inter check this out. Here as you can see, the style is set to straight sections. As you can see, this is the style loft. That it has created a rolled surface, and the sections between the curves are straight. Watch the normal. This surface is an average amount of stretching between the curves. Loose, less continuity, straight sections, as I showed you before. Okay, and the others are alike normal. So, guys, these were the different styles of loft that I gave some examples in both close and open curves. But here there is a point that you should know if you got two intersections or actually two profiles, at that condition, a style does not matter. And then the style of the loft will be surely straight. I mean, straight sections. Check this out here as we got two profiles. We can't modify the style. So if we want to try different style of lofts, we should have at least three profiles or three curves in both open and closed curves. For example, here, as you can see, they got three profiles, then we can try different styles. So for modifying these tiles, we should at least have or have at least three profiles. But if we got two open curves, then we can create the surface by loft. I mean, either loft or a surface. Watch this. Watch this. As you can see, it is exactly like loft. Don't be confused in choosing the proper way for creating your surface. Since I mean, exactly, I mean, mostly in simple surfaces, you may have multiple approaches for creating your surfaces. And later, you will see that. Some of these surfaces can be created by several commands of modeling, which is normal in Rhino. For instance, if you got only two curves for creating a surface, you can either use loft or H surface. But if we had three curves or profiles like this, then at this condition, H surface is not practical anymore. It doesn't work out. Watch this. So here you should use loft. Watch this. This is the differences between these commands. Or, for instance, in other types of sketches like this, you get a triangle, for example, I show the control points. And then I make the curves non planar. Can we create a surface by loft here? Absolutely not. It is not reasonable and accept it. So as such a condition, a surface is the best choice. So as you can see, according to the situation, you should decide the best command. But in some other situations like two curves, having two curves, you can use either of the commands. So do not be confused, since in some of the conditions and situations, you may have different approaches. But after practicing, you will get skilled at choosing the best command. But here, I just wanted to show you that in some of the conditions you may I mean, it is possible to create a surface by a surface, too, and we are not constrained to loft. Actually, in loft, if you had more than two curves, you're able to close your curve. For instance, I mirror it by this way, and then I rotate the curve by this way. Here we got three curves, for instance. Well done. Following that, if I select these two curves, watch this. And then here is the normal style, as you can see. We're not able to close the loft. But following that, if I select three curves, I mean the curves or the profiles should be at least three. Watch this. Right now, closed curve is available. After that, it connects the first and last profiles to each other. As you can see, by the way. So you should have at least three curves. Following that, I'm going to show you the different styles in such a curve or surface, actually. Here is normal, and this is loose. Watch this. They are not passing through the curves, and then let's try straight sections. That these sections are I mean, the sections of the curves are connected straightly while you are lofting some curves or lines, it is important to know that if the curves are joined or not. And as you remember, we talked about the joining of the curves in a surface, too. Let us have a review. As we talked about in the surface command, I told you that the joining or exploding the curves is very important in creating a surface by surface. Actually, this is applicable to love too. I mean, it is important to join the curves or not, since we will have different results. Here in these two curves, I'm going to give you two examples. One of them joined and another one is exploded surface. Watch this. This is their differences. As you can see, these are exploded while another one is joined. The relation between the curves does matter. But let us talk about the joining and exploding effects on loft. Here in the next example like stone, for example, a building, which concepts stone or something. By this way, I create two interpolate curves. Watch this. Well done the perspective view. As you can see, I select the control points, then I move it upwards. Then for the corners, as they are very sharp, I'm going to round the corners by using match curve. Let me move the downward, well done. Right now, this is not similar to a piece of a stone, since the corners are sharp. So match curve. Then I select this curve to match them. Well done, average curves. Then if I check join, as you remember, then it curves you'll be joined with each other. As you can see, we got a single curve. So we can't match the in other end. I explode it. So I uncheck join while matching them. Let's check it out. I select these curves and then match. Okay. Well done. Then the others, I match them. I just forgot to uncheck join. I'm sorry. So let me explode it and then match, select and then match, well done. Right now, we got such a geometry. Following that, we're going to convert these to surface by using loft. For instance, while these two curves are joined with each other, we're going to create a surface. Let's see out the result. Loft and then enter following that, you will see we will have two close curves which are connected to each other, as you can see, and this is not what we expected. Right now, explode them. And then I want to love them here as you can see, we got four curves, four open curves. I love them. Let's check it out. I can close the loft and then, okay, watch this. This is the result. So some parts are not necessary to be joined, and you should know this point. In the next example, the curves should be joined. Let's check it out. I select the curves, remove, and then in the new example, if you remember the Kimble art that we sketch the curves, I'm not sure if you remember or not. Let us have a review. I pick the rectangle center point. I sketch it. Then the vertical line for instance, like this, then I create some duplicates, make some copies at the four corners or intersections. Then I made another copy. Then I can click on a scale and then minus one to rotate it right now as you can see this mirrored, F ten to show the control points, and then I extend these curves or lines straight lines. Let me just position, well done. Then I rotate the geometry by this way. What was the next step? Blend curve. Watch this. But I uncheck join. I don't want them to be joined, so don't forget to uncheck join. Here, as you can see, they are exploded. Then the other curves to be joined to be blend, actually. I blend others, and then the last one. Very well. Following that, I'm going to create a surface by using these curves. Here I can select these for curves and then loft them. But these curves are exploded. These are not four. Et's count them. We got three. Let us love them. I select them, and then loft. Watch this. It doesn't make sense. So as a condition. It is necessary to join these curves. So as in the conditions that I told you in the previous examples, I mean, some curves should not be joined. They should be exploded. At this example, the curves should be joined. Otherwise, we can't have the expected result. But you don't have to select each of them one by one and then join them. You can select all of them, and then click on join. Then the curves which got the possibility to join will be joined with each other. Watch this. Then we will have four curves. This way you can speed up the process. Well done, following that loft, and then select, check this out ter straight section, and then close loft. Watch this. Here was the result. So by the given examples, we learned that in some of the situations, we have to join the curves, but in some others, it isn't I mean, essential to join them. They should be exploded. The continuation, I'm going to talk about the points that they are shown in love process. I give you a simple example, then I explain it. Here at this polygon, for example. Then here by this way, I move it upwards. Then I type loft, select the curves. Okay. I'm going to talk about the sin points that they are here to be adjusted. As you can see here, we can drag SIM points to adjust them, and they are called SIM points. Check this out. Dig SIM point to adjust. Here there is two important that you have to know. Position of the sin points, and the other one is the direction of the sin points. That we specify them by the arrows. Firstly, let us talk about the positions of the sin points. Actually, the sin points closed cross section curves connect the two ends of the curves. Intercheck this out. This is the result. Undo. Again, if I love them, and this time to drag the sin points, for instance, shake this out. It is rotated. Or this time, I specify a new position for the in points. Watch this. As you can see, this is rotated. So by specifying the positions for the same points, we can specify the rotation of the geometries. Following that, there are some points that I want to tell you. So let me sketch a more complex geometry or curve, then I will cover all of the points and the topics like a deformable circle 12 as the point count. So while you wanted to sketch the same geometry of the deformable circle, you can use the 12 point count as well by this way. Here I select every other control points on this circle, and then I scale it, hold down shift to create such a form by this way. After that, I hold down Alt button, then I position it here. I maximize the size well down, and I create another copy from this one, and then I position it right here. Very well. Let us try the loft. Here I start the command of oft, watch this. Here as you can see, the SIM points are being adjusted automatically as you can see they are set to automatic, which attempts to align the same points and directions without interventions. So when we set it to automatic mode, it specifies or selects the SIM points which are close to each other, or in other words, it gives us the aligned sin points and directions. Normal style, check it out. This is the result. Following that, if I make some other changes in the curves like scale or rotation. If I rotate this, check this out. For example, like this angle, then the M point will be changed. Do you remember how do we check the SIM point positions? Curve SM exactly. I start curve sm. Then if I select them, as you can see, we got the sin points, we can adjust them. This is changed. Well done. When I love these curves, since we have set it to automatic, it gives us aligned in points. I mean it disregards the main sin points of each of the curves. So automatically, it attempts to align the sin points and directions without intervention, and then this would be the result. But while lofting the curves, if I set it to natural, then it moves the M points to the way they were at the beginning of the command. As you can see on the screen, it does not align the M points, but it choose the natural in points or the way that they will be I mean, at the beginning of the command, that which is not frequently used, actually, I will tell you the applications, but we usually use automatic mode so that we can have regular and aligned sin points and directions and then enter. This is the result well done and another mode or style is flip in which we can reverse the curve direction, left. And then here as you can see, this is the recommendation by Rhino, which has been set automatically by default. You may want to modify them. You can use click and drag and then change the position at the sin points. For instance, the other one, check this out. You can adjust it at your desired way. By this way, you can rotate the geometries or the surface, actually. So let us have a review while we are lofting the curve we will have three options in specifying the positions for same points. The first one is automatic and you don't have to click on automatic since by default, it attempts to align the sin points and directions without intervention. In automatic mode, it disregards the natural positions for the sin points of each of the curves, so it selects three or more or other sin points and directions which are aligned with each other. But if I set it to natural, it moves the sin points to the way they were at the beginning of the command. Which is not that much, I mean, applicable and practical except in some special occasions. And in other choice is to choose automatic, and if we want it, we can modify the positions of or adjust the same point like this. Either we can flip the directions and then, okay, in the continuation to teach you or give you a more deeper understanding about the concept, I'm going to give you another example. For instance, I sketch this a complex curve for a new example. I deform the curve done. Let me modify the position of control point like this. Very well. Following that, I'm going to array this curve, for instance, five items array, array polar by this way, I specify center of the polar array actually, I specify the approximate 0.5 as number of items and then step angle. I specify 60 degrees, and then for the z offset or Z axis offset distance, 15 meters. Watch this. This is the result. So this example, we covered some other applications of AI polar. Be reviewed by this way, okay. Following that, we're going to select this curve and then of them. And then I'm going to talk about the three options of, select, watch this. Here the automatic mode for sin points. Enter, watch this. As you can see at this condition or example. These in points are not well adjusted in automatic mode, so we can't rely on automatic mode always. So let us try a natural mode. I select the curves, as you can see, then I choose natural to consider the natural sin points. Well done. Okay. Check this out. As you can see, the result is better than the previous one. So at this example, we learn that at such a condition, natural can be a better choice than automatic. Well done. Let me give you another example when I mean, if we modify or just the sin points manually, for example, consider this square or rectangle. Then I'm going to array or make some duplicates by this way. I make them distance from each other. Following that, if I love these rectangles, then automatic check this out. Then if I choose natural, then we will have the similar result. So we have to modify them manually. Since these are the natural and also the automatic sin points, but I want to rotate them. So I can modify the bi click and drag. I just the sin points. Watch this by this order, and then the Last one. Watch this. Press down, Enter, take this out. This is the result. The box is rotated. A, and by adjusting the SIM points manually, we can rotate the surfaces or control their continuity or whatever. So this shows this showed the significance of the positions of the sin points. What about the direct in the continuation, I'm going to talk about the significance of the directions of the sin points. In this example, we got a polygon and other polygon inside that, and I move it upwards by this way very well. In the previous example, we learned that if we modify and adjust the sin points, we can control the amount of rotation in the surfaces and then model or design the surface in the way we want. And this is considered a tool for designing the surfaces. What about the direction? For that note that the geometries or the curve are connected to each other from the aligned surface aligned In vertexes. And where the sin point is positioned is vertex number one, and the direction determines the order of the numbering of the vertexes. So here I start left, and then I select these two polygons. And then here are the sides where the sin points planes are called, for example, number one. And then, according to the directions, we're going to number the other sides. So which one would be the number two, left or right, exactly the right one. Mm hmm. And at the bottom one, if this is the number one side, then the next one or the right one would be number two. So this would be the left. But this time, if I flip the directions, if I click on the directions, we can flip them. Watch this example carefully. So since we have flipped the direction of the same point, here if you want to number decides, then the left one would be number two, since the direction has been changed, and the direction should not be tangent to decides. And here as you can see, the direction is toward, for example, left. So the direction of the rotation would be toward left. But if I flip the direction, then you will see that the direction is tangent to the side of the polygon. But if I flip it is not tangent to the side, but there is no difference between these two, since we have just modified the direction, numbering design starts from the sin point and according to the direction. We have changed the top one, but the bottom one is not changed. I note that here the position of the sin point and also the direction specifies the vertex as that are going to be connected to each other. So let's check it out. Since we have modified the direction, the numbering has changed. The direction has flipped. So this would be the result of the loft. So we do not use the directions of the sin points for designing issues, but we should check if they are at the same direction or not and then set their directions samely or alike of each other. But we do not have a correct or wrong direction. We have to specify similar directions for both of the geometries. But if you created your loft and then you realize that you haven't specified the correct direction, then till you haven't clicked on Okay, you can modify or flip the direction. You and Align curves in the direction will be shown. Then as you can see the directions are opposite to each other, then I click on it to filip it. Let's try again. Look, I click, watch this, then we will have the expected loft. Watch this. Finish. Let's try again. I start loft, and then I select. As you can see, both of the directions are aligned. But in the continue in the continuation, I want to modify one of them or flip one of them. You can click on Flip and then click on the direction. Or even if you don't do not click on Flip, if you click on the direction, you can flip it. But assume that I have made a mistake or I had made a mistake. If I press Down Enter, we will have a preview of the loft. And if you have of options as bill, but how do we can fix it? Until we haven't closed the loft options window, we can apply our changes on the loft. For example, by Align curves, we can align the directions. I click on align curves. Let's check it out, and then I click on the directions as you can see the directions are shown. And then, for example, the top one, I click on the direction. I mean, I click on the point, the same Point, it filips the direction, well done. And then o buy this way. So by using a line curve, we can flip the directions. Just try again, left. I select the curves. This time again, I modify the direction, intentionally, enter. Then I consider the geometry. I decide to fix it. I do not cancel it. It is not necessary to cancel it and then loft it again. Align curve, then I click on the SMPoint. Following that inter, I flip the direction, then I will have the loft. But note that by align curve, we can't adjust the sin points. But we are unable to or available to modify or flip the direction only, not readjusting the sin points, as I showed you in the previous example. So before lofting, you'd better to adjust the sin points in the analysis stage and then specify the position of the sin points and then create a loft, since you won't be able to readjust the CM points after creating the loft. But by align curve, you can only flip the directions, and then I click on Okay By this way. Let us talk about another example so we can learn it deeply. In the top view. For instance, by interpolate curve, I sketch a curve like this, and then I mirror it at the other side by this way. Well done. Let's check it out in the perspective view. I move it close to the origin. Then I'm going to rotate the mirrored version 90 degrees, and following that, I move it upwards. Well done. Following that I'm going to love this and then apply the newly learned lessons on. Then I select them. Enter, take this out. First of all, note that we have to adjust the sin points. Then we can check the directions. As you know, this is automatic mode. You're natural. As you can see by natural, it moves the M points to the way at the beginning of the command. And especially when we want the love to be aligned and we are using similar geometries and they are aligned with each other, we can use natural. But right now, I'm going to teach you how you can check the direction of the rotations and if it was needed. I mean, edit it if it was needed. So if you want to flip the direction, for example, right now, it's to right and you want to flip it to left. An important point here is that while specifying direction of the sin points, we do not use left or right or up or down directions. So we associate it to a specific part of the geometry itself. You as you consider this difference between these two ends of the geometry, you may want to associate the direction to the smaller side, for example, so we associate the direction to the specific part of the geometry itself. But if we associate them to some directions, we will mix up the directions but by modifying the angle. So we consider them as the criteria of the direction. For example, let us check other geometries. Direction is toward the sharper corner, and then the another one, as you can see, the direction is toward the sharper corner. So the direction is aligned, heck it out. This is the correct result. And if I close the left, then this would be the result. We'll talk about it later in the more examples. But let's try again loft. The first rule, you should specify the sin points or adjust them. And secondly, we can adjust the directions. But if you wanted to adjust the sin points manually, for example, for example, I adjust the sin points on the sharper corner. In this example, I don't want to use the natural directions or sin points, or suppose that we don't have similar geometries. Well, done, let me modify this one. At the other side I place it. Then the direction. Here we got two curves at the bottom and at the top. I adjust the direction toward the bottom curve. So I associate the direction to the bottom curve. For example, let's check the other geometries. Is it okay or not the direction I'm in? Is it toward the bottom direction the bottom curve? So I should modify it. But this time if you agree, I do not fix it. So in the continuation, we will fix it by align curve, but I just wanted you to learn how to recognize the directions and fix them. What about this? As you can see, this is not toward the bottom arc or curve, actually. But here you may say that. We can solve the problem by only modifying one of the directions and just get toward the top curve. But actually go okay to show you the results, and then by align curve, we will modify the direction. Watch this. This is not the expected result. For example, in left options and then align curves. Following that, I analyze the loft. I should modify this one. I click on the point, then as I follow the direction, it corrects the loft or surface by this way. So no that, you can specify whatever you want for the points, but it should be able to create specified rhythm at the specified direction. Watch this. In the next example, let us check the open curves, for instance, such a curve. Consider this. I'm going to exemplify this case by using these curves. Here, as you can see, we do not have sin points here. Since in points are only for closed curves, while the open curves connect to each other from the two ends, for example, loft. I select them, loft welda. As you can see, we got the curve based on the aligned ends of the curves. But how would it be correct? If we select the lines or curves one by one, and as you're concerned, you should choose similar ends or aligned ends. For example, the right ends in the first one and then the left ends in the second one, and following that, again, the right end at the third one. Check this out. Watch this. Following that, if I select the curves again, the similar ends are aligned ends, then this is the expected satisfying result. But if I choose not similar or non similar ends by this way, how can I fix it? Exactly by using aligned curves, we can fix the surface. I mean in aligned curves, we can align the ends of each of the curves. And as you are concerned in the open curves, we do not have sin points, but we got ends instead. So we click on align curves to adjust the ends. Check this out here as you can see, we should filip the middle one. I click on the point, watch this, the endpoint, and then the surface will be okay. Interokay. So align curve in the open curves can adjust the endpoints of the curves instead of sin points in the closed curves. Following that, we can have the revised version of the surface. Guys, I understand this lesson or session actually is very long since we got too many details to cover. So if you are tired, you can pause the video and take some rest. And note that if you have laughed at some of the geometries and you see that the only choice is straight. I mean, for this style, which means that there is a problem with the curves or the profiles. Let me give you an example, for instance, here in the top view. Interpolate curve by this way, then I continue another one like this. And I want to sketch the next one at the middle, but I do not sketch it correctly by mistake, for example. As I'm just giving you the example, I'm sketching the curve intentionally by this way. Following that, in the perspective view, I select the control point, then I move it upwards. Following that, I want to loft it. I start loft, and then I press down Enter, check this out. You style is straight section. The only choice is straight section. Only this style is available. So at this condition, you should fix or revise the profiles or the curve. Recommend you to check out the intersections. So in the top view, I zoom in to check out the intersections or connections. As you can see, I select it. I select the control point, and then I move it. I place it at the corner, and then the another one. I select it by this sway and then I move the control point, I place it at the intersection or the corner. But again, it is not positioned correctly. I zoom in. So by using the snap optic snap grid snaps, watch this. I love it again. Then we will have the normal style, for example. And even other styles are available. Well done. I'm going to use this geometry or this example for covering the next point, but check out the surface. It's like a shell. I mean, this is not the expected result. I didn't want to create it like this. I mean, I wanted the curves to be connected to each other, cover the surface, not to void. I mean, the result is like a shell, as I told you before, while I want it to be like a roof. How do we can modify the automatic style or model in lofting the curves? While we loft the curves, and then we click and drag a window, we do not specify the order of the connections or the loft between the curves. And this is all based on a preset or predefined order but if you got a specified rhythm or order of connections between the curves, you should select the curves in order and one by one. Let's check it out. I start loft. This time, I want to choose the curves one by one, in order. And as I told you before, we should click at the same ends. For example, this one, and then the next one and the third one. Check it out. Well done, or, for example, this one, first, second one, and the third one. And this is the previous result, which is not satisfying. Let me give you another example. For instance, watch the image or picture, the Technical Museum, fresh the food, feed. I'm going to sketch a schematic form of these geometries. And then I want to sign it as your homework to sketch them in detail. Here, as you can see, we got them like bowls, them upwards by this way. So let me sketch some circles. You know, I don't want to create them very precisely. Since I want to leave it for you to work on it as your homework. For example, I sketch the food, the first circle, and then the top one, which is greater, I create a copy or duplicate. Maximize it. And then the inner one, which is smaller, I get back to o. And then I hold down Alt and Shift, I create a duplicate while scaling it by this way. Well done. We don't want to go through other details. I hold down Alt, move it upwards, I minimize it, and then upwards, minimize very well. Here if I love these curves or circles, and then I click and drag a window, then this would be the result. Check this out. I want to set the order myself. I mean, I want to skip the second one connection between one and the third one, and then connect it to the second one and then the fourth one. So I should specify them one by one to set the order. The first one, third, one, second one, fourth one, and fifth one. Let's check out the results. Watch this. Well done. However, we can activate the record history. We talked about it before. If I record the history, it records the curves and also the commands. So that later we can modify the curves a 46. Exercise: I'm sure that you have worked on all of the practices and examples. So you are skilled at working with loft. So this session, I'm going to work on another example. So after this session, you can schedule yourself and assess your own creativity. But for the next projects, I want you to create them at first, and then I will model them. Here as you can see, we got the mobius twist, which is a one edge geometric surface with only one continuous side and form as by giving a 180 degrees twist to a long narrow rectangle and then connecting the two ends together. Here as you can see, we got to perspective, plan and also the top view. And actually, you have opened the rhinople so we can analyze it better or understand the geometry. As you can see, you want a geometric surface with only one continuous side formed as by giving a 180 degrees twist to a long, narrow rectangle, and then connecting the two ends together. So let's start in the front view. Following that, I'm going to consider a geometry for it. And now the form does not matter with the geometry. Let's check it out. For instance, like this, by interpolate curve, I'm going to consider this as the main geometry and as you're concerned, this geometry is going to be repeated, and each time we're going to rotate the geometry at your specified angle. I specify a point. I specified on the geometry to consider it as the origin point in all of the other geometries I mean. Since when we're going to rotate the geometries, this is going to be the rotation point or center. You can specify the quads. It doesn't make difference. For example, here, following that, you'd better to group it with the geometry itself so you can select them at one time. Watch this in the perspective view, and then since I want to rotate it in relation to the origin point, I position it at a specified distance with the origin point. I mean, I want to rotate it like this. Well done, following that, in the next step, I'm going to specify the geometries that I want to create the mobius with here as you can see the minimum number for creating the mobs two, I mean, at least we need four geometries at four corners so that we can connect these four and then create the ring. But if we increase the number of the geometries, so that we will have a smoother ring like a circle. So I'm going to consider six geometries. I'm going to place the geometries at each 60 degrees angle. So I'm going to create copies or make duplicates, six as number and rotate each of them 60 degrees. How can I do this? By Ara polar exactly. I'm going to specify the center region point as for the rotation or array, actually. If we had a circle, we could have find the center by the Gritty Snap, watch this. Well, we can't find the Center of this. So but I'm going to tell the technique. Here, there is a command for finding the center of the geometry which is area centroid, by which we can report at the report the coordinates and the places a point object at the area centroid of a closed planar, for example, curve. Check this out. This is the centroid. However, later I will talk about this command, too. Okay. I select the curve. Then I start ARA polar I should specify the center of polar array, which is the centroid point. I specify the number of the items, which is six, and then the field angle, 360 and z offset. I specify Z for the z offset. I mean zero. I set with a yes and then enter. Well done. We got six curves, 60 degrees for each. Well done. Following that, I'm going to place each of these curves at each 60 degrees angle. First of all, I fix the first one, then the next one, and then I go on R O to rotate it. And then the center of the rotation zero the origon point. And then I click, check this out. Note that if you enter a negative value, the rotation will be anticlockwise, and a positive value will give us a clockwise rotation, 60 degrees, for example, clockwise. Then the next one. Here it is. Then I rotate it, decentra rotation, origin point, then I click and import the angle 120. Well done. Next one. Zero as the region point, well done. Then I click, I specify the angle, 180 degrees. I go on the next one, 240 degrees for the last one, I'm going to rotate it anticlockwise. I import a negative value -60 degrees. By this way. Well done. Then I select them to ungroup them. Since while I want to love them, they should not be grouped. I ungroup them following that loft. I select the curves, not the points. So be careful. By this way. Or press down and tear. Here as you can see, this is the automatic mode. The SIM points have been specified by Rhino itself automatically, but we want to adjust or readjust the sin point. Let me show you again. Again, I select the curves. I ungroup them, but why? Since the curves have been grouped with the points, and we should not select the points for loft. Or even I can hide the points by filter or selection filter. I write click on points, and then I select the points, I delete them, I close it. Then I start loft. I select the curves, Enter. As you are concerned, the same points have been specified by default automatically, which is the result. No, this is not the expected result. So what should we do? We want the natural points. I mean, we want to move the sin points to the way they were at the beginning of the command. So I set it to natural. Well done, since we want them to be rotated or twisted, and this is what we expect so that we can breach to the twist. While in automatic style, it attempts to align the sem points and directions without intervention, and you don't have to check the directions. So just press down Enter, then check out the result or the geometry. Then if it was needed, we can modify or edit directions. We'll fix it by align curves. I press down into, take this out. It seems to be okay, but I should close the loft to continue the surface past the last curve and around the first curve. So we can create our mobius twist. If there was a problem with the directions, by align curve, we can fix them. By this way. Right now, we want you to put some time on creating the mobius twist. Don't forget to use your own creativity. 47. Exercise Explanation: Right now it's time to start working on this project precisely, and I will help you. So for creating or lofting these curves or circles precisely in details, you'd better to sketch the front view like this, as you can see, and then according to the front view, you can sketch the circles and then loft them. And the other points are given previously. So guys give the try. 48. Project: TWA Museum Exercise (Part 1): So let us sketch the TMW Technical Museum. First of all, as I told you in the previous session, it's sketching the front view. Then I start by Interpolate Curve. For instance, here as you can see, this is not our best choice. It won't be that much precise. Look, it is not satisfying. It doesn't meet our needs. However, we got some straight lines. So what should we do? Look at this. This is not what we expected. It is curved, not straight. So we can use the other one, which is control point curve. I pick it, and then I start, and then I specify the points like this. Check this out. No, this is very great. Hold down shift by this way. And then for the top part like this, very well. Great. However, I can extend it to maximize the height by this way, or even I can pick this and then extend it like this, by this way. You got too many choices for the addition, but I want to consider this. Okay? Watch this. Watch this part carefully since there are a bunch of points and then here the first circle. I picked it, then the center point as this well done. Then this next one. Here we need several profiles to create the expected form or geometry. I don't have a precise number, but we have almost multiple circles. Are you coupon sketching circles? Zero. But this time, I want to move it upwards along z axis. So I don't want to specify the center point at the region point, actually. Circle. Watch this technique. I do not type zero. I enable grid snap. After that, I hold mouse here, but I do not click. Then yes, of course, I hold down Control button. Then I move it upwards since I want the circle at the heights, but I haven't specified the center yet, and I move it upwards till here. Then I position it right here, well done. By this way. Very well. I'm going to do this technique, use this technique several times, so watch it. I pick circle again. But I do not click. I hold down the mouse. Then I hold down Control, and then I move it upwards, for example, here, and then I keep on using this technique. Select, holding down control, then move it upwards and then specifying the position or sketching the circle by this way. And then I continue here if you are getting tired, you can skip this part since it is repetitive. Very well. And the last one. Fight this way. And as much as I mean, the more circles that you sketch for lofting them, you will have the better form for the curve. I mean, for the loft, actually. You will have a smoother loft. So the more curves, the more the smoother curve or surface, actually. However, I recommend you to use an optimized number of circles to have the best result, not wasting your time. So I'm going to fix my statement. You have to specify the optimized number of circles. And here as you can see, we got a curve or arc. It better to pick. I mean, put more circles. So we can model the curve precisely and smoothly, again, hold on control. Very well. And here we got a straight line. So there is no need to more circles. I turn off center. And the next one here, very well. By this way. Here, and then here we got a curve line. So I'm going to use more circles. By this way. Let me go on. Thanks for your patience very well. And then the last one check this out very well. Then it's time to loft them, and you'd better record the history while you are lofting them so that we can edit them if it was needed. For example, you can scale the circles or move them. Let us loft them and then check out the result. As you're concerned, we cannot click and drag a window because the order of the selection of the curve doesn't matter here. So I want to choose them one by one. Watch this like this. Like this, well done. After that, I press down inter. The rhythm is correct. Okay. Watch this. If I set it to normal, the form is almost correctly sketched, but the mal part is not okay. Let me show you the image or picture. Watch this. They are different. So here we're going to use record history, and while we are lofting, we can revise it. I mean, this is not my recommendation. I'm just going through another approach. So this is another approach that you can use it. And it is applicable to watch this. For example, I select this point, and then I scale it, scale the circle. The other one by this way, I minimize it. Well done. As you can see, it is getting better. But my recommendation well below these curves. Again, I record the history. I click on it when I loved it. Then I select these curves in order. By this way. Check this out. I select them. Well done. I press down inter and then very well. Then here if I set the style to lose, watch this. As you can see, middle part is straight, and this is what we want or expect. Normal again, check this out. Here as you can see, some of the parts are curved. We've got some ups and downs. But if I set it to lose, watch this. It is getting straight. So the problem is that at here, I mean, at the corners, it drains the curveness or continuity, as you can see. But if I click on Okay, as you know, we have recorded the history. So we can select the curves to increase the continuity, for instance, and move it upwards. Watch this so that we can increase the continuity or scale it, maximize the size, and then move it upwards by this way. Mm hmm, like this. Check this out. We can easily increase the continuity and edit it, maximizing and moving upwards. The next one like this. Here as you can see if you got sharp edges, I minimize the size and move it upwards. So this is my recommended approach for modifying the geometry. But here there is a point that you have to know. Here as you can see if you had sharp edges, you can make some circles close and then sketch them. And if you hadn't the expected edges, you can sketch some circles close to this circle. I undo the process. I'm going to use the another approach and then show it to you. Then I select them. I create a copy or a duplicate since I'm gonna camper them. I loved it, then I set it to lose a style. Watch this. I love it one more time. Here, there is a point that I want to tell you, actually. So so just let's check it out. By this way, loft. Loose. Okay. Well done. I'm talking about the edges. Right here. We're going to modify the continuity or the edges. For example, rounding the edges or make them sharp or sharpen them. But here as you can see the continuity or curve, here is the corresponding circle at the place that we got the continuity. I'm going to sketch some other circles around it. I create a copy. I mean, I'm going to create a smoother curve ness or continuity. I create a copy and then I place it close to last one original one and one more copy to place it at the top. Then I minimize it a little bit. Then by using scale, minimize it. Very well. So since we have increased the number of circles, we can control the continuity. Let's se out the result loft, and then choosing or selecting the curves or circles. Watch this. We got more circles. I choose them in order, and following that, we're going to compare these two lofts. In turn, check it out, loose. As you can see, we have controlled the continuity, rendered viewport. Let us check them out in the front view. I zoom in to show you the details, check it out, Campare them. As you can see the loft is more close to the curves. In the second one. Or to put it short, we have control the continuity with the circles. So at the curved parts at the parts of the mile in which we got continuity, the more circle will bring us the more smoother or smoother edges. Meanwhile, the hollow is more deeper. Deeper than the first one. If you want to fix the top part, and we can easily fix it by just modifying the curves by using recorded history, can modify them. Again, left I'm recording the history, and then I select the curves in order by this way. Watch this. Well done, left, enter. And then, okay, this is the result. Then we can select the top curves and then move them, or I select the last one, and then I move it to right by this way. Well done. You know, you can fix it by moving the last curves. So there is no limitation in using the code history. By this way you can meet your needs. So, guys, I want you to put time on sketching this. Don't forget to consider the points. 49. Project: TWA Museum Exercise (Part 2): Hi, guys. I hope you are feeling well. Here it is the considered assignment for you that you're expected to create it by using sweep. First of all, at the analysis stage, we try to recognize or distinguish the main curves. For example, the curve here, it is repeated four times. There's a distance between them. As you can see, as it moves up, the cross section is getting greater, and here is the file that you can understand it deeply. Here, as you can see, we got four sweeps by this way. Here is the plan view. It's just like a square. Watch this. We got this, which is array, and then this would be the result. And for more information or explanations about the model, I remove three of the sweps and I keep one of them. Watch this. Here, we got the path and the cross sections, and I remove the form to show you the path and also the cross sections. So this is what you're going to sketch. I mean, this would be the main curve. As I'm marking in the picture as the rail or as the path, following that I should specify or create three cross sections at the ends and at the middle. And the middle one, as you are concerned, is greater than the others. While the cross sections at the ends are mirrored. So we need a rail at first that you have to be skilled at creating the curve or rail and then the cross sections. That the cross section curves are three rectangles, two of them are similar to each other, but the other one is greater than the others. Let me give you some explanation about rail. You can sketch it in the front view if I explode. This is one of the parts. It is extended upwards straightly, and then it is curved. But do you remember how did we sketch these curves? A curve curve which is composed by a straight part and a curve part? Exactly, we use control points curves. Watch this. By this way, as you can see. Right now, I just created the rail, from the front view, we can create the rail and then mirror it at the other side. But here, as you can see or as you can observe, the cross section is not exactly on the curve. There is a small distance or gap between the cross section curve and the path. Let me explain to you in the picture. Here are a few sketch and square I mean, hypothetically, at the base of the model, then we will have the four corners of the squers at the four corners of the model, which got intersections with the cross sections. And as I told you before, there is a small distance between the rail and the cross sections, the base cross sections. So because of that, there is a distance between the two sweeps. So back to Rhino, as you can see, we have considered a distance from the corner of the skuer the cross section. If you want to keep these relations, I recommend you creating a screw at first and then start sketching the rails. And then after drawing the rail or the path, you can go for the straight the cross section, as you can see on the screen. We got two rectangles at the cross sections at the base cross section, which is angled, I mean, it is not vertically actually vertical or small angle. Watch this. If I just from the top view, relation to the square, it is angled or rotated, and the inother one is mirrored. And the top cross section, which is a greater cross section. And the point here is that check this out. The top side of the rectangle is aligned with the rail and also tangent to the rail. Let us check it in the front view. Watch this. As you can see, the top side of the rectangle of the cross section I is tangent and also aligned with the rail. So if you do not adjust it correctly, you will have some straight sections, and you can't create the expected form. After creating the path and the cross sections, join the rail and then sweep them. This was the whole process of creating the muddle. Guys, give it a try, put time on it, then I will do it step by step together and I explain it, but don't forget to use your own creativity. 50. Wavy Ceiling Surface Design: I hope you have created the roof successfully, and if not, you can watch this session carefully and then try to create it after this session. Let us check out the images again. At first, as we were supposed to cureate one of these surfaces, as you can see, there is a curve. For now we don't consider the thickness. Here we got a surface which is twisted at 180 degrees, and then it is extended. Somehow it is similar to Mobius, but along a straight line. So get back to Rhino. Following that, in the front view, I sketch a straight line like this, for example. Well done. Following that, I'm going to array the polari. I select the line and then array polar. By this way, in the center of the polar array, I choose the center point, number of the items. Actually, the number of the items does not matter. But as we specify a higher value, we will have a smoother surface, as you are concerned. I told you, in the mobius modeling process, I mean, at least we need four geometries, but we used six. So I specified the number of the items, for example, eight. Following that, here you do not specify the value of that offset. It won't be an offset between the items, actually. So I want to specify value five, for example, for that upset and let me check out the image again, the roof envelope diagram. As you can see, it is twisted. I told you 180 degrees. So I specify a field angle 180 degrees. Watch this. Following that, as much as I mean, more value for z offset, for instance, ten, then the twist will be more smooth or smoother, actually. Let me show you the image. Watch this. I mean, here, we can control the amount of rotation or twist by the specified value in z offset. For instance, if I set three, it won't be that much smooth. But if I set ten, so then we can control it better. This is up to you. You can specify whatever you want. And I think ten is okay here. It's proper. Then I press down Enter. Well done. So I used A polar, and then I specified the value for offset ten. As you remember in the previous sessions, we have used it in the vertical geometries for lofting the tower, if you remember. Well done. Let us take the picture. We have modeled the middle part, the Mjol, which is the twist part. However, there are some straight parts, too. I mean, these straight parts at both sides are not equal to each other. One side is more extended. So to do this, I'm going to make some copies by this way, and one more copy to create the extended part. For example, I create four copies, well down, then at the other side, I make duplicates. By this way, and this. Watch this. Here I have put too much space between the curves since I don't want the twist to be at the middle of the surface. Then I love them. I select all of the curves, then loved, well done. Check this out. Very simple. We could create it. And also the twisted part. Then we're going to array it or propagate it. I make a copy. I delete the curves, and then for the next one, where at first I make a duplicate, and then I want to mirror it. Watch this. I set copy to no. Look. Then I select it to move it, and then I place it right here. Watch this. I mean, the twisted parts are not going to be aligned with each other. Watch this. As you can see, they are not aligned, and the module is repeated symmetrically. So by this way, you can create it. And if I array them linear, for example, 30 as number of the items. I specify a path, check this out. Then we can easily model a part of the roof of the airport by this way. I undo the process, and in the next step, I'm going to create the volts. Let's see. I take a look on a picture. Let's check it out. For instance, here, as you can see, one side is slanted and then the other side is straight. It is so simple. As you can see the modules are not aligned. I mean, every other module is extended at both sides. I mean, the lateral modules are not aligned with each other. Get back to rhino. I delete one of them, the copied one. I want to curate this slanted and a straight vt. So to do this at the next step, we're going to use a simple approach. However, we got multiple approaches. But the quickest one is to hold down Control and Shift and select this. After that, I click and Gumble and then specify the dimension. For example, -40, watch this. This is the quickest approach. Then the other side, I select the curve and then Control Shift hold down. I click on Gumble, and then -40. Then I slant it by this way. Then at the Perspective view, as they are exploded, I select them to join them by this way. After that, in the top view or plan view, I create a copy, then I mirror it by this way. Then I connect it to another one. Then I can trim some part like this. Then it's time to I mean, after trimming, decide the end, it's time to array, select and array linear. 30 has the items. And then by this way, you can create some parts by this way. Well done. Try to sketch it yourself, try to use your own creativity so that we can go through the next project. 51. Workplane Modes and Selections: In this part, we're going to talk about the s plane or the work planes, actually. But how do we can modify them or adjust them or set them? She plane actually are similar to work planes in Revit or UCS in AutoCAD, that we could modify them or switch them. I mean, we can modify them or set them based on our needs. And in Rhino we got a tab named C planes. I click on C planes. Here there are some tools, as you can see that by these tools you can modify your Cplane. Let us talk about the options and check them out. The first one is set C plane origon which enables us to set the construction plane in the active viewpoint. If you remember while we were working on a project, I recommended you to work around the origin point. Suppose that this circle is represented of a project, so I press zero and then I sketch the circle. I may consider this as a block of a project. However, there is another block for our project. Suppose that this square is related to the next block, so we can specify two origin points. We want both of these two blocks to be placed at the origin point. I mean, when we are switching between these two block, we want them to work based on the origin point. So at such a condition, we can modify the origin point temporarily. So here, we can click on set C plane origin, and then I enable Center, watch this. Then I place it here, I set it here. So this is our temporary Cplane, which has been set here. So, for instance, here if I want to sketch an arc, and then want to array it. For example, array polar, if I press zero, the origin point will be the center of the array, so it could be very useful. By this way. However, I had a specified offset. So set origin enables us to set the construction plane in the active viewport. The next one is set C plane to object. Then it enables us to set the construction plane in the active viewport to an object. For instance, suppose that we got this, we got a surface, buy this way, and then then we're going to have some drawing on the surface like sketching a rectangle. As you can see, it is not available since the work plane is not the surface, but we can set the surface or the object as our current plane. I may check this out. If I sketch the lines, if I press down inter, then it will be placed on the Cplane. Unless I use snap to the edges and for the first point, then we can't specify the second point. So in the continuation, we're going to set the surface as the C plane or current plane. By using set C plane two object, we set the construction plane in the active viewport to an object to the surface, actually, for example, here. So I click on the tool, then I should select an object to orient C plane two. I click on the object. Well, the watch this as you can see the C plane is aligned with the surface. As you can see it just like UCS in Autocad or Work planes in Rabbit. We can sketch the rectangles on the surface. Let me change it again. I select, and then I set to the other side. Watch this. Then I can sketch my rectangle or other drawings easily buy this way. Well done. Following that, I want to reset it. Here, as you can see, we got three tools. These tools can bring us to default current planes, default sea planes, actually. While we are at the perspective view, right now, do you know the view which is equal to the s plane? Exactly. It is top view. Here if I choose set C plane over top, then it sets the construction plane in the active viewport to the volt top construction plane. So if I click on it, then it brings or return to the default default mode or the place in which it has been at the beginning. Right now, we got deep construction plane in the top construction plane. For instance, suppose that here we got a box. I hold down control and shift and choose the edge, then I bring it down to slant it or make this slope, make this slope. Then I'm going to work on the roof. I set the sepaling to the object to the surface. Watch this. Then one more box. By this way, I create the extrusion on the box on the surface. And then I set it in the top view or to the default mode. In the next example, if we had a curved surface, I sketch the curve and then I extrude it. Following that, I'm going to set the object as the C plane to show you the results. However, it wouldn't be that much satisfying. Check this out. The average of the surface is considered as the Cplane. So in the curved surfaces, plane is not practical. However, we got another tool or actually command for the curved surfaces, which is set plane to a surface, which can set the construction plane in the active viewport to a surface. If I click on the surface, check this out, then we should specify a C plane origin, and the specified origin point will be perpendicular to the surface. So we click, and then we specify the axis direction or we can hold down shift, and then we click to specify the axis direction. Then we will have the plane. Let us try again, so watch this part carefully. I click and set Z plane to surface. After that, I should Click on the surface. After that, I should specify the plane region or we can press Inter to accept the default one. For example, here, I specify the point. Then I should specify the axis direction. Then I should click here I rotate the plane, watch the result. The plane is tangent to the surface, but the direction is rotated slanted. So if we wanted to, it just the exact direction, you can hold down shift or you can turn on Eartho to restrict the direction. Following that, you can click and specify the direction. Watch this. I set it to the default mode or top view, and then the next item or option. Next item is set the plane perpendicular to the curve, which enables us to set the construction plane in the active viewport perpendicular to a curve. For this, I sketch a curve for the example, a non planear curve like this. Well done. Following that, if I want to sketch S, Circle, which is rounded, I mean, around the curve, we should use the sea plane, actually. I pick the tool, then I click on around curve. Then I click on the curve to sketch the circle or specify the center of the circle on the curve, and then watch this. Here it is. Around curve is available for the commands of circle ellipse. And the polygons, actually. Again, round curve. I specified the center of the inscribed polygon. But if I want to sketch a specific and complex geometry around the curve or perpendicular to the path, what should I do? Actually, we should modify the Cplane. However, there's another approach, but this is a good approach too. Actually can set C plane perpendicular to curve, perpendicular to curve, then I should specify the curve and C plane perpendicular to. Watch this. Then we can specify the Cplane organ. The C plane will be perpendicular to the curve at that point. After that, I can pick the interpolate curve and then sketch it around the curve. Watch this. Let us try again. I pick it, and I should select the curve to and C plane perpendicular to. After that, I specify the Cplane origin point. Great. Then by the single line, for example, or polyline, we can sketch it perpendicular to the curve. Well done. Then I set it to the default mode or top view. These were the most practical ones in the continuiton, I'm going to talk about some important points. For instance, we are working upon these surfaces. Then I select the surface or the object as the C plane. Watch this. I have set the work plane or C plane to the object on the object. Then I sketch something. I want to switch to the other surface. Again, I remove the C plane, and I click on the other surface, and then we can move for Varti process. I mean, this is the most useful tool for modifying or switching the Cplane. Again, we're going to consider this surface. Let me delete this. After that, I'm going to work on this side. So I Set plane to object. As I told you before, this is the most frequently used tool in modifying the plane. Then I select the surface and then sketch my, for example, rectangle. Then I go for the next one. Again, set plane to object, then I click on the another surface. For instance, this time I want to sketch another rectangle here. Following that, if I want to switch back to the previous surface, available to click on I mean press Down Control Z. I mean node that control are undue does not work out on the seaplane. It undoes the drawings, actually. The press down control Z check this out. It removes the rectangle. We got the sea plane, but the sketching is removed. But how can I go for the previous sea plane? How can I switch back the seaplane? Here, there is another specific tool for this, which is undue seaplane change, which set the construction plane in the active viewport to the previously used construction plane. So we can set the previously used plane control set. But also it undoes the sketch, not the sea plane. But if you wanted to undo the plane change, you can use this in seaplane tab that you can undo and also redo. If I press down the left bottom mouse, it moves to the previous one. If I press it down again, it returns to the default one. But periodically, you can reduce sea plane change. I mean, you can set the next construction plane. However, there are some times that you are working upon two sides of a building. For instance, like this, I sketch a rectangle by this way. Then I want to switch to the previous one. So I click undo change plane plane change, then I go for the previous one. After that, the next one, redo, watch this. I mean by these two tools, you can switch between two Cplanes or two surfaces sequentially or to switch between the previous and the next one by using undo Cplane change and also reduce plane change. But note that it should it could be very practical. If you wanted to return to the first sea plane, you don't have to click on undo seaplane change. You can click on set seaplane orltop then it would be set to the default one. The last point about the sea plane is that the changes in sea planes only applied on one of the views or viewports. Let me give you an example, for instance, here we got the perspective right front and top view. I set them to the shaded display mode by this way. For instance, I delete the sea plane into perspective view. Following that, in the perspective, I set the sea plane to the top surface of the box, as you can see, but in other reviews, the plane has not changed. I mean, if I continue my sketch in the top view, take this out into perspective view. So the sea plane change in the perspective view does not effect on other viewports. So if you have changed your sea plane into perspective view, you should continue your sketch into perspective view too. This was the final point that you should put it into consideration. Practice the given lesson, see you later. 52. Selecting Object: In this part, we're going to talk about the tools in the tabs of select. So we're going to talk about the selection tools here. The first one is select A, which selects all the objects by this way as you can see, and even you can use control plus A buttons instead of clicking on Select O. And the next one is select none, which deselects all of the objects. Check this out. I selects them. The next one is invert selection, which is useful. The invert selection, I'm command, deselects all selected objects and selects all visible objects that were not previously selected. For example, I it all of the objects except the curve. So instead of selecting all of the objects and then deselecting the unared one, we can select the unneeded one, for example, the curve. Following that, I click on Invert Selection. Then it deselects the selected parts and selects the unselected objects. By this way, the next one is select last created objects, we have talked about it before, we select the last created objects in the scene, for example, the surface. I mean the last created or the last trimmed object. I mean the last modified, actually. The next one is select previous selection. For instance, I select this object or this box, then I deselect it. After that, by select previous selection, I can select it again. And the other options are very simple like select points, which selects the points. Only the points or for example, select polysurfaces, which only focuses on the polysurfaces. Then if I click on select polysurfaces, which one of the surfaces won't be selected? Let's check it out. Here it is. The single surfaces hasn't been selected. However, there are some options in select polysurfaces, like select polysurface ss. It selects the polysurfaces, as I told you. The next one is select open polysurfaces, by this way. So it does not select the closed poly surfaces. And next one, select closed poly surfaces by this way. Right now, I try to tell you the most important ones. However, if you want it, you can just read about others, and the next one selects surfaces. Check this out. It selects the single surfaces, and it does not select the poly surfaces. Let us check out the options. These two are very useful. The select untrimmed surfaces. As the name shows, it selects the untrimmed surfaces. What do you think about the result? What is the trimmed surface here? I mean, which one is the trimmed one? Exactly this one, since this is a trimmed surface, not untrimmed, which has been created from a closed curve, a non planar closed curve, which is patch. And as you remember, patch creates trimmed surfaces. Check this out. Fy clic trimmed surfaces, select trim surfaces. Check this out. It is selected. In other words, by these two tools, you can check out the trimmed and untrimmed surfaces in the scene. The next one is about selecting curve, as you can see, I click on it, then we will have the curves selected. All of the curves will be selected. Here, there is some options. Let's check it out. For example, select curves, all of the curves I meant or select open curves. Watch this. The open curves are selected, so the closed one are not selected or the closed curves. Watch this. The closed curves are selected. And then the next one is select polylines. As you can see, the polylines are selected, and others are curves, not polylines, and also the single lines. You get only one single line, as you can see, which is selected right now. What about the other one? Check this out. It is not selected. Actually, I have sketched this by curve. Watch this. As you can see the name is open curve in properties, not a line or polyline. And the next one is select plane arcves. I told about you about the plane archves. So this tool selects the plane arcves. So which one is the non plane ar cave, as you can see? Absolutely, this one. I click on it. Select. All of the plane archves are selected except the non planar one. Very well. Here there are some techniques for selection that I want to tell you. So let's check them out. By default, when we want to select, we cross a rectangle by this way, by click and drag, as you can see you are crossing a rectangular window. However, we can control the shape of the cross. For example, by clicking on select B circle, I can click on it. After that, by click and drag, you can cross a circle instead of crossing the window. So we can draw a circle to select the objects. I try again, check this out. So by the circular selection, we can draw a circle and then select the objects inside the circle. By this way, what about the application of this tool? For instance, here we got a surface, a deformable surface, the U point count, for example, four D, and also viewpoint count for D. Check this out. Press down F ten. Following that, I want to draw a circle to select some of the control points and then move them upwards. I click on circular selection. I zoom in, watch this, then I draw a circle in order to have a circular selection, so it could be useful. And then I can extrude it or move it upwards, for instance. However, there are some other cases like for example, let me see. Select by brushing. This select by brushing commands select objects based on painting a thick brush stroke. So we can click and drag and then draw the stroke, and the objects touched by the stroke are selected. So let us try again. I click and drag or click repeatedly to draw a stroke, and then by default, uses crossing select. Objects touched by the stroke are selected. Check this out, and after finishing, right click, watch the result. However, there are some options here like polyon which is set to yes, and the selection mode is set to crossing. For example, in crossing, I mean, white, you can specify the brush te. You can narrow the vive down, watch the S 20 by swing, then I right click. And finally, here we got selection filter that we have used it before. As you remember. Here we can get access to filter from either this way or from clicking on Filter here from the bottom. You can get access to it. Following that, if I want to select only the surfaces, I uncheck others and then keep surfaces. I right click on surface and then I click and drag or cross the window. So we can either use the selection toolbar or the filter. It's time to practice this part. 53. Advanced Tools: Fillet, Chamfer, Offset: Hi, guys, at this session we're going to talk about filleting and chamfering the surfaces. So for Filting surfaces, you can type Fillet SRF by this way, but Fillet itself refers to the lines for the curves, we're going to use filet SRF for filet surface. However, we will talk about the fillet edge in the future sessions. But right now, we're going to cover filled surface. I select it. And if you wanted to find the icon here in surface tools, here it is fillet surface. Well done, at first, we should specify the radius. For instance, five degrees. Then I should select the first surface to fill it. For example, this one, and then the second surface to fill it. Well, done, let's check it out. Then it fill it the two surfaces do fill it surface. Here, there is another part which is trim. It is set to yes, which trims the original surface to the intersections with the resulting surface. However there's other options, yes, no and a split, as you can see. If I set it to yes, it trims. If I set it to no, it does not trim. I mean, it does not trim the original surfaces to the intersections with the resulting surface. So we got the surfaces and also the original parts. I mean, we got the curved surfaces independent to the original ones. But the other one was split. If I set it to a split, it splits the original surfaces at the resulting surface edges. I select the surfaces, and then I let them, as you can see, they are not trimmed, but they are splitted. For instance, here you may want to associate a different material to them or you may want to keep them or whatever. However, you can apply the polysurface on masses like a box like this. Let's it out. But here, there is a point that you should know. I start filling surface, five as radius, then I want it to be trimmed. I select the first surface. Then the second, check this out as you can see other phrases are left. But if I trim other faces or other surfaces, then it would be it wouldn't be that much satisfied. So we should use another approach that I will tell you in the future session. Should know that we use filled surface only for two connected surfaces, not more. I undo here if I had two surfaces that there were small gap between them like this way, we can fill out these two as well. But you should know, Dad your specified radius should be more than the distance between them. Fill a surface, I start the command. I set two for radius, then check this out. It does not support, since the radius is smaller than the distance. Or, for example, this time I set six, and I select, check this out. I would work out. So if there were a gap between two surfaces and you wanted to fill at them, you should know that you have to specify a greater radius or a radius which is greater than the gap or the distance. And the other command is variable filled surface. Check this out variable filled surface, which creates a round tangent surface between edges of intersecting surfaces with varying radius values. Here is the icon variable radius surface filet. I started then I should select the first of two intersecting surfaces for variable radius filet. Then we can specify multiple radio for the two intersecting Surface edges. At first, I should select the first of two intersecting surfaces for variable radius filet. I select the first one. Then the second intersecting surface for variable radius fillet. Watch this. After that, I should select filet handle to edit. After that, the handles will appear on surface. Then in the continuation, I'm going to specify the, for example, beginning one and then three or five for the end. So if I want to modify the radius at each of the ends, I click on the points. You can either modify it manually. I mean, you can use the grip on the edge to move the handle along the edge or you can type a new radius distance. I click on it, for instance, five. I press down Enter, and if you want it, you can set preview to yes. Watch this. Trim and join, which is set to no, as you can see. It trims and joins the resulting surface to the input surfaces. Watch this. I set it to yes, L. So I again start variable radius surface fill it. Then I should select the first of the two intersecting surfaces. Here is the default value for radius. Hereby can click on it and specify another radius value like tree. Watch this. One more click. As you can see the default value is following that, I want to set zero for one of designs. I mean, totally sharp and six for the other side. I click on it, and then I type the new value, which is zero, Inter. Watch this. It is sharp and then I click on the other side. I specify six and then Inter. Well done. By this way here, I got a question for you. Can we specify or select more than two intersecting edges or surfaces. Now that you can add more handles for the filags. Let's check it out. I select the surfaces at first. Here, there are two grip handles by default. Here, as you can see, by clicking on at handle, I click on it, then I can specify the other handle by the position it like a dissenter or other positions. Then after adding the handles, I press down Inter. Now the handles are fixed. Then it's time to adjust the radio. For example, the beginning of the intersection, zero and zero for the end two. Watch this. Then for the middle handles, for example, five, and then three for another one. Look. Then if I want to modify the position of the handle, I click on it and then select a new fillt handle location. I turn off the Snap Green snap, and then I specify the location, and I want to move another one, too. I click on the point which is placed on the line. By click and drag, I move it by this way. Following that, if I want to add another handle, I click on that handle, then I click, then one more after adding the handle, I press Inter when it was done. Then we can modify the radius. I click on this 0.2, for instance. Following that, here, here as you can see, the grips are for modifying the radius and the handles are for changing the filet locations. No 0.5 by this way. Again, I click and drag the handle to modify the location. And then if I make it too close to another handle, it ruins the fillt so the distance between each of the handles doesn't matter. So make sure that there is enough space between each of the handles. By the handles, as you can see, we can move the location, and then by the handles, we can specify the radius. They feel a radius manually or even type the new value and then pressing down when it was done. By this way, rendered view port, let's check it out. Can fell at them very smoothly, by this way. Shaded. So let us check other options. So we can review the command variable surface. I choose the surface set. Then we will be given two handles by default, at handle, by this way, inter if you wanted to change the location, by the handles, as you can see, and then by the grip, you can specify new values for the radius, by the movement of the mouse or even typing by this way. Other option here is copy handle. So it is clear that you can create a copy from handle and then place it wherever you want. Then after it was done, you can press down Enter or by remove handle, you can delete the handle. By the sway, then press Inter. Then for the set A, you can specify a radius or a value and then set it to all of the handles. For example, if I want to set all of them on one and then modify them, for instance, set all the radius for all handles like one then after setting them to one, I can move the other creeps by mouse manually like this way. And then others are not that much practical, but trim and join. It trims and joins the resulting surface to the input surfaces. So if I set it to no, it does not trims the input surface, but it adds the fillet. And we usually set it to yes, since it is more useful and practical and in tear, and we can apply the changes on the box, too. And as I told you before, the other side will be remained handle and inter. Watch this. This is the result. As you can see, other sides are remained, but not displaying the preview refers to the suffer bug. But if there was a distance between the surfaces, for example, these two, I set a small gap between them. Then I start variable filet surface. I select the intersecting surfaces. As you can see, it doesn't work out, because we should make sure that input surfaces intersect. Otherwise, the filat failed or fails actually. However, they can be crossing each other. I mean, at least they have to be intersecting each other. So in all invariable surface, the two surfaces should intersecting. Watch this by this way. So as a result, the gap or distance between the two surfaces is not accepted. Actually, we got all of the options and details and points for Chamfer too. I mean, chamfer and fillet are similar to each other. Here, we got Chamfer surface, which creates a line segment between two input curves and trims or extends the curves to meet the line segment. First and second, watch this by this way. Can specify the distance the first chanfer distance, for example, five and two, and I set trim to yes. I select this and then well done by this way and actually extend here is not that much practical. I mean, applies. It applies when the arcs are chamfered but need to be extended to meet the fillt curve or chamfer line. For instance, in this example, I'm going to show you the practicality. Here, as you can see, our two surfaces are distant to each other. I select them to chamfer them. You can see, it does not work out. It failed to create chamfers. But this time, I trim one of them by this way, and then chamfer. Let's check it out. Again, it is failed. Here I'm going to exemplify in no case, suppose that we got two surfaces that their heights are not equal to each other, for instance, like this. I mean, they are not equal, but this way I extend it, I extrude each of them, and they are distant to each other. Then I start Chamfer. I specify a distance. The distance should be more than the gap or distance between the surfaces. For example, eight and eight. If I said extend to no, then this would be the result. Watch this. If I set extend to yes, watch this. Here as you can see, as the surface says, need to be extended to meet the fillet or meet the hanfer line. The arc is extended. However, we got it in the fillts too. I mean, it is not that much useful. I fill it, if I set extend to no, I specify the radiate. This is the result when extend is no, is set to no. But if I set it to yes, check this out, this is the result. As I told you before, it is not frequently used, since it is not useful among the user. As you are concerned, we can apply the chamfer and the box two Chamfer surface. I specified a distance. I trim I said trim to yes, but why this way, and a chamfer. Actually, we got variable surface chamfer, too. I start the command, then I should select the first of two intersecting surfaces for variable radius chamfer. Then we will be given some handles and grips. You know what just like the variable fillet, we can add copy and remove the handle, just like the filet variable variable filler by this way. I don't want to take time, so let's check it out again. Add into yes, or specified by the movement of the mouse, set preview to yes, and trim and join, yes, handle, enter by this way. Check this out. This is the result. And I want to tell you the final point about chamfer and fillet. If you had two surfaces like these two, that are crossing through each other by this way. I select them, and then I extrude them by gumball by this way. Then if I want to trim the extra parts from the input or original geometries, what should I do? Yes, we can trim them. So I pick trim command to select the cutting objects. I select all of them, enter, and then the objects to trim. By this way, I trim them. But what is the another approach that it is used in autocat too sometimes? Exactly. We can use fill it and specify zero for the radius. Filled radius at zero, then I select them, watch this. It gives us the same result, the same approach that we use in auto chat. There is another command that I want to tell you. After that, we can finish the session and I let you to practice. So that we can go for other projects. The next one is offset variable. As we talked about offset before, but we're going to talk about offset or variable offset or offset surface variable. So let's see what it is. For example, in the front view, I sketch a curve by interpolate curve. Then I'm going to create a surface and for extruding them, I'm going to use offset, actually. However, we can use extra two, but I'm going to go through offset, not extre. But I want to extrude them variable. I mean, variably. For instance, we got these curves. Let me make it non planar. I move the control points down by this way. Great. Following that, loft. I select them and loft. Let me move the curve. I'll move it downwards. Well down by this way. Here is the given result. Following that, I'm going to extrude it. For example, offset surface. Let's give the try offset surface. Inter and then to up, and then the offset distance three, set solid to yes by this way. Then I want the thickness or the distance variably or in a way that it is changeable. So again, offset surface variable. I search for offset surface variable. And as I told you before to do this, we should use offset surface variable in surface tools, here variable, offset of surface. Offset surface as you can see next to it, and then the variable offset of surface. However, we can type it in the command line, variable, offset SRF by this way. So, guys, let us have a review. To do this, we should use variable offset surface. You can find it in surface two, variable offset of surface, next to the offset surface. However, we can type in the command line of variable offset, SRF. Or variable offset of surface. I start the command. Then I should select the surface, the variable offset by this way. Then the shape handles will be appeared. Let's check it out. Here I click on the grip or handle, then we can adjust the dimension by the movement of the mouse. Even we can type a value for the offset distance at that region, as you can see the similar to variable fill it. There you could click on the points and then move them by the mouse. I mean the grips, and you can also import or type the value manually. For example, I click on the other one, and then I reduce the offset. Offset distance. As you can see, you can specify different value for each of the corners or intersections. And in the variable, we do not have solid, since at any condition, the two surfaces are not solid. Let us take the other options, variable offset, set, just like the variable chamfer. We can specify a distance, a value, and then set it to all of the handles or grips, just like variable fillet and chamfer. So following that, you can adjust or set a similar or equal value to all of the handles. I set a similar value to all of the handles, and then I modify them, for instance, two, and the other one I select and set zero by this way, well done. And at handle, it is like I mean, just like variable fills and chamfer. If I click on it, then I can specify positions for new handles. By this way or other points for specifying or adding new handles. By this way. And if you wanted to add another handle, you should again click on a handle. There is a small differences between variable option and variable chamfer and filet. Since after adding a handle, the command or option is canceled. So at handle, then I add the handle, and for other handles, I should again click on a handle. Then I can adjust a distance. Then if I wanted to modify the position or location, I click on the handle, I click and drag. You can modify their positions. And if you wanted to modify the direction, you can click on Philip. By this way, press down, Enter. But if you wanted to cover the faces to make it solid, since we do not have solid option, we can use loft. Loft, then I select the edges, surfaces, and then I loft them. Following that, other edges, check this out. Click and loft. Well done. I note that for covering the faces, the lateral faces for the surfaces that you have used variable offset, you can use loft just as I told you. This is the result surface which has been created by the variable offset surface. Practice this session, then I will go for the project. 54. Exercise Explanation: Hi, guys. I hope you are doing well. As I told you in the previous sessions, you have to do all of the practices. And also the exercises from A to Z, watch the videos and try to not skip the examples so that you're allowed to go for the next part. So if you haven't practiced the previous lessons enough, just tap the video right now and try to get a skill at them so that you can start this project. Note that watching the videos and the episodes doesn't necessarily teach you anything because you need to put them into practice. So you have to delve into the practices and the examples, put them into the consideration, ask questions, so you can activate your learning process. Let's check out the project. At first, let us see the pictures to analyze the project. At first, as you can see here we've got the plan and the front or the elevation views, the diagrams, the section views, the plan view, check this out by this way. Here as you can see, there are some filllets as you can see, but as you can see, the origin part is not trimmed. So while we are using fillt, we should set trim to no. Great. Exactly, in order to create the fillet and also the origin parts will be remained. Told you before, at the first stage, before we want to sketch a project, we should find out or realize the main curves. So the main part in the project is the analysis of a form or a geometry or the project. And so far we have been practicing on analyzing the forms and realizing the main curves, and after reaching to understanding about the geometry, it wouldn't be that much difficult to finish the project. So here I have prepared the plan view and the diagrams, as you can see the plan view and the section and north elevation view. And as you are concerned, you have to start from the roof plan view and the bar arrangement. We're going to start from the main curves. Our main curves are, for example, this arc, as you can see. Here it is in the plan view, the arc. So you should sketch this arc. Here it is. Then we're going to use mirror to mirror the arc. And the other main curve is the elevation line. However, it is not visible in the plan view, but we should sketch a line at the middle to control the elevation view of the project. Or nor der to create the arc of the elevation view. And another one is this, this curve or arc that in the process of modeling, you will see that we don't need it. So you can sketch it, and after that, you will see that it was not required. So after sketching the main curves, you should find out or actually find the proper command for creating the surface and then create a part of the roof and then array it, and then you can add the filllet. So, guys, give the try. After that, in the next session, I will sketch it so you can assess yourself. 55. Modeling the AD Classics: Hi, guys, I hope you have created the project successfully, and then if not, you can watch this episode because we're going to create it together step by step. As I told you before, we're going to start from the main curve, which we're going to set from the plan view, actually, and the main curves that we're going to sketch them at first in the plan view is this, and the another one is this in the middle line, which is extended till here. But if we connect the end lines together, I mean, to each other, then we will have two squares inside of each other as you can see in the plan view. Watch this series the first square, as I'm pinpointing, and then another one, take this out, which is rotated at 45 degrees. So if we sketch two skewers inside of each other and then rotate one of them, we will have the end lines or endpoints of each of the lines. So let us start from here, get back to Rhino, here in the top view or plan view. I want to sketch a skewer from center, a hold down sheaf to restrict the dimensions by this way. I hold down all the I rotate it at 45 degrees, and also create a copy or make a duplicate by this way. Then I select the main curves to complete the geometry. By this way, a triangle. Well done. Following that, a line at the middle. Let's check it out at the perspective view. Here is a slice of a project. I mean, this is the basic part of the geometry or the project. Then I get back to the picture to, like, take a look on it. Then I'm going to sketch the arc that we got out here at this position in the plan view. One of the ends is placed on the ground on the seaplane while the other end got offset from base. As you can see, this is the offset or distance between the end and the sea plane. What is the height? We can find a preparation for it. I mean, we can use approximate values. If we have the distance between the other end to the origin, we can calculate the height. So the vertical line from the origin point or the center point in relation to this, let me show you the picture again. I'm going to consider this distance and then half it. I mean, less than half of it, less than half of the distance between the origin point till the other end by this way. Then for sketching the arc, here we go the two ends. So as I told you before, at first, we should pick the curve, interpolate curve, we sketch the line or curve, and then we can choose the control points to control the continuity. For example, like this. I can curve the line like this or I move the control points. And while you are moving the control points, note that they should not change in the plan view. I mean, you should be careful when we make sure that they are not moving to right or left. You should move them along the Z axis, not X and voy axis. So make sure that you move them along the X axis, since it should be a straight line in the plan view, so you're allowed to move the control points along the X axis. But if I move it along x axis, check this out, it changes in the plan view. Well, done. We have created the arc, then for the middle one. But how let me take a look. Here we got the two ends of the arc, as you can see. The ino end is at heights. I mean, here we should sketch a vertical line to connect it to the other ends. But how much, for instance, in relation to the other curve, you can say less than two times. Then again, I pick the vertical line. Vertical to si plane. Then from here the intersection, watch this. Then I extend the line less than two times the previous one by this way. Then again, interpolate curve. I connect these two ends to each other like this way. After that, I choose the control points and then create the arc. Or move them along z axis. And note that you should not. I mean, the control points should not be lowered more than the previous one because the result won't be satisfying. So I just move it downwards a little bit, and I can choose these and use then mirror by this way. And as I told you before, you may consider this arc as the main curves as I show you, but you're wrong. However, I sketch it. Finally, you will see that it was necessary to be sketched. By interpolate curve, I connect these three points. Well done. According to the curves, how can we create the surface? What I mean, which one approach? Which one of the commands do you suggest? Here at least we got two approaches. First one, here we can choose these three curves. And then if you're thinking about surface, you're wrong. Since in H surface, as you remember, I told you that the tree edges or the tree curves should create a closed curve. I mean, they should be three sides of a triangle, for example, but these are not related to specific geometry. So we can't use H surface. So what should we do? Exactly, we can use loft. You start left. I choose these edges or curves, and as you can see, the last arc is not used, Enter. Watch this. We created the surface. But what about another approach? What do you think? I can guide you to guess the approach. Here we can use edge surface by the three edges that create a triangle which are these three edges as I showed you. I start te surface command. Watch this. This tree. Look. By this way. Then I can use mirror to mirror the surface at the other side. By this way. So there were two approaches, and here is the result. So which one do you prefer? Each of them has got its advantage. I mean, loft gives us a joint surfaces, but a surface enables us to control it at this edge, too. I'm in the arc. I mean, I can select these two control points and then increase the continuity to deform it, and then create the surface. But at the mean for the current geometry, loft would be a better choice. However its surface does work out, too, but I prefer to use loft. So I loved it. I choose the edges, well done. As you can see the surface is matched with the curves and then okay. Well done, let me check it out in plan view. As you can see it is not extended. I'm in the loft, since I'm going to array it, so they should be arranged next to each other. Everything is okay. I select it, then array polar. Then the center of the polar array, eight as number. Watch this. 360 for the field angle. I do not specify that offset. Inter. Watch this. Here is the result. So we have done the most part, the most important part of the project. Right now, the filets is left or left, and then the front glasses. Here there is a point that I want to tell you here as you watch it attentively if you look at the picture carefully, let me show you the photos. Right here. As you can see, the end part is sharp or is sharpened. There is no filet, which means that the origin part is not trimmed. So here we should use a variable filet. I mean, for the end part, we should specify zero. I mean the radius, but for other parts, we should set other values. So let us check it out. Variable filet surface. Then I click on these, delete these two surfaces. Following that, trim and join, I set it to no. But I'm going to add something. I set to zero, I mean the end zero. Then I zoom in to here. Then by click and drag DGrip we can just fill it here approximately. And I disable the grid snap for instance, like this. Watch it. Press down, Enter. Well done. Following that, I want to fill this part. Watch this. Let us take a look on a picture. So if I want to fill this part, here is the first edge, second and the third edge. So I should use surface or surface. Actually, I select them, and then I fill this part. Watch this. Here is the result. Following that, I can select these, the fillt and also the surface, and then array. But let me sketch the storefront walls, and then we will array them all. So if you agree, I hide the curves and then at the top view. And then here I'm going to create the store front wall or the glasses glass vaults. Watch it. By this way. Well done. Then at the plan view, via frame display mode. Then I sketch straight line by polyline. I should enable the grid snap, and I activate planar and Project Asvil by this way, like this. Watch it. Then what is the next step? What do you think? Exactly. I select it, then extrude, then extrude two Boundaries. If you're answering these questions correctly, I should say that I'm proud of you. Since you're walking along the right path, you're learning. So to boundary. Watch this. What has happened? Here, since the surface has extended to the boundary, here, it has been splitted, I mean the surface. So I delete the top part. Well done, here the store front wall. Then I select the surfaces to array them polarly. I search for array polar in the command line. Then the center items A, 360, well done. Let's check it out in the rendered viewport. Then we can extrude the surfaces. I mean roof. So after it surface, I select them. I select the roof. I diselect these. Actually, when you are working with offset surface and you want to choose all of the surfaces, you don't have to hold down shift. Watch this. I specify the offset distance, the value like not 0.1 toward up, and I set solid to yes, by this way. Check this out. Again, I set the rendered viewport. Here is the result. And for associating classes to the storefront walls, I will teach you in the future sessions. So, guys, I leave you alone with this project to work on it and practice it. So if your result wasn't that much satisfying or reasonable, I recommend you to create it again. See you later. 56. Project: City Theater and SF Tower: Hi, guys. I hope you are feeling well at this session. We're going to model the theater. At first, let me show you the pictures of the theater. Here we're going to model the main body and also the sloped roof, the thickness, and also the columns here. So at first, let me show you the plan view. I import to the rhino by this way, from the center point or agent point. And then, for instance, I place it here, 40 meters. Then I select the picture, and then in material, I'm going to increase transparency to make it transparent. Then by Control L, I lock it. Following that, I'm going to create or sketch the circles one by one. I pick circle from the center point, and then the first circle, which is related to the roof, watch this next one, which is connected to the columns and then the next one, which connects the lines to another circle and then another one. The mean the last circle creates the main body of the building. Then at this stage, I should specify the height of each of these circles, for example, the height of the roof and also the height of the body of the building. So to do this, I can use the picture, the elevation or front view. I import it to rhino, vertical, the start of the edge by this way. After that, after importing and placing it, I should scale the image. I move it downwards at first. Following that, scale from the zero point or region point, and then till here, as you can see, I scale it. Following that, I can open the front view to sketch vertical lines specifying the height of the roof and also the building. I select the image, Control L to lock it, then it won't be selected. Front view. I select and then move the circle upwards to specify the height of the roof, and then it's time to select the circle of the body. By this way, I can move it upwards. I hold down a button or alternative button, then into the front view. I select it, move it till here for the height. I don't need the image, the front image anymore. I can unlock it, Control Shift L, and then selecting and then control edge to hide it. Then it's time to. I can extrude, extrude curve. I extrude the circle till here, and then by using loft, I select these two curves or circles and then loft them by this way to create a surface. Shade a display mode. Here as you can see, these are the created surfaces or the main ones. Again, I can select the top circle or the curve the plain R surface, and then I extrude it by gumball by this way. Here is the result. I select all of the surfaces, control edge to hide them. Or I open the layers to associate them to the layers. For example, layer one, change object layer and hide the layer. Then I select these two circles or curves. Then according to the curves, I mean, these exact lines, which are 30. I start dividing the curves. I specify the sin point. Then in the top view, I'm adjusting the sin point from this part, and then very well. I specify the number of segments, 30, group output, and then enter. Well done, the division has been done. After that, I can sketch the lines in this exact way by this way. And then I mirror the another line. I make sure that everything is okay. Then by using ray polar 30, check this out. It arranges the other curves, control, since I need only this curve. Since I want to extrude this curve to the boundary and the boundary is roof, I turn on layer one, then extrude extrude to boundary like this. After that, we should trim the surface in order to create the columns. Let me show you the picture as you can see, we should cut some parts. So in the C plane tools, set C plane to object. I selected. Then I set the Cplane to the object. Watch this. Here we got the or plane or C plane to the object. Then by using a line polyline, buy this way, I sketch the line. I hold down Shift to restrict the line. I extend it. There is no need to meet these two line to each other. Even I can choose this point and move it upwards. I start plant curve. I specify the curve, first one, then the second one. I set curvature for the continuity. Even we can modify the control points of the start or the ends, actually, or adjust the continuity by holding down shift. Don't forget to check join. Okay. I select the curve and then trim, watch this, then I delete the extra part. Then I return the seaplane to its default mode. I select the created surface, then I mirror it. Watch this. We got it at both sides. Then I select them joined by this way. Then offset surface. I specify the offset distance to extrude it, not 0.1, for instance. Let me specify a lower value like 0.05 very well. At the last step, I should select the created surface and then array it by array polar, the center of the array, and the number of the items, three D, take this out by this way, as you can see, well done, here it is. The main parts of the theater, I mean, the building of the theater is done. I start el curve command. I select all of the curves, and then I want to change the object layer, layer two, and then I turn them off, and also select points, change object layer to layer three and turn them off. So as we learned, we can set or reset the seaplane and then create such a form or geometry on the surface. And following that, by array, we arrange the surface around the curve. And for the top part, let me show you some other pictures from the theater or other parts that as you can see in the view like this, as you can see, they are easily they are easy to be modeled. So guys, assess your creativity and try to model it on your own. 57. Exercise SF Tower: At this session, we're going to model this tower, as you can see on the screen. As you can see for modeling this, we need several profiles so that we can connect the profiles to each other by using love command and then creating the surface. So get back to Rhino in the top view, then in the circle commands, circle deformable since I may want to edit the circle later. Since, as you can see, the tower is not rounded. The airport traffic control tower has got its specific shape or geometry like an ellipse. The first profile on the ground and then the at the middle and the last profile at the height. I enable grid snaps from the origin point, I sketch a deformable circle like this 14 meters. Then the next one 10 meters as the radius, and then the last one, 24 as the radius. So here we got the profiles. As you can see, we have a sketch the tree curves or circles, that we're going to adjust them at three different heights. By this way. Then the next step, as you can see, there is a gap or the groove which is placed on the circle. As you can see, get back to Rhino. To do this, I'm going to start selecting from the base one, which is the first one. I mean, it starts from the base. I want to set the base one to the default layer, and then the next one to the next layer and the third one or the biggest one to layer two. I turn off other layers, so I'm going to focus on the base one. So I'm going to modify the base profile. So for completed it, I select the circule and then along this axis, I specify 1.05. I increase it, and then along other axis, I want to minimize it like 0.05 by a scale, actually. Then by using the line tools, line from midpoint, then from this part, I sketch a line from midpoint, 5.5, again, single line. I can we want to connect it. End of the line, less than symbol six or 60 degrees. I press down tab to restrict the direction, and then I click, well done. It's okay to select this line, and then by using mirror, watch this. Then by using trim, I trim the extra part of the circle. Watch this. Here is the base profile which is prepared. Control J to join them. Let's score for the next layer. At the next profile, I want to scale the circle 1.1 maximized and then along another axis, 1.05, check this out. Then again, line from midpoint, from the part. Watch this just like the previous profile. Then the single line, I want to just the angle by less than symbol 45 degrees like this. And then mirror it at the other side by picking the axis like this. Here you may think, why didn't I scale the previous profile. Since here as you can see, there is a difference between these two profiles. Actually, I'm talking about the surface or the groove. So I'm going to show that if I had scale the profile, what would be the result? I create a copy so that later we can continue the project. Here I pick the point. I place the point at the origin point, and then I sketch a single line, straight line to connect these two to each other by this way. I turn on the second profile. I turn up others, following that, again, point by midpoint at this part, as you can see, 15 meters. I mean 7.5 at each side. Then I pick a single line D less than symbol 60 degrees like this. I select a line, then I melter it by picking aces by this way. Again, trim. Well done, I select them and then join them, Control J. Then it's time to turn on the layers. Here we got the base point which is going to be placed at the base and the second one 50 meters or at the height of 55 meters. And the last one, the last profile, 120 meters height. Like this, I select the profiles or the curves to loft them. Well done, then I want to adjust the same points by this way. And the directions are okay. Enter. Well, don't check that display mode. Here we have created the expected surface, as you can see. I click on Okay. Then I select the surface. I start the command of cap in order to create caps to cover the base and top surfaces. And then by using set sea plane to object, I set the s plane on the surface of the tower. I sketch a circle at the s plane by this way. Following that, I create a copy from the selected circle and one more copy. I return the plane to its default place or top view. I select the top circle, I scale it, I maximize it, and also rotate like this way. Following that, vertical to plane line to connect these two curves to each other. Then I select the line to hide it. I mean, to pipe it, actually, I'm sorry, not 0.1 by this way. Following that, by using Ara polar, this center up the circle and then the number 24, watch this. I arrange the line or pipe. Then I select the curve or the circle, and then by using extrusion extrude curve, I create the surface. Then these two curves by using left, I connect them to each other by this way. Then the top surface, I created by planar surface, by this way. So by the given order, we manage to model this or the tower at the beginning of the video, as I told you that we can or we could scale the profiles. I mean, I'm going to model the tower by using scale and creating copies. I mean, it makes some small changes. I select the profile, then scale C. I set copy to yes, and then from the center point, I specify the base point. I mean the base profile, and then the top by this way. Then I specify the heights, 55 and another one, 102 meters, well done. I select the profiles. I love them. Then I adjust the same points for each of the profiles or curves, and then enter. I set it to normal continuity. So by this order, I managed to create the model or the main part. So let's just compare them or let's just say the differences. As you can see the second one, I mean, its body is curved in compared to the first one. However, we can scale the middle profile, minimize it or maximize it. So I just wanted to teach you the main approach or the general approach for creating such a surface and modeling the tower and about adding more details like the store front wall or the lines on the curves on the surface, the round curves or the glasses, and the millions, we will work on them all in the future sessions. Since at this practice and exercise, I just wanted to teach you how we can create the surface by using tree profiles so that we can use the given technique in other modeling projects. In other words, I wanted to show you the potential of the command of love. So, guys, as usual, I want you to create it yourself and assess your creativity, and you can ask me if you got any question. 58. Point Editing in Rhino: Hi, guys. I hope you're doing well. Welcome to the fifth season. In this part, we're going to talk about the points and how to edit them. However, we're not talking about these points. I mean, single and multiple points. Actually, we're going to talk about the points which are placed on the curves or the control points. And by the control points, we can edit our objects. So at the beginning, I open the window of point it, and then I bring it here, fix it by click and drag. Following that, we're going to consider the tools inside. But let's talk about the point edit tools or commands. The first one is Control Point that you are already familiar with it. So when you select the curve, then some control points. And as you can see, control points are used as grips on objects like the curves, as you can see, not be separated from their objects, so that you can control the continuity of the curve. Till here, we have talked about it very much and if it was a surface like this, as you remember, at first, we should explode it and then F ten to show the control points. After that, by selecting the control point, we can choose them and edit the surface by moving the control points. As you can see, we can modify the model geometry. This was the first one. Let's go for the second one. The second one is called knots. Let me show you here. Take this out. Not Object Snap. Knots, there are some points that they are exactly placed on the curve. If I select the curve and then I show the knots or show curve edit points, you can show them. Watch this. By show curve edit points, but we call it edit point on, as you can see in the command line or point on, which displays points and the curve evaluated at knot averages. So by clicking on this command, you can display the knots. Following that, you can select them, and then by moving them, you can control the continuity of the curve. Here, you may ask if I'm supposed to modify the curveness or the continuity of a curve, we can use the control points, y knots. Yes, you're right. But let me give you an example. Suppose that here we got a curve like this. Following that, I want to connect the vertex as you can see to the inno curve. So I want to sketch a line from the vertex to connect it to the other curve. Let me show you the control points, for example, here can I modify the I can select the Ctrl point and then I move it to make the vertex close to the curve. Watch this. But if I turn on the points or the naughts, then I can select it, and then I move it, and then I connect it to the curve exactly. Each of them has got its own application, actually, by this way. What about the third group of points? They are called King. Let me type it in the command line. By this way, King, that we can insert King. But what are kings? Actually, king is a point where a curve dramatically changed direction or changes direction. Let me give you an example here. Here I sketch a curve like this. Following that, again, I start continuing it or extending it. Here we got two open curves. Then I enjoin them. Watch this part carefully. I select the curve, I turn on the points. Then I select the knot and I move it. As you can see, the curve is changing. But if I select this point and I move it, what has happened? What was the difference between this and others? Here as you can see, here as you can see, by moving this point, we got straight sections. We just have sharpened the vertex. This is called kink. So a kink is a point where a curve dramatically changes direction. Kinks can also happen at the point where a curve dramatically changes its amount I mean, the amounts it curves. Another example are the corners of the rectangle. When you explode a curve, then it will be exploded from the kinks. Check this out. Not from the knots. So as in a rectangle, we got four kinks. The rectangle will be exploded from the kinks. Then we will have four sides. Let me join them again. But I should say that kinks are displayed by show curve edit points, but they are different with knots, as I tell you the defense. I mean, they are the bad version of the knots, since they create dramatical changes, and they sharpen the curve. So kinks are not that much wanted. Because they changes the curve dramatically, and they ruin the curveness and they sharpen the curve. And do, let's it out. Again, I show the points. Then if I modify this, this is not a kink. It's not. Watch this as I move it. But we will have a straight section at kink, as you can see at the right at the left side. The first rule to encounter with the kinks is to realize that how they are being created. Firstly, at the condition that we got two curves. Check this out. Here I'm going to prepare two curves. We got one, and then I add one more. Watch this. And then I join them. Then at the point that the two curve met up, we will have the kink check this out. Here it is. And secondly, Suppose that we got a unified curve. Following that, if I split the curve from a point, for example, let me split the curve. If I want to split the curve into three pieces, then I join them again. The appearance has not changed. But if I turn on the points, we will have two kinks. Watch this. And then the other one, actually, the next one is this out. These two are the kings. So if we draw several curves, and then we join them, we will have kings at the connection parts points or if we had a unified curve and then we split it, and after joining them, we will have kings. So at these two conditions, we will have kings, and kings are created from these processes. This time, suppose that you get these two curves, buy this way, but you don't want to create kings. Following that, you search for match to match these two curve with each other. By this way. Well done. But still, we've got the kink. Check this out even by match. But the only way is selecting the point or the kink after matching them and then delete them. Then the problem will be solved. Check this out as you can see, we deleted the kink and we can easily modify the curve. Let's talk about the other tools in point edit. I select this curve, and I'm going to explain the other tools. The first one is subject control points or F ten, which displays the control points, another one, turn off the control points. Watch this. However, we can press down escape instead. And the second one is show curvated points, which displays the knots and also the kinks, watch this. Then we can select them and move them. These are the knots, we deleted in kink actually. Then I press escape for turning them off. Next one is insert a control point. For instance, here we got a curve like this. If I select it, we got these control points, but I want to add some more control points at some specific points. For example, I click insert a control point. Then I specify a point on curve to add control point. For example, these two. Following that, I select a control point and then modify the curve. Watch this. So by inserting control point, you can add a control point by specifying a point on your curve. And the next one is remove a control point. You can click on it and then select the curve or surface for the control points to be removed. At first, you select your curve or surface, and then points to remove. As you can see, they are getting highlighted. And then by a click, you can delete them. This is applicable to the surfaces too. That you can remove the control points on the surface too. And for removing knots, then I select the curve or surface for not removal. I select the curve, and then I click or select the knot to remove. The next one is insert knot, just like insert control point, it lets you to add knots on the curve. Select the curve. Then I should point and curve to at nought. By this way, I add 2 knots. Then after pressing Inter, the positions of the knots may change, and it's normal. Inter, I show them again. As you can see, these are added. And the next one is remove knot, just like remove Control Point. I click on it, then I select not to remove, you can remove each one you want. By this way, just by a click and then delete inter. But while inserting or adding knots, the displayment of the knots are different when you want to remove the knots. It's because only some of the knots can be removed or they are removable. Others are not removable, since we can't remove all of the knots, and if we remove some of them, we will ruin the geometry. But what is the difference between removing a knot from the command or selecting it and then deleting it. What is the difference between these two type of deleting or these two styles of deleting knots directly or by the command? So let's check it out. We're going to try and then coampare them. For example, here if I select this nought, and then I delete or remove it by the command, remove naught, select, and then remove. As you can see, we got no changes in the continuity of the curve. As you can see, well done, undo. Following that, I select the curve. I show a point, then I choose the point or not directly, and then I delete it directly. What would be the result? Exactly? Take this out. It changes the continuity of the curve. So if you wanted to delete a knot or a control point without any changes on the curve, you don't have to delete it directly. I recommend you to use remove a Control Point command or remove a naught, as you can see, and the next point, the next one is insert kink. By this way, it is used when you want to add a kink. I click on it. Then I specify a point curve to add the kink. For example, here and somewhere else, Enter. Watch this. We got the kink, as you can see, and the point here is that for removing the kinks, as I told you before, kings are similar with knots. So by the command of remove a knot, we can select the kink and then remove it. I remove the kink. Then let's check it out by this way. Very well. As you can see all of the changes in the curve, it's all because of the kinks because it had sharpened the curve, and by removing the kings, we returned it to the default. However, there are some other options here like handlebar editor. Here I click on it. I select the curve. Then we can keep actually pick the handlebar by click and drag and then control or modify the continuity of the curve by the handle bar by this way. Or for instance, here I can click here. I can add a handlebar and then control the curve or modify the curve. I mean, wherever you want to add, you can add it. You can install the handlebar, and then by click and drag, you can extend them, trim them, check this out. You can sharpen the curve, and by moving them, you can control the continuity. However, it is not that much practical. The next one is adjust and bulge, that is not oftenly used, so I skip it and I go for the next one, which is edit control pate. Let's check it out and see what it is. For example, here I want to draw a curve by this way, here is the result, then I select it. Following that, I click Edit Control Point weight, which edits the weight of a curve or surface control point. And the weight of the control point determines how much the curve or surface is attracted to the control point. And the higher the value of the weight, the closer the curve or surface is to the control point. I select the control point, then I should set control point weight. Here we can use this slider to adjust the weight of the selected control point. This. The higher the value, the closer the curve to the central point, or it is more attracted to the control point. And the lower the value, the further the curve is to the control point. So by this way, we can set the Central point weight. Following that, interpolate curve like this. And then I select two control points. Then let's control the point. I mean, let's set control points weights. Then each parts will be getting close to the related control point. You know, it could be practical at some of the conditions. I try to cover most useful of the tools. Right now, it's time to practice and work on examples, then we can continue. 59. Rebuilding Complex Curves: Hi, guys. I hope you are feeling well. At this session, we're going to talk about one of the most useful tools or commands in Rhino, which is rebuild. So as you're concerned, there's no need to talk about rebuild. I mean, the definition of rebuild, which is applicable to both curves and surfaces. What about the application of rebuild? The rebuild command reconstructs the selected curves and surfaces to a specified degree and control point number. Let's check it out. For instance, here in the perspective US sketch a curve by interpol curve like this, as you can see, Alena, if I select it, here we go given we're given some control points. For example, if I want to maximize the number of control points to two without a change in geometry or without a dramatical change, here you may say, as we learn how to add control points in the previous session by using at control point or inserted control point, but this is not the right. This is the right approach. But if we add control points by d by d, first of all, it changes the form of the geometry dramatically, as you can see. Check this out. If I want to, for example, at 30 control points regularly, it would be difficult to arrange them. So we can do it by rebuild. Let's check it out. I select the curve at first, and then I search for rebuild. Then here in rebuild window, we can control the point count and also the degree. Here in the point count, it reports in parenthesis the current number and sets the number of control points in the result. The expected control points, I set it, for example, 20. Watch this. And the point about the arrangement of the control point is that rebuild array control points and the curve without intervention, and as you can see the 20 control points are arrayed on the curve regularly and in organized way. The next one is degree which reports in parenthesis the current number and sets the degree of the curve. If I set tree, the geometry won't be changed. As you can see, I mean, the changes are I mean, the changes are very slight and so subtle that they can't be recognized. Okay, watch this. This is the result. We got the points, the specified control points in a regular in an organized way. But we didn't modify the degree. Again, rebuild the set value is to N. I keep to N. I don't want to change it, but about the degree, I set it one. Then would it be? What would be the result? Here, the lower value gives us the sharper curve. If I click Okay to check out the result. Here, as you can see if you got a polyline, it is on a smooth like cross sections. Actually straight sections, I'm sorry. Another example. For instance, here, interpolate curve. By this way, I select it, rebuild. Here, the set number for the control 0.7. We can specify 14 okay or ten, and for the degree, I set tree, and you can see the changes in the preview when drawing a high degree of curve, the output curve will not be the degree you request unless there is at least one more control point than the degree. 15, check this out. Okay. Let me give you another example. Again, interpolate curve. Suppose that we got this, I select it, then rebuild. Here the set number for the control point is already seven. So, for instance, I set five. As you can see, it effects on the geometry or the curve. But I don't change the degree. I keep a tree, well done. Here is the result. Again, revealed. I set one for the degree. And I set six for the control point. And okay, here we got a polyline, not a curve, since we got a straight sections. However, it's interesting that we can select the curve and then modify it. We can increase the degree or increase the control points. For example, treed and we will have a curve, a more smooth curve but don't expect it to be like the previous one. In the following example, for instance, if I sketch a polyline, watch this. By this way, consider this one. I selected to rebuild it following that tree as the degree and I increase the control point. We already have 13. I said 13. Watch this. You are smoothening the polyline and then convert it to a curve by just adjusting the values of degree and control points. So by rebuild, we can convert a polyline to a curve or convert a polyline I mean convert a curve to a polyne. I'm sorry. By just specifying degree and decontrol point number. However, as I told you before, this is applicable to the surfaces, too. Let us exemplify two cases about surfaces and rebuild. Here we got a curve, and then by gum bool I want to extrude it. And as you are concerned, after extruding a curve for having a surface, as you can see, we got open extrusion, I should convert it to a surface. So I explode it, then we will have the surface as you can see. Following that, check out the Io curves. I select it, then I click on Rebuild. I may start rebuild. About the surfaces, I mean, in the surfaces, as you can see, we can specify the U and V directions of the control points and the degrees in U and direction. And since the surfaces are considered as three D objects, so we should adjust the control points and degrees in two directions. And here as you can see in point count, we can specify the values of the number of the control points in both U and V directions. The preset values are six and two, and if you modify them, you will understand and can recognize the U and V directions. You refers to the vertical ones. And refers to the horizontal ones. So in the direction, it was preset to six. If I set it to six, check this out. It refers to the vertical ones, as you can see. And in the V direction, we had two. I set two. This is the main geometry. I set ten for you. Check this out, then we will have more isocurves. You we're not talking about the control points. In fact, as we increase the point count of the isocurve, we are increasing the control points of the surface somehow. And I set five for V or seven. Watch this. Okay. As I told you before, by this way, as you can see, we got more control points. Since the number of the control points are dependent to the Ia curves, what about the degrees? I start revealed. Then in the window of rebuilt surface, I minimize the value of U and we point out ten and six by this way. Then for the degrees, you can set separate values for each of the directions, one in both, for example, Okay, check it out. This is the result. As you can see, the surface is composed by straight sections, not a curve. But let me tell you a point here, Interpolate curve and then I'm going to create a surface following that. By this way, I extrude it. I move it, I mean, P this way. And then I'm going to love these two to create the surface. Well, done I select the surface. Then I rebuild it. Here assume that. We don't want to maximize the numbers numbers of the point count align with direction. I mean, I'm sorry, which is U direction. It is already set to four, but I set it to one. By this way, but along the other direction, I mean, I want to increase the value, for example, 100. Then I want to show you the preview. As you can see, it does not work out. If I say two hundreds, still, it does not work out. It is not supported. Here is the point that I want to tell you. So listen attentively, since it may happen to you oftenly. The point here is that the number that you specify in both you and directions are dependent to each other. According to the preset value for the degrees, there are a minimum and maximum values for both of the U and V directions in pin count that you should consider them in specifying the values. Otherwise, it does not work out. I mean, according to the degree which is one, minimum value for the point count of the VU is two. If I say two, then the 200 will work out. Check this out. I mean, the point here is that there should be at least one more control point or one more point count than the degree. For example, if I set tree for degree, as you can see the U point count is four, since there is at least one more control point than the degree. And this is the minimum value here. If I set three for you, as you can see the U degree is two, you set to two. At any condition, you should be more than U degree, as I have set one for point count, it doesn't work out. When drawing a high degree curve, the output curve will not be the degree you request unless there is at least one more control point and the degree. What about the third application I built, which is organizing the control points in the curves and isocurves in surfaces. Let's check it out. For instance, CRI catch a curve firstly, I sketch it stressyT many control points and then a few or slide number. As you can see, it is not organized. Some parts are very tense and some parts not. There isn't a regular distance between the control points. Here if I rebuild the curve, it would arrange the Ctrl points from scratch regularly, so we will have the Ctrl points organized along the curve. Let's check it out. I create a copy. Since we're going to compare them, I select it, and then I rebuild it. Watch this. You'll now, I want to say that, I don't want to modify the point count. Here we got already 30. I said 30. Watch this. Then let's take out the result as you can see. The form has changed. Watch this. These are the differences between them. As you can see the distances, the spaces between the control points is not regular, while here, as you can see, the control points are arrayed. Regularly in an organized way along the path, which is the third application of rebuild command. Let's try this on the surfaces. I'm going to create a surface and then organize the IA curves. For example, here, I'm going to sketch these two curves and then create a loft by these curves. Wait for a second, please. I want to love these by this way. These are the non organized form of the Io curves. If I zoom in to just check the Iourves, watch this. The distances are not regular. Following that, I I want to rebuild it by this way. And as I told you before, there is not a necessity to modify the point count and degree. For example, the preset values 13 and five. I don't want to modify the values. I set the preset values or default one, five and 13 and three, 40 degrees, check this out. Here is the result. As usual, it organized the Io curves. Actually, there is another command which is extract a frame, if I started, which can extract the isocurves as the frames shake this out. Following that, we can convert these pipes to structural element, and this is the usage and the applications of the isocurves. I just wanted to tell you how the isocurves are being used. So just take it seriously. Let us cover the other points. Here if I join two curves with each other and then I rebuild them, I join them, and then I rebuild them. Then rebuild what removes the kink here with a slight change, and it smoothen the curve. Watch this. Try again. I have sketch two curves, and then I have joined them. Even I can keep the control points, the default control points. I set nine and three, four degrees. Then with a slight change in the curve, it removes the kink with a slight change, and then we will be given a unified curve. By this way. Let me exemplify another case like these two curves, one more tree by this way. I select them, and then I join them. Well done. Following that, rebuild. Check this out. As you can see, the kink is removed with a slight change. And then we got a unified curve which is movement by this way. And the other point about the polysurfaces is that the rebuild does not support the polysurfaces. So please put this into consideration. Since you may want to rebuild some of the surfaces and you may have some difficulties or you may faced with some obstacles, I select these two surfaces, and then I join them here we got a polysurface open polysurface as you can see, if I select the polysurface and then I rebuild it, here I should choose curves or extrusions or surfaces, not polysurfaces, since they are not accepted. So for rebuilding them, we should explode them at first, and then we can select them together two surfaces and then rebuild them. I mean, we are available. I'm sorry, I mean we are able to choose multiple surfaces, which are exploded and then rebuild them, but we can't choose join surfaces. However, there are some exceptions. For example, here if I join two curves, and then I extrude them this is not a polysurface anymore. If I select it, we got to open extrusion. As you can see, I can rebuild this extrusion, check this out. We can specify the point count and also the degree in both directions. And watch this. Is that degree tree for both. Okay. As you can see, it has got smoothened, and these straight sections are removed. But if I extrude this again and I explode it, and then I join them again, we will have a polysurface which is not accepted by rebuild. This was the point that you should know that polysurfaces are not supported by rebuild, but we don't have any problem with the curves. You can join them and build them, rebuild them. If you join the surfaces to create the polysurfaces, so then you will have some difficulties in rebuild them. Otherwise, it's okay to rebuild the joint curves, and you will have satisfying results, a unified curve, as you can see, by the way. I I explode them, check this out, and then I rebuild them, watch this. It does not affect on the kings. I mean, it doesn't delete the kink. It does not change the form. Watch this. Here is the result. But if I join them, then rebuild makes a unified curve. After all, I'm going to say the differences between match curve and rebuild. For example, while these two curves are joined, I rebuild them. You know, somehow it is like match curve. You know, it acts like match curve. Let us say the differences between them, know that there are some differences between them that we're going to talk about them. Okay? I explore these two curves following that. Here you match these two curves with each other, and then this will be the result, okay? As you can see, still, we got the kink. So this is the first difference between match curve and on the rebuild. That match does not delete the kink. But if I rebuild these two joint curves, rebuild, does delete the kink. Watch this. Join, rebuild, as you can see the kink is removed. Well done. This was the first difference between match curve and the rebuild. Let's talk about the second difference. You are concerned, match curve only focuses on the vertex or the climax of the joint curve. While rebuild changes the whole geometry of the curve. But note that the two curves should be exploded, not joined. But if you want to use rebuild, the two curves should be joined. We explode the curves if we want to match them, what we join the curves if we want to rebuild. Take this out. We can only modify or control the continuity of the vertex. As you can see, we got no control upon or over the whole geometry of the curve, only over a specific part. But when we rebuild them, it effects on the whole geometry. At first, so I join them exactly, excellent, and then rebuild. As you can see, I zoom in, it has changed the whole geometry. The entire curve has changed. This is the second difference between match curve and rebuild in the curves. And the third difference between match curve and rebuild, if I explore these in match curve, if the two curves were further from each other or distant from each other, we can match them, but rebuild is not support. I mean, does not support them. Since in rebuild, both curves should be joined. So at this condition or situation, rebuild has got no practicality because we need the two curves to be joined if we want to rebuild them. Another application that we use, I mean, for rebuild is converting the surfaces to a panel. Let's check it out. I mean, we can divide divided surface into a regular panel, regular number of panels like rectangular panels. Let's check it out in the example. For instance, assume that we got a store front wall, a glass all. Which has been extruded like this, Explode to convert it to a surface. Normally, we do not execute a glass vault like this because we do not execute it curved in a curved way. I mean, you should know that a curved storefront wall has been composed by some straight sections. So what should we do? We rebuild it at first, and then we adjust the degrees one to one. And then I increase the control points, for example, 20 for U direction, and then 15 for direction or 25 for U direction. Well done. I click on Okay. Let's check it out. As you can see, a curved storefront valve is executed like this. There are some small straight sections which are arranged and displaying the curved store front valve, for instance. Following that, we can use another command for dividing these panels or these straight sections that are arranging to create a vol, and the command is divide align crises. I start the command and I set the surface. Inter, as you can see, at the straight section parts, the line has been highlighted. I undo the process, check this out. It is transparent. But as I divide them, divide along recess. I select it, Inter check this out. They are highlighted. So if I select it and then explode it, then we will have small pieces of straight sections which have been composing the curve that we can select them by this way and make some other changes upon. But here, you may have question that they have been cut in rows. I mean, in columns, how can we cut them in rows? The reason is that because they have been extruded along the z axis. So if you want to cut them in rows, not columns, we should use the command of split. So I start a split. I select it, and then you can use ISA Curve from the options. Don't forget to activate intersection Greed Snap, and then click on the ICurves. After that, you can split them into some panels as you are cutting them in rows. After that, I click on Inter, check this out. The lines are highlighted, and they are exploded from the entire panel. But if your curve has got continuity or curveness along the z axis, you can divide them too. Let's sick it out. Let me draw these curves by this way. I move them. And then I select them to love them, watch this. As you can see, we got a continuity along z axis, or we got curvenessO the curve is along the X axis. So at first I select it and then rebuild. Then I want to just de point counts to A into any. I show you the preview. The degree is okay one. Watch this. Here is the result. Zoom selected. As you can see, the panels are created. Then we want to divide them. We select it and then divide a line recess. Watch this. Right now, the panels have been divided. Along I mean in columns and rows, since we got curves along the z axis steel. We can explode it, and then we can select panels individually. Following that, I want to teach you another command. I join these and then I keep going. Here there is a command which is name is unroll surface. The unrolled surface command flattens or develops a surface or polysurface with curvature in one direction to a planear surface. Following that, you can use it for the Mckets here in the command line, I search for unroll SRF, and then I should select the surface of pool surface to unroll. I press down Enter, take this out. As you can see, it has flattened the surface with a curfat curvature in one direction to a planear surface. You can see these are the pieces that we have created by split. Let us talk about the options, and move it over Again, I want to start drole surface, select and then explode, which has been said to yes. If I said explode to yes, then the resulting surfaces are not joined. But if I said it to no, then the resulting surfaces are rejoined align the same edges that were joined in the original polysurface. So this is the difference between setting explode to yes or no. And since we had a simple surface, they are arranged in a rectangular way, let us try another one. On role surface, I select the surface, then I set explode to yes. Watch this. As you can see, the resulting surfaces are not joined, and the pieces are arranged in one direction to the planear surface. However, it could be very useful and practical in the analysis or analytic projects. This time, I set Epley to No, then Vlocity resulting surfaces are rejoined along the same edges that were joined in the original surface. Setting explore to No, let's check out the result. Watch this. However, this is not satisfying or the expected result. I mean, these can be used for the markets. But if I set explode to, is more practical and functional. Suppose that here we got a metal complex wall or a glass wall, a complex glass wall, and then we unroll it, and then we set Explod yes, then we can check out the dimensions of the panels of the glass walls or the different sizes of the panels exactly in the executive projects, especially in actual projects that you want to create the panels. There is another option, which is label Labels determines whether or not matching number dots are placed on the edges of the selected object and the resulting objects. Set label to yes, check this out. The labels are displayed, and these are the number dots that are placed on the edges of the selected object that we can look for each of the pieces on the surface according to the numbers that are displayed on the labels. So then all determines whether or not matching number dots are placed on the edges of the selected object and the resulting objects. Right now, we have found the places of the related pieces. I mean by using the labels, we can find the places or the positions of each of the pieces. So, guys, we have reached the end of this session. Don't forget to practice the given lessons about rebuild, which is very practical and functional and try not to skip the examples and practices. Even you can work on more examples to develop your creativity and ensure that you have learned them deeply. See you in the next session. 60. Using OrientonCrv for Object Alignment: The next command that we're going to talk about is area centroid. That previously, as you remember, I gave you a brief explanation about it, but we're going to talk about it comprehensively. Here I as catch a circle, or, for instance, a rectangle. By this way, how can we find the center of these geometries? Yes, exactly. We usually use degreed snap of center. We check center grid snap, and then we pick the line, the singular polyline. And then we find the center, so we can move the project forward. The same in the rectangle, well done. And as I talked about it before, if we had a variable geometry or non unified, then we're not able to find the center of the geometry by the Grey snap, as you can see. So at this situation, we should use area centroid surface. Then we should use, I mean, select a surface, poly surface or mesh or a closed plane arcad for areas centroid calculation. Here is the point but if we had a non plane ar cave, then Area centroid does not work out. I mean, does not support the non planear caves. Watch this. It is not selected. It is not even selectable. And so if I convert it to a planear surface by patch, I mean, to a surface or non planear surface, then we can find the Center. Watch this. Here it is. So the area centroid command reports the coordinates and places a point object at the area centroid of surfaces, poly surfaces, meshes, and the closed planear curves. And as I told you before, the curve should be planar, but the surface says should not be planar because it calculates their center regardless to their being planar or non planar. The other command is project C plane, which is rather practical. I extract the treaty curve. Here as you can see, we got a non planear curve, as you can see here I may want to make this plane R. So project to see plane is at hand because the project to see plane commands flattens object onto a construction plane. Project to see plane or current plane, it is used for when we want to flatten objects onto deconstruction plane, or in other words, converting non planear curves to planar curves and then flatten them to deconstruction plane. Project to plane, and select the curve or object inter. Then we can use the delete input object if I set it to no it would keep the input object, but if I set it to yes, it deletes the input objects. Well, done in a very simple way. Again, project to C plane. I choose the surface, enter, then I set delete input to no, watch this. Right now we got both input and output, and it is applicable to both surfaces and curves. But the important point here is that the objects will project to deconstruction plane in the viewport that is current when the command ends. So your current viewport does matter. For example, in front, if I project flatten this. Then check this out. This is the result since we have flattened it in the front view. Or, for example, let me show you the four views viewports. For instance, here in the right view and then project to C plane, I select the curve, and then here is the given curve. Watch this. So the objects will project to the construction plane in the viewport that is correct when the commands ends. And another command that I want to talk about is remap. Actually, these are simple commands, and you're going to kit them in your projects, which is remap plane. Actually, the remap Cplane command, reorient the selected objects to a different construction plane. In this example, I want to sketch geometry or draw geometry in top view, but by accident, I draw it in front view, just like this curve. I draw it, and then I realized that I was sketching it in the front view or in the top view, so I made a mistake. I should have drawn it in the perspective view at the right view, for example. You may say we can rotate it, but there is another approach that I want to tell you. I open front. Don't worry since remap C plane is here to help you, you start it, then we select the objects. Then we click in the viewport that contains the construction plane to which we want to map the objects. So after selecting the object, you should click on C plane to Map two, for instance, stop. Then if I click on the current plane or construction plane, then it will be remapped to here. So the point here is that at first, we select the object, then we click in the viewport that contains the construction plane to which we want to map the object. Let us try again, remap C plane. Check it out. Then I should select the objects to remap. Press Enter, and then as you can see, you should click on C plane to Map two. On which of the views you want to map the selected object? I check four views, and then, for instance, at the top view, I click, and then we will have the remapped version of the object. O that the objects are moved and rotated to they have the I mean, so they have the same relationship to the new construction plane as they had to the original construction plane as you can see. So don't worry if you made a mistake in specifying the correct viewpoint. Next command is orient on curve. Watch this part carefully. I'm going to explain it. Actually, the orient on curve command moves or copies and rotates objects along a curve using the curve direction for orientation. For instance, here we got a non planear curve. After that, I want to sketch a circle around the curve. So I pick the circle, then I set it to around curve. I disable project. I select the curve, and then I sketch the circle around the curve. Again, around curve. Watch this. Let us give the try at the polygons. Around curve and then sketch it around the curve by this way. Following that, some of the profiles or some of the geometries has got no option to be sketched around the curves. I mean here we got the capability to sketch the circles and the polygons around the curves. They are perpendicular to the curve and also around the curve. I mean, there are some other profiles and geometries and shapes that are not able to be sketched around the curve, hasn't the option of around curve? What should we do at this situation? Exactly Orientin curve is at hand. So let's check it out here in the right view. And following that, I get a profile or a curve like this. Then in the continuation, I'm going to place it around the curve. At first, I should specify or pick a base point of this curve if I want to move it along the curve. For example, the center point. First of all, I find the center by area centroid. I select it, and then I return obtain the center. Right now, I want to specify the base point of the rotation. Start the command of orientan curve, orientan curve by this way, as you can see. Following that, I should select the objects to orient. By this way, I select the curve, which is going to be moved, rotated, along the curve. Then I should specify the base point curve the base point which is going to be placed and the curve. I choose the center point or the centroid. Then I should select the orientation curve. Here it is. Check this out. Then the new base Ponton curve that I want to pick to fix the position. Verify that copy to yes. The objects will be copied. Check this out. By this way, you can specify whether or not the objects are copied. The plus sign appears at the core serve and copy mode is on. Let's try again. Here at the right view. Then I sketch the curve by interpolate curve. Like this, for example, I triangle somehow. Following that, I'm going to move the curve along another curve. Then I want to choose or pick at the base point, for example, the centroid or whatever the vertex as or the sides, it's up to you. But if I want to pick the centroid as the base point, I have to use area centroid for calculating the center. Otherwise, you can pick points as you desire. For instance, I want to choose the quad, the quad here as the base point of the orientin curve. I type orientin curve, and then I should select objects to orient. Here is the object. Well done, select, enter the base point. For example, the quad. I choose it, then I should select the orientation curve. Here it is. Right now, the copy mode is set to yes. And as I told you, we can copy the object, and the plus sign appears at the courser when copy mode is on. Check this out. The copy is set to yes. Then we can propagate the curve as much as we want or as many as we want. Let's talk about the other options. But note that the current viewport that you have sketched this curve does matter. For example, I have sketched it at the right viewport. Following that, I want to right now sketch this in the front view, check this out. I'm going to check out the result. By this way in the front view, then orient and curve. I select the object and the base point. Well done, then the orientation curve, check this out. As you can see, it is oriented based on the current view. So at such a condition, we can use remap and search for remaps plane. I select the curve, I press down inter, and then change the viewport or the plane, actually. Again, I start Orientin curve. Well done. Here it is. By this way. Following that, if I sketch the profile or the curve at the top view, I mean at the at we have sketched orientation curve. As you can see, you've got the orientation curve, so I sketched the curve, which is going to be oriented. I mean, both of the curves and the orientation curve are at the same construction plane, same viewport, orientin curve. I select the object, then the base point, and then the orientation curve. Check this out. At such a condition, we can use perpendicular. Perpendicular orients the object perpendicular to the curve. Watch this. This is the result. So the plane I mean, if the profile or the curve and also the orientation curve we sketched at the same viewport and at the same construction plane, we can fix it by perpendicular, and then the perpendicular plane is determined by the current construction plane when the base point is picked. Don't forget that perpendicular can help you only on the condition that both curve and the orientation curve have been drawn at the same construction plane and also at the same viewport. So if you didn't want to use perpendicular, you can change the viewport and sketch the curve at the proper construction plane. Or either you can use remap. But when you are clicking on perpendicular, you will have some other options. So in order to explain the other options, I'm going to exemplify another case and then talk about other options. For instance, here we got a curve, as you can see, example, we consider the right view as the proper viewport. After that, I k such a geometry as the profile or as the curve which is going to be as the object, which is going to be oriented or moved around the curve. And let us have a review. Well done, consider the orientation curve and the object. Then I start curve orienting curve. Then I select the object, the boy space point and the orientation curve. Well done. However, it is not upright that we can use mirror or rotate it. I use mirror by picking access, not copying, well done. Then again, orientin curve. Watch this. Here is the result. Very well. But assume that if I had a sketched object at the plan view or at the top view or the viewpoint at which we have sketched orientation curve. I remap it to the top view by this way. Check this out. Remap. Let me select it again to remap it. I want to map it to the top view, remap plane, select Inter, and then I click on the top view. Very well, here we got it. As I told you before, when our both object and also the orientation curve are at the same viewport and the same construction plane, then we should use perpendicular. Watch this. Here is the result. Here if I click on perpendicular. We got only two options, copy and perpendicular. Here if I use perpendicular, then we will have some other options which are appeared here. Flip and rotate, as you can see the object is perpendicular to the curve, and we got three more options. Her x Philip and Y Plip reverses the orientation relative to the original orientation to the construction plane. For instance, X Philip, then we can reverse the orientation relative to the original orientation to the construction plane, either along X or Y axis, you can just type X and enter or along Y axis. Watch this. Can easily reverse the orientation. Relation to the original orientation to the construction plane. And also rotate it pick an angular two reference points to rotate the curve. Instead it to yes, and then you can rotate it by manual men. You position it, then you specify the angle. For instance, by the mouse like this way, if you set rotate to yes, then you will be given these objects. So by these geometries and curves, we can start the command of sweep one. It fits the surface through a series of profile curves. And in the future sessions, they will talk about it. But right now, let us try again Orientin curve by this way, then I specify the profile or object ter the base point and then the path. This is the result since they were both at the same construction plane. I clic on perpendicular, then the object or profile will be perpendicular to the orientation curve. Then we will have the options of X and Y flip. I can type X or Y toplip the object along X and Y axis. Check this out. So all in all, we realize that according to the options, from perpendicular, we'd better to sketch both the path or the curve orientation curve, and also the object on the same construction plane. Since we will be given more options, we will have more control upon the object. Since other views we won't be needed or we won't need a perpendicular. So we lose some options. Because of this we'd better to sketch both of the geometries, I mean the orientation curve and also the object and the same construction plane. Another point is that orientine curve will place the profile exactly perpendicular to the curve. Check this out. As you can see, they are perpendicular to the curve. But if I want the profile to not be perpendicular to the curve, let us check them at the top view from the top view. I want to specify an angle. I don't want them to be perpendicular. So we can select them and then rotate and then specify the reference point and the angle. So then we can rotate the profiles very well, like this. But if we wanted to try another situation, like in non planar curves or treaty curves, for instance, we got this. We got a treaty curve like this, as you can see, I move the control points to make the curve non plain error TD, then orientin curve in the command line. I specify the object and also the curve, the path well down, then I place it around the curve. Check this out. The objects are perpendicular to the curve, the orientation curve. But no, we can see them in the top view. But we can't rotate them. Since the curve is treaty, it is non planar. You aren't able to rotate them. At such a condition, we should use treaty rotate or treaty rotation. In fact, I want to modify the angle of the objects in relation to the orientation curve. So I type rotate treaty. Then after starting the command, I should select the objects that I want them to be rotated. For example, this, a press Inter, then the start of rotation axis. Here we do not specify the point of the rotation. So let me specify the rotation axis, the Sara rotation axis. Here it is. I sketch the axis, and then I can adjust the angle, check this out in the perspective view. We can rotate it in the perspective view. Let us try the another one. Let me find the 90 degrees angle. Watch this. Here it is the 90 degrees angle between the object and the rotation curve, orientation curve then we can't observe it in the top view from the top view. And the normal or ordinary rotate is not capable of rotating such a curve. So by treaty curve, watch this. I rotate it. Check this out. As you can see, it is rotated. Again, treaty rotate, I rotate treat I selected. Then the start of the rotation axis. Here it is the end of the rotation axis, then the angle. Following that, I can rotate it. You see, I just wanted to say the differences between the ordinary rotate and rotate treaty by this way. You can practice this command, too on some examples that you can rotate your profiles into perspective view by rotate treaty. Practice on the given commands, see you in next session. 61. Spiral and Helix Curve Tools: Hi, guys, I hope you're feeling well. At this session, we're going to talk about two items of the curves which are spiral and helix. That you can find them in curves. I open it, then I fix the window, here these two helix and spiral. Let us talk about these 21 by one. First of all, I'm going to talk about helix. I click on it. Then as you can see, at first, I should specify the start of axis. We pick the start of axis. Actually, this is the axis that the helix rotating around from zero point and then the end of the axis, but I want it to be vertical. I mean, we usually sketch it vertically. So here in the front elevation, I hold down shift. For example, till here, then I should specify the radius value like this. Here, as you can see, we can even specify the turns, the turns of the helix. I click and turn, and then, for example, two, watch this. Here we got a helix with two turns or, for instance, four a turns. Watch this. And another option here is reverse twist, which reverses the direction of the twist to counter clockwise. We can drag the mouse after changing options to preview. Right now, check out the twist direction. It is anticlockwise. If I click on reverse, it reverses the direction of the twist to counterclockwise. Watch this. For reversing the twist, we can type R or the underlined letter instead of clicking on reverse twist. Check this out. By this way we can switch it to yes and no very well, can reverse the direction. Then you should specify the radius value. However, if you want it, you can specify the diameter of the helix, not radius that we usually use to specify radius value. There's no difference, you know, I specify two for the radius, and then by moving the mouse, I want to specify the start point. I hold down Shift, for instance, to specify the start point of the helix and then here check this out. Let us have a review and then check the other options of helix. I remove it. As we used to sketch the helix vertically in the construction play, and especially in architecture, helix plays the role of ramp. So I pick the helix. I mean, I can pick vertical helix by right click. So we don't have to specify the first and the second axis of the helix or holding the uncontrolled and shaved or changing viewports. So here I right click to pick vertical helix directly, then I start the command of vertical helix. So let's talk about the other details. Zero, sort of axis as the start of axis zero and then end of the axis. I can specify the height of the axis. Here as you can see, the vertical line that we're going to sketch right now, it specifies the axis of the helix, the vertical helix, and also it specifies the height of the helix. For instance, I need a 50 meters height. Man I need a helix at 50 meters height. So while I'm sketching the axis, I set 50 and then enter then I can specify the direction up or down. I click. So note that regardless to the aces, we specify the height of the helix two. We use reverse twist to reverse the direction of the d twist. I type R in the command line. Watch this. You can click on diameter to specify the diameter value or the radius value, and in turn, you specify the number of turns take precedent, the pitch adjust automatically. Actually, about pich as I told you, the pitch takes precedent is the number of turns adjusts automatically. I mean, at each turns as the helix turns about 360, it raises for about 12.5 meters. Right now, as you're concerned, we have a specified 50 meters for the height. But here you specified turn five, then what would be the value of pitch? What do you think? The pitch is the distance between turns. So as the height was 50 and as we got five number of turns, what is the distance between turns? If we divide 50 into five, we will have ten. Right now the pitch should be ten, so the distance between each of the turns is 10 meters. If I set two for the number of turns, then what do you expect for the pitch? Exactly. Pitch would be 25. Check this out. I hold down sheaf and then I specify the start point. Check it out in the front view. Here as you can see the first turn, if I measure the distance between the turns, between these two quarts, then it would be 25 meters, which is the value of pitch. I just wanted to tell you what the pitch is, but it is not that much practical, but you need to know what it is. The continuation, I'm going to teach you how to design a helix according to the angles, not based on the ternce. For instance, here, as you can see, we got a helix with two turns the distance between terns is 25 meters. And as you are concerned, each of the turns, I mean, at each of them, we got 360 angle since it rotates, as we got two turns, it has rotated 720 degrees. But if I want to have a helix or a ramp which rotates at the angle of 180 degrees, what number should I specify for the turns? Exactly, not 0.5. Let's it out. So right click vertical helix and then to sketch a vertical helix, I import the height, for example, twentymeres inter, watch this. This time, I don't want to work or deal with the number of turns. But also, I want to specify the angle of rotation, which is 180 degrees. And as we are not allowed to specify the angle here, we have to convert the angle to the number of turns at this situation. And as each of the turns is equal to angle of 360 60 degrees, so 180 degrees is a half turn. I click on turn then I specify 9.5. Check this out. This is 180 degrees. I hold down shift, and then I place it. And as you are concerned in architectural disciplines, we are dealing with angles, usually. We have to be skill at converting angle into turns. Here in the continuation, I have prepared some texts. Let's check them out. As I told you before, one turn is equal to 360 degrees, as you can see on the screen, and an angle of 180 degrees is equal to 0.5 or half of a turn. And the helix or helixes are not work or do not work with angles, so we need to convert the angles to terns. And here is the formula. Tern is equal to dividing angle into 360 degrees. I mean, according to the previous line, that each turn is equal to 360 degrees, and we have divided 180 degrees into 360 degrees. And the answer was not 0.5. I want to repeat again, as in helix says, we do not deal with the angles, we have to convert the turns into angles or angles into terns. And according to this formula, I want to helix at 130 degrees. So for calculating the turns, I divide 108 130 into 360. The answer would be 0.36. Then if we enter this value for turn, we will have a 130 degrees helix. So let us check it out here in the view. I zoom in, and then I pick the helix. I start the axis and in the end of the axis, 15 meters and then click. Following that, I want to specify the angle of the helix, which is 130 degrees. As I told you, we can't specify the angle directly. So according to the calculations, as we operate the division, the value would be not 0.36, so we just need to obtain the turn. After that, I click on turn. Then for the number of turns, I should specify the value. Actually, I have used calculator to operate the value. But here, instead of importing that value, we can import the formula. So here we can type 130 degrees divided into 360. After that, the answer would be considered as the Turn. Watch this. So by this way, you can directly convert the angles into turns, and you don't even need the calculator. So I just did click on turns, and then I imported the desired angle, which was 130 degrees divided into 360. After that, I converted angle to the turns, and then I place the helix, check this out. Let's check it from the top view. It's like an arc. And to make sure that it is 130 degrees, I sketch a arc, then I import the angle 130. Check this out. They are equal to each other. Watch this the perspective view. So the angle is precise because they are overlapping and a top view. By this this is very important, since in architectural these japlins we usually use helix to create ramps that we've got the height and also the angle and we need to convert the angles to the terns. So it's time to, at that time, we use that formula. Then next command, which is spiral is similar to helix, but there is a small difference that you can specify two different radius radio for top and bottom. Let's sick it out again. I start a specify the start of axis, but we don't have the vertical version. So in the front view, I sketch the axis. Check this out. You should specify the first radius and first point and start point, actually. By this way, and then the second one, fill do. And the other options are just like helix, like turn, pitch, reverse. However, there is another option which is flat spiral, right click, which draws a planar spiral curve. They are here. We do not specify the axis, but we specify the center, here the center then the first radius, after the second radius, by the way, and then the turns that we can adjust them. Here is the flat spiral. I know it is very simple and it is not oftenly used, but the options are just like helix. And if you want to convert these helix or spiral to a surface, there is a simple command that I want to teach you. Following that, you can go through the KinsdrPject. For example, suppose that here I'm going to sketch a helix. By this way, for example, two turns by this way. Following that, I'm going to create a simple ramp. So I search for ribbon in the command line, which offsets a curve and creates a ruled surface between two curves. I start the command, I select it. To show you the application of ribbon and how does it work. Then here, as you can see, we should specify it at distance. It's just like offset. It offsets the curve and then gives us the surface 15 meters. Watch this. Here is the result. And in the future sessions, I will tell you how to create the m with more details like with profiles by using more complex commands. But till now, it was necessary to cover these commands in order to help you to get over the practice, bend. And as you can see the options are repetitive, just like offset like the stand. However, you can use through points instead. Check this out by this way. You can specify a point to offset the curve or the spiral or helix. For example, consider this as the distance. I mean, you can define the distance by 3.2. Or you can offset it both sides instead of offsetting it at one side. And as you are concerned about the corners, you can sharpen them or you can chew smoothen them, or you can add chamfers or round them just like offset as we talk about. So in this way, you can create your ramp or your helical surface. So, guys, as you know, helix is an important topic in architecture, since we use it in creating ramps, watch this part carefully. Don't forget to take notes. S next session. 62. Exercise Explanation: Hi, guys, I hope you are feeling well. Here is the practice that I have considered for you. Here you got a parking. At first, the radius is 10 meters. As you can see in the picture, the radius of the circle is 10 meters. After that, the width of the ramp is 15 meters that I'm marking. Then the length of each of the ramps are 150 degrees. If I want to give you a brief explanation about the ramp or about the parking, you know, at the entry, here you got the ramp, as you can see, 150 degrees, as you can see, it raises until the ASL. Which is 30 degrees. After that, one more ramp, which is 150 degrees, and then the ACL. And this repeats. Let me show you the picture. It starts from here, the ramp Acl again, the ramp ACL. So we got a sequential of 150 and 30 degrees ramp and then the height of each of the floors or levels is 6 meters. And as we got six levels and 6 meters height for each, the height of each of the ramps is 3 meters. I mean at each 150 degrees ramp, we move 3 meters upward, and then we reach to the acl, which is 30 degrees and then we raise another half of the level. And then the total will be 6 meters for each of the levels. So we got two ramps at each of the levels, 150 for each, and also two als. So we should draw an aholicx at 150 degrees and 3 meters aces. And the other details are given in the picture. And as you can see, we got several columns inside and outside, which are repeated at each 30 degrees. I'll leave you alone to do the practice, see you. 63. Exercise: Parking Ramp Modeling: Here if I want to begin this project, I should start either from the inside curves or interior curves, and then offsetting the curve toward outside or I can sketch the exterior curve and offsetting it to inside. But I choose to begin with the exterior one. So I get back to Rhino, then I open perspective view. I pick vertical helix by by right click, and then I should have specified a start of axis. I want to start it from the zero point or region point, as I told you, the height of the axis, which was since the height of the level is six, the height of the ram would be three 3 meters inter, to up by this way. Then I should specify the number of turns. How many should I specify for the number of turns? Actually, we don't know. But we know the angle, which is 150 degrees. So in the previous sessions, I told you how to convert angle to turns. So I click on turns to specify the number of turns. I type 150 divide it into 360. Then press down and t. Watch this. And even here you can reverse the direction of the twist by R or reverse twist. Watch this. But here it is okay. It seems to be correct. So we can use this direction of twist. After that, in the top view, I'm going to specify the start point so I get back to the picture to check it out. As you can see the start point is here as you can see want to specify the degree to start the helix from here. So for distinguishing the degree, if I sketch a vertical line here, it would half the A l. So we will have two, 15 degrees at both sides right and left, since the Asl is halfent. I mean, it is divided in two parts. So the start point of the helix from the vertical axis and then 15 degrees toward right. And how much is the radius? We got ten at inside and 15 at outside so that the it would be 25 25 as radius. Then I should specify the angle up the start point. So I should move it 15 degrees from the vertical axis. So I type the less than symbol, 15 inter, and then I select the 15 degrees. Watch this. This is the first ramp or one of the helixes. But if I want to continue the helix, you may say that we can use mirror. However, it is not wrong. We can use it. But if I mirror this, I specify the plane or the reference point. Watch this. I set copy to yes, then it would be like this. You know? These two arcs are mirrored. And then we should mirror the ramp again. But this time, reference to the x axis. Watch this to fix it, but this is not my recommendation. To just sketch the helix at one step is to use rotate. So I select it Ro rotate. I specify the reference 0.0. Watch this. I select it, and then I set the copy to yes, then 180 degrees. You don't have to import the value. You can hold down Shift and then click here. And then right click. By this way. After that, I should select it and then move it upwards in order to align the endpoints of each of the arcs or helixes. I click on it. So as I want to move it upwards, I want to specify the value, but how much at the height of the at the distance of height of the another one, which is 3 meters. Fell down. Check this out. We are almost finished. Then at the top view, I pick the arc. I specify the center, zero enter, then I start a arc. Watch this. I connect these two. Then I choose a selected in the mirror by picking X. Watch this. Then I should set copy to yes. Well, the, check it out. After that, in the prospect review, I select it to move it upwards. Then I enter the value to move it along z axis, 3 meters, and then the another one 6 meters. Watch this. The helix is ready. 150, 30, again, 150 and 30. After that, I select them to join them. Here, as you can see, we should create six levels. So again, back to no, I open front view. I select them. Then array linear, I start the command, six as number, as you are concerned, in the process of linear array, I should activate planarMPject. Here from the start point of the helix, then F eight or Ortho. After that, 6 meters. Watch this, and then I click, check this out. Here we got the helix. Then I join them with each other. If you wanted to ensure that you have joined them, if you select the baseline or the base curve, then we should have all of them selected because if there was any problem, they won't be selected. Even before arraying them, I mean, at this stage, here we should test it. Check this out. It is joined. So when we can select all of them by a click, it means that they are joined. So after arraying them, we should join them again and then ensure that they are joined. And there is not a gap or small distance between them. Then it's time to use ribbon. I start ribbon, then I select the heli. I specify the upset which is 15. Then to ward inside, check this out. Then in the rendered preview, let's check it out. Here is the result. Let's go for the columns. Since we're at the final stages, I hide the ribbon or surface, then at the top view. Following that, check this out. We got them at each 30 degrees. I pick the circle. I turn on endpoint to find it in the helix. For example, let me see here, watch this. Here it is. Since project was turned down, it is projected on the ground. Then I want to use array linear. I'm sorry array polar. I specify the center of the polar array, then the numbers. Then for the numbers, I specify 12 to array them at each 30 degrees. Watch this 12. Then I select the last created objects. Then I add these circle two, and then I extrude them for instance, still here, I unhide the surfaces. Watch this in the rendered report. So, guys, if you haven't if you haven't created them or created them, please give it a try so we can go for the next parts. 64. Sweep 1 for Dynamic Surfaces: Hi, guys. I hope you are feeling well at this session we're going to talk about Sweep command, which it is considered as one of the most important and practical commands in right now. There are two types of sweep commands Sweep two and Sweep one. In fact, it is Sweep one rail and Sweep two rails. At first, we're going to begin with Sweep one rail. What does it do? This Sweep one command fits the surface through a series of profile curves that define the surface cross sections and one curve that defines a surface edge. Sweep one command creates untrimmed surfaces. So because of this, it is considered as one of the most practical and useful commands in creating surface. Let us consider it in some examples. So as I tell you, in this command, which fits the surface through a series of profile curves that define the surface cross sections and one curve that defines the surface edge. In other words, here we should specify a rail or a path and some cross sections or profiles. For example, watch this. I want to consider this as the rail or as the path. Following that, we're going to model the cross sections or profiles. As you remember in the previous sessions, we modeled as like this that I convert it to a surface, and then we place it around the curve. I'm going to sketch the same model by the way, both of them at the top view, following that. As you remember, we put put that around the curve around the path. The profiles that we use in Ibn command should be under rail and preferably, they should be perpendicular to the rail. However, it is not necessary. So orient and curve. I select the curve, then the base point. After the orientation curve, the base point, I set perpendicular Y Philip, check this out and also X flip to Philip the curve along Y and X directions. Then I create three copies from the profile in order to have three cross sections. By this way. Following that, I want to scale the middle one however, we can use this since it moves the curve, I want it to be placed on the path, so I type a C to start the command of a scale. I specify the reference point. Watch this. Watch this. I minimize it. Here, we got the profiles and also the path. Let's just start the commands, Sip one. Watch this. Swip one. After that, we should select the rail as you can see. We are asked selecting rail. I select the rail, and then the cross section curves. Following that, we can select the cross section curves one by one, or we can sketch a window or draw a window and then select them all. Very well here as you can see on the screen, just like loft, we got the same points that we can adjust them. And also, we got the directions of the sin points. And here we got almost the similar points as we got in loft. For instance, for adjusting the points, we got the three options of natural automatic and flip or even modify them manually. As you can see, we got the same points. Let me adjust the sin point, well done. Actually, in the process of sweep one, we try to put or adjust the sin points on the rail or close to the rail, since we can easily consider them. And here as you can see the sin points are placed or put or adjusted on the rail, and as you can see, they are placed at the intersections between the rail and the cross sections curves, so let us consider the directions of the sin points. As I told you in the process of loft specifying the directions of the sin points, we'd better to adjust them in relation to a specific part of the curve or the cross section curves. For instance, we can adjust the directions toward the greater side, for instance. Here we got two sides that one of them is greater than the other, that we want to adjust them toward the greater side. For example, at the next one, as you can see, the direction is toward the smaller side, but here you may say the direction is toward down while previous ones was upwards. As I explained for you in left, actually, we don't care that if the direction is toward up or down or right or left, but we consider them in relation to these cross section curves, so it would be either clockwise or anticlockwise. So it is opposite to this, and it is rotating to this direction. So it will reach to this side. So it's better to justify the direction by this way. That right now the direction is opposite to this or opposite to this side. So it is toward the greater side. And we got the same thing in the last one. It is toward the greater side, and we want to we should modify the first cross section care, check out the result. Watch this. Just like loft, as you can see, we can align the cross sections. I mean, a loft, we got aligned curves, but here we got aligned cross sections. So I click on it, then we will be shown the direction. Here, we should modify the first cross section curve. I click on the point to modify the direction. And then I press down Enter, check this out. The cross section directions are aligned. Watch this. Okay. By this way. Here I want to give you a trick. If you select all of the cross section caes with each other together, I mean both cross sections and rails and then start the command of sweep one. It would recognize the rail and the cross sections automatically. So you don't have to move forward to process one by one and then enter. Watch this. We got the same problem. We should align the cross section. Then I click on the point or SIM point to change or flip the direction. Click on Okay, watch this. So we can use this track to increase the speed by this way. Here, there is a point that we should consider all the time, is that the curves I mean the cross section curves that you use align the process of sweep one should be closed or open. It is applicable to love too. For example, I explode this curve, and then I remove some part, and then I join it again to create an open curve while others are closed. I start ship one, rail, and then the cross section curves enter. Here you check this out. We should select either open or closed curves, but not both. I'm in a loft. We have to select either open or a closed curve, but not both. So consider these points. You should select that open or close curves. You're not allowed to select both. But here are five modified sin point, what would happen? I join these and then ship one. I select the rail and then the cross section curves. As I told you, you'd better to adjust the sin points close to the rail or under rail or aligned to the rail, so they can easily be recognized. But right now I want to twist the Sweep. So I adjust this in point, put it this way. Watch this. But note that. We have a just the direction. Check this out. Here is the sweep. Watch this. It is twisted, as you can see. And this is designing a specific model that I wanted to twist the model intentionally, but let us check out other examples. For instance, I pick Interpolate curve, and then at first, I specify the rail or path, and then I want to create two cross section curves. For example, one of them, this one, SmartTrack very well. By project, and I want the pomp curved by this way, I joined them. Following that, let me scale it to minimize the size. For example, this is better than before by this way. Then for another cross section curve, I want to consider a rectangle like this. Watch this. Then in the ocean, I'm going to tell you some interesting points. So at first, I'm going to place it on the curve or on the path by orientin curve. However, we got another approach. This time, I want to place it without using Orient. I selected, I selected and rotated 90 degrees. By this way, and then I move it, I put it on the curve, which is not necessarily perpendicular to the curve. But if I perpendicular, make it perpendicular, we will have nice results, rotate, the reference point, and then the angle, for instance, I place it here. I don't make it perpendicular. I set copy two on. I just want to tell you we don't have to use orientin curve or we don't have to place the cross section curve exactly on the rail. Watch this. I want to change your mind about sweep one and orientin curve. That there is no limitation. You don't have to put them on the rail by using orientin curve. So we're done, and then the next one, the next cross section curve, I rotate it at first at 90 degrees. Then I move it and place it there. Let's check it out at the top view, again select and rotate. Watch this. You know, sometimes we don't want the cross sections to be perpendicular to the curve, so we can use move. There is no necessity. Watch this. We're done. Following that. We're gonna sweep them. Here as you can see where we're going to sweep them. Number after sides of two cross sections are not equal to each other. So at this condition, we won't have satisfying results. For example, we got ten another one, you got four sides. Sweep one rail and cross section curves. Let me check the directions and also the sin points. As you can see, a press down inter. Watch this. This is the result. Check this out. The rendered view port. You know, these sides are fading. But in the continuation, I'm going to tell you a trick that you can use it and fix the strip do. Let's check it out. Here, let us count the sides of the cross section curve. Here, as you can see, we got nearly nine lines. Here we can explode the other cross section curve, and then by using a split, I'm going to split the top side and then divide it into nine parts. Point, check this out. I'm going to place points and then divide the upside or the top side into nine parts, seven, eight, and nine. Then I join them with each other. So right now at this cross section, I mean, at both cross sections, we got similar numbers of sides at each, which is 12 at each. Let's check out the result. Sweep one rail and the cross section curves. But here I want to modify just the same points. Watch this. Following that, let's enter. Watch this. Look. Here it is smoother than the previous one. Watch it. Fire this way. So you can equalize the number of sides at each at both cross section curves manually in order to have a nice or smoother surface or sweep. And here, as you can see in sweep command, we don't have solid options. I mean both sides. I mean top and base cross sections or profiles are open. But if the used cross section curves are planRO the two profiles, the base and top profiles are planar. Can make them solid by using cap. I type cap. Then we should select the surfaces, the cap. I selected and then press down Enter. Watch this. But if it wasn't plain R, we have to use patch to make it solid. Sweep one is not capable of this. In the continuation, let us consider the options of the sweep one. Here if we sketch or draw a helix or a spiral that we did in the previous examples or practices, for example, the vertical helix, watch this, and for the number of the turns as specified too, let's it out. Following that, I'm going to consider a cross section for it or a profile prints dance, this, this curve. Watch this joint. I mean, I explode them, and then I mirror them at the other side by this way, following that. I complete another side, and then I select them to make them joint. Watch this. After that, I orient it on curve or to move it under curve from the base point. Then I set it perpendicular to the curve. Let me adjust it on the curve. Well done, okay. Very well. Following that, I want to sweep this. We get the curve and also the cross section curve. And in the future examples or practices, I want you to model a ramp by using sweep and a cross section curve. I mean, in the previous examples, we used ribbon, but here we're going to use swip and it is not that much difficult. You just need to create a rail and the cross section curves and then sweep them. After that, if I sweep the by using C one, then if I specify helix as my rail or path, I select the rail. Let's check it out. The cross section curve, enter. Watch this. And we preferably put it here, watch the result. As you can see, the twist is not regular actually, as we are sweeping a cross section by using a helix, we should set the reframe slide to rot like. Watch this. If I set it to root like, as you can see the result of the sweep. So don't forget that. If you were using a helix as your rail, don't forget to choose root like as the frame style of the sweep. Watch this. Then it will be fixed. However, if just in case, let me I'm going to make some changes on the sweep and then give you another example. Wait for a second, please. I click on Set axis to modify the axis, check this out. After ruining the sweep and then specifying root Light, and it was not fixed, just like this. You have to set the axis yourself, a perpendicular axis. So here I click on Set axis, since you know, sometimes you may have to set the axis yourself. Following that in the front view and then a sketch a vertical axis. So you're specifying that the axis is towards that direction. And then click on Okay, check this out. It is fixed, since we have specified the axis. So in the continuation, let us work on the parking practice and then associate the cross section curve without using ribbon. So I open the file. I recommend you to save all of your practices or examples since sometimes you may need to refer them. Here we got this, as you can see. I hide this and I delete the ribbon by this way, and the columns well done, and the circles to prepare the rail. Check this out. This is the rail of the sweep. After that, we're going to sketch the cross section curve at my desired geometry, for example, if eight, six centimeter, I set mode to arc, then I sketch an arc by this way. Following that, again, the line 60 centimeters, 15 meters. Well done, I press down, Enter. Following that, again, I start from here 0.05 or 5 centimeters is length. Let me sketch it again. 5 centimeters. And then 30 centimeters, I extend it to downwards, Smart Rack, and then I continue drawing by this way. Following that, 40 centimeters to down. Then I project it. Watch this. By this way, and then I extend it fell down. Then at the middle here I want to add something. I find the midpoint, and then check this out. For instance, this. I explode it, and then mirror. By picking excess. Well done. Then I trim the extra parts. Well done by this way. Here, as you can see, we got two single lines. I remove one of them, and then by connect, I connect these two parts to each other. Well done. This is the result. I select all explode, then I mirror this to the other side by picking excess, well done. Then select all join very well. Following that, I want to put it on the rail and the cross section should be toward inside. You may want to put it under rail by using orientation curve, but it is okay, but I want to critics roach. Let's do it at first to consider it orientan curve, and then I put it on the curve, the base point, and then the orientation curve. I set it perpendicular. Watch this. And then, flip X, well down toward inside, press down, ter. Here the problem is that here as you can see, there is a small angle. I mean, it is not perpendicular to the curve. I mean, the curve or the profile or the object is not positioned perpendicular to the axis or to the plane. Actually, it is perpendicular to the helix. And as you can see, the profile is slanted. Needed to be perpendicular to the plane, too. However, we can disregard this. But if you wanted to put it totally perpendicular, select it, then rotate it at 90 degrees manually by this way, and then move it. By picking point, I turn off f eight or ortho. By this way, then at the front view, I rotate the profile manually like this, the center of the rotation, and then the reference point. Well done, I specify the angle. For the second point reference, I specify the origin point. Actually, the center of the helix. Actually, it's better to specify the center of the helix from before. I turn on project, and then I sketch a line following that I find the midpoint, here it is. Then I start the command of rotate. I set Capuchin o, and then the first reference point for the second one, I choose the midpoint. Well done. Check this out. Here as you can see, it is totally perpendicular to the plane. Watch this. So we can use either of these two approaches, and there's not that much difference between them. Following that, sweep one, and then the rail profile or cross section, Inter just the same point on the rail and then Inter. And as I chose you before, you should set it to Rod like. Watch this. So if it was free form, check this out. It is not correct. Rod like. Okay. Well done. Let's check it out as you can see. You can create such a geometry model or model geometry. And if you wanted to cap the first and end, you can use cap for the planar curves or cross section curves. Watch this. As you can see they are capped. By this way. Check it out, shade a display mode. In the continuation, let's talk about the other points about this command. I open a new file. Wait for a second, please. For instance, here we got a rail in which we got some straight sections or sharp corners. Following that, I'm going to consider some cross sections for it, like these curves. Watch this rectangle. I turn it off. And this rectangle, I extend it. Following that, another one at another end. Here we got three vertical rectangles, then sweep one. I select the geometries, press down into, which is here as you can see, the direction is changed, but the same point is well adjusted. We should modify the direction of the last rectangle. So I flip it, press down inter. Here there is an option which is untrimmed mires. Here if I check untrimmed mires, then we have some changes on the Io curves. Here if the sweep creates a polysurface with kinks, the component surfaces will be trimmed. Watch this. You see the changes by this way. Okay. And if I click, as you can see, changes the form of the iso curves. And some of the conditions maybe while sweeping a cross section, you may see some distortions at the corners of your sweep. You can try untrimmed mires. The conditions that the corners were distorted can try to check untrimmed mires. Maybe it will be fixed. And another option there is refit rail that I want to explain it by an example. So let's check it out together. Here I sketch or draw an arc like this. Following that, I sketch cross section. Following that, if I sweep this. I mean, both, we got the rail and also the cross section. What about the end? I mean, we got only the base profile at the top. I mean, what would happen to the curve? I mean, to the sweep or do you guess? Does our cross section continue? So let's check it out. So one then the rail and then the cross section, well done. Check it out. This is the result. An angle is considered here. But if I want to consider the cross section for both ends, what should I do? So here, since we got only one cross section, I create a copy from the cross section and put it at the other side. Watch this. Following that again sweep one rail, and then the cross section. Check this out. Both of the sides are similar to each other, but check this out the middle. As you can see, it is sharp. At such a condition, we click on refit rail. Then it refits the rail curve like using the fit curve command. Feed curve command makes a non graial nerves curve of your specified degree that matches the input curve within the specified tolerance. In fact, refit rail and untrimmed mires are not oftenly used. But if you got some problems, I recommend you use them, especially in distortions in your sweep, maybe you could fix them. And here as you can see, since we don't have any sharp parts in the rail at the rail, untrimed mires is not available. So okay. As you can see, we got the surface. And this was the application of refit rail that sometimes it could be very practical and useful. But just like loft, just like loft, if we had a closed rail or path and you had more than two cross sections, you can close your ship. This time at this example, we're going to work on a non planear curve as the rail by this way, for example, watch this. Then, we're going to work only circles. Don't want to waste times. Shake this out. Around curve. Watch this. Since we're going to go through the main point quickly, multiple circles. Following that, we're going to use loft, I mean, sweep. And just like of, we have to have more than two cross section curves enclosed rails, actually. Watch this. Sweep one rail, check this out, and then the SIM points. Watch this. Natural, for instance, or automatic hack this out. I press down Inter here is the result. Following that, if I want to close the sweep, I check or click Close Sweep. Check this out. As you can see, it is set to rod like. But since our form is not complex, it is not like a ramp or a helix, there's no difference what to choose free form or rot like. It is not that much different. But we preferably use free form instead of rod like. But in the Rams, we choose rod like, and then okay. But about the last point, which is using the surface edges for sweeping, as you are concerned, we had this point in love too. So if we do not necessarily use the curves, we can use the surface edges. We can use surface edges instead of curves. So let us give you an example. For instance, here, we got a rectangle like this and I extrude it. Well, it is not parallel to the views intentionally. I delete the curve. Following that, I'm going to select these four curves of the box as the rail of the sweep and then create a sweep. So here I need a cross section. Here I have to sketch the cross section or profile there by this way. So what should I do? As you can see, the box is not parallel to the views. What should I do? Exactly. I should change the plane. I mean, the construction plane. I mean, I want to set this surface as the construction plane, set the plane to object, which is the most useful one. Then I click on the surface, check this out. Following that, I should sketch the cross section curve. Watch this. Here, I start drawing very well. By this way, I said mode to rc well done. Again, set mode to line. Wait for a second. For instance, this we're finished, Ciplne to top view, then sweep sweep one following that, you should select the rail. Here, I click on the edge, the surface edge, extrusion edge. Then I issue the specified cross section. I wasn't allowed to choose the other surfaces, the surface as the rail. It's such a condition that we got, for example, more than one rail to choose. Or, for example, we got four surface edges instead of one rail. You have to c chain edges. Then you can choose the set of edges or the segments for the rail. You can select as much as you want or as many as you want, and then press Inter when it was done. Well done, we can select the cross section curve. Here it is. Press Inter Well done. Okay. Let's try again. As I was saying, at this example, we're gonna use the surface edges or extrusion edges instead of a rail or a curve in sweep one command. In select rail in select rail stage, we have to specify a path for the swep. But if we do not click on chain edges, we are only allowed to select one edge. So after selecting the first edge, we have to select the cross section curve, as you can see, but we want to choose the four edges, the four surface edges or extrusion edges. I mean, we don't want this. So at this condition, we click on chain edges. Then we select the four segments for the four sides or four surface edges. Press down in following that I specify your selected cross section curve and then Okay. Let's sick it out in the Render view port. Here is the result. Watch this. And as I told you before, sweep one is considered as one of the most important and fundamental commands in Rhino, that I want you to put too much time on it. Don't do not skip the examples or practices. Consider the options. And if you got any questions you can ask, then we will do the considered assignments together step by step. 65. Exercise Explanation: Hi, guys. I hope you are feeling well. Here it is the considered assignment for you that you're expected to create it by using sweep. First of all, at the analysis stage, we try to recognize or distinguish the main curves. For example, the curve here, it is repeated four times. There's a distance between them. As you can see, as it moves up, the cross section is getting greater, and here is the file that you can understand it deeply. Here, as you can see, we got four sweeps by this way. Here is the plan view. It's just like a square. Watch this. We got this, which is array, and then this would be the result. And for more information or explanations about the model, I remove three of the sweps and I keep one of them. Watch this. Here, we got the path and the cross sections, and I remove the form to show you the path and also the cross sections. So this is what you're going to sketch. I mean, this would be the main curve. As I'm marking in the picture as the rail or as the path, following that I should specify or create three cross sections at the ends and at the middle. And the middle one, as you are concerned, is greater than the others. While the cross sections at the ends are mirrored. So we need a rail at first that you have to be skilled at creating the curve or rail and then the cross sections. That the cross section curves are three rectangles, two of them are similar to each other, but the other one is greater than the others. Let me give you some explanation about rail. You can sketch it in the front view if I explode. This is one of the parts. It is extended upwards straightly, and then it is curved. But do you remember how did we sketch these curves? A curve curve which is composed by a straight part and a curve part? Exactly, we use control points curves. Watch this. By this way, as you can see. Right now, I just created the rail, from the front view, we can create the rail and then mirror it at the other side. But here, as you can see or as you can observe, the cross section is not exactly on the curve. There is a small distance or gap between the cross section curve and the path. Let me explain to you in the picture. Here are a few sketch and square I mean, hypothetically, at the base of the model, then we will have the four corners of the squers at the four corners of the model, which got intersections with the cross sections. And as I told you before, there is a small distance between the rail and the cross sections, the base cross sections. So because of that, there is a distance between the two sweeps. So back to Rhino, as you can see, we have considered a distance from the corner of the skuer the cross section. If you want to keep these relations, I recommend you creating a screw at first and then start sketching the rails. And then after drawing the rail or the path, you can go for the straight the cross section, as you can see on the screen. We got two rectangles at the cross sections at the base cross section, which is angled, I mean, it is not vertically actually vertical or small angle. Watch this. If I just from the top view, relation to the square, it is angled or rotated, and the inother one is mirrored. And the top cross section, which is a greater cross section. And the point here is that check this out. The top side of the rectangle is aligned with the rail and also tangent to the rail. Let us check it in the front view. Watch this. As you can see, the top side of the rectangle of the cross section I is tangent and also aligned with the rail. So if you do not adjust it correctly, you will have some straight sections, and you can't create the expected form. After creating the path and the cross sections, join the rail and then sweep them. This was the whole process of creating the muddle. Guys, give it a try, put time on it, then I will do it step by step together and I explain it, but don't forget to use your own creativity. 66. Exercise Tomb: Hello, dear friends. I hope you are doing well. I hope you have done the practice successfully and had taken your skills to the next level. And if not, don't worry. Since at this session, I'm going to do it with you step by step and I explain every stages of the process. So let's go, as I told you in the guidance in the previous session we're going to start or begin with a skewer so that by the square, we can control the relations between the geometries. So we're going to work on a hypothetical square which is surrounding the feet or the legs here in the plan view at top, the rectangle by midpoint or center point. I sketch the square well down. Then at the next stage, let me take a look on the picture. I'm going to draw the rail or these curves and then consider it as the rail or the path of the sweep. And as I told you in the previous session, I mean, as I was giving you some information about the practice, while you are drawing the skewer, the hypothetical skewer, there should be a small distance or gap between the start of the path and the corner of the skewer. So for controlling this distance and also controlling the the relative height, since I should adjust the height of the curve or the rail, I get back to no. I pick the vertical sku or rectangle, and then here at first, I consider the distance. As the start of the curve, I extend it till another end and then at the defined frame, as you can see, I mean, I'm going to control the height of the path or the rail by this frame. For example, I specified a point like this. I mean, this is all in relation to the squers and I'm going to consider the curve inside the frame then at the right view. And as I told you before, by using the control point curve by this way, since it is composed by straight part and a curve part. Following that, I specify the start point or the intersection of the scuba or the corner. First the straight part, and then I curve it. Watch this. Following that, if you want it, you can choose the control points and control the path and the height of the path. Watch it. Here is the result. In fact, this is the drawn path of the sweep. I mean, we have done the half of the rail, and we have considered the small distance between the rail and the corner and also the distance or gap between two sweeps and also the height of the path. Then for sketching the another side or the another half, I remove the scoer I select it, and then I start mirror. Watch this as you can see, the path is done. We are done with the rail. Let's go for sketching the cross section curves. As I showed you before, we got two types of cross sections. The first type at the base at a small rotated rectangle, and then it is arrayed or mirrored, actually. One more cross section at the middle at top, which is a greater rectangle or more extended rectangle. Let's create the two rectangles here back to Rhino. At the top view, I'm going to draw them, watch this. Here, for example, this is the first one, the base one, and then this is the greater one for the middle part. Very well. After that, I select it and I move it. I put it exactly at the corner, and then I need to rotate it. But note that the value or the angle that you rotate your rectangle should not be that much high. Just a little. Watch this. There should be a small, you know, angle, a small rotation. Let me increase the angle. This time is better. If I zoom in, you can calculate the rotation angle according to these lines, as you can see in the picture. I mean, just relative to the shadows, and then I mirror it at the other side of the path. By this way, let us have a review. At first, we sketched the square at base. Then for sketching the path, we should have considered the small distance till the corner and also the height. I sketched a vertical rectangle. Then I sketched the curve inside the frame. I mirrored it, and then we have the rail completed. Then we sketched the smaller cross section or the base one. We rotated it. Then we mirrored it at the other side, and then we are here are some points 50 another cross section. Here at first, I should select it and then move it as I told you before and then put it right here. And I know as you were concerned, we do not use oriental curve and stuff like that, since there is very sharp and we should put it manually. I move it, and then I place it here, and then I rotate it at 45 degrees. Watch this. Till here everything is okay. So right now, it's time to locate or position this cross section. I should move it and then put it at the point that these two curve have met each other. And as I told you, we do not use orient curve and stuff like that. Since the corner is sharp, we can't put them perpendicular to the curve. So I should move it manually. I select it 90 degrees, I rotate it, then I move it, and then put it right here. Then I rotate it at 45 degrees. Refer to this point. By this way. Well, done. But as I explained before in the previous session, the cross section should be tangent to the rail and also aligned with the rail. So I should select the cross section curve and then rotate it to make it tangent to the rail and also aligned with. But as the rectangle is not parallel to none of the views, we can do this at none of the views, since it is not aligned with the view. Since we are not perpendicular to the curve. Watch this. We are observing the model from this point and we can't rotate it. We can't reach to the expected results. Let's check it out. Since the rectangle is not parallel to the views or aligned with the views, if I rotate it, watch this. It is totally apparently, check this out. It is no more aligned and tangent to the curve. Watch this. So what should we do? What do you suggest? We should or we have to make this rectangle aligned and parallel to one of the views. So to do this, to make the rectangle parallel to one of the views, I select the whole set of the drawing, and then I rotate them temporarily at 45 degrees, refer to the origin point by this way. Then if I open the right view, as you can see, it will be perpendicular to the rectangle. Watch this. Then if I rotate the rectangle here at the right view, it will be accepted. Check this out. It is aligned and tangent to the curve. This is the result I undo the process to explain it again. Here, we need to make the rectangle aligned and tangent to the curve or to the rail. But at first, we need to make the rectangle at least parallel to one of the views. Otherwise, if we rotate them at each of the views, we won't have the expected results. Watch this. So we have to do something to make the rectangle aligned and parallel with the views, one of the views, at least. Here, you may say we could have modified a sea plane. Yes, it would be great or a trey rotation. It would be another approach, however difficult somehow. But this is the easiest approach that we select the whole geometry or the whole set of the curves by this way. Then we rotate it. Then I specify the central rotation origin point. Then I rotate it at 45 degrees to align the rectangle with the voy axis. Watch this. As I told you before, if you rotate the view by this way, that the voy axis, as you can see, it is in front of you, which means that this is the front view of the model. But if you rotate the view that the X axis was in front of you, you're at the right view. So if I want to have the rectangle at one of the views, aligned. I select the rectangle at the right view, then I rotate it. I specify the first and second reference points, and then I rotate it. Watch this. The rectangle is totally aligned and tangent to the curve. And if you want it, you can rotate the whole geometry. By this way and then continue the project. But we are almost done. I select the two paths of rails and then joined them since we got only one rail here, and then I start to one I specify the rail and then the cross sections by this way. Following that, the same points are okay. I check the directions, watch this. The direction is toward the greater side, toward the length, but this one is toward to divide, not to the length. So let us check the other one, as you can see it is toward the length. So we need to flip the direction of the middle one. I click on it, I flip the direction, and then I press down Enter. What was the problem? Again, I start the command of sweep. One, I specify the rail, following the cross sections by this way. And then here we're going to check the sin points and also the directions. So to make the process easier, we put the sin points under rail preferably. Well done these two under rail, but this is not what it is. I just the M point. We should check the points, positions, and then the direction. Here, watch this. Here, as you can see, it is toward the greater side or the length. I mean, here we got two sides that one of them is greater than the other one during the rectangle. The direction should be toward the greater one. And the another one, it is toward the smaller one and the another cross section is toward the smaller cross section. We should modify the first one or flip it. But if you did not realize the differences between the directions, check this out as you can see, watch this. We can fix it by align cross sections. But don't forget that by using aligned cross sections, we are not allowed to drag the same points and readjust them like loves. We're only allowed to modify the directions or flip the directions. So align cross sections. The two others are toward the smaller side, but the first one is toward the greater side. I click on the point to flip the direction. I press down Inter. And then, okay, let's check out the results. Here in the rendered viewport. Very well. Watch this. Here we just need to array the sweep. Array polar. I select the object to array, and then the center of the polar array zero number of the items four and then the field angle at 360. Watch this. Here is the result and the rendered viewport back to shaded mode. As I showed you, each of the components like the squared, the base square or the vertical square or the rectangle, helped us in creating the main frames or the geometry of the model. For example, we control the distances between the sweeps by the rectangle. I mean, here I arrange these two models. I mean the picture and also the rhino version next to each other in order to compare them. Watch this. This is the hypothetical square at the base of the model as I told you, and as you can see, there is a small distance between the curve until the corner of the rectangle. And in the real version in the path, as you can describe, you got continuity or a curve net, distortion somehow, while we got it in the rhino, as well. I mean, the both version of the model, the executive one, and also the Plan one are both similar to each other. I mean, we got the waves at the ship. So please consider this project as one of the informative practices that can teach you many things and try to move the project forward just like me step by step and be known about what you are doing. I mean, don't be accustomed to root learning to just repeating what I've told you without any thinking upon it, I mean, as you're moving forward step by step, think about each of the actions and stages, think about the reasons that I chose that commands or that approaches so that you can analyze the form and give and use the given techniques at these sessions at other actual projects since you have learned the practices and the projects steeply, not just repeating rudely. 67. Sweep 2 for Dynamic Surfaces: Hi, friends. I hope you're feeling well. Let's talk about strip two, in which we specify two rails, and then we can specify the straight sections. I mean, the cross sections as much as we want, but no daddy cross sections should be opened or closed. So let us start with some examples at first. Here, I sketch a curve like this. Following that, one more curve, watch this. Okay, consider these two curves, and then I'm going to consider several cross sections for it like this tree and one more at the end, well done. Then I'm going to modify the cross sections curves, and then I'm going to create a sweep by sweep two command. Watch this. I make the lines non planer. I move the control points along z axis, move downwards, well done. Then I start Sweep two. And then I should select the first rail. I mean, selecting two curves as the rails. Again, sweep to rail. By this way sweep to. Wait for a second to rail. After that, I should specify two curves as the rails or as the two rails. Following that, we select the cross section curves in order to in order in the order in which the surface, we'll pass through them. But at first, let us select the first and by this way, I draw a window to select the cross sections and then enter. I will talk about the settings, okay. Here is the result, as you can see on the screen. Here some of you may ask that we could have sketched this by using love. So why did we use Sweep two? Let us give it a try and then compare it with Sweep two Loft. I specify the curves and then love them. Watch this. Check this out, compare this two. When we use of, of only connects the profiles to each other or the curves, and we do not control the way they are connected to each other by other curves. So we can't practically use love at this situation, and we have to use Sweep two. So let us explain it in some other examples. For example, in the full rap shelter, suppose that if we want to put time on creating this, check this out. Watch this. I mentioned before at the first stage, we used to analyze the forms or the main curves, which is more important than the sketching stage. As I look at closely, here we got arc, which is our first rail. And then behind the shelter, there is a straight line on the ground is the ino rail. Check it out in the side two. Here, the black one is the first rail and then the another rail. And then we specify the cross sections. Here I have created the model. Let me show you the picture. This is the created model geometry and the two rails, and I'll say the cross sections. As you can see, let us give it a try and then sketch it. Well done. Here back to Rhino at the top view, and I want to create the rails at first. For example, the curve. Watch this. By this way, then we can move them or fix them, revise them. And I usually use to delete the two control points at both ends of the curve. Watch this. This is the result. Look, it makes it more smooth. I move the Ctrpot upward. Anyway, let's take a look on a picture. Here, actually, in fact, I sketch this. Then the next rail by interpolate curve. I sketch another curve. Watch this. Following this one. Then in the continuation, I should modify the form of the rail, but how? Watch this. We can make it by curve to view. But since it is very simple, we can pick up I mean pick the control point and move it upwards. I mean move it along axis. Look. Here it is the result. Then we need to add the cross section curves. Here I add the straight cross section, which is placed on the ground. Watch this. And at other parts, we're going to sketch some curves. So at the middle from the midpoint in a straight line, and then I select it, let me choose the right view from the right view, for instance, can select the control point and then move it to curve it, for example, like this and controlling the continuity very well by this way. Just like the showed picture and then one more cross section at the another end and a straight line by this way, very simple. Then it's time to create the surface by Sweep two, rail one and two, then the cross sections. Well, the I select the cross sections and create the sweep. Watch this. Here there is a point that I want to tell you just like sweep one. If you select the two rails and also the cross section glove together, and then starting Sweep two, we can have the similar results in a quick process. I mean, it is not a necessity to specify the rails and the cross sections separately in two stages. Let us talk about another example. For instance, let me open the picture of the stadium that we're going to model it. Watch this. At first, I want you to find the rails. Could you guess? Of course, this is the first one, for instance, and the base one is the second one. By it this way. Let us create this together. Here I have prepared the picture, the stadium, and for creating this project, you'd better to use the deformable ellipse. So the deformable ellipse ellipse center, you can set 12 as the point counts and then create this buy this way. After creating it, you should select it. When we want to draw the stadium here as we look at the stadium closely, we're not dealing with an ellipse. You know, we're somehow rectangle with rounded corners. So get back to Rhino. We're going to modify the rail by moving decontrol points. Watch this. I select this, and then I move them. Watch this. Again, I select these two. Don't forget to select decontrol points at both sides and then extend them to scale both sides symmetrically. Watch this. This is more close to the stadium. You can use this technique in your pectual projects. At first, sketch an ellipse at a formula ellipse, and then deform it to convert it to another geometry. What about the next rail. So if we want to create the next rail or this one, we can offset the first rail, I mean, or scale the base one. Is there any difference between them? I go through both approaches. I mean, I want to create another ellipse just like this, but a smaller version, we can either use we can use either offset or scale. At first, I'm going to scale. I hold down Shift by this way, and I hold down all to create a copy by this way. Straight one more time. I hold down all to create a copy, and I hold down Shift to scale it, scale it properly. By this way, this is the result. This time I want to try offset, offset. Then I should specify through points. For instance, by this way, this out. Is the difference between these two? Actually, in a scale, the vertical and the horizontal distances between the two rails is not equal. While in offset, the distance is equal. And the second difference, the second rail, as you can see, it is just rounded like the previous one, but another one in offsets we have created the smaller one by offsetting it, the form of the ellipse has changed, and here we got sharp corners that we can solve it. We should do something while offsetting it. Yes, exactly. We should set loose too, yes. Let's check it out. Watch this. Let me show you the scale at first. I select the ellipse. I hold down to create a copy and I hold down Shift to scale it properly, and then the another one to create the smaller version by offset, offset through points, watch this. By this way, for example, and then I create it. Here as you can see the differences between these two are so vivid. For example, in a scale, the horizontal and vertical distances between the two rails are equal, are not equal, but the offset the distance is equal, and the second difference is with their shape. When we scale it, as you can see, both of them are like each other, exactly. But in offset, as you can see, the corners of the offset version are changed at this practice, I prefer to use scale. But as the distances, the vertical and horizontal distances are not equal to each other, you can select it and then extend it to compensate the shorts. Well done, let us continue. I select the rail or the smaller rail. After that, I should move it upwards or along z axis for instance like this. This is the proper height. And then, according to the picture or pattern, we should adjust the curveness that we can control. I mean, modify the control points. I select the four control points. Watch this. Let me show you the picture as you can see. After that, I should move them upwards. Look, by this way. Here is the result. I move it downwards, well done. Then it's time to give the straight sections. Interpolate p curve. I sketch the curve here, and then at the front view, I want to modify the curve by moving the control points. Watch this. By this way, as you can see, I curve it Well done. Then if I want to lower the continuity here, I can use weight, as we talked about it before. I mean, I want to stretch the curve to the control point, so weight. And then in set control point weight, watch this. I'm stretching the curve to the control point. I maximize it. Well done. Here by the slider, we can adjust it. I put it right here. Well done, but I should move it a little bit downwards. And we are almost done, guys. We need to select the cross section and the curve and then start Sweep two. Watch this. Okay. Here is the stadium, however, and before starting the command of Sweep two, you can record the history and then start the command of Sweep two. So if it was needed, you are open to modify your curves. So, for example, I select the control points, and then I modify them or revise them to reach or meet my needs. Watch this. By this way. Fell down. And in the future sessions, I want to teach you how to create these forms and stadium too. But in the next example. So, guys, don't forget to put time on these examples and work on them attentively in order to get skilled at them. Let's go for the next one. The next example, here it is, as you can see the picture. I'm going to create the top surface. Watch this in the next picture right this way. Here, as you can see, we can easily recognize the rails first and second, outside and inside, well done. After that, in Rhino, I pick the deformable circle. At first, I should specify the center of the circle. I set the point count to six. Why? Since as you can see on the screen, here we got three origin points on the curve or on the surface and three points for the small for the distances or the gaps between each of the circles. So totally, we should have six points, but six is not accepted accepted. Point out is dependent to the degree degrees five. I set degree to three and the point oun to six. Well done, so point count is dependent to degrees. As I told you, as I explained and revealed, that the point count is dependent to the degrees, the center point and then the radius, for instance, like this, check this out. Then I select the points. I select every other points. I hold down shift, and then I scale the circle, check this out. Following that, I hold down alternative and shift. I scale it and then create a copy. So I select these. Every other control points by this way. Let us take a look on a picture. Then we should move them upwards along the axis. Watch this by this way, like this. Here, as you can see, we have moved these three points. However, we should move the exterior surface upward too. I select every other points by this way. Then I move them upwards a little bit. Well done. After that, we're going to sketch the cross sections. I'm talking about these. So get back to Rhino, for example, in the top view, let me draw one of them at first. For instance, for example, this as the cross section curve. Let me show you again. I'm going to sketch the cross section curve again to show you the process. So by interpolate curve from the quad, and then I activate near Snap, then I connect it to here by this way. Following that, from here the squad, I connect it to here by this way. Actually, we should just sketch the other quads, too. I mean, the parts parts, the down parts like this from the quads or bottom quads, like this way, perpendicular. After that, we're going to deform the cross section curves. For example, I choose or select the control points, and then I curve them by this way. Watch this. You know, we're talking about this. Look at the picture by this way, and we modify the other cross section curve just like the previous one we select it and then move the control points. You know, you can edit each one individually to customize each of them according to the picture. But if you want to create the model, I mean, exactly just like the picture, you should put more time on it. But I think this time is better. Okay. I select the curves. Sweep two, watch this. So right now, what should I do? Exactly, just like sweep one. Here we got closed sweep that I check it. By this way, and then I close the sweep so that it closes the sweep and we will have the surface. And we can create the bottom parts by using other commands. Well done here there are some other options for sweep that we're going to talk about them. I want to exemplify another case and then talk about the options upon that example. For instance, suppose that we got such a curve, and then I close them to make them close to each other, and then I'm going to consider a cross section curve for these two rails, for example, at the ends. Then I move the control points upward to watch. Well down when I start the command of Sweep two or Sweep two rails, the two rails and the cross section, watch this. Actually, when the cross sections moves move along the two rails, when the distance between the rails lowers, it lowers the height two. And as the two rails got distant to each other, the height grows, too, as you can see. Here is an option named maintain height, which removes the association between the height of scaling from divide scaling. But if I check it, we will have identical height along the sweep as you can see, and by default, the cross section curves normally scaling both the height and f dimensions. So sometimes it is needed to check maintain height. The next option is at a slash, which as additional cross section alignments to control how the surface is created between sections. In other words, you can modify the directions of the isocurve by at a slash. For example, as you can see, the isocurves are horizontally, and they are parallel to each other and horizontally or horizontal. You click on a slash, and then by sketching the curve like this way, specify the direction of the Io curves or control them or sketch a new one, watch this and change the isocurves. But note that if you press Control Z, you can undo the Io curves, undo the changes. For example, you have sketched some isocurves or specified some points and rail. You can undo them by Control Z. Note that you are not allowed to delete them. You can't remove them, but you can undo them. Control that to undo. By this way. You can undo them. And okay, let us work on some other examples. For example, here we're going to sketch a mixture of semicircle and a rectangle here. Let's check it out. Now this time, we're going to work on a specific geometry by this way. I explode the rectangle. Then I remove one of the sides, and then I want to mirror the another semicircular on the other side by this way. I select them joined. After that, I've set through points like this. Well done. Watch this. Here is the result. Then I'm going to consider the cross section curve, something like this. I curve the line and then at the top view, Sweep two, then the rails, and then the cross section interval done. But note that if you click on Okay, you can no more add slashes. So before clicking on Okay, I click on Add Slash, and then I specify some points on the rails. Again, I try, watch this. You know, we can modify the Io curves of the surface. But this way, you can control the directions of the isocurves. I click on Okay to save the changes. But here, as you can see, we can only modify the directions of the isocurves by a slash, but you cannot modify the geometries or forms. Shapes, for example, if you want to curve the I curves, I mean, here we got them straight. At such a condition, we should add more cross section curves. For example, here as you can see, I select the cross section curve. I hold down Alt, and then I create copy, one copy here, for example, and then another one there at the other side. Well done, then I select this one, the control points, and then modify the control points, and then I curve them or move them along X I mean, Y or X axis. Then if I select these two curves, and then I mirror them, at the other side, watch this. And also the middle one, I select it, and then I mirror it. Watch this. Then I select the rails, the first and second, then the cross section curves. Well done, close the sweep, watch the results. Since here, we got several multiple cross section, we should check close sweep. Here, as you can see, the Io curves are curved, not straight. Here you may say or ask, what is the differences between curve and straight isocurves? I mean, when we create our surface, what is the significance of the isocurves? I think I have exemplified a case about Io curves previously. When you create a surface, then you can use the isocurves as some profiles or pipes or mullions. But here, I don't want to go through the details. I just want to show you the applications. So you can extract the wire frame and then by pipe, watch this and specify the pipe radius. You can convert them to some profiles. Watch this. This is the application of the Iacers. Share that display mode. Et's check it out. I'm going to try again, sweep to the rails, and then the cross section curves, Enter. Watch this. After that, for completing the sweep, I click on Close Sweep. I mean, in the condition that we got more than one cross section curves, we have to check on we have to check close sweep. So I check it, and then I click on Okay. Here as you can see, the isocurves are no more straight, and most of them are curved. And it is just because of the extra cross section curves. As you can see, we got six cross section curves. I that control the form and the geometry of the isocurves. But here you may ask what is the significance of the isocurves in the surface? Out the rendered viewport. I mean, this is the final result at both conditions, no matter how many cross sections do we use. But in the previous examples, as I told you before, as I mentioned before, the I curves can be converted to some profiles or leions independently or independent to the surface. For example, I rebuilt the surface. Actually, we haven't covered these lessons, fire frame, extract wireframe, and then pipe, watch the rendered viewport of the pipe. Here as you can see the pipes are dependent to the geometry of dsocurves when we are going to convert the Io curves to some objects like pipes and ulions and frames, geometry of do curves do matter. However, we can do something else by the at a slash. Sometimes by adding a slash, we can revise our surface or sweep. I mean, we can fix our geometry or our surfaces, especially in complex surfaces. Let us work on another example here and like this. Here, as you can see, we got a geometry with sharp corners like this. Let me select them and then extend it a little more a little bit, actually, I'm sorry. And I revise the other part, and then I start drawing the second rail by this way. And then wait for a second to complete the rails. Well done. I select the control point, and then I move it. Watch this. Here we got a complex sweep and then I'm going to sketch the cross section curve. Well done by this way. I curve it. Then I start the command of sweep to the rails, and then the cross section curve nter watch this. Here as you can see, the sweep is not practical or useful, as you can see, or at least it is not usable. So at such a condition, at such a case, at the corners, if we add some slashes, we can have a surface revised. I mean, we do not aim to revise the direction of the iso curves. Necessarily, we want to revise the surface itself. So add a slash, especially in sharp corners. Watch this. L, and then at the other corners. As you can see, the isocurves are not regular. I add a slash. Watch this. One more by this way. And then here. Right now, as you can see, the surface is okay. It is revised and practical. However, if I want to make it better, I add a slash here, watch this. And as you are concerned, we are dealing with a complex surface. So we do not have high expectations, so it is normal to have such a result or some distortions. So there are sometimes that we use at a slash to revise our surface. However, about the other options here in Sweep two rails, for example, we got refit rails. As I talked about it in sweep one before, which refitsil the rail cars before creating the sweep, and it is not that much practical and useful. And you can use these for rebuilding. For example, rebuild cross sections that in the future sessions, I will talk about them more, and I click Okay Well done. Here there are some general points about creating models and surfaces by sweep to that I want to mention them. At first, let me draw the two rails of the swap, for example, by this way. Suppose that we got two rails and only one cross section curve at the first or the beginning. Then we can have our sweep. Watch this. Watch this without any problem. But if I place the cross section at the midpoint, or, for example, here, not necessarily at the midpoint at such a condition, we will have only one side. I mean, sweep at one side, watch this. Then other side is not closed. I mean the first cross section curve specifies the start point of the sweep. I mean the place that the click to specify the rails doesn't matter. For example, for the rail one, I specify or I click at the right side of the cross section. Again, check this out, ail one at the right side, and the second rail at the right side of the cross section. Then the cross section, this is the result. But this time if I click at the left side of the cross section, the rails, watch this. This will be the result. And the other point about Sweep two, is that if your rails have met each other at both sides or at both ends by this way, the ends of the curves are connected to each other. And if you have a cross section here, if I sweep it, then we have them only at one side, not both sides. Watch this. I mean the place that you click for specified in the rails, doesn't matter. So if you want to create this sweep at both sides, you should specify the points object at both sides of the rails. Check this out. We got two points at the end, since points are considered as the cross section curves in sweep. Watch this, okay? So, guys, try to practice on the given lessons and make sure that you have taken your skills to the next level. Try to get a skill that sweep too. See you next session. 68. Tomb and Amphitheater Design: I'm sure that you have sketched this muddle or the stairs successfully, but I'm going to create it again myself and together step by step. So I'm going to start from sketching the arc or an arc. For instance, here, I pick the circle and then to 12.5 as radius. And then I select a part of the circle. For instance, this part. Watch this. I'm talking about this part. I mean, the angle is not given. So by trim, I trim the extra parts and I keep the selected part. This is our arc. After that, get back to the pictures. You know, what do you think about the length of the vertical line? I mean, the distance between the arc till the top line. I mean, here we got 30 stairs, but the length of each of the asters is 120. So if I multiple 30 in 120 centimeters, it would be 36 meters. I sketch the vertical line from here, 36 meters. By this way, I pick it here. Then I need a horizontal line which is 60 meters. So by using midpoint line, I started from the endpoint. 30 meters at each sides. I hold down shift restricted directions. Well done. But how much should I move this curve line upward? Three multiple in 30 centimeters, which is 9 meters. I move it 9 meters upwards. Following that, I have to sketch the cross sections of the stairs and then sweep them. Actually, I want to sketch this. But my recommendation is that to sketch a line here, I turn off project, and then by points, divide by number, I divide the curve into points, 30 points, and then I'm going to sketch the threads. So I click on here, then I activate the project in plain R, and then I start sketching by this way. Shake this out, and then I turn off project. This is the stair, the riser, the nosing and the thread of stair. By a simple calculation, we sketch the threads and the rising and we can remove the other parts. Right now, let's array it. I select it. Then array linear 30 as numbers, and then I array them by this way. Watch this. Well done, the cross section is ready. Then I need to move the line beneath the stairs for the thickness of the stairs. And since the cross section is, I mean, should be a closed curve, I close it, and I close the other ends or the other side. I can extend it to connect these two lines to each other, connect. Then I choose the curves to connect them by this way. And then in my selection filter, I keep the points. I select them, and I delete all of them. Then I select the cross section curve. I join them. To make them join, following that, the cross section is ready, then I'm going to consider the cross section, and then the two rails of the sweep. Watch this. Sweep two, following that, the rails, and then the cross section curve. Let's kick it out. Watch this. The sweep is ready. And here as you can see, just like sweep one, Sweep two creates some uncapped surfaces. As I told you, if the cross section curves was plain R. You can cap them. Check it out. This is the result. So if you haven't sketched them yet, please work on it since you can go for the next project. 69. Exercise Explanation: Hi, guys. I hope you are doing well. Here is the next project that I have considered for you, which is Arc River. Let's watch the images that here you got I mean, you have to sketch multiple surfaces, flat surface. Let's check out the section view here as you can see. The flat surface. Here we got two surfaces, another at the top. Check this out. Watch this. And here we got the explosive diagram of the project. Watch this. Very well. In the continuation, we're going to analyze the model, and then I want you to sketch it. First of all, the bottom surface, as you can see, here it is, and it is very simple. You know, we got two rails, bottom and top. At the bottom, we got an ellipse, as you can see. And for the top one, we have to sketch a greater ellipse, and then by using curve to view, we can form it and then sketch the cross section curves and sweep them. Is the main surface of the model. Here it is. But about this, the ribbon around it. When we sketch this line here as we look at it closely, it is totally flat and straight. When two cross section curves are connected to each other straightly, there's no need to use sweep for instance, at the current example that I mentioned, if you sketch the two rails, which are the two ellipses and then left them, you can have a surface loft. I mean, a straight surface. So basically, if two cross sections are connected to each other straightly, there is no need to sweep them. Use sweep when we got two shapes or geometries, and they are connected to each other in a curved manner, not a straightly. So you can create this ribbon by using loft, since it is straight, as well as the next one, the top one. As you can see, it is straight and you can create it by loft. I mean, we only create the first one, the bottom one by sweep, and the other is by loft. Let's check out the cross section view. Here it is. Check this out. You can create this by loft, and at another view, watch this. It is vivid. As I told you before, you can create this by loft. And the other parts, let me arrange these windows next to each other so you can observe them better. Watch this. So the main surface, here it is. But these two can be created by loft. Check this out. After that, on the interior side, here we got a straight surface, flat surface. Let me show you the pictures. Watch this. Here it is the flat surface of the interior side, but about the flat surface, as you can see, one of the sides, we've got a vertical surface or vertical line, straight and vertical, but other side is slanted. So, guys, I just try to explain the model. Right now, I want you to create it, and then I will explain. 70. Exercise: So, guys, let us start creating the project. As I told you before, we're going to start from the main surface. Here we got two ellipses, the smaller and the bigger one. And then by using curve to view, we're going to create the front view. However, you can use this section view. Shake this out without using curve to view, something like this. And as we look at it closely, one of the sides is placed at higher elevations. Let's start here on top view, an ellipse. Then I want to deform it, redformable ellipse like this. I scale it, shake this out for another rail. This way. Then when I open the front view, as you can see, the range of the front view is not specified. So if I want to specify the range or the boundaries, I'm going to sketch two vertical lines at the two ends like this. Watch this. Then here in the view, as you can see, I have specified the front view of the project. I pick interpolate curve, and I start sketching as this side has more height, and the other side has lower height. Watch this. By this way. Very well, the curve is ready. Then I search for curve to view in command line, and then I specify the curve, check this out. Then I move it upwards by this way, and I don't need the vertical lines. I remove them. Following that, I should sketched the cross section curves. By Interpolate curve. Check this out. This was needed. Then in the front view, I selected. And then by moving the control points, check this out. I'm trying to design the cross section. I'm trying to design this part, actually, as you can see in this section view. Take this out. I'm controlling the continuity by moving the control points. For instance, like this, well done. If you sketch one of the sides, then it's enough. I start Sweep two. At first, I should select the rails and then the straight section. I mean the cross section. Well done. This is the main surface of the project. Okay, let's go for the other surfaces. At first, let's take a look on the picture. The next one, as you can see, this is that we're going to create it by loft and a straight line that we're going to create a copy and then loft it. And a straight line, which is very simple. I select the surface edge. I hold down all, and then I extrude it. I move it actually and create a copy, and then I love these two with each other, the surface edge and also the copied line. Watch this. This is the loft very well. And then the next one, which is this ribbon that I'm talking about that we can offset it and then modify the height of it. I select the curve or the cross section curve. I'm sorry the surface edge in the top view. I hold down Alt and Shift. I move it and create a copy. Check this out. For instance, at this size, let me extend it horizontally. Well done. However, I can move it upwards. Let us check the picture. We are sketching this. Then back to Rhino, we are talking about this surface. Very well. Let us continue in the project in the perspective view. I move it upwards. Watch this. The front view. Let me show you the section view here. We are modeling the corners by this way. Following that, I'm going to loft this. I select the surface or the curve and then another curve and then loft very well. Okay, here is the result. And then the next stage is related to creating the creating this curve. Let me maximize the window, show the other pictures. This, as I'm pinpointing or marking it, this surface is greater and at one of the side and the other side is smaller. The other pictures, the greater side and in the smaller side of the model completed project t here, then we're going to create the greater part. We can use this line and then edit it. Let us get back to the project. I select the curve. I hold down Alenef buttons scale and also creating the copy. So as one of the sides is greater than the other side, I move it, check this out. I move it to right, and then I move it upwards, check this out, check the angle. You know, this is the angle. Let me show you the section view again. Watch this. And the other pictures. Check it out this corner. As you can see, it is more straight than the previous part. Let's check it out. So here in rhino, very well. I move it downwards to lower the height and then I want to loft it. I select the surface edge and then the curve to create the loft. Watch this. Then it's time to create the flat surface of the metal, which is placed inside. Check it out here. What should I do for this? What do you suggest? For creating the flat surface inside, I select the curve very simply. I want to make it plain art by using project to see plane, the curve I selected, then I project it to see plane. I press down inter, watch this. Well done. Right now, it is plain art, then at the front view. I select it. Then I move it upwards. I just the position. Here it is. This is the roof pull. But how can I make this side slanted? I don't want it to be straight vertical. I mean here, if I love these two with each other, these two curves, both of the sides will be straight and vertical. What should I do? Exactly? I should trim it or shortening just the curve by using one D scale. So at first I select it. Then scale one D, I start the command. Then I select this part or the scale factor. After that, I open the front view to shorten the length of the curve. Watch this in order to make that part slanted. Then I just the height in relation to the picture. And if I move it upwards, it will be close to the zero point, and then I select these two curves to love them. Watch this. By this way. Here we got the valves at both sides, this landed and a straight one. And then at the end at the final stage, the flat surface or make it planar surface. Check this out. And then this will be the result. Let's check it out in the Rendered viewport. Check this out. If you were not managed to sketch it successfully, I want you to use my approach and give it a try. 71. Practice Projects and Review Bench Exercise: For modeling these urban settings, at first, I'm going to sketch one of the rails and then I make a duplicate, and then by using a straight line, we're going to create the bench or seating, actually. After that, I'm going to give you some explanations about the curves. So I do perspective view, following that, by using polyline, then I start sketching like this. Check this out. After that, I select a line. I hold down all and then I make a duplicate, by this I move it upward. Following that, I select the region point. I'm in the region line. Then I start mirroring by picking axis like this. Following that, by using blend curve, I blend these two lines by this way, and then the two other lines, watch this. Following that, I select these curves, and then by using arraylinear and in the number of the items, for example, five, what this, I array them like this way. Following that, I select all of the curves, and then I press down Control J to join them. I hold down all, and then I make a duplicate by this way. I can move it a little bit more by this way. Here we got the first and the second rails. I modify the layer of the second rail to layer one. Watch this. I turned to red. After that, I'm going to sketch the cross section curves, for example, like this at both sides by this way. Following that, I select these two rails, and then I make a duplicate. Since I'm going to explain something after that, by using Sweep two, I specify and select the rails and dndicrs sections. Okay, check this out. Here we got the surface or the urban setting. Following that, we're going to curve the ends of the rails. So I try blend curve in the command line, then I start the command. Check this out. By this way, I make it blended. And also these two curves but this time, I want to modify the continuity, higher continuity. Okay. Watch this. After that, I select the two curves, and then by using trim, I trim the extra parts. Watch this. This is the result. And also for the other side, I'm going to do the same thing. Blend curve and then specifying the curves, and then modifying the continuity. Watch this. And then here again, I belnd the curves, flip and then move. Okay. Then here I select these two curves. Then trim, then I cut the extra objects. Then at the final stage, I select the surface. I start offset surface command toward inside, not 0.1. It is proper. So we managed to create such a setting. And actually, extend we got them in the picture, we can let me get back to you right now. At first, I move them upwards and then by using a line, vertical line, then from this point, watch this. Then I set it to shaded mode. I select this line and then pipe, the radius of the pipe, not 0.3. Watch this. Then I want to select the pipe, and then I mean, I'm going to select the pipe and then array it for creating the other legs of the settings. So I start making duplicates by this way. Let me check the legs in the picture. At the top view, I'm adjusting the position of the legs very well. Following that, I select the three legs, and then by using array linear, I specify six as number of the items following that. Then I array them. Watch this. Here I select the lines or the curves. I don't need them, and then I hide them. And here as you can see the seating gear is ready. And here the important point that I want to mention is the continuity of these edges. So at this part, in order to model that part, we can use a vertical rectangle and also with rounded edges or rounded corners. By this way, I sketch a cross section curve. Watch this. Rounded corners. Then I select it, then move, just the position by this way. Following that, I can make some duplicates for placing it at the other side since we need two cross section curves. And then I start sweep to command. I selected two rails and I specify two cross section curves, adjusting the sin points by this way toward down, and in the another one. As you can see, the direction is toward down very well. As you can see, the surface is prepared. However, if you wanted to add some other cross section curves, you can use add a slash. So in the rendered viewport, let's check it out. This time, as you can see, we have created some smooth parts at the edges. And even at the ends at the ends of the surface, if I want to smoothen it, I can hold down s and then rotate the cross section curve at 90 degrees. Then I isolate these two curves. Then I split the first curve, the second curve, I split them. Then I select these three curves, loft command, and then we'll have our surface. Watch this loft well done. So right now at the ends, we have created such a surface, which is very smooth. Sell curve or select curve command. I select the curves by this way, and then I hide them so that we can check the smoothness of the surfaces at the rendered viewport. We can create the legs as we did in the previous one and then complete the urban settings. But in the future sessions, we will work on some more complex and professional commands that we will be able to control the continuity of the surfaces. Watch this. So, guys, as you are concerned, we're finished and the practice is done. If you got any questions you can ask us. See you in the next session. 72. Practice: Hi, guys, I hope you are doing well at this session. We're going to work on another model by using sweep to rail. Let us take a look at the pictures. Watch these. So here is your concern. We got two rails. One of them is at the inside of the model at the interior layer, and the other one at the exterior layer and some cross section curves. However, there are different types of models, and you can choose one of them later and model them by your own. We're going to focus on this. So here, as you can see, we got two curves as the rails, as the exterior rail and interior rail and multiple cross section curves, we create the top surface. And following that, for the body surface and bottom surface and also interior surface, we will explain the process. So get back to Rinne, then at the top view. I want to sketch a deformable circle. I set three as degree and six as point count from the origin point, watch this. And then 10 meters a radius, then I restart the command by right click to sketch another circle. This time, I specify 3.75 is the radius. So by this way, as you can see, we have created the two main curves or the rails, which are two circles. Then I select the circle and then the control points. I select every other control points by this order, and then I move them upwards, 4.5, and then the other control points like this. And then this time, I want to move them downwards -2.5. Check this out. Now we have created the wave. Then at the interior circule I select every other control points that I want to move them upwards. I move them 1 meter, and then I select the others, the t minus not 0.2. Well done, then I select the two rails. I rotate from the zero point or the center of the rotation, I enable project. Then I hold down sheaf to rotate the rail or curve by this way, and then I move it. After that, by using Divide Command, take this out. I select these two curves, and then I divide them. Let me specify the position of the point from this point, top view, and then I specify the number of the segments, six. Watch this. We have divided the points and the curves, and then by interpolate curve, I'm going to sketch a curve for myself. I disable project, then from this point to the other point in the exterior curve array polar from 0.3 as items in 360 degrees. Then I want to record the history since I want to modify the control points of these curves and want the others to be modified when I'm modifying one of them. I select them, and then I move them, as you can see on the screen very well. Then here if I start the command of sweep two, the two rails, and then the three cross section curves, I check close sweep. Then then I set it to display mode, shade it. Here, as you can see, even here, we got some curves or continuity. But if I take a look on the picture, these parts are straight. I mean flat. Not curved. So I cancel the sweep since I want to make some other changes by interpolate curve. I mean, I sketch three straight curves. I mean, I'm going to consider three more cross section curves. Then sell PT or selecting points. I select the points and then Control G to group them and height them. Again, sweep the rails after that the rails, and then the cross section curves. Well, done, as you can see, the surface is created. I close the sweep by checking closed sweep so, guys, we managed to create the top surface of the model. As you can see, following that, we're going to muddle the edges around the model. So to do this, I set all of these, and then by using gumbal, I move them 6 meters upwards. Here in the warning, it says the Gumbal transform command, broke history and two objects. I click on okay. Right now, I select the surface edge, exterior edge. I hold down out, and then I create a duplicate or copy. I make a copy -6 meters by this way from the edge surface. Here, if you take a look on the picture, you'll see that the curve of the bottom is opposite to the top. So I select the curve following that. Then I scale it along z axis. I pour minus one by this way. Here again, I should move these points upwards. So I select the control points, and then I moved on 4 meters upwards. Watch this. Then I select these three control points to move them downwards, minus one -1 meter, well down, as you can see on the screen. After that, I'm going to model the straight part first. After that, I'm going to model the stare like surface. Get back to where. I select the surface edge, and then I make a copy, and I also move it downwards, minus not 0.5, four. Then I select these two curves. Then I love them to create the surface. Watch this. This is the rounding ribbon. Then I select this curve. I hold down Shift, and then I click on a scale, not 0.85 to reduce the size. Since here as you look at it closely, we got the scaled version in the plan view. After that, by using a straight line, I select this point and then and then this quad Watch this. I connected to the other end. And as you can see, the line is vertically in perpendicular to the bottom curve. I specifical by this way. And then the cross section curves, watch this. Here as you can see, we managed to create this very simply, but we're going to create the star like surface is not a flat and straight surface. I select the surface, I delete it, and then I'm going to modify and make some changes in the cross section curve to create a stair like cross section. To do this, I'm going to use length and then calculate length, which is 7.12 meters. Then I sketch a line by this way, a line in the scene, 7.12 meters. Well done. Get back to the picture. I want to estimate the number of the stairs, for example, or grooves, nearly seven parts. So by using curve to divide, I select the curve and then divide it with points into seven parts. And then at the top view, I want to create a rectangle like this, SmartTrack, and then watch this at this size. Following that, I select a created rectangle and then explode. Following that, I select these two curves and join them. Then by using these lines, I start trim, and I remove the extra lines and I so this. Then I select this curve or line, and then by using array linear at the number of six, I create copies or array them. Watch this. This is the sale cross section curve. I select the created curves, Control J to join them. After that, at the perspective view. Following that, I want to consider this curve as the cross section and then replace it with the straight version. So orientine curve. I started, and I specify the object, the orientation curve. I set perpendicular to yes. Watch this. Following that, I want to flip it along x axis and also rotate. I set rotate to yes. Then at this point, I flip it then also rotate. As you can see, by this way, I rotate it following that here by using sweep to rail again, the rails and then the cross section. Watch this. So if there was any problem or was not satisfying, you can use add a slash and then add the cross sections or slashes to the sweep. I click on Okay, well done. Following that, this is the body surface which is completed. Very well. Then it's time to model the bottom edges. And also the interior side. I select the bottom edge. I hold down ten shift. I click on a scale, then not 0.85 or not 0.8, it doesn't make difference to create a copy by this way, and then I start move command. I want to move it vertically. Then from this point or the point to move from then till this point, since I needed them to be aligned with each other, and then I start loft command. Watch this. These two curves, and then I love them. So I created the bottom surface I can hide it for now, since right now, I'm going to work on the interior side. In the continuation, we're going to go through the same process that we did for the exterior side for inside. So I hide some parts and then this curve, and also addition to these curves. I want to keep these or isolate them, and then hide others. Watch this. Then I select the cross section here, and then by move, I move it right here. Watch this. And then by scale, I'm going to actually rotate minus one to rotate it or to be mirrored, actually. Then this time it's time to use rotate three D at D. At first, I specify the axis, and then the angle, W the reference point, and then a scale one D. At first, I specify the scale factor, and then I scale the cross section. Well done, sweep to rail, second rail, and then cross action. I unch a closed curve, and then I click ano. Well done, this is the interior surface that is prepared Central shift edge to unhide others. And then I select the surface set by this way. So by this order, we managed to create the main geometries. Following that, by using offset surface, for example, I select the loft or the surface and then offset surface to offset the surface. Check this out 7 centimeters by this order. However, we can create more details or design them. So, guys, this model maybe seem very difficult or impossible to be modeled at the first site, but we managed to model it together step by step, which was considered as one of the complex geometries. And then from display in material, I mean, display, I check surface edge, and then displayed in the rendered viewport. However, as I told you before at the beginning, there are some other versions of this model that you can choose to model them, that they can help you to take your skills to the next level. You can share the pictures of these models that you model them. And if you got any questions you can ask us. 73. Practice: At this session, we're going to model geometry or a surface like this. So for start or at the beginning, we can use the plan view in order to calculate the relations between the surfaces and the values and the dimensions. So I import the plan view, then at the center, the origin point, and then at the top view, I adjust it in the scene, well done. I select the image then from material. I increase the transparency of the picture. Following that, by using lock, I lock the picture, and then I pick the poly line, and then by using Greedy snaps, I sketch a straight line like this way. Offset command. Both sides, watch this. And then I click on through points. To extend the lines till here. I don't need the first line, but I can select these two lines, and then I turn off the Gritty snap and then I scale them to make them close to each other. And here we don't need the picture anymore. Control L to unlock it, and control to hide it. Well done, after that, I select these two parallel lines at a polar from zero center, and then tres number, check this out in the 360 degrees. Following that by using Bland curve, I connect these two curves or blend them. I mean, every lateral curves, and then these two. I blend them, watch this. The main frame of the project. Then I connect them by a line, and then by array polar, watch this. Well done. The plan view is prepared. I select them, and then I want to make a copy or duplicate. I hold down out, and then I move it upwards and make a duplicate by this way. Well done. I select these curves. And then I explode them. Following that, I want to, let me show you the picture. Watch this. I'm going to create these two curves. Back to rhino. To do this, I remove this. I don't need it, and also others. Again, blend curve. I'm going to use point option in bland curve and then the end of the curve from this point, as you can see, and then I blend them. Let me show you the picture as you can see. By this order, we have sketch this curve. Well done. Following that, I click on Okay. And then by pressing inter, I restart the blend curve command. This time, I want to blend to another curves or another two curves. So I specify the curves, and then I blend. Watch this spy order. I click on Okay and then so as you can see, by using this approach, we manage to create our curves. Following that, I can sketch these vertical lines at the corners at intersections. Then by using Sweep two command, I specify the rails and then the cross section curves. Watch this. I have created the surface, shaded preview in order to display the surface again, sweep to command, the second rail, the second one, and then the cross section curve. Watch this. And if there was any problem, we can use Ata slash to modify the cross sections. Watch this. I sketch a line by ata slash by specifying two points. Following that from this point to by this way. You can add slashes to revise the surface, as you can see. I click on o to save the changes. So the surface is created. Then by using a vertical plane, I want to create the vertical surface for here, watch this. And then I select these surfaces and also the curve here, and then I isolate them. And then by using array polar command from the origin point Trina's number, and then the field angle, watch this. And as you can see, the center part is left in which we got a triangle. It is void that we can create a surface at the center, too. I select the tree curve. I isolate them. Then I start trim command. Then I trim the extra parts, I shorten them. Then by using surface from planar curve, watch this. I converted the curves to the surface. At the top view, I hide the isocurves and then I want to sketch a polygon inscribed polygon from the origin point by this way or the midpoint of the polygon edge. Well done, then I select the control points. Following that, I move the control points to modify the polygon. And then this part, I want to rotate them. Watch this, again, move. And the other parts, I rotate them at first a little bit, and then I move the control points. Watch this. Following that, I'm going to create or sketch multiple triangles, but I don't want to put much time on the details. So if you're interested, I recommend you to work on details. Triangle from the edge, by this way. I make a duplicate by this way. Like this. And then I select them all. I scale them, minimize them, and then adjust the position. Watch this, and I should move the control point upward, well done. Following that, mirror and then moving. Watch this. I adjust them. Again, mirror. Watch this. By this way. And then by this way, I move forward, check this out minus one, rotate it. And then I move them to place them at the right position at this part. Then I create a copy, and then I rotate them or mirror actually, and then adjust the position. Watch this. By this way, I can locate them. Again, creating another copy. I place these two at this part. And then I can move these two control points downwards and then I scale it. Following that, at the next part, I select the surface, and then by using split, I select these curves to split the surface. Following that, this out. I select these triangle surfaces, and then I remove them. I select them at first, then remove check this out. Control Alt edge to unhide the surfaces, and then I set the display mode to render viewport. By this order, we managed to create the surface. And as you are concerned, we talked about these parts in the previous sessions. These are okay. Since we have used a low number of control points, these surfaces are displayed like this. I can start the command of rebuild. Then I select the surface. Then I can control the control points, for example, maximize them, and then clicking on Okay, watch this. As you can see that parts have been removed. I try I rebuild the other surfaces to revise increase the value of point count 15 and 16 50 and 60. Very well. Check out the result. So this time, there's no problem at the displayment of the surfaces. Let me take a look. And actually, at the ninth season, we're going to work on this project again to model every details. I'm talking about the glass panels and also these frames and the mallions and the windows that we're going to work on them and the ninth season and also the interior models. But for now, we just wanted to create the top surface or the exterior part by using sweep. And at the end of the project, I can select the curves by this way, and then I cross a window and then by using planar surface, I can cover the bottom surface of the model. 74. Section Command for Slicing Geometry: Hi, guys, welcome to the season six. At the beginning of the season, we're going to talk about the command of section. This section command creates a planear curve or points resulting from the intersections of a defined cutting plane through objects. I mean, it creates plane R curve on the surfaces and points on the curves. So let's check it out. I started sex or section command. Then I should select the objects for sections. I select the object inter. After that, I open a planear view. However, we can select the sections in treaty view as well, but we may make some mistakes, so it's better to open front view, for example. And then I sketch some sections. And here, as you can see, we can sketch more than one section. Then I press down, Enter. So we can create curves on the surfaces by using section. Check this out. And as you can see, it does not make any changes on the surface. It just creates the points, the curves, actually. And as I told you before, you can pick points on the curves or lines. Suppose that we got this by this way, then I start the command of section, watch this. I select the curves, I press down Enter, and then I pick points and the curves. Watch this. Then this will be the result. Enter, here a few, select the curve and the surface both at the same time section, and then I select both of them. And then I'm going to select both the surface and also the curve at the same time. After that, I open the front for you and then I cross a line. Then the line will be created on the surface, and a point will be created on the curve, since we got both curves and the surface. Watch this. Here is the result. In the continuation, let us out the options. So here again, at the perspective view, I sketch three curves. And then I want to start the command of options and explain the I mean, section and the explain the options. I joined these curves, and then I extrude them. And since the curve are joined with each other, so the surface is unified and joined. So here we got a polysurface, actually. Let us talk about the section command and the options. I start section, and then I select the object or the surface. Then as I told you, I open a plane R view or two D view. The first option that I want to consider is join curve. The join curves option specifies how cantor curves created from the poly surfaces will be joined and either won't be joined. Click on it. Here, we got three choices. The first one is none. None means that at this option or at this case, you got no curve joining. Let's check it out. Here, I sketch a curve on the surface. Inter, watch this. But as the surfaces are joined with each other, but the sketched curve on the surfaces are not joined, they are exploded. So this was joined curves option. None. So at this case, you got no curve joining. Undo, then the next part, again, section I selected, front view, join curves. The next option is by polysurface in which curves in the same contour controplane created from a polysurface will be joined. In other words, if the surfaces were joined, the curves will be joined too. But if the surfaces were exploded, the curves will be exploded at too. For example, at this example, are the surfaces joined? Yes, they are joined. So as a result, if I sketch or draw a curve on them, the curve will be joined, too, the curve since these surfaces are joined. But this time, I explode the surfaces. Watch this. They are exploded. And then again, I start the command of section. I select all of the surfaces inter. And then I set join curves by polysurface. I sketch the curve in you know the result I know that these curves are not joined anymore since the surfaces are exploded and the curves are dependent to the surfaces. Watch this. Let's take them out, just like the option of none. So at this choice, the curves in the same contour plane created from a polysurface could be joined. And being joined and exploded are dependent to the surfaces. While in non choice, if the surfaces were joined, the curves will be exploded. What about the next option or next choice? As you can see these three are exploded? Let's check it out. The next one, B section plane. Bisection plane is exactly opposite of the non. At this choice, all curves in the same control plane will be joined. I mean, at any conditions, the curves will be joined after creating these sections. For example, here, the surfaces are not joined, but if I set it to bisection plane, I select the objects or the surfaces and then I draw some curves. Then you will see that they are unified or joined by this space. This was all about joining curves. However, we got this in other commands too that I don't want to put time and explain in this anymore, that if we set it to none, it does not join the curves. If we set it to bisection plane, it joins the curves at any condition. By poly surface, the curves are dependent to the relations of the surfaces of each other. Let us talk about the next option, which is let me join these surfaces. The next option is extend which is very practical and useful. So let's talk about it more. Here, as you can see, extend section has been set to no. If you set it to no, then if I draw the section line, it doesn't extend it. Watch this. As you can see, it isn't extended. If I sketch it outside, it won't be considered. But if I set extend section to yes, it extends the section curve at any condition. Watch this along the surface. It specifies whether or not the section curves will automatically be created for all the selected objects as through the drawn section plane extended through them. What about group objects by section plane? If we set it to yes, regardless to the joining, which is considered by join curves, it specifies whether or not this section and the same control plane will be grouped. So despite of joining them, it groups the sections. So we can specify whether or not the section and the same sixtire plane will be grouped or not. As you can see, these open curves are grouped and they are independent to the other option, which is joined curves. And if we ungroup them, then we can realize that if they are joined or not. Here we realized that they were joined the group p and about the other options that are not that much useful, for example, a song layer by the aN layer by option specifies the layer for the section, curves, and points. Example, you can assign them at the current layer or the default layer, or you can set them or assign them to input objects. That the section curves and points will be on the same layer as the input objects. That if you want it, you can adjust it. And the next command that we're going to talk about is cross section, that you can start it by the shortcut of CSAC or cross section by this way. But what does it do? Actually, the cross section command creates section curves through profile curves. So let's check it out in this example. I start at the command, then I select these curves one by one, press inter. After that, I should sketch a closed or open curve. As you can see the close is set to yes, I set to no. Then I sketch some curves here. Check this out. In the top view, watch this. This is the result. If you sketch them, we will have these but if I sit close to yes, then close curves are created at the first profile line and at the end, I mean, at the last profile. Check this out. This is what cross section does. But here there are some points that I want to tell you. The first point here is that while you want to specify the profile curves and picking the line, you cannot cross or draw a window to select them, and you have to select them one by one by click. I sit close to no, and then I sketch the cross section. And just like love, the order of your selection does matter. I start the command. Then this time, I select them by another order, a different order like this. Let's check it out. Then here as you can see, this is the result, which is dependent to the order of the selection. Or for instance, if I select this one at first, then the cross section will be started from there, and then I turn around the profile, then I press down Enter. Watch this. This is the given cross section result. So at this condition, when you sit close to yes, it is not effective. Another point here is that if you got too many lines or curves, for instance, let me create some copies to prepare many curves by this way. Suppose that we got too many curves, and then we're going to create the cross section and these profiles. So here it takes a long time to select them one by one. So before starting the command, we cross a window and then select the curves, and then we start the command of cross section. This one, at this situation, you cannot specify the order of your selection or where to start your cross section or where to end it. You can specify the order. But the result is satisfying, usually, watch this. Check this out. This is the cross section. They are accepted. If you wanted to modify the rhythm or the order of the selection, you have to select the curves one by one. And the next point and trick that they should put it into consideration is that if you were dealing with planar curves like this, check this out. Here we can use the cross section command, too. But note that after just selecting the curves, you should set close to no. Then if you set close to no, then this will be the results by this way. But if you set close to yes, you won't have satisfying results. Watch this. In fact, here we got two curves. I mean, a curve which has been folded on itself. Check this out. So I recommend you to set close to no in planar curves. Here the given commands, I mean, cross section and section are practical when we use them with other commands. Please work on them at first, then go for the next session. 75. Surface Creation via NetworkSrf: In this part, we're going to talk about the other commands of modeling, which is network, which is considered as one of the most precise and oftenly used commands among users. Network creates the untrimed surfaces. So it is one of the most practical commands for modeling that creates the untrimmed and precise surface. Here I'm going to begin today's lesson with a question. If we got such a curves like this, as you can see in the scene, and then we want to create a surface out of s, what are our approaches or what are our possible commands? Exactly, sweep to rail. Sweep two, I started, then I specify the rails and then the cross section curves. Watch this. Here is the surface. Here I got a question. Here I got a question. In the command of Swift rail, can we control the front view of our surface? Are we capable of it? I mean, can we specify that the cross sections or how the cross sections connect to each other in the front view? Exactly not. The only thing that we can do here is to check, maintain height, watch this, which is not that much practical. You know, it does not give us control upon the front view. I mean, can we determine or specify a curve at the top surface of the model and then apply the curve on the front view of the surface? Let us check it out. For instance, in the perspective view by interpolate curve. I sketch a curve for the front view of the surface like this way. For instance, and then I move it upward, downward. No, I control the control points, I move them. To design the front view by this way? Well, done, here if I want to associate this to the front view of the surface, what should I do? Here, as you can see, we got three rails, as you can see. In fact, we got three rails. So we need a command like sweep tree rail that accepts tree rails to control the front view of the surface, but we got no access to such a command. So when you need more than two rails for your modeling, you should use Network command. In fact, in Network command, there is no limitation. You can specify as much as rail you want and as much as cross section curves. There is no limitation. I type network in the command line, then I select all of the lines and then I click Okay, by this way as you can see. In the continuation, I'm going to talk about more about the principles of modeling with network. In network, we need two groups of curves in two directions, actually. As you can see in the picture, the green arrows are these curves, and then the red arrows are in other curves at a different direction. So we got two types of curves in two direction. And here all curves in one direction must cross all curves another direction in the other direction and cannot cross each other. Like a network, and at each of the sides or directions, we should have at least two curves. After that, the network surface does work out. Then we can consider one of the directions as the rails and another direction as the cross sections. However, in network command, we do not have the concept of rail or profile or cross section. I'm just telling this to you to explain it for you. For example, we consider the red arrows as the rails. We got four rails, for example, in here, and then the green arrows as the cross section curve. As I told you, there is no limitation, but inside the command, there is no rail or cross section concepts. These are not recognized or called by these names. We just select all of the curves and then start the command. Because the network surface command creates a surface from a network of crossing curves, let us exemplify some cases and then check out the options. The first point is that the curves on the one direction should be all opened or closed. Not both, just like loft. For example, here by Interpolate curve, I draw some curves like this. Following that, I want to explain the network command. For example, these are the one direction, the first direction of our curves. I'm adjusting them, rotating them to make them variable by this. Example, this is the first direction in which we got four curves. Then for the second direction or curves or second group of curves, I mean, somehow I'm considering these as the rails, and in other direction curves, I'm going to consider them as, for example, cross section curves. But note that in the network surface command, we do not call these curves, the rails and the cross section curves. Then for creating the other direction curves, we can use, for example, cross section command. Then I select these curves. Press Inter. I set close no, and then I sketch the cross sections as another group of curves at another direction. And then I set close yes for the two other curves. As you can see, these four are at the same direction. The first point was at one direction, all of the curves should be open or closed, not both. Here, as you can see, in the second group or the cross sections, two of them are closed and two of them are open. Check this out. Watch this unable to sort curves, select curves one at a time. We got a warning message, since we should sketch them, all of them. I mean, open or close. So I remove these two open curves, then I replace the closed curves or closed cross section. Watch this. Again, here we got section four closed cross sections. So right now, the first and second directions of curves are all closed and open. And at each of the directions, we should have at least two curves, network surface, and then create a surface. Watch this by this way. And as I told you before, we can use open curves. So cross section this time, I want to set close to no. Watch this. I sit close and then I sketch the cross sections. Then we're going to create the surface by network. Watch this network. Okay. By this way. So at each of the directions, all of the curves should be either closed or open, and we should have at least two curves. This was the two rules that you should put them into consideration. Another example, watch these three curves that I'm drawing them. And following that, I want to close them by three other curves. Can we use network upon this? As you are concentrating on the geometry, I make some changes on. Can we apply network surface upon this geometry? Are the rules and principles in surface I mean, in network surface considered here? Exactly not. Not considered. First of all, we should have the curves in two directions, only in two directions, which are crossing each other. Since all curves in one direction must cross all curves in the other direction. For example, this one, as you can see, it is not crossing in other curves in other directions. So here, the curves and the directions are not specified. In fact, here we got three directions, not two. So this is not accepted by network surface. Since we should have only two directions, I mean, two group of curves in two directions for creating a surface by network surface. Watch this. It is unable to sort curves, but in general, how can we create a surface out of these curves without using network surface? What do you think? Here, we can add some more curves. At first, let me edit this. And following that, do you know exactly? We can use patch by this way. I sketch the curve, another curve. I add it to the other curves by this way. Still, it is not accepted by Netforx surface. I mean, no way start patch. Let's check it out, then I select them. Then, okay, we will the surface. Then we can easily convert it to a surface by this way. But note that by using patch, we will have trimmed surfaces. If I untrim it, check this out, but NetFok creates untrimmed surfaces. But Patch creates the trimmed surfaces. T another example so here we are learning the network points. Right now, watch this. Here the question again is can we use network upon these curves and create our surface? I want you to understand the logic or the rule of working with network surface. As you're concerned, may we find the main curves and then we Mola. Here are the curves, for example. Then I'm going to add some other curves by using cross section. Watch this. I select them, and then I add the cross sections. No, we are open by this way. What do you think about these? Can we create the surfaces by network? Exactly. It does work out. Here as you can see, you got three curves. Let me change the color. These are the first direction. Check this out. But the second rhythm or direction are the cross sections here. As you can see, they are working with each other. I mean, the cross sections. I want to say that the curves in direct one direction should not be necessarily parallel with each other or aligned. Here we can understand that the red lines or curves are working with each other. But if I add another curve like this at another direction, this does not work with them. So we can use network for creating a surface to start, check this out. Then by this way, we can create our surface by network. And as you can see, when you let us try again, here, as you can see, when we create a curve, I mean, I create a surface from a set of curves. The parts that are not specified, with the cross section are void. I mean, the open part got no surface, but if we close the curve, let me give you an example. For example, if I close this, watch this. I close it by connecting the control points to each other, wait for a second, please. Or, for example, for closing these curves, I can use blend curve. By this way, and then I join them after blending them. Then the other curves by this way, well done. Then I hold down shift to minimize the size of the curve. By this way. And here there is no need to add cross sections. I create the surface by network, watch this. Here we got the closed surface. But if we create the surface with open curves, then it considers the cross sections as the start and end of the surface. Let's check it out here as you can see the first cross section and end are considered as the first and end of the surface. Let me give you an example by using the cross sections, cross section, and then I set close to yes, watch this. Here as you can see, we got closed cross sections by this way. Then network surface. Watch this. As I told you, at each of the directions, the curves should be open or closed, not both, right now, all of them are closed. Create the surface. We got a pipe like this as you can see. Very well, let us talk about the other points about the command, and we may want to go through some details. The point here is that if your curve were closed in one of the directions, I'm talking about the rails, then at the another direction, you have to have at least three open curves. When you got closed curve in one of the directions, then at another direction, you have to have at least three open curves. If I open this, then since here the cross sections are closed, and in another direction, we get only two open curves, network is unable to create the surface. Check this out. This closed network requires three or more open curves, at least three. Okay? So all in all, it requires at least three open curves or more. So if I add the one more, so we can create the surface. Now that this rule is applied, when at the other direction, all of the curves are closed. Then at the another direction, we should have at least three open curves. If I replace these cross sections with open cross section, then we can create our surface by even using two open surface. Watch this. I sit close to node, then I create the open cross sections or curves. Then here for the network, I remove one of the curves at another direction, and you see that we can create our surface by network. Watch this. But if the cross sections were closed, we required at least three curves at other direction. When we got such a curve, there is no need to use network. We can use Sweep two. Since the application of network here is that that we can specify more than two rails and about the next point, let me prepare another example on case. For example, these three curves. Actually, the points about network commands are very significant, so listen carefully and then consider each of them while you want to practice. Try to exemplify the case, try every situation, open and close curves. Away, let's talk about another example. Here, at one of the directions like rails, we got this, and then if we had only one cross section, which is placed at the ends of the curves, then we're not able to create our surface and reach the expected result. I select them, enter, take the set unable to sort curves. No, most of the times it is unaccepted, and if it did create, the surface is not satisfied. I was talking about the network surface command, I told you that of the curves in one direction must cross all curves in the other directions and cannot cross each other. We have to have at least two curves at each of the directions. However, sometimes it creates the surface, but it is not proper or practical. But right now, if we relocate the cross section and then position it at the middle or at the midpoint. I select it or I remove it, and then I sketch another one at the midpoint. At this condition, network surface never creates the surface. If you place the cross section at the start, sometimes you can have your surface, but this condition at the middle never watch this unable to sort curves. But this time, let us check out the exceptions. If we had a cross section, which is placed at the midpoint and only one, but at the other connection at the other direction, if the curve met each other. Check this out. I connect these two lines to each other and also the other one. At this situation, we can create our surface. And we got the similar version in Sweep two Asvill. Let's check it out. Network surface. Watch this. And as I told you, the free end or the open end of the rails won't be covered with the surfaces. And it is clear that if the other ends of the rails met each other by this way, check this out. We connect the control points, the ends to each other, then we can have the surface just like Sweep two. And there is no need to points. Watch this. Check out the geometries. I select, and then I start network surface. Watch this. Here is the result. But here if I remove one of the rails, does it work out? Could you guess? Yes. Check this out, like the sweep two. I told you only at the situation that the cross sections are closed. Then at the in other direction, we need at least three open curves. But here, our curves are open. I mean, the cross section is open, is not closed, so that we can use two open curves in the rails. And if we remove the connections between these two, or if they did not met each other, here, as I told you before, at least we should have two curves at each of the directions, and it is unable to sort curves. So if I add another cross section here, as you can see, we got two curves at each of the directions, so we can have our surface by network, but the expectation here is that. I mean, the exceptions, I'm sorry, the two ends have met each other so that we can use only one cross section to create the surface by network by this way. And the next example I remove these. W I ask you a question and challenge you, here I want to sketch an ellipse. Watch this, please, according to the rules and principles. Following that, I'm going to sketch two curves that are crossing each other. Watch this. After that, I select the two curves. I press down F ten to show the control points. I select the control points, I move them up. Then according to the principles and rules that I told you, can we create a surface by network or not? Exactly, we can't Why, here, as you can see, we got a closed curve, we got only one, and the direction is not specified. What about the other one? Check this out. It is open and the direction isn't specified. I mean, here, we got no directions, and at each of the directions, we should have at least two curves. Okay, what is your solution? We create the surface. If you were at my side, what would you do? Right now, just consider the given points and the rules and then give me the solution. I want to help you to give me the solution. As you can see, it is very similar to the previous example. Watch this. They are similar to each other. In the previous example, we had only one cross section, as you can see. Here is the corresponding cross section. But at the previous one, we had three rails or three curves at one direction. So could you say what is the difference between these two? I think you understood the point. If we want to consider this curve as the only cross section, the condition, we can create the surface by network that we use the principle in which the rails meet each other at their ends. As you can see, we got a closed curve that we should split it. Heref I pick a split command and then I split it by using this curve as the cutting object. Then we will have three rails. Watch this. These three curves are meeting each other at their ends, and they are considered as the first direction curves. And since they are meeting each other at their ends, they can accept only one cross section. Network surface, watch this. Here is the result. So sometimes, I mean, you understood that sometimes we need to use a subtle viewpoint in analyzing the geometries while we want to create a surface by considering the rules and principles. But I'm going to exemplify the opposite exam case that we got multiple cross sections, but only one rail and the curves are exploded and we need to join them. And we talked about these points in the commands of loft and a surface. I mean, in the conditions that the curves should be joined, and sometimes they should be exploded. But let me give you another example. So I want to draw a geometry, a model, and then I want you to think about it and tell me that can we create the surface by them or not? For example, this F ten to show the control points, and then I move them. For instance, this and following that, I mirror it at the other side. Interpolate curve. Watch this part carefully, please. Consider the curves, whether they are joined or exploded, and which one of the curves should be joined and which one of them should be exploded so that you can assess yourself that how much did you understand from the directions of the network surface? Well, done following that, I sketch another curve and then finish. I want to ask you a question. Can we create the surface by Netfork or not? You have probably guessed right. Network does not accept this. Check this out. As you can see, does not accept it except here you may say, here we got the first direction that they are working with each other. And then these three lines or curves are our cross section. I may be right, but these two curves are exploded or not joined. I mean, if we join these two curves with each other, then we can have three rails. So I select them, and then I join them. So right now, we got these two curves, these two joined curves at one direction, and then the another one joined, well done. So sometimes by just joining the curves, I mean, joining the exploded curves at one direction, we can create our surface by network, and at the another direction, we got these three open curves. Network, let's check it out. Well done. As you can see, we got this surface by this way. And here is the result. And when you create a surface by netfork you will be displayed. I mean, a window will be displayed in which there is not a specific option that they are somehow somewhat effective and important, that I want to explain them. For example, I create the surface by Network, Inter, and while we are analyzing and observing the surface from distance, we can distinguish the correspondence of the curve and the surface. But if I place a point or at a point and then I zoom in, I click on this to focus on the object. Here as we look at the object closely, we see that the curve and the surface are not that much matching with each other. You see that they are not effective in architectural discipline. However, if you're working with jewelries or smaller scales or details, these are very important to be regarded. But this is okay in architectural disciplines. For example, we had this in loft patch or surface or in the future sessions, they will tell you how to fix it. But when you are using Network for creating a surface, watch this. Then here you got an option named tolerance for edge curves and interior curves. Actually, edge curves sets the tolerance for the edge curves. The edges of the surface will be within this value from the edge curves. Refer reduce the value, then the edges will be smaller. I want you to consider the distance or the edge curve. For example, if I exaggerate in the value, not 0.1, watch this. The value of edge curve is too much and too high, and it is observable. I increase the value. I reduce the value, 0.01, watch this. And the proper value here is not double 01. And actually, if we increase the value, it increases the volume of the project. And then we will have more Io curves, and Rino would focus on the details, not the major items. So, guys, right now, I want you to take time on practicing about the items of network surface. I think I told you nearly 15 points that I expect you to write them down. General, we need two direction. Then at each of the direction, we need two curves. If we had a closed curve in one of the directions, at the other direction, the curves should be open and at least three. So, J just consider each of these points, exemplify some cases for yourself. And don't forget that this is practice that makes perfect. So, guys, please, before starting the next episode, ensure that you have been skilled at this session skill. 76. Additional Surface Techniques (Parts 1 ): I hope you have worked on each of the examples and practices and also points. Otherwise, I want you to pause the video and then get back to the previous session and try to learn them deeply. And as I have told you for multiple times, watching the video is not informative. You should write down notes and practice every single example. But let us start this practice. As you can see, we're going to sketch this building and model. Here, as you can see, you got four main caracter arcs or four semicircles. So let us start and then we're going to analyze it. This example, we're going to use other commands like surface and of two, and then we're going to compare them with network. Since this comparison helps you learn better. At first, let us sketch the main or basis squares, which are the four semicircle. Back too. At first, I'm going to sketch square by center point. I hold shift to restrict the sides, well done. Then for sketching the vertical semicircle, we talked about the points before. We had three approaches, so let's have a review. First approach, which is the best choice is using arc start and directional start and then sketching a semicircle. I pick the command, I specify the first, and then the end points, then I hold down Control, and then I sketch the vertical semicircle by this way. Or we can sketch it in the front view. And then another approach or second approach. Here I pick the center arc command. After that, I open front view as I told you when Y axis is front of you. I mean this view right here. You're looking at the model from the front view is the center, then in front. And then I sketch the semicircle. Watch this. By this way. What about the third approach, it does not give us a precise semicircle, since we use it to create or sketch an arc, not a semicircle, necessarily. Arc start by three points, actually. I deactivate planar and have a review of planar the first and after that, I open the front view, and then I adjust the semicircle, the continuity. Watch this. But why did it happen? Then as I was sketching or specifying the point, planar was not activated. So the point is placed on the origin point. So what should we do? I activate planar again, and then I pick arc three points, start, and then the point on arc, front view. Then here as you can see, we can specify the center or point on arc, but we can't sketch this semicircle precisely. And we should place the point exactly on the origin point. Watch this. So I reduce the continuity, and then I specify the point. Watch this. Vertically. I remove it. So we had a review. And following that, I want to use the first approach, direction, the start, and then I sketch the vertical semicircle by this way. Watch this. I hold down shift. I sketch it in the front view instead of holding down Control button. Then according to the picture, we need four semicircles. I selected and then I array it polarly in relation to the center, the number four, fill angle, and there is no need to offset. Don't forget that. Watch this very well. So right now, it's time to use other commands, addition to network surface. We're going to use them and then analyze them, compare them in order to meet our need. Here, some of you may ask that we can use loft or other commands. I mean, here at this session, I'm going to create a specific model by using multiple approaches. For example, for the first one, what do you think? I don't want to use Netfork for now. In order to sketch the model, as you can see on this screen, what is your recommended command? What are the available commands here? I mean, we're going to have a review upon this command. So just think about want to challenge you and help you to decide and choose the best approach in different kinds of occasions. We got four curves that are going to create a specific surface, a common surface. What? Exactly a surface. I start the command of a surface, then watch this. This is the result. It is unaccepted. This is not what we want. So a surface is not the proper command here, the proper approach. We can create the surface, but it doesn't meet our needs. Since, as I told you before, the surfaces that are created by a surface cannot be controlled. I mean, we cannot control their continuity. So we're going to ignore the surface or reject it, actually. The next one SP one, exactly, or SIP two. Suppose that here, we can consider rails, and then the others as cross sections. So just let's give it a try. Sweep two or one, the rail and also the cross section. Press down Enter. Watch this. Here is the result, which is not the expected one. Here you may say, Let's give a try with Sweep two. So let's try rail one, and then the cross sections. Watch this. It is not reasonable. Or, for instance, Sweep two, watch this. I specify the rails and then the cross sections. It is just like the previous one. Watch this. It does not work out. Sweep is not the proper command here. Okay, what is next? What do you think? What do you recommend? Exactly, patch. Let's try. I start patch, and then I select the curves, and then Okay, watch this. This is the result. Here, actually, as you can see, patch is a better choice than other. But still, it is not what we want. It is not the desired model. It is not the unified surface that I need. It does not meet my needs. But still, it is more reasonable than others. This time, let's try network. Network surface, watch this. I select it, select the curves. Here we got two curves at each of the directions. Okay. Watch this. Here we are given a smooth surface, but still, it is not what we want. So, what should I do? Here, I want to sketch some auxiliary curves. For example, about the patch. As I told you, it is more reasonable than others, but it still don't accept it. It isn't a smooth. But the network, as you can see, it is unified and uniform, but we should control the continuity so we can use some auxiliary curves so that we control the continuity. Watch this. So here I pick arc, watch this. I want to start it from the midpoint of the curve or also the center of the square. Then I want to continue it in front view, I open front view. After that, then I sketch an arc. Watch this. And then after sketching this arc and consider it as the auxiliary arc, this will be the result. Only one side is controlled, but the other side is not. I mean, the edges are sharpened, so still, it is not accepted as you can see. So try to sketch the curves or arcs symmetrically. I select it, I hold down all, and then I click on it to make a Duplicate and rotate it at 90 degrees. This was the quickest way for sketching another arc. Then I use Net for to create the surface. Watch this. This is better. Here we've got a smooth surface symmetrical and reasonable. Here you may question that if we add these curves to the other commands, we may meet our needs. So let's give it a try. We're going to use other commands by using these auxiliary curves. I move these curves. To try other commands by using the auxiliary curves. Then I create some copies, and, you know, doing the comparison actually between different commands of creating surface helps you understand the applications of each of the commands better so that you can categorize the commands in your mind. Then it helps you to make your best choice in choosing the commands. Here a surface cannot be applied on this. Unless I split these two curves, watch this. I split these two, and also others I'm just preparing the condition for using H surface. Here we got the first, second and third curve, and I need to split this curve as well. That, as you can see, takes time, and we got some difficulties Hsurface watch this. Well done. Here is the result. And then, and for the others, I want to array this side instead of using a surface. Watch this. Here is the result. Still we haven't met our needs. Let's try the sweeps, the sweep commands by using the auxiliary curves. For example, Sweep one, the rail and then the cross sections. Watch this. Again, this is not the expected result. What about patch? Let's try it. Here, we got the auxiliary curve, and Patch returns a better result compared to the previous result. I select them, enter, watch this. By this way. So as a result, when we got a network, here as you can see, we got a network of curves in two directions that are crossing each other, this is the network. So at such a condition, the best choice for creating a surface is network surface. S one and two are not proper to this. But they are proper for the conditions that we got only one or two rails. But here we got more than two rails, three rails, and we got a group of arranged curves at two directions which are crossing each other. So here, network could be our best choice since can give us the reasonable result. So guys consider this example and compare the commands so that we can categorize each of the commands and then make your best choice. Later, I will talk about the other projects. 77. Additional Surface Techniques (Parts 2 ): So the advantage of network is that we can add curves or auxiliary curves for controlling the continuity of the model as much as we want. There is no limitation. But for example, in edge surface, adding the auxiliary curves didn't make the result better. I mean, the geometry changed, but still the surface was not uniformed, was not a smooth, was not the desired one. Or, for example, in sweep one or Sweep two, the result got worse in a way that the previous result was better than this. And this was the patch. The geometry was changed, but still it was not a smooth and regular. But when we are working with network surface command, we got no limitations in adding cross section curves. So it's up to you to decide or recognize or distinguish which one or which one of the commands is the best choice. And how do you can add the auxiliary curve to meet your needs? You have to learn this, actually. So in conclusion? The advantage of the network is that we can add as many as the cross section curves we want to the geometry for controlling the continuity of the model geometry or surface. While a surface, this is not applicable. Since if we add the auxiliary curve, the added curves were not practical in creating the desired surface, or, for example, in sweep one, as I told you before, or even Sweep two, it got worse. As you can see, we have been encountered with some other problem, and in patch, as I told you before, this surface is changed or has changed, but still it is not accepted and it is not alike of the picture that could not meet our needs. So as we can add the auxiliary curves or the cross section curves in network, here the art that is to add the curves, the auxiliary curves in a manner that controls the continuity of the surface. Right now, you've learned how to create this surface. I want to add another part to this and then consider it as the practice for you and then leave it for you. So please compare all of these commands with each other, just like as we did. For example, try a surface loft, patch, and then just feel the differences between these commands and just categorize them, create the survey. See you next session. 78. Exercise Explanation: So, guys, after creating the surface by network surface, it's time to create this mesh. Here, as you can see, you get the plan view, and this is the perspective view of the mesh network. And these skewers are equal to each other. So, guys, focus on it. I'm sure that you get over it. I wish you luck. 79. Mesh Dome Modeling: I'm going to create this mesh. Let's check it out, which is very simple here at the top view. You know, I'm just going to create this the mesh network. So I'm going to use square to sketch them to sketch the mesh. I hold down Shift to restrict the direction and the edges and let me maximize the size by this way. Following that, I use array. The ordinary array, the number is direction, for example, 12 in X and then 12 in Y and zero in Z or one, actually. Let's check it out. Let me increase the value of X and Y. At first, let me adjust the tensity by this way. Then I edit the numbers in X direction, 16 19, and then here if I edit the spacing, then it would be fixed. Well, done, 1.42 or 1.45, 1.44 or 1.43. Check this out very well. Great. Then for Y spacing, I mean Y number 19 and 1.43. For the Y spacing just equal to X spacing. Actually, -1.43. Let's check it out -1.43. Check this out, ter, well done. Then it's time to split them very well. I pick a split following that. At first, I select the surface, then enter. After that, the skuers as cutting objects, press Enter. Then let's up the result. Watch this. Here is the mesh, and the result. Then I delete the extra object. Here, as you can see, you get the network and also the mesh, and then offset offset surface. I select them. Then I specify a distance of offset, Philip like 9.2, and I set solid two yes. Wait for a second. By this way, this is the result. Then I can select it, and then extrude surface. Watch this. Then at the front view, let me zoom in. And then I extrude the surface. I specify 0.2 for the extrusion distance. Let's check it out, guys. Wait for a second, please. By this way, this is the result. So you can either use offset surface or extrusion surface. So, guys, it's your turn if you haven't sketched it yet. 80. Exercise Explanation: Hi, guys. This is the next practice that I have considered for you. Check this out. U shape geometry, front view, and the surface, as you can see by this way. And in order to understand it better, I have prepared the rhino file and I want to show you check this out. Here, as you can see, from this view, we got two circles, and then other the views in Branded viewport. Right now, I want you to analyze the geometry or the model and then find the main curves. But let me give you some more explanations. I want you to think about the two directions of arcs, I mean curves, and also the crossens. But here, if we look at closely to the picture, if we draw half of it, then we can use mirror for the other half. So we're going to focus on the half of the geometry or the right side. Then if I want to create this by network, our first rail is here. Watch this. Till here. Again, the other rail starts from here and then continues till here. I'm talking about the rails that their ends have met each other. Let's take a look on this. Here we got two rails or two curves that their ends have met each other as the inside and outside or interior and exterior. And then if we sketch a circle there and forming this part, you make comes to your mind that you can sketch it with sweep too. Want to control the top view. So we got more than two rails. Sweep two is not capable of it. Check this out again. In fact, here we need a curve, as you can see, for the interior part, till the end for half of it. And then for the exterior part, as you can see, which continues to the circle or to the end, but for controlling the front view, since we can't create this by using Sweep two, I'm sketching another rail or curve here. Which curves and then meets the other two curves. So there we got intersections. After that, we're going to consider some cross sections and then finish the surface. And while you are creating this surface for making the end smooth and of match curve is involved. So, guys, I want you to give it a try and use your own creativity, and then we will sketch it step by step. 81. Salt Shaker Modeling: So, guys, it's time to start this together. Let's go at first in the top view. And then I want to import this image into rhino by this way, very well. Then I just it in the top view. Then I find it center, and then I position it on the origin point. So I position it on the origin point. I mean the center. For example, I pick the line, and then I find the approximate center or midpoint, very well, and then I move it the origin point or zero. Watch this. Then it's time to make the image or picture transparent. I increase the transparency. By this way, enough. Following that, it's time to sketch or draw the curve by interpolate curve. And then I start from the endpoint. Watch this. I move on. And as I told you before, you should use the less number of control points. Watch this. I sketch it completely. I zoom in, and then I connect it, fell down. Here as you can see, we got only one closed curve, and indictrol points are connected to each other, despite of having two rails here. But here we go only one closed curve. Later, we will want to split the curve. So move on. I want to sketch the cross sections. For now, we got two rails or a closed curve, and there is no rush for the third one. Here we're going to sketch a rectangle. Watch this. Here, we got a rectangle with rounded corners. Watch this, as you can see. I mean, the corners are filled or they are rounded, so get back to Rhino, and then I start sketching it. Then I pick round the rectangle very well. Smart track, since I want the white fiber rectangle to be equal with the curve. And then I round the corners by this way, by this way. After that, it's time to rotate it at 90 degrees. And then I move it. And then from the midpoint, I place it here. Watch this. However, you can scale it, can extend divide by this way. Where it is great. So this is the middle cross section. But what about the ends? As you can see, we got a circle. Watch this in the front view. We got two circles, as you can see, get back to rhino to the file, and then first of all, I'm going to sketch a line, a straight line from the quad to this. Then I'm going to consider this line as a diameter of that of that circle. By sketching a vertical circle, vertical circle like this. Watch this. Well done. Very well, right now, it's time to sketch the other rail. I pick Interpolate curve from the midpoint. After that, in the top view, watch this. Then again, back to perspective, and then I connect it to the quad point, press down inter. Then I choose the control points to modify it, the continuity. As I told you before, I remove the control points which are close to the end, this can help to form the geometry at the desired way. Then I select this one. I move it upwards, and also the others watch this even we can delete the control point. I delete it, well done. This is great. However, later we can edit it, and then interpolate curve for the end, I connect it to a quad point after that into the front view. And then I want to control the continuity of the curve virus way. I want to round it. Watch this. I adjust the positions. Great. Where is the next step? I don't need the picture, so I delete it. Then as these two curves are considered as rail, I should select them and then match them, match curve by this way. Then their connection point will be fixed. Tangency for continuity by this way, I match them with each other. Check out the result. Here it is. And I don't need this, remove it. After that, it's time to split this curve. So I pick split to split it from the intersections, split, and then I select it by this way. Here we got one of the rails, here it is, the second one, and the third one. They have met each other at that point, and we got two closed cross sections, and everything is okay. Following that, it's time to create the mirror. I select it. Then I start mirror command, then toward down, I mirror it. Watch this. Here is the result. I select all of the curves, and then I mirror at the other side. Watch this. Here as you can see, we got the rectangle. As you can see, here, we got two rectangles which are overlapping. We should remove one of them. I remove one of them. Don't forget that. Here I want to consider the curves and tell me the problems. Watch this. There are some straight sections. So what should I do? Yes, exactly. We should match these two curves. They require to be matched. I select them, and then I match them. Check this out. I remove the sharpness. Okay. And also the other rails or other curves. I select them, and then I match them, and you'd better to match these two. I mean, apparently, they are okay, but you'd better to match them. To remove these straight sections and sharpnesses. But here, as I zoom in, watch the, they are fixed. So you have to select these two curves or the rails and then match them after mirroring them. At the next step, we're going to consider the two groups of curves which are in two directions. Normally, these four curves, as you can see, in the same direction are the first group of curves, but the two circles and the rectangle are the cross sections. Let's check it out. For example, the first one, the second one, great, the third one, and fourth one great. But why they are joined? Because when we were using match curve, let me explode one of them. They were like this, exploded. But as we match them by match curve by this way, I have check joined, so we join them after matching them. So here we got the first rail, the second rail, third rail and fourth rail, and plus three cross sections. Everything seems to be okay. Network surface, select, and then enter. Watch this. Great rendered viewport. Here is the result. It seems to be okay. However, I assume I think I have skipped part, watch this. This surface is not a smooth. So what should we do? Shade a display mode. Here we should match these two cars with each other. I mean, we have skipped these two. Watch this. They are not matched. But note that while you are matching these two cares with each other, you should uncheck join since we don't need them to be joined, and if they were joined, then we will have some problems. So we need them exploded. So I start match. I select them and then match them, TangenNo but let me explode them. I forgot to jet join and explode these two. Very well. Again, match. I select them, tangent it for continuity and I check join. Well done, let me check the other side. I match them. I mean, just only matching these two curves, just fix the continuity of the surface. Network surface. Okay, check this out and don't forget to test it in rendered view port. Watch this. This is revised. We don't have the whole like sharpnesses, and this is the correct result and what we expected. It's your turn to give it a try. 82. Revolve and RailRevolve Commands: Hi, guys, at this part, we're going to talk about the command of revolve. The revolve command creates a surface by revolving a profile curve that defines the surface shape around an axis. Revolve is one of those commands that creates the untrimmed surfaces. Let us give you an example here, for example, here in front view, and then I want to create a surface. I enable Grid to snap following that here along the Set axis, actually Y axis. I'm sorry. This straight line. Wait for a second, please. I set it to arc, and then I set it to line by this way inter following that explode. Then I want to mirror it at the other side by picking a plane. Then I connect these two by a line very well. And then for revolve, we can choose open or closed cross section and then creating a revolved surface. I join the curves. Here is the result. Here is our cross section like column, revolve or EV, I start the command. Then I should select or specify the curves to revolve. I select the curve or the cross section inter. After that, the start of the revolve axis. I specify a point and then the end of the revolve axis. I open the front view for specifying a vertical act like this and then the start angle. I can specify the options like full circle and revolves the input curved 360 degrees. Check out the render preview. Here is the result that you can create by using revolve command. Undo, and then I want to ask you a question. Watch this. Here I select the cross section, and then I start Revolve again. Watch this. And this time, I want to consider a distance in specifying the axis. Then I set for SL KL, check this out. Then as you can see, the center of the surface is void like a column, but it's not solid. So if there was a distance between the axis and the cross section, our object will be void. But as we specify a vertical axis, going to tell you how to draw a vertical axis in revolve. For example, when I start revolve, I select Inter and then start revolve axis, and the axis is usually a vertical axis. I mean, it is allowing z axis. Here we got three approaches. Here, either I can click on the region point and then holding down Control and moving up. This is the first approach for sketching the vertical line. The second approach, I can select it, and then for specifying the axis, I specify a point and I open the front view for sketching a vertical axis by this way. What about the third approach, which is very interesting is that after starting the revolve command, you can specify the start of axis. Then instead of holding down Control or switching to front view, here as you can see, if you press into to use Cplane z access direction, so pressing Z to use Cplane z access direction. If I press down inter, then automatically is z access direction versified as the axis. Watch this just by a click, since it is often used and then set the full circle. This is the result. And another example, we move on here in front view Interpolate curve. Watch this. I sketch such a curve. Following that, I want to revolve it. I start revolve, select, then press down Inter. At first start of acess. For example, here, I can hold down the control and then move down. I mean, I specify it as a direction for the axis, and then this will be the result. Check this out, full circle. Or I can pick this sort of axis then move to the front view, full circle, check this out. And then we can press down Inter that we can create our revolve very quickly. The sort of axis. Then by pressing into, we can use plane direct the axis direction, and then I click on full circle, check this out. We're done. But if you wanted to specify or consider a distance or a gap between the axis and the cross section, you'd better to sketch it in the front view. Watch this. I mean, you can use the revolve options and specify the desired one. For instance, you can click the start of axis here and then press down into. But w you want to consider a gap between the axis and the cross section, you'd better to sketch it in the front view. Let us check out the other options. Revolve and then sort of axis. Then, and here the first option is ask for start angle which has been set to yes. You the yes option allows setting the angle. I mean, the number of degrees away from the current input curve location, the revolve will start. So we can set the angle, the revolve will start like here, and then the end, watch this. Therefore, the place that we have sketched our curve does not matter, since here we can specify the number of degrees away from the current input to curve location. This time, let's import the value manually. For instance, again, I select the curve and then the axis start angle. Aquas start angle has been set to yes. So let us specify the value, for example, 60 degrees away from the current input curve location, and the positive value evolves anticlockwise. Series that starts from the 60 degrees away from the current location, and then it ends at the 180 degrees. Watch this. This is the result. Going to try one more time. I select, and then I specify the axis. This time, I want to import the value, for example, -90. Check this out as the start angle 90 degrees away from the current position. And then for the revolution angle, 102 degrees. If I import the positive value, it would be anticlockwise revolution. But if I specify the negative value, it would be clockwise. Watch this. Enter. But my recommendation is that while you are revolving, you'd better to sets or start angle no. Then option creates a polysurface when the input curves are joint tangent curves. I mean, the no option is start to revolve from zero, I'm sorry. And then the start angle will be the current input curve location. And the revolution will be started at the zero direction zero angle. Ask to specify the revolution angle. Then we can import positive and negative values for clockwise and dwise revolutions -80 or 102 for anti clockwise revolution and inter by this way. So if we set ask for a start angle into no, then it starts the evolution from the zero angle or the input curve location that I usually set it to no. And then another option is the formable that you're already, I mean, familiar with it. Just like in circles and the ellipses, right now that the formable has been set to no, I create a full circle, check this out. So that was said to no. But this time, I want to set it to yes, a full cercal revolution. I set deformable to yes. At first, compare the y curves. Watch this. They are not the same. As you can see the deformable one has got more eso cures than the other one. So let us edit them. When we set deformable to yes, then the surface is rebuilt on the round direction to a degree three non rational surface, and the deformable revolves can be deformed smoothly with the point editing or the in other one or the deformable one. Unlike the previous surface, which was not easy to deform. To deform smoothly, here we can deform I mean, we got no limitation in deforming the surface smoothly. So if you wanted to modify or edit your revolve, you'd better to set deformable to yes so that you will be able to modify or edit your revolve by modifying the editing points. Let me tell you some points about drawing. Note that when you want to create a surface by revolving, you have to sketch the half of this E cross section. For instance, for sketching a dome or creating a dome, this is enough to curve. The other side is not needed. So I select it, then I start revolve following that inter, then I specify the revolution angle and then full circle. Check this out. Here is the dome prepared just by sketching half of the cross section. But it is feel sketch, whole of it, the entire cross section, it would be accepted. However, it is not accepted in revit. Watch this. At first, I join them, and then I start revolve, following that I select the object or curve, and then full circule. Check this out. No, there is no difference between this and the previous one. But why did I told this? Here, as you can see, look at it. It is very sharp. But if you want to top of the dome to be smooth and remain rounded, you can't have it rounded by using only half of the cross section. So how can we adjust the cross section or the curve of the revolve in order to make the surface rounded or smooth? I mean at this condition, you have to mirror it, and then to remove the sharpness, I recommend you to match this, watch this. And then after preparing the cross section, which is smooth and also mirrored and symmetrical, then we can use revolve, watch this. Full circle. Here is the result, the rounded dome. As a result, if you want your surface to be rounded and control the sharpnesses, you'd better to sketch the entire cross section because you can control the continuity. So this is the facilities that the entire cross section provides you with. And another point in revolve is that you can use several cross sections for creating a surface by revolve. For instance, if I want to create a Christmas tree, let me try again for the final point in which I'm going to consider several cross sections for creating my surface by using revolve command here, as I told you, I'm going to create a Christmas tree. Let's see. For example, these are the cross sections that I want them to be used and revolve at the same time. I remove this, watch this. Then I start revolve. I select all of them. Then I specify your start of axis, full circle, watch this. Our Christmas tree is done. I note that revolve is one of those commands that you can record the history. I start record history and then revolve. Then Inter, watch this Sart of access, vertical, and then for circle. Following that, after completing the revolution, I want to modify them since the history has been recorded or often to show the control points and then deform the revolutions or revolves. By this way, you can move them and edit them. And so on. So you can record the history while you are working with Revolt command, too. So, guys, please practice the given example. 83. Practice: Look at this closely. You're going to sketch the cross section and then revolve it. However, you can use the pictures inside the rhino. So let us sketch it together here in Rhino in the front view, I can import the image into Rhino, watch this. And then I just the position by this way. Then I make it parent transparent and then I lock it by Control L very well. Following that, I start sketching the cross section by interpolate curve. However, the image is treaty, but it does not matter. I move on drawing the cross section of the revolve by this way very well till here, then again, I continue a straight line let me remove this. I want to draw it again. Here, there is a straight part and a curve part. I want to use curve control points. So by this way, watch this. But later, I will fix that part, and then I should extend it to or down. Let us try again. Here at first, I extend the straight line on this part. However later, we can use fillets in order to remove the sharpnesss for example, the radius, the fillet radius, like not 0.2, then let's give it a try. Watch this. Great. By this way. Following that, I continue, watch this. I zoom out to have a wider perspective, and then I move on. The body of the cross section by this way. And as I told you before, we're going to add flats to the parts that we got intersections or we got sharp intersections or straight sections. Let me design the bottom part of the revolve and then finish, great. And then in order to measure divide, I sketch this, and then we're going to consider the center of it. Unlock the image to remove it by this way. Following that, I want to consider the cross section, and then I add filets to the straight sections. Now these parts should be fillet by this way, and also this part. Well done, to remove the sharpnesss or the sharp corners or intersections, and then finish, I select them and then joined select revolve. Following that, the midpoint, and then full circle. Let's check it out. Shade it. Here it is. And just like other commands, there is no solid option for revolve. Unless you close your cross section yourself, what it means. I mean, I open the front view, and then via SmartTrack, I want to close the cross section. Watch this. And I close the top part. Watch this by using SmartTrack, or let me connect these two lines to each other. I don't want to use two pieces of lines by this way. Then I can join them and then revolve them again. Why specify the axis and then full circle? Watch this. Right now, the revolve is solid since the cross section is closed. However, we could do something else, which is keeping the cross section open and revolving the cross section and then full circle. And what do you think for making the revolve solid? Exactly. We can use cap. Watch this. This is our second choice or approach. So we can either make the cross section close or use cap. And then the rectangle by this way, center and I want to find the center of the circle here or the bottom. Here in the rectangles, rectangle by center point. I specify the center, hold down shift, and then this part. Then from the front view, I move the rectangle at the bottom. Like this, then I create a copy for placing it at the top part. It is not moved correctly. Let me move it again. Again, I select it. Following that move in the front view. I should activate planar and project both to restrict the direction. And then along this axis, as I told you before, if you wanted to move your objects in the two d views, you should activate the planar and project. And then I extrude the rectangle through it down. Let me take a look on the picture or image. Well, I should scale it a little more and increase the height. I hold down Control and Shift and I click on it. I increase the height. I extrude it along z axis, and then I make a duplicate for placing it at the top part. And then at this part, very well, watch this. Check it out at the rendered viewport. Here is the result. Then if I array array linear, we will have a great model. By this way. Check this out. This is the result. Well done, let's give it a try guys if you haven't sketched. 84. Practice: Actually, one of the main purposes of this course that I've been always emphasizing on was learning each of the commands and points deeply and being skilled at them and following that, working on the examples and practices. And most of the time, we create something and then we trim it. Following that, we got our desired surface, and this is one of those practices. We are not able to create this surface directly. At first, we're going to create a surface, probably. Following that, we're going to trim some parts of the surface. However, you can use the picture or image to to import it into Rhino. But right now, let's give it a try and sketch it together step by step. Here at the top view in Rhino. I want to import the image, and then I try to sketch the plan view or top view. Well done. But first of all, for positioning the top view at the region point, I'm going to use a circle three points that ec it out. For example, this is the first point and then the second point and then the third point by way. So this is great, you know. And then I select it, then move then center of the circle, and then I place it at the zero point or origin point. Then I select it in material to increase the transparency of the picture and then Control L to lock it to make it unselectb. So here we're going to sketch one of the sides and then array it. So I pick polyline if I consider the half of the circle like this or holding the circle and then array polar I don't want to sketch it manually. I array the line, then turn as number of the items, and then the field angle 360 degrees. Watch this. We got the half of the side. Then in the continuation, I pick the interpolate curve. However, we can sketch the entire geometry, but I want to use another technique. So let's move on. Following that, by interpolate curve, I keep on sketching the side I mean, half of the part, half of this part, I disable center like this. And then I select it to mirror it at the other side by picking a plane, watch this very well. And then it's time to match these two curves. Well done. Great. After that, I select them to make them joined since they are exploded. Then again, select ray polar. We center the number of the items five and then the fiel angle inter but remember that you should control these intersections, and you have to match them and remove the sharpness, by this way. But I don't join them for now, but later we will join them together. But for now, I want to match them to remove the sharpnesses. And great finish. I cross a window to select them, and then I join them. And since these are connected to each other or joined to each other chain a, so it is perfect. Then it's time to sketch the front view. After that, we can remap it. For example, from here, I move on, watch this. By this way. I select it. I fix the control points, I adjust them in order to uniform the Geometry, like this way. Watch this. Following that, I select the curve and then mirror. As I told you before, I want to remove the sharpness as. So when we want to make the cross section, I mean, the straight sections smooth. At first, we sketch the cross section, and then we match them if it was needed, just like now. After matching them, I select them and then join them. Following that, move, and then I position it right here. But for now, I need to match it with the plan V. Since I need to match the dimension, they should be equalized. So I pick a scale two D or scale the ordinary scale. I specify the skill factor, and then I scale it by this way. Great. Then I select it and then remap C plane. Then at the front view, I click and then I remap it. Well done. Following that, at the next step, I select the curve and don't revolve. Then the start of the revolve axis, region point, z direction, and then full circle. Watch this. Oh, so, guys, what do you think about the next step? Yes, exactly. It's time to trim the surface by using the plan view. But we're going to use split command wire frame split, and then the geometry, and then I split the surface after it's time to delete the extra objects or split a parts, and let me remove them to check it out. Well done, watch this. I move it. Here is the final result in two stages, creating the surface and then splitting some parts. Here is the rendered view port. Let's take a look on it in the picture. By this way. Following that, I want to offset it, offset surface, and then I specify a distance. I flip the directions and then one, actually. And I set solitude yes and then press Inter. Watch this. Here is the result or the final version of the surveys. As usual, it's your turn to give it a try. 85. Practice: Solar Pine and Panton Chair: Here is the next exercise that I have considered for you, which is the solar pine. So as you can see the image on the screen, let us check out the other pictures of it by sp. Very well. And then in continuation, I'm going to give you some explanations about the model that you're going to start from the plan view, which is here, right here. At first, you have to import the image. However, you can reject importing it. But if you import the image, you will have a more precise model. Then you can sketch the circle, two main circle and then create or draw these geometries, array them. Here, even you can use mirror. I mean, you can sketch one of them, and after mirroring them, you can array them. After arraying these geometries, you're going to create the surface. Let me show you the front view. Watch this. Let me show you the top surface. Watch this. You can sketch the cross section by revolve and then revolve it. Following that, you have to split these sketched curves on the surface, and after splitting them, then the mesh will be created so that you can delete or remove the extra parts. So at first, we're going to start from the plan view from the image, mirror, and then array. Following that by using revolve, we create the top surface. I'm talking about this, which is curved, and then we'll split it. Following that, we're splatting them, it's time to delete the extra parts. Following that, these parts will be left or leave. Here we got a profile around the surface and three legs. Watch this. That you can use sweep one for creating these a rail and a cross section. But if you want to sketch them precisely, you should put the geometry or the cross section into consideration. So let us work on it. I know there are so many details, so we're going to have a review upon the previous sessions. As I told you before, we're going to start from the plan view, back to Rhino and then in top view. And then I want to import the plan view into Rhino. Well done, then I position it here. By this way, after that, I pick the circle to sketch the circle by three points. I specify the points at the vertexes or intersections. But right now, we got nothing to do with the profile, which is around the circle. So I specify the points of the circles, I mean, at the intersections. And then I specify another point at the other side, for example, here, it better to divide this circle into three parts. And let me check the position of the circle. It is great, well done. Then I select them to move them, and then from the center of the circle, and then I put it at the origin point as usual. Then the material for controlling the transparency of the image as usual, and then I lock it to make it unselectb. Well done. After that, it's time to sketch the interior circle like this. Watch this. Well done. Which could intersection with the other lines and curves. Then I pick polyline, and then among these lines, I choose one of these curves and then start sketching, for example, from the quad of the circle, which is a specific part by this way, from the quarter of the circle, and then I move on. I keep on specifying points this way. Check this out. What about the rest of it? Exactly, array polar, the center of the array, then the numbers. Actually, this was the reason that I moved the plan view at the origin point, and the numbers are 18. So I array them. Enter. Watch this. Here it is. Following that, I select the last created objects, and I select the curve two, and then I mirror them, then the center or the mirror plane. As you can see, they are overlapping each other and they got intersections. So note that you have to start from a specific point very well. This is the plan view of the project. It's time to create the surface. That here we got an arc with low continuity, which is revolved. So bacteria Rhino, and then arc two points, start point at first. I picked the quad and then another quad. Then at the front view, and then I move it upwards by this way. Following that, I start revolve, select. And then, you know, in front through perspective view, I specify the start of axis. I press Inter for specifying Z direction, full circle. Check this out. This is the revolve, and then it's time to split this surface. So I want to split the surface by the plan view, and then I select these curves, check this out, and then press inter to split this surface. Watch this. Here is the result. Then what is the next step? I open the top view, and then here as we look at the image closely, for example, here the panels, let me zoom in to show you the panels. Here, as you are concerned, we should remove the middle panels, actually. I mean, these, but it takes a long time to move them. I mean, remove them one by one. It takes a long time to select them. But I get the recommendation for this. At first, I unlock the image, and then I want to remove it. Control Alt and delete. My recommendation is to keep one of the columns of the panels. Following that, I can remove the other curves. I keep them. But here I opened the selection filter, since one of the all the surfaces and the polysurface is only. Watch this. I remove them, and then the rest of it by this way, this approach is very easier and quicker. And I delete these. Following that, I select this row. At first, I group them, and then by array polar, the polar array plane 18, and then the field angle. Watch this. So this was very easier than the previous approach to just selecting the panels one by one, select lass created objects, and then I ungroup them to ungroup the first group, and then I group all of the objects with each other to create a new group. Well done. Then at the next step, we are going to model the fring. We specify a cross section, and then drawing the fring. So here we get the circle. So we just need to sketch the cross section in the plan view. And then I draw a rectangle. But you should check the relation between them or preparation. I minimize divide, and then the length, I minimize it by this way. Well done. Let me just the cross section at first. As you look at the image closely, you understand that the top part is curved. Watch this. I mean, by this picture, the top part of the ring is curved as you can see around it. I mean, we should add a fillet, you know, we can have a review over other commands. Here I select the rectangle, and then I explode it following that, and then arc by three points, then from the end, then an arc like this for the intersection, and then I mirror this following that, I want to mirror this org in relation to the middle of this line, here we can either use an auxiliary curve or we can use good snaps like I hold down Shift and then choose between. After activating between, I should specify two points in order to obtain the bitwen or the main point, actually between. And then I consider it as the mirror plane. But let us try again to show you the process. I selected it and then MI to mirror it. Then I should specify the start of the mirror plane. I want to consider between these two curves, I should hold down Shift to activate between. Then I click on between. Then I should specify two points to obtain their bitin point like this and last, take a look at another picture. By this way. Get back to rhino, and then I want to blend these two. By this way, I hold down Shift to control the continuity. By this way, well done. Then in order to just have a review over the other commands, I sketch this. Otherwise, you can draw a simple semicircle. For example, arc by center. Then for finding the center, you should use bitwen. We're going to use the God snap of between. Hold down shift, click on between. Again, hold down Shift, click on between, then I should specify the two points to find the between point. And then the semicircle like this. Right this way. This is the result. And as you can see, the top one is more acceptable. So I choose the top. I remove that, and then I mirror this at the bottom part. Then it's time to place this cross section and the around the circle and then sweep it for placing the cross section and the circle. We're going to use orient and curve, but let us check out the photos. Here, if I zoom in, you will see that the bottom part of the cross section is aligned with the top surface. So while I want to orient the cross section and curve, I select this point as the base point, and then for Make it perpendicular, I import P by this way. Following that, I want to flip it along x axis and also Y axis to move it down. I set copy to NO. And place it here. We're done. What is the next step? It's time to start sweep. Sweep one. I specify the rail and then the cross section. But before that, let me join the cross section. Again, sweep, sweep one. And then the rail, the cross section, and then it's time to adjust the sin point. And we preferably adjust the SIM point and the rail. Check this out. Here is the profile that we created by Sweep. Right now it's time to extrude the surfaces or panels. So get back to right note. Since I have the surfaces grouped, I can easily select them, watch this. And then I want to extrude them. I mean, I want to extrude them along the profile. So I search for extrude surface following that in the front view, and then I extrude the surface like this way. Check out the Treaty view and then rendered viewport. Watch this. In a very simple process. However, if you want it, you can create another profile from this circle and then put it at the center. So what should I do? I select it. I mean, in order to create another surface by this, what should I do? Curve to view. And then I select the arc and the sink center. Watch this. The circle is given to us. Let me show you the plan view, front view. Let me select it in the perspective view. And then in the front view, I move it upwards, as you can see, and then I extrude it. Now it is very simple. Extrude curve like this direction. I specify the axis. Let me adjust this. Let me show you in the perspective view, check it out, and then let me offset it through inside. However, we could have associated the cross section, but it seems that there is no specific cross section for that. 9.2 fo the distance, and then like this. Soon as we look at the pictures closely, there is not a cross section for the center seco, and this is okay by this way. As you can see, following that, we should move the modeled part upward and also rotate it. Check this out. At first, we move it upwards and then we rotate it at the specified angle. But before moving it upward and then rotate it, there are some things to do. First of all, is to group the created items or objects with each other. So as you can see, they are not grouped. They are individual and single, but only the surface, which was grouped before, but others are not grouped. So at the first step, I select the modeled parts grouped so that if I want to move them or select them, then I can do it easily. I can easily select them because they are grouped. And actually, I don't want the curve to be selected. I open filter selection or selection filter. Then I check surfaces and polysurface it. I cross a window, and then I group them. This was the first thing to do. So that is no more exploded, and we can easily select them. But about the next step before moving and rotating the panels, is to draw another circle around the panel or around the ring. But why? Actually, when I moved it, and then I rotate it, then I want to sketch the legs. The curves beneath of these legs should be tangent to the ring, while I'm sketching the curve, so I would better to draw a circle as a representer of the metal or as a ring at the outside and then setting these two curves with each other, or even I can hide the surfaces. So I sketch a circle. Do I want to consider it as the representer of the surface? In the continuation, you will understand the importance of that circle. Since I will give you more explanation about the circle and then you will see how much does it can help us or it can help us. Back to rhino in the top view, after grouping them, I want to sketch a circle. At the most exterior part of this surface, I specify the center and then at the place that we have sketched the cross section, watch this exactly at the part that we got in cross sections, the knot, like this way. Let me hide the surface to choose to select the circle. Right now, I want to move the sketch circle addition to the surfaces, the set of surfaces, and then we rotate them. But note that when these surfaces are not hidden, it is hard to select the circle. But here, as you can see, I can easily select it. So if you got any problem with selecting the circle, you can hide the surfaces by this way and then select the circle, the new created circle and then by using Alt Control edge and hide the surfaces, as you can see the circle is not deselected. I'll then shift and then choose the surfaces. But if you could select the circle, you don't have to do this. Into front view, I move them, and then I rotate them like this way. Let me move it upwards a little more. By this way. This is great. Following that, we can delete the unneeded ones, if you agree. But I hide the surfaces for now, and then among the curves, I don't need these curves, so I delete them like this way. I pick I keep the center circle, and I also keep the cross section since I need it. Since I want to use this for the legs, I'll control edge to unhide it. As I told you before, for now, we got nothing to do with the surface. So we hide it. So here we got the circle as the representer of that surfaces that we can easily work on them instead of working on the surfaces. Let us analyze the legs. As you can see, we got three legs in this project. And then if you look at the plan view closely, as you can see, at each of the sides, we got a leg. Watch this. This is another view. At each one third, they are divided, but the height of them are not equal to each other, since the surface is rotated, and this is the taller leg of the surface. And then the ino one is the shorter leg. At first, we're going to model one of them, and then we array. And then I will tell you how to adjust the height. Let's go. If I want to analyze the plan view of these legs, as you can see at this photo, as you can see the path of these legs are tangent to the circle, I mean, around the surface. So the circle that we're going to draw and then divide it into three parts is the project that circle underground. I mean, here we're going to sketch a circle and then divide it into three and then project it. So get back to rhino, and then I select this circle. And as I told you, I want to project it, project a s plane or construction plane underground. And we don't the previous one, you can delete it. But this is the projected circle underground. Watch this. Here we got the circle and then the projected version that we want to make the path of the legs tangent to the circle. And we are going to divide the circle into three parts. And note that you have to project this circle. And another point here is that, as you can see the legs, here, there is an arc at this side, and the ends are straight as you can see. They are straight. But right now, let us start. You'll understand. Here I have sketched the projected circle, as you can see, to the construction plane. Then I want to divide it into three to draw one of the legs. But note that here, the way that you divide your circles into three parts does matter. At first, we're going to divide it into three parts in a way that one of the parts should be with the top part of the circle and also the bottom part. I mean, either bottom or top. I mean, one of the three parts should be aligned with the top or bottom part of the rotated surface. What does it mean? Here, when we divide the curve by length by number, actually, I select Inter following that, here we should specify the sin point. Here find it just the sin point at here at this quad. At the bottom part of the rotated circle, which is placed at the lower height, then this would be the start of the division into three parts or three segments. Then here as you can see, one of the three points is aligned with the lowest part of the rotated circle. Or we can divide this and then dragging the sin point to make it align with the highest part of the rotated circle and then divide it into three parts and enter, watch this. So right now, as you can see, we got the point, aligned with the highest part. This is very important, actually. In the continuation, you will understand the significance. Here again, if I want to divide them by number or do not drag or specify the sin point, then you will have some problems. For example, here we got the highest part of the rotated circle. Which is not aligned or symmetrical with the projected circle. Here I just wanted to explain this for you in order to teach you how to analyze geometry or surface, since just memorizing the processes doesn't can help you. Learn how to analyze the geometry. As I told you, the point, the same point should be placed actually aligned with the highest point of the circle or the lowest point. So here, I specify a sin point aligned with the lowest part of the rotated circle. Check this out. Following that, I need to split that part, the highest part. I choose it, Inter, and then by points, I select the points, then press Enter, watch this. And when I was dividing the circle into three points, I could have said split to yes, but I didn't want to do that, since I want the points to be observed. So let me take a look at the photo again. Here for the straight part of the legs, we can extend the arc which is around the circle. But you'll where watch the plan Vew here. I mean, we got this part of the circle, but we should extend the legs, as you can see straightly. So what should we do? Here I want to estimate the length of the straight parts. I'm going to sketch a line at the center of the circle, and then I want to extend the arc in relation to that curve here on the plan view. I'm working on this part, as you can see, and this point is going to be extended. I mean, the curve, let me pick the midpoint curve or line. And then I want to consider a distance to the center. Now I'm just specifying the boundaries, and I select the curve arc to extend it till the line. I found this by just a plan view. As I told you, I want to extend the curve, till the line. Ida specified distance. But as I want to extend the arc straightly and should be extended to the curve or arc, what should I do? At first, I start extend, extend command, then I set the type to line. I set it to line. Following that, enter, I should select the curve to extend, watch this, look at this, and then I extend it. You at the perspective view, then press Enter. Right now we have sketched the plan view of one of the legs that I specified the boundaries by a straight line and extending the arc. Here, the main path of the legs is started from here, and then it moves up and then it is tangent to the circle and then it moves down again. I mean, here we got a tree D curve. And when we want to sketch a treat curve, which one of the commands should we use? I mean, what command do we use to sketch a tree D curve? Exactly curve to view. But we need a plan view for curve to view and a front view, but we got only the plan view, and we have to draw front view as well. But how do we can sketch the front view. Here, as you can see, it is like a straight curve, which is extended from the ground till the circle. It is connected to the quad of the circle. So back to rhino, and then I pick the line. Following that, I start from the between of the two ends of the legs, which is here, the midpoint, and then I extend it till the midpoint of the top part, which is the quad. Watch this. I have extended the curve or arc, actually, the line to the quad. As I'm sketching these lines, I want you to concentrate on the process and analyze the geometry. Following that, curve to view, here we got the plan view and also the front view. Watch this. This is the path of one of the legs, and we don't need the plan view. I remove it. Following that, I'm going to draw the two other legs. I select this and then array polar, then center tree, and then the field angle. Watch this. But here as you can see, these three curves are aligned with each other. But how do we can fix their height or revise them? At first, I select it and then scale one D exactly by using scale one D. But before that, I enable project. Following that, the base point, I specify quad, which is the highest point of the I disable project. Again, I pick the quad, and then I disable, and then I place it at its intersection with the surface or circle, since they should be tangent to the circle. And right now, the heights are set. Let me give the try for the other one. At first, we select then scale one D, then I should project it and the construction plane, which is this point, I pick the point. Then we disable the project and then again, pick the quad and then move it down, and then I place it at its intersection with the circle. Watch this. And actually, there is another approach here, the easier ways that to select the arc and then split it by points from this point like this way, as you can see, after that, we should equalize the quads of the arcs with the midpoint of the circle. Check this out. I select it, and then I scale it scale one D. Then I find the midpoint. Check this out, which is the projected point of the quad, as you can see they are perpendicular to each other. I pick the quad and then I move it down. The other one scale one D. Watch this. Midpoint, and then quad, move it down and place. We can use either of these approaches, but I recommend you to practice both of the approaches that we can review other commands, too. And I don't need these. And if it was needed, I can project it to the construction, and I hide the circle and the line. Well, done right now, here we got the path of the legs. I pick the cross section, and then I move it here. I want to use it for sweeping the legs. Firstly, I'm going to start with the highest leg or the longest one, and then we will go for the others. I know it is repetitive. Let me take a look on the photos. Watch this. But when we extend the cross section, the cross section is perpendicular at the middle of the arc. And here as you can see, these legs have been crossing through similar points, while as we take a look on the photos, as you can see, these are not aligned. I mean, there is a distance between the legs. Watch this. What should we do? For example, I select the longest one, and then I start scale one D. That the base point here in a scale one D, actually specify the base point. The the center of the scale is between the two legs. Watch this. I pick between and also to calculate the between. Watch this. Then I want to scale them, scale these two legs, since I don't want them to be aligned with each other. There is a small distance or gap between the legs. Watch this. By this way. Great. Here, it got no intersection with each other. So what else? I should revise these two. Let us fix this at first. However, if you don't want to use the Guru snap of between, you can sketch a line and then pick the midpoint, watch this. And then scale one D, then select the leg, then the midpoint. Watch this as the scale factor, and then narrow it down by this way. In order to just remove the intersection between the curves, rocks, however, you can do it more precisely. Then it's time to sweep them. Here, we got a cross section, but it is not in the plan view nor in the front view. And for positioning the cross section correctly and the paths by orienting curve, we'd better to adjust it in the top view or plan view. Select it, and then I rotate it since when I oriented on the curve, I deleted the input, the input curve. So right now, we have to rotate this in the top view. I place it here and then rotate it at 90 degrees so that we can observe it in the top view. I told you before I'm going to start from the longest leg, as you are concerned and looking closely at the picture when we do the swap and it continues here at the middle, we got the cross section perpendicular. So when I'm placing the cross section, the rails, I should rotate it and make it perpendicular to the construction plane. Watch this. Orientin curve, and then I select it, press inter, and then I specify the pace point, then the curve, watch this. Then I should set perpendicular, I press P, and then I rotate it. Here, as you can see, the cross section is placed at the top part of the rail, while as we know, the circle is placed at the top part of the legs or rings. So we should move the cross section down. So along Y axis, you should flip it, as you can see, it is toward the outside, and I have set copy to yes very well after that, here in quad or in med, no both of them are the same. I create a copy, and then I place the cross section here. But here, as I told you, we should rotate the cross section at this part. Watch this. It is rotated. It is somehow straight, not rotated. So I said rotate to yes, and then I place the cross section. After that, I rotate the cross section to make it a little bit straight. Not entirely straight. And then I said rotate to no to place the other cross section. I place it at the ends and enter. Watch this. Correct. Following that, I start sweep one. Here is the rail and also the cross sections. After that, it's time to check the same points and the direction. I told you, we're just the MondiailsPt this way. I checked them out, well done. Following that, we should check out the directions. But if you didn't want to check them, press inter and then check the sweep. If it was okay, there is no need to check out the direction. But if it was not, you can click on align cross sections and then fix them. For example, if it was incorrect like this, we can align the cross sections with each other and then flip the directions to fix the cross sections so that we can have it fixed, and then okay. So this is one of the legs. So for having a review, let us create the two other legs. Orientin curve. Then I should select the objects to orient, base point, and then the orientation curve by this way or the path, then perpendicular. Here I need to philip it, Y Philip, and then X Philip, this way. Check this out. Y and X Philip. Here is the result, and then the next one that as I told you, I want to place it at the midpoint or at the quad. We have to rotate it, midpoint, and then I rotate it. And the last one does not need to be rotated. Press inter, and then we sweep it. Sweep one the rail and the cross sections. Watch this. But here we have to specify or adjust or check out the SIM points. Since it's infidPress inter, we won't be able to check them out again. We place the SIM points on the rails. Watch this. And then the third cross section at the end by this way. Well done, but we can align the directions later, press enter, so the cross sections are aligned. Okay, very well. And then the last sweep, orient and curve by this way, the cross section inter, the base point, and then the orientation curve like this. I place it on the path. Then flip and there is no need to flip it along wide direction. And then for the midpoint, I set rotate to yes. I position it at the midpoint and then rotate it like this. And then for the last one, I set rotate to no and enter. Then again sweep one. The rail and then the cross section curves. Watch this without checking the points. So if they weren't aligned, I click on aligned cross sections. And then I click on the point to flip the direction since, you know, you're allowed to align the cross sections after pressing Inter. So all in all, if the cross sections were not aligned, you can click on align cross sections and then flip them. Okay, let's check it out. Right now, we got the legs, which got no intersections with each other. However, we should fix here that you can consider more distance between them. Old control ledge to unhide the surface like this to return it. Following that, I sketch a plane for the bottom part or base, check this out. Then I want to select the surface and then move it, move the upwards to cover the legs like this. Check out the rendered viewport. Here is the result. Guys, at this practice, we considered many points, so please put time on this exercise in patients. 86. Creating Surface by Rail Revolve: And the next command that I want to talk about is real revolve, as you can see, real revolve. But before explaining this command, I want to exemplify a case, and then I want to ask you a question. Here, assume that we got a polygon like this, here it is, and then a vertical line, watch this. By this way, just like the vertical axis. And then I consider a cross section by this way. And then I deform it, deform the curve like this. Here's the question. Here according to the cross section and also the path, I want to create a surface. Which are the available commands here? What do you think? So refer to the previous commands and then guess exactly sweep one rail. But let us check out the result. Sweep one rail and then rail and cross section. Inter, watch this. Here is the result, check this out. It is not acceptable, even if I trim it or untrim so it didn't work out. But the problem here is that when the cross section is revolving, there is a common point. I mean, here if I consider a distance between the axis and the cross section, then we can use Sweep. Watch this look. So the problem was the intersection between the cross section and the axis. These two should not be connected to each other. Otherwise, we should use rail revolve. That let's check it out, guys, creates a surface by revolving a profile curve that defines the surface shape around the rail curve that defines the surface edge. In other words, is a combination of the commands of revolve and sweep. Let us check out the function y revolver. At first, we should select the profile curve or the cross section. For example, here it is without pressing Inter and then the rail curve, as you can see. Check this out. It just like sweep following that, the start of rail revolve axis, just like the somewhat like revolve. Since we should specify the axis, watch this. Then in a very quick process, we can create the surface. So when the cross section and also the axis get intersection, the best command here is revolve al revolve. Selecting the profile, then selecting the rail curve. After that, you start a il revolve axis. I mean here, we don't need to press Inter for specifying the z direction aces automatically because you have to specify the axis yourself by this way. But let us check out the other points here. For example, the point here is that you can specify wherever for the axis. For instance, like this, there's no limitation. You don't have to place it at the center. What do you think about the result? Let's check it out. Here, as you can see, we got the intersection and also the axis. You will see it creates the surface by revolving the profile curve that defines the surface, shape around the rail curve that defines the surface edge. I start rail revolve. Let's check it out. By this way, the profile, the rail curve, and the axis, here is the result. By this way. Let us exemplify some other cases and then check out the applications and understand the command deeper. For example, I want to sketch the formidable circle here like this and following that, then I select every other editing points to make some changes upon the circle. I hold down shift, and then I scale it like this to create a star. Very well. Again, a vertical line for considering it as the axis, the axis, and then by interpolate curve for the cross section. And then I edit the editing point, I move them to curve the cross section. Very well. Let's check it out. Rail revolve. And after that, profile rail and then axis. Watch this. Great. I press a ten to show the editing point let me give you another example. This time again at the circle, then 12 as the points count, I increase the points, and then I place it at the origin point. Again, I select every other editing points, and then I want to scale them. Following that, I want to move them upwards by this way. Then the vertical axis from the center point, I move it upwards, watch this. And then it's time to model the cross section. I deform the editing points to deform the actually cross section, and like this, here is the result, rail revolve, and then profile, rail and then aces. Watch this like an umbrella. But let's talk about the points and techniques. If there was a distance between the profile or cross section and the rail, actually, like this way, I mean, the axis actually, then what do you think about the result exactly? This center would be avoided, but check this out. It is different from revolve. If you agree, I want to compare it with Sweep. I create a copy. Since, as I told you, when there was a distance between the cross section and axis, then we can use Sweep. I skin part, well revolve, and then sweep one, the rail and the cross section. Well done. Check this out. This is the difference. You know, it did work out, but it is not a reasonable geometry. It is not practical. So let's go. And another point, this time, I want to extend the cross section or profile through the aces. Watch this. Here is the N example, and then I move it upwards by this way. So what do you guess? I specify and then really revolve, check this out. As you can see, the extended part is not considered. Is rejected. But if I extend the access this time, what would happen? As you know, nothing would happen. Check this out since they are not considered. We will have the previous results. Let's go for the next example. I want you to cover all of these examples in your practicing. This time I want to sketch an ellipse. By this way. Watch this. And then I hold down to create a copy at the 90 degrees rotated. And then I start trim to remove the half of the ellipse, the rotated ellipse. Watch this part carefully, please. The new example and then for the aces, the axis or vertical axis. Watch this. This is our rail, and this is our profil or cross section and the axis. The point about rail revolve is that you can consider the entire cross section, the entire geometry, just like revolve. I mean you don't have to have the cross section trimmed. I mean, you can have either of them. There's no problem. Both are accepted. Rail revolve, and then the profiler the cross section, then the rail and axis, watch this. Then we will have the surface. But if I didn't have removed the bottom part of the ellipse, what would happen? I do. Watch this. I want to create a surface from this. However, there's no necessity for sketching the axis. This time, I don't want to sketch the axis. Here, we got two ellipses inside of each other. Then I want to create a surface from rail revolve. I consider one of them as the cross section and then the another one as the rail. Then here I should sketch the rail revolve axis. Zero or region point. Here we can either hold down Control or open front view for sketching the vertical line, check this out, and we will have this like sphere, as you can see. So we learned some points that we can use a closed cross section or profile. And also, we can use the template version curve of the cross section. Real revolve is not often used, but when it was needed, it is considered as the only command that can meet your needs. So, guys, it's time to put time on practicing and the cover example. And this is your practice. Real revolve if you can see here we got a leaf. Just try to analyze the main curves and find them. As you can see, this is the rail, and then you have to sketch the cross section curve and profile and then revolve it. Watch this. Give the try. 87. Practice: So, guys, let us create this lift by using rail revolve. Let's start with the rail back to where I no from the top view. And then from the origin point, I sketch the straight line at the base, enter. Then I pick the curve by this way, then I start, for example, like this. Well, then I move on. In the form of the left, you can use your own creativity. I specify the points to remove the sharpnesses. And then here and also Goody snap Goody Snap, and then by this way. Here I should revise the rail, but how by editing by moving the editing points, I move them to prepare a better rail. I remove the control points, some of them. But this time, I want to design the rail to reach to the expected or desired result and meet the needs. And I extend this. Watch this. No deep. Whole design in general is up to you. You can sketch whatever you want. You can use your own creative or even you can import the image. And then I mirror this at the other side by specifying the mirror plane by this way. Then I scale it like this way, and following that, I connect these two ends to close the rail and then select them to have them joined. Then at the perspective view, as you can see we have prepared your rail. Here it is, then it's time to creator droughty profiler cross section curve. I started with a vertical line like this, and then by Interpol, I connect these two points to each other to the intersection, actually. And then I move the editing points by this way. And then I start rail revolve. We got to profile, rail, and then access. Watch this. The leaf is ready. Watch this. Had a display mode. Following that, we can form the leaf to use it in our actual projects. So, guys, if you haven't sketched it yet, it's your turn. I don't emphasize on the rail. It's up to you, give it a try. 88. Modeling Panton Chair: Hi, guys, let's check this exercise. This is a Penton chair that we're going to model it by using network surface. So at the beginning, here we can use these two images or photos in order to draw the main curve. So I import it into rhino into the front, actually the right view, and then another one at the front view like this way. After that in the front view by starting polyline, for instance, like this, a line at the base of the chair, and then I start trim to trim the extra parts. Then I select the image and then by using move from the center point, midpoint, and I position it exactly at the region point. Then at the right view, I sketch a horizontal line straight, and then I start trim trim the extra parts. Watch this. Again, move command from the midpoint and then position it at the origin point. So by using the command of picture, we have imported the images of the model into Rhino. And then the next step here is consider the dimensions of the chair, as you can see that according to these dimensions, we're going to scale the images that we can scale them by using one of dimensions like, for example, height, I select the image, and then I scale it from this part or the scale factor. I hold down shift, and then till this part, then I import the value not 0.82. Well done. After that, in the front view, then scale scale factor, down sat to restrict the direction. Then I import the height, not 0.82. Following that, again, I select the picture. I position it at the origin 0.0 and also the right view two. After that, by selecting the image, I open material to control the transparency. I make it transparent. I select it, Control L to lock it by this way. I want to draw the curves, and after that in the front view, you sketch the curves for each of the view. Control point curve, I start to command, the command of it. Then from this point to near, I start sketching. Here by using the green snap. Near, I start, as you can see in the perspective view, we have started such a curve. In a way that we wanted to sketch the curve on the front view at the picture. So to do this, I can either use project. I enable it to project the curve on the construction plane, or I can use this technique that I don't need degree snaps and also I don't want to disable degreed snaps. So for this, I can hold down Alt button to disable degrety snaps temporarily after that, I turn on project, and then I start from this part like this to sketch the front view of the Penton chair. Here, as I told you before, there is no need to place each of the points precisely at the boundary because later, we can modify them, modify editing points. So for example, I select these and I move the editing points in order to control the continuity or match them with the picture, then selecting the curve mirror at the other side, and then I match the two ends at the intersection, well done, and I check average curves, equalize the continuity. Then at another view, right, again, control point curve, and then I start to sketching the curve at the boundaries. Watch this. By this way. Move up. It's time to modify the editing points. I adjust their positions, and, you know, I try to match them with the picture or image and then controlling the continuity. By this way. Very well. So by this way, you sketch the boundaries at two pictures in two views, and following that, by using curve to view command, we make these curves non planar or tree D. By this way, I create a copy from this curve and then I move it in order just to show you so that by using mirror, we can create the symmetrical part. After that again at the right view, again, by using Control Point control point curve for completing the behind of the chair. By this order, then at the base, for instance, still here, then it's time to revise the editing points. I select them, and then adjust the positions to match them exactly just like the chair. Watch this. By this way, very well. I move them up parts. Let's check it out the perspective view. And then I select these two curves and then move them. Watch this. It is the right view. Then at the next step, actually, this is not required, but I want to do that is rebuilding these curves. I select the curve, rebuild, and then point count. Then I specify 12 for the point count. Check this out. Another one, rebuild, again, 12 points and then okay. Watch this. Following that, I connect the two ends to each other. I start move command, I disable project, and then I connect the ends to each other. So right now we've got the intersection. I select this curve, and then by using mirror, watch this, the symmetrical version. Following that, I can open front view. And then here as you can see the end lines are not aligned with each other. So I select them. Following that, I show the control points or editing points, and then I select these since I want them to be aligned. So select point actually set points. By this way, I can set the points align at the specified axis or direction. For example, along z, along Y or X. So I check set Z. I mean, Z, I'm sorry about the pronunciation, and then I align them. As you can see, I can move them along the z axis by this way. Very well. Following that till now, we have drawn the main curves of the chair, and then in the continuation in the next step, we're going to consider the cross section curves interpolate curve. Following that, I sketch a curve like this that connects these three curves with each other. And then we need another curve at this point at this part, so we can use curve interpolate curve or even we can use cross section by typing it in the command line and then selecting these rails or the paths, and then drawing the cross section or the end of the cross section line. Then I switch the front view. I hold down Save to restrict the line, and then I sketch the curve or cross section, actually. Following that, here we got the three curves along this. I modify the layer to make it in distinguished. As you can see, we got two cross sections and three paths. Then it's time to start network surface, selecting the curves and then enter here as you can see, the surface of the chair has been created. I isolate the surface since I want to hide the curves, and then by using offset surface, I want to extrude or offset the surface toward outside at the distance of not 0.01. Watch this. The offset is considered here, let me take a look on the main image. As you can see, some parts are filled, and then the lateral view, side view. And we will talk about this curve later. And maybe we should sketch a curve and then create the curve to view. And after that, we can create this part of the chair by using the command of sweep and then connect it to the chair. But for now, we just wanted to model the chair till here, but it is not necessary to go through more details. 89. Projects: ST Mary Tower: So guys, at this session, we're going to model the tower, as you can see on this screen, let's check out the pictures. For example, at the beginning of the modeling process, we can import the image and then sketch the curve according to this image, and we can create the surface by using revolve command that we talked about it before. Following that, we can create the lines and curves, which are bracing. As usual, at the first step, we're going to import the image into right view of drino like this way. And following that, I want to move the picture or image and then position it at the origin point. So for finding the center of the picture, I sketch a curve. I held shift. I select both curve and picture, and then from this part, I click and then by move, I type zero to place it at the origin point by this way. Following that scale, I select the picture, and then from the origin point, I hold down shift to restricted direction in order to calculate the height of the tower, which is 180 degrees. I mean meters, I'm sorry. I import 180 meters per center. Then from material as usual, it's time to control the transparency of the image to make it transparent. And after that, by using Control L, I like the image. Then by using polyline from the zero or region point, holding down shift, and then I sketch the curve to consider it as the axis line by this way. And then by using Control Point curve, I want to draw the main cross section or profile of the project. Start and Smart rack is turned on. By this way, I move on. And here by this way to the top. Then as usual, it's time to select the editing points and then revise the curve to make it matched with the imported image. You know, by this time, we will have a more precise model and geometry, which is exactly like the picture, like this. Let me zoom in to make it matched, well done. And then others, I move them by this way. So after drawing the profile or cross section, then I can select the cross section, and then by using revolve from these zero points that axis press inter and a start of angle, I click on full circle to create the surface. Then I set it to shaded mode to observe the surface. In the continuation, we're going to talk about the other topics and issues. Here at this picture, let us analyze the face of the towel. Here we got some bracings that they are like pipes, for example, ormllons. I mean, between the bracings, there are some mullions, and we should consider some parts for the front view of the tower. So if I want to start very simply here in the right view and I offset the created curve. For example, the distance of not 0.7 toward inside. Watch this. Then I want to edit the offset curve by this way. I revise the points like this way. And then I want to select my new line or curve, and then by using revolve, then you start revolve axis, zero, aces, and then full circle. Watch this to create the surface. So here we got two surfaces, the interior and exterior. Then here I can modify the layout. For example, I create a new layer, and then I rename it so one and so two as my two new layers and then assigning the two surfaces to these two new layers by this way, and also I can associate them new colors. As you can see, you can specify new color by this way. Well done. And then in the next part, we are going to create the levels or the floors of the model. Here if I open this picture, and as we look it closely, you will see that we got 40 or 41 floors or level that we can use different kinds of commands to create them. So here I select the surfaces. Then at the right view. Following that, I sketch a curve at this part for myself, and then I extend it vertically at the height of 180 meters, which is aligned to the height of the tower. Then I select this curve, and I create a copy till this part for considering it as the first level since the base level is different from other levels, and then by using this curve, I'm going to trim the access line. So by using array curve command, this curve and then the path at the specified number of items for the two, for instance, or for the one, the distance between the items is nearly four meter, 4.3, and then okay. However, this is not the main approach for considering or creating the levels of the tower. Since by using these auxiliary curves, we want to create some sections and the surfaces. I mean, in fact, we should have used the command of cantor, but since we haven't covered contour yet, we are using this approach. So by pressing down Control out, L, I unlock the picture, and then I change the layer of the picture, and then I rename it, reference, for example, and then I turn it off. Then I select the surfaces. Then I start section, then extend section. You should set it to yes. Following that, I start specifying your start and end of the sections. And as you can see, I'm just specifying two points at each of these curves. And since the section has been set to yes, these curves will be extended on the surface by just specifying two points on each of these curves. Wait for a second, please. Thanks for your patience, guys, finish. Great. Then as these lines are selected, I group them, well one, and I select these curves to Control G to group them, and then I assign them to a new layer. But first of all, let me rename this to layer, and then I assign them to this layer. I turn of the surfaces. It is way here, we got the curves and we don't need the curves here. I remove them. I also assign these. I change the layer. Then at the next step, we're going to create the floors or the levels of the project. Here we got two things to do. At the first step, I select the curves, and then I ungroup these. Then I select the interior circles or curves, actually. As you can see, the interior ones Wait for a second, and then I'm using these curves to create the levels. And the reason that we have created two curves is that addition to demolons and bracings, we're going to create some structural buildings at the facade of the building at a different thickness. Anyway, I keep on selecting the interior curves. By this way, finish, and then Control G to group them. Following that, extrude curve. I start the command, and then I set delete input to no and set solid to yes, and at the distance of not 0.3. Then I select the last created objects, Control G, and then I change their layers. For example, the new layer like slab. I assign them to that layer and then turn off. Very well. Then I select all of the curves. I want to deselect the interior curves by control button. Then I group the exterior curves, and then by using extrude curve, this time the distance of not 0.2, well done. And then I should change these layers. Watch this. And then I turn them off by this way. And right now we don't need these curves anymore, but we only need the base curve and also the top curve that are going to be used in the next part. So to do this, I want to select the top curve and then ungroup it from the set of the groups. So from the grouping, tools I use to remove from group, and then I select the top curve, the exterior one, and then I remove it from the group inter. As you can see, no more it is no longer grouped. Then I select the other curves which were grouped. Then I create a new layer to sign the selected curves to my new layer, change object layer and turn them off. So I have kept these two curves, the base and top, and then I show the surfaces or I unhight them by this way to observe them. Select the surfaces, I turn off the iso curves in order to hide the Io curves. Again, let us take a look on the images, and I want to give you some explanations. So here, as you can see, here we got some paths or rails or ribbons or whatever you say that are rotating around the surface. If we consider it at this diagram, as you can see, it has been rotated at the degree at the angle of 270 degrees and then it is placed at the center. As you're concerned at this part, we can apply several commands and approaches for creating that curve. But for now, I want to hide the surfaces, and I show the circle. For example, these two top circle. I want to isolate them. Following that, I'm going to go through an approach that it is not recommended by me, but I want to show you. And here as you can see the circles, which are the slabs of each of the levels, they are divided into parts, and at each of the divisions, some points are considered and some triangles are created. So what should we do here at this part? I can select all of these curves and then by using divide by number, starting from a specific part and then divide the segments. For example, 48 segments. Watch this at each of the curves. After that, by using Interpolate curve command, by this way, I start drawing the curve. Here we can move to the next level, move upper, and then connect it to the next point toward left. As you can see, this approach is very time consuming and it is not recommended. Control that to undo. I mean, the way that I have chosen is very quaker. I start divide, divide command, then I select the top and base curve. Following that, I want to divide only these two curves. Then at the top view to make sure that the same points are aligned, and the directions are aligned too. Then I specify 48 and then enter very well. Then at the next step, it's time to use Interpolate curve on surface. This command draws a curve through selected locations and a surface. So right now, I should select the surface and then pick the start of the curve and then pick the next points and press Inter. So watch this, the start point, and then move on. So here at the top view. I have specified the start point, and then I want to specify the next point. I want it to be rotated clockwise, and the angle was nearly 270 degrees, for example, to here and then press Inter. After that, at the perspective view. We can see that this is what we expected. This is what we desired. Well done. Then the next task is to offset or extrude the curve toward inside to create the bracings as you can see and the images. So I select the curve and then ribbon, then toward inside and then distance not 0.7 or even one, and I maximize the value of offset tolerance. Nine point double 01, so we can have it more precise. Watch this. Following that, and then press Inter. Here, we got the ribbon, as you can see, I select the ribbon and then by using mirror, then specifying the mirror plane to create the symmetrical version, holding down chef. I select the two ribbons, and then I start Ari Polar from zero point. What about the numbers? If I check out the picture, here we got one bracing and three millions, three rows of mala. After that, the bracing. So as we got 48 points, if we divide it into four, then the result would be 12. So I import 12, watch this. These are the ribbons and the surface. And then I press Inter. Then I select the last created objects. I hold down Shift to select the two original input curves, ribbons, actually. And then I want to assign them to my new layer to the layer of racing. I turn them off. At the next step, I want to create three copies from this curve and then place them at the three next points. At the top view, rotate. I set copy to and then from the origin point, and then I start, but I should activate this snap of point. I right click to activate it, and then I connect it to the points. Watch this. At the prospective view, I select these three rotating curves, and then by using pipe and specifying the pipe radius, not 0.0 0.07, for example, well done as the Malians, here we go the pipes. I select the last created objects, and following that, again, mirror mirror plane. I hold down sheaf and then select them. And then by using AR polar, again, the plane numbers 12, and then the fiel angle 360 degrees right this way. Following that, I want to select all of the objects. So I can cross the window, and I uncheck curves in the filters. I mean, selection filter. I hold down control to deselect the surfaces by this way. Then I want to create a new layer. I name it pipe, and then I assign these pipes to my new layer and turn them off. Then cell curve or selecting curves. I activate the selection filter of curves and also the points. Again, starting cell curve. Then I assign the curves, the layer of curve, and then I select points. I assign them to the layer of layer 02, rename it point. Very well. After that, I open pipe, I turn them on, bracing and ulcer slab. So this is the surface of the project. And the last task is to select debracings by this way. And then by using offset surface, we want to offset debacings at a distance of 0.6, 0.06 at both sides, and then offset them. Check this out. Following that, at the last step, we can add some more details to the tower, such as these circles. So here in dry, I turn on the circles, wait for a second to select them at first. By this way. And then want to create copies and group them at first, Ctrol C to copy control V, and then I scale it, I maximize it, and then pipe at distance of not quite one. I create another copy from the circle like this way. Then at the bottom part, I scale it like this way, and then I turn off the curves, and by this way, we are almost finished at modeling the tower. After that, by using a box, I holding down shelf, I consider this for the base part of the tower. Following that, I want to associate different materials to each of these layers. So at the rendered viewport, for example, for the pipe layer, I click on layer material, and then I want to associate a material, custom, black color, and then reflexivity, actually reflectivity, I increase the value of reflectivity by this way. And then for the bracings, the material custom, I specify the color. Let me check the picture at first. As you can see, they are white. So I soc white for the bracings. Well done. Following that, the other layers, let me check it out. The So one or the exterior surface. Again, material, custom, the color, for example, gray, us way, then the reflexivity, and then the interior surface, Custom and then the in the group of blue, like this way. Transparency and reflectivity. Okay. By it this way. However, let me modify it. I minimize the reflectivity, and then I remove it for the others. All in all, we managed to model our tower by considering the details, the bracings, pipes, and levels, and as you're going to create this tower by your own, you can use these pictures that you will be given. So that after modeling the project, I in the tower, I recommend you to separate each of the I mean, each group of the objects to specific layers and then assign material. And if you want it, you can share the pictures of your projects with us. And if you got any questions, you can ask us. And for a slab, I opened the layer material to associate a material, white, for example, as you can see in the perspective view at the rendered viewport. So, guys, I hope you luck. I mean, I wish you luck, and it's your turn. And at the last or final stage, if I want to consider these two different types of materials for the glass panel and then assign them to the glass panels. At first, we're going to divide the surfaces by division. I mean, by dividing curves, I turn these layers off by this way, the pipe, slab, and the exterior layer. Following that, I turn on the curve layer. Then in the continuation, I select one of these curves, and I also select the surface. I isolate it, and then in the shaded display mode, I mean, I set it to shade display mode. Then I assign the curve in a new layer, and then by using array polar from the center region point for the At is number, and then I array the curve. Well done, then I select all of the curves. And then by using mirror, I specify the mirror plane, the origin point, and then I create the mirrored version. Let us take a look on the images. However, here as you can see, if you look at the pictures closely, as you can see the glass panels are at the geometry is like diamonds or as you can see in Rhino, the panels are like diamonds. So I select the surface. Then I start a split. I select the cutting objects. I consider the curves as the cutting objects. Wait for a second to create the mesh. Okay. After that, as you can see, we can select these glass panels or diamonds individually like this. And in the continuation, I can sell the layer five as the default layer, and then I turn off the layer five. Then in the continuation, I turn on the bracing layer by this way, as you can see, and then by this way, I keep on selecting these panels. Wait for a second, please. By this way. I should select them manually, and then for the material, here, I create a custom material for the glass panels. Then I specify the color. For example, dark gray as the color. Well done, I darken it or even dark blue. Okay. And I increase the transparency glass panels, and then I associated to these panels. Then at the rendered viewport, watch this. You can see that by this way, we can separate the glass panel by associating different materials. So after creating the panels, it's time to associate the material. As usual, at the first stage of the model, don't forget to analyze the main curves of the project. And then if you want it, you can import the images into Rhino sketching the main curve. And at this practice, we reviewed all of the commands, selecting curves, then assigning to the layer five. Watch this. By this way, we can display them. And as you are concerned, since it was very time consuming, I did not select it. Actually select the glass panels. I mean, all of them for associating the materials, but I want you to do that in the way that I explained to you. If you got any questions you can ask us and don't forget to consider the details in this practice. I wish you luck. 90. Modeling Italian Temple: At this session, we're going to model an Italian Renaissance era Temple, and for modeling this project, we need the front view, as you can see, and also the plan view. So by using these two images, we're going to have the prospective view or this. However, you will be given a PDFple of the temple, which is provided in treaty version for you. You analyze the model geometry in the PDF file and then start. I mean, if you could understand some parts of the geometry from the given pictures or the plan or the front view, then we can use the treaty view or treating model for having a deeper understanding about the geometry. So I close this and then I import the plan view, and then I click and center at the top view at the origin point by this way. Watch this. Following that, I import the front view into rhino vertically. Watch this. After that, in the top view, we're going to scale these images at their actual sizes. For instance, I'm going to consider the diameter of the circle 10 meters so scale. So I specify 5 meters for the radius of the circle, and then I scale it following that in the front view, and then I move the picture by this way, I adjust the position. Again, scale from the zero point till this part. Watch this, which is at the size of 5 meters or 10 meters as the diameter of the circle. And since we can observe only two of the stairs, I scale the image to the second stair. After that, in the front view, and then I pick the rectangle and then by using gritty snaps, by the way, like this way and let me move it downwards. Then trim to remove the extra parts of the image or empty parts. Till now, we have imported the images to Rhino. I select them. Then after in layers, I want to create a new layer and then assign the pictures to the layers like picture reference. I assign them to that layer, following that in material and then I want to increase the transparency of the images. After that, control L and then locking the images. Then at the next step, we're going to sketch each of the cross sections by using revolve and array polar. So in the front view and then from the origin point, I draw a line, and then I extend it till here. Following that, I hold down Shift button for the other parts of the stairs or the boundaries by this way. I move on. Very well. And then at the base, smart track. And then I extend it to the midpoint like this. Following that, well done. After drawing the line or curve in the perspective view, I check it out. I select it, and then I want to rounden the edges or the corners, so in the front view, Fillet, then not 0.05 for the fillets, watch this. I add filllets to the top corners of the stairs. I reduce the radius 9.02 or 2 centimeters by this way. So like this way, I add fillets at the corners or make them rounded, rounded corners, and then I select the curve, and then I start revolve from the zero point, then I click on full circle. Watch this. This time we have modeled these stairs. Check it out. Then I can assign it to a new layer. For example, this new layer, I name it stair, and then I change the layer. For now, I turn it off. So I assign it. I assign the curve to the default layer. After that, again at the top view. Let me see back to perspective. I'm going to start drawing the main body of the model, so at the top view or plan view, then the circle. And then I sketch this circle till this by this way. Following that, I select the circle and then in the front view, and then I move it upwards till here. Then back to perspective, move moving vertically from the origin point to this point. Look at this and then extrude curve in the front view to this part. Watch this. We got the extrusion. Then I create a new layer, and then I assign the extrusion in that layer. I turn it off. And for modeling the railings of this part are actually the rail in the front view, and then I pick the polyline, and then I sketch a vertical line from the region point. I want to consider this as the axis line and then Control L to lock the line. After that, from this part, let me check the image at first. Actually, from here, I draw a straight line. Check this out. Move it down for drawing the edges. Check this out. And then like this way. Thanks for your being patient. By this way. Well done. After that, I want to add some fillets to the cross section or to the profile that we drew, watch this. I add the filets to the corners. By this way, as you can see. So I click on the parse to round the corners like this as you can see that as you're familiar with it. And then at the end, I select the profile, revolve, region point, and then full circle. Like this way. We're done with this modeling. So till now, we have been using some simple commands like revolve by drawing the cross section and also feel it, actually. I assign these to the layer of seven. I turn them off, and then I move on with modeling. At the front view, I'm going to draw a care for this part from the center. Watch this. By this way. And then again, it's time to add fillets to the corners. Let me reduce the value of the fillet radius, 9.01, and then I keep on adding fillets. By this way. Then addition to this, I'm going to sketch the other profiles or cross sections as you can see the picture. So let's check it out. I pick the polyline, then from the center, by this way, and then I extend it to the center or middle. I move on. And. Very well, wait for a second, please. Extend and then closing the curve or the profile. Well done. And another curve. Watch this. Right now, it's time to select these profiles, these two profile. And then I'm going to start revolve after that, I click on full circle to revolve them at 360 degrees. By this way. Then selecting the last created objects. And then I change the object layers, layer of seven. Then here we're going to model the dome and the object which is placed at the top of the dome, so in the front view, and then I pick a arc or by using Central point curve for modeling the dome. Let's check it out. By this way. Right now, I try to draw the dome approximately. And as you're concerned, later on, we can modify the editing points and meet our needs and make it match with the front view picture. And I select this to move it downward. Following that, at the top of the dome, I pick the line and then I keep on sketching. Watch this. Here, as you can see if you're moving on generally, sketching the general boundaries. But if you want, you can consider the details and draw them precisely. But at this session, I just want to teach you the main method of how to create such a temple. So by using this method, and also by using and actually considering the details, we can have a more accurate model. 2 centimeters for the filet, and then at the other parts. Well done. And here as you are concerned, we are modifying some of the parts. I mean, the curves and the profiles are not exactly just like the picture revolve and then full circle, watch this. Here, after creating the revolve, I select the arc since I need it as the pipes or as the molons which are placed on the dome. So for this, I keep it at the layer one so that later we can use it. Then again, back to front view, I select the top object here, and then I want to sketch the other profile at the top by this way. I draw the profile to revolve it. Well done, I select the profile and then mirror, and then for the top part, I want to match them, and then I check average curve to control the continuity between these two connected lines. I delete the mirrored version, and right now I want to modify and revise the editing points to make them matched with the picture. Right now, actually, I want these editing points to be aligned, so set points, and then I want them be aligned at the x axis. Watch this aligned. Then again, I select them. Following that, join. And then I can add a fillet for this part. Very well. Revolve, then start of revolve axis, and then full circle. You start of the revolution, well done. Check this out. I select these two parts, and then I change their layers. I set them to layer seven. And also, I change the dome dome layer. Following that, we're going to create one of these profiles. So in the top view, I draw a rectangle and then at this size, for instance, watch this. I select it, and then I narrow it down. Then I can here associate more details to it, for example, by this way, and then I want to split the rectangle by using the curve. Check this out. Then I join them. Following that, I choose the editing points, and then I move them. Then fill it. 0.01 for the radius, and then I fill it at the corners. I add fillletsOn 0.03. This time is better. Here is not needed to add filllet and then here we got the profile that we're going to use it. So at the perspective view, I selected and then orient and curve from the center point, and then I place it on the curve, watch this. Then I set it to perpendicular and then I flip it along x axis, watch this. I flip it. So I adjust it in position the position. However, I should scale it and minimize the size by using scale, check this out very well. And then by using sweep one, here we got the rail and the cross section curve, and then we will have the rail over the surface, as you can see, okay. Well done. Following that, I select it. I select the sweep, and then by using array polar, 0.16, and then the field angle to array D sweep, then I select the last created objects. I select them. I hold down sheaf then I choose the input Control G to group them, and then I change the object layer by this way. I turn on the layer of seven here as you can see, we have moved forward till here, up to here, and then at this stage, we're going to model the main parts of here and the railing and also the columns that are left. Back to project again in the front view. I have to model one of these and then we can array it to create the railing, for example, like this. Or even here we can sketch a rectangle at the top and base. And then I sketch the axis line at the center. I create a copy from the box or rectangle, and then I scale it to place it at the top and trim. Watch this. Polyline for the body. I continue like this way. It takes a second. Smart track. Very well. We're almost done. Then we're going to use Fillet, I mean, as usual, at the radius of not 0.01, and then I round the corners by adding Fillets. Watch this to remove these straight sections. But let me fix this part. I undo that. Then I keep on going. Here, watch this. Like this way. Very well. Then I select the profile, then I start revolve, then the axis and full circle. It got better now. Then I select the metal geometry group, then it's time to array them, array polar, and then for the number of the items, 38 at 360 degrees. Watch this. I select the last created objects, hold down shift to select the input object, and then I press down Control G to group them. The guys, as you can see, we have moved the project forward till up to here by this way that we mostly used revolve and drawing the cross sections or profiles. Watch this. And then by using array polar, we array D revolve 38, as you can see, then I select them, Control G to group them by this way. Following that, I select them, and then I change their layers. Then I did next step. We're going to model this part. So to do this, I can use the previous circle. Here it is. I can create a copy from it and just the position at the front view, for example, here, and then I can maximize the size, then extrude curve. Watch this. I extrude it too in the front view. For example, to this part. Check this out, Bin after dome and other profiles. I show them. Great. Let's check it out. As you can see, we have completed the main parts of the project, and then I turned them off, and also I change the layer, layer seven. Following that, let me take a look on the picture. We're going to model these columns at the next step. So to do this, see at the front view. And then according to these images that we have imported them into Rhino, for example, by this way, and then the midline. Watch this. I start modeling the columns by this way. At first, the profile or cross section. Watch this. And then I add felts. Watch this by this way. Well done, then I select the cross section profile, and then by using revolve, I select the axis, and then I revolve it full circle or circular, and then by drawing a circle here and the revolve from the center point like this and then extrude care extrude the circle for completing the column at the front view. Watch this. Here I still got a part of the column at the top that led me I turn on the layer seven so that I can move on. I mean, I want to observe the previous models and consider them while creating the profile of the column. I sketch a rectangle here, for example, and then I make a copy or duplicate, and then I extend it. Watch this. More copies, and then scale By this way, again select and then trim. I trim these parts. Then I draw a line here to connect the curves, well done. I select them and then joined following that. By using the axis of the bottom part, I can actually extend the vertical line and then use it for revolving the top part of the column. Watch this revolve, well done. Very well. And as I told you before, we are just trying to consider the main objects, the main curves. However, you can create them more accurate by putting more time, but I'm just trying to teach you the method. And about the number of the columns, Let me see. According to the picture, we can count the number of the columns. For example, they are 16. So I array them polarD at the field angle by this way, and then we complete the project up to here, as you can see very well. And then at the final stage, we're going to create the void or actually void and the extrusion on the surfaces. So here at different view, and then I draw one of the parts. For example, I'm going to start from here, I draw a curve and then I select the curve. Following that, in the perspective view, I turn up the layer seven and following that, on this curve, I pick the circle then from the midpoint, and then I try to draw the circle by the way as you can see, following that, I select the circle, then I extrude it. Watch this. I extrude it up to this point by this way. Perspective view, check it out. Then I select the curman circle and then by moving it vertically, I place it at the top, and then by using the solid creation commands, I pick sphere center radius by using the center point of the circle, then I create the sphere. Watch this. Here we go the cylinder. And also the sphere, and then in the solid bull in union that unifies the solids, watch this and convert them to a polysurface and to a closed surface. And then by using AI polar, in the center of the polar array, eight at the field angle. Watch this. By this way. Following that, I select them and then group, and then I assign them to the layer seven. Here I select the extrusion, and then by using bullying Difference trim the shared areas of selected polysurfaces with another set of polysurfaces. Watch this. It's just like voids. And then for the next part, let's take a look at the picture for the rectangular solid. We're going to go through the same process here, we sketch the rectangle and I Enable Project two. Watch this. Then I move for by this way. Well, then I disable the center snap, and then I turn up layer seven. And then by using extrude, I'm going to extrude the rectangle. Watch this. Then I move it, move it forward. After that, I enable the layer seven, and then by this way, I want to specify the amount that I want the extrusion trim from the surface. So at the top view. And then, for instance, till here. Watch this again, ray polar, then the object, the numbers and the field angle. Then I select the last created objects, roll down shift, control G, and then I select the surface to subtract with by building the friends, check this out, and then I avoid the extrusion or surface. And as I showed you, we can move the process forward. For example, if we want to consider more details, we can trim these parts a little more and also the bottom part behind the columns that we're going to trim them, and I'm going to model one of these and leave the others for you. So get back to the project. I select the circle and then offset, and then after through point. For instance, I hold down a to ignore these snaps, and then I offset the circle up to here, I select these two curves, and then I isolate them. Following that, I turn off the default layer. Watch this. Well done. Following that, even I can turn off the picture references. Here I select the interior circle, then by using area center area centroid, I calculate the center, following that, control all edge to hide the models or show the geometry models. Then from the center, watch this to the end or intersection, and following that, again, from the center point to the end point. Then I hide the models, and I also turn off the pictures, watch this. And I select the set of columns to assign them to layer seven, and I turn off these stairs, too. But here right now, we need only these curves that are already selected. Here, by using a curve, I open the top view plan view, planar is activated. I draw a curve like this. Well done. Following that, here we're going to separate this part. At first, I select them, and then I start trim. Watch this. Since I need this part and I delete the others, select join, and then offset through points and then watch this I select it. Select and move from the center to the other center. After that, fill it, watch this. I increase the radius, not 0.1, check this out. After that, in other corners or the other corners. Then I extrude it. I turn on the pictures, watch this. I also show the model geometries here on the front view, and then I place it right here, the interior curve and then extrude till I mean up to here, watch this. Well, let me check it out into perspective view. Then I select these two model geometries, and then I turn up to layer seven, and I select the surfaces, the polling union. I select the surface or the model, Ari polar, as number and the field angle. Meanwhile, I want to record the history so that I can modify the group of geometries by modifying one of them. Let's check it out. So I turn on all of the model geometries to display them in the scene. I think I should reduce distance distance of extrusion. I hold down Control and Shift, and then I select the surface Control Shift, button, share a display mode. And as you can see, we got access to Gmb which are set based on deconstruction plane. I right click and Gumbal then align to object. After that, I reduce the extrusion distance. Watch this, and the changes will be applied on all of the members of the group. Control shift again, and I reduce the extrusion distance of the bottom part as well. Well done. And I, as you can see, by modifying each of the members, the changes will be applied on other members of the group as well. So created the Melo geometry by this way that I explain you step by step. I select the object, and then I move it toward inside, move after that from this point, and then I move it into the center point. Then I press tap bottom, and then I move it toward inside. Check this out. For instance, like this, Well done. I start at scale one D command and then from this part, as you can see, to minimize the size of the geometry or surface and also the other part from this part. However, I should select them and then move them downwards. So I select them, and then we start move from this point and then the specified point to move to, well done. Great. And as you can see, as we put more time on working on details, we can have a more precise model geometry as you are concerned. So everything is up to you. The purpose was just to teach the method and creating such a model by revolve and reviewing other commands. However, I want you to model these parts for yourself. I leave them for you. Just like as we did, you create the extrusion and then array. And then by using bullying deference, we can trim the surface and the other parts as well. Modeling one of them, and then arraying them. You can share the projects, I mean, their pictures with us and ask us if you got any questions. You're lucky? 91. Transfer Line on Surface: Hi, guys. I hope you are feeling well. Welcome to the Season seven, guys. I'm going to begin this session with a question. Here if we had a survey like this, let me extrude it. And then if I want to sketch some patterns on one of these surfaces or faces, what should I do? Since if I pick the line by default, and then I start sketching, then the curve won't be sketched on the surface. Check this out. It is in the construction plane. So we know how to fix this. Exactly. We should set the construction plane on the object or on the surface. So set C plane to object, and then or in C plane tab, you can click on set your plane to object. Following that, you can click on the surface, and then the construction plane will be set on the object, and you can keep on drawing your pattern by this way. Well done. What about the next question. But if we had a curved surface, what should we do then? Check this out. Here we got a curve, and then I extrude it here as you can see, we cannot use the Ciplane or even set i plane to surface. Watch this as you can see. In any condition, we cannot draw the patterns exactly on the surface, which is curved. So what should we do at this situation? I'm going to teach you a new command here. So in the curve command, we got interpolate curve on surface, which draws a curve through selected locations and a surface. So before I start at first, I should specify a surface to draw curve on, and then we can draw the patterns which are exactly through the surface. Let us try again. Again, open it, the interpolate curve on surface. Following that, I specify the surface to draw curve on, and then I start drawing my curve by this way. There is another command which is decomplement of this, which is offset curve on surface. You offset curve on surface, copies a curve or surface edge on a surface so that all locations and the copied curve are a specified distance from the original curve and lie on the surface. Ofset curve on surface, then I should select the curve on the surface. For example, this one, I specify the surf care then the pay survey. Here it is. Watch this. Following that, the offset direction and the offset distance, here you can flip the offset direction just like others and also the numbers. So you can have more than one offset. For example, three offsets. Watch this. And then the offset distance, for example, I specify two. And if I press Inter, check this out. After pressing Inter, as you can see, the specified curve is copied at the specified distance from the original curve and lie on the surface, and they are extended automatically to the edges as you can see, let us try again, offset surface Cam I said offset curve on surface. At first the curve and then the base surface. We can specify the direction. Iflip the direction to down and then the numbers, for example, three, and then the offset distance, for example, 1.5, watch this. As you can see, the offset curves are extended to the edges by this way. But if I want to offset the curve at different distances or at different lengths, what should I do? Do you remember? Okay, what was the name? Exactly, offset through point. Offset surface offset curve and surface, the curve and then the surface through point. Then here we can specify the points that you want the curve to be offset. Watch this by this way. So here we can offset the curve as much as you want without specifying the number and even specifying the distance through points. Let us try and other surface. I specify the curve and also the surface. After that, the distance, for example, one, and then the offset, watch this. Let me specify one for the number of the offset. Check this out at distance, check this out. Well, that they are extended. But here you may ask if we want to have some patterns at the specified distance and geometries, und curved surfaces, what should we do? I mean, we want to have some curves de curved surfaces at accurate distances or lengths and also specified geometries. But why the curved surfaces, since, as I told you before, we can set the construction plane on the straight surfaces, too. So there is no limitation there. So we can set the construction plane on the surfaces, and then as you can see, we can pick the polyline and then move on and control them. Watch this. We can have the desired geometries, as you can see. Can we have these on the curved surfaces? Actually, our only option in the curved surfaces is interpolate on surface, Interpolate curve on surface, check it out. Here we got some limitations. You know, we cannot have a mixture of curved and straight curves or to have our desired geometries or patterns, or we can't specify the length. So we got some shortcomings here. We need something. We need a command that help us here in order to have our desired geometries and the curved surfaces at the desired length. But before that, let me modify revise the curved surface, and then we will move on. Watch this. I can modify the editing points by this way. The create UV curve command projects a surfaces untrimmed boundary and trim curves onto the world X and Y plane. But to understand themand better, let me search for it and give you an example. I click on the surface, Inter, check this out. Here as you can see, this is the projected surface boundary onto the X and Y plane. As you can see, it is not the exact surface, since our surface is not rectangular. I mean, the untrimmed version of the surface is projected on the vault Yplane so that here we can have our patterns sketching and then return the patterns on the surface. So let's again, verify that creat uv curve. Then we can project the surfaces, untrimmed boundary and trim curves to the vault Yplane. That always you can have the untrimmed version of the surface and always it is rectangular since it is untrimmed. Watch this. So that you can start sketching your pattern on the volt XY plane. There are some points, let me tell you. First of all, note that when you click and create UV and project the surfaces untrimmed boundaries, it will be projected on the construction plane. I mean, even if I move the surface, it will be projected on the current construction plane. For example, if I want to project the other surface and the construction plane, so here, I can move these surfaces by this way to open some space, and then we can have our surface extrude and then projecting the untrimmed version on the current construction plane. Well done. And the other point here is that while you are projecting the untrimmed version of the surface and the construction plane, the projected surface is exploded. As you can see, this is joined. Here we got a joint surface. But when I create the projected version, we will be given the exploded one. As you can see, only one of the surfaces is given to us. Watch this. Here is one of the surfaces, all of them. Or, for instance, check this out. Here I want to have several surfaces or a polysurface. I join them, and then I extrude them by this way. They are joined and unified, but when I project the untrimmed version, I mean, I can select the whole surface since I'm given the exploded version. So while working with creativ curves, you can select the exploded surfaces. Not the poly surfaces altogether or all of them joined, but you can select each of the parts exploded and then sketch your pattern. Here you may ask what can we do with the projected surface on the X and Y plane, which is untrimmed? As I told you before, this is considered as the framing of our sketching or the frame of our sketch. I mean, as we cannot draw our patterns on the surface is directly, as I showed you in the previous example, so we prefer to project it on the construction plane, and then we can draw our patterns in the projected surface, and then we transfer it on the surface. Let us give you some examples. Let us work on this. I'm going to start again from the beginning to have a review. So here we got a curved surface that we want to sketch our specific patterns on. First of all, create UV curves, and then we select the surface, enter, check this out. There's no other option. Here we are given the rectangle, which is the projected surface and the construction plane. Then at the next step, we can draw a sketch inside the rectangle, let us draw our patterns inside the rectangle. So here I sketch a curve and another curve like this way. I move it upwards, and then I rotate it by this way. Then I love them. Watch this. Okay, here we got the surface, and we're going to draw our patterns on this surface. Okay? So as the first step, create UV curve, and then I select the surface, and then we will have the projected surface and the sea plane, as you can see, and it is always rectangular as I told you by this way. Then at the next step, we can draw our patterns inside the rectangular, projected surface and deconstruction plane. For example, I can draw a polygon by this way. Check this out. Let's start with simple geometry. I scale it, for example. Watch this. And then I want to array, for example, ordinary array, the number in x direction like seven and 30 in direction and one in that direction. For example, check this out. Well done. Here we can adjust them on your surface and then spacing, for example, two, and then for the Y 1.8 and then add three for the number ten or nine is better. Then for the Y spacing, 1.5, and I add one to the numbers, 31, for example, watch this grade 1.55 as the spacing or 54. Check this out. Consider this. Well done, withdraw our pattern. So we are done with the sketch. At the first step, we created the UV curve, and then we created, I mean, we sketched the pattern in the second step and note that the curves that you sketch on the projected surface should be plan R. Watch this. We can see them in the front view. But here, if I make one of them T D or non planar, to show you the concepts, watch this. I mean, this should not be non planear. And then at the third step, I'm going to teach you apply curve command. By using the applied curve command, we can wrap a curve onto a surface. So I search for apply curve. Watch this. After that, I should select the points and the plane ar curves and devolve XY plane to apply it to a surface, altogether enter, and then the surface to apply the points and planar curves. Watch this here as you can see the non planear curve. Not applied on the surface. Here it is, which it is not planar, it is not applied. So note that you have to use planar patterns. Very well. So at first by creating UV curves, we create the untrimmed surface, which is projected underworld XY plane, and then we sketch our pattern, and by using apply curve wrap the curve on the surface. Let us work on another example. For example, this time, I want to draw a closed curve this way. Watch this. And then these three curves well done. I move them upwards by this way. Loft. Okay, great. And then I move it. Since I want to create the UV curve and I want it to be placed on the grid. So create UV curves, select and then enter. Following that at the next step, it's time to draw our sketch or patterns. For example, I pick the star, and then I specify ten as the number of sides. Following that, I sketch the polygon, star, watch this. And I can draw a rectangle two at the center, for instance, hack this out. I hold down sheet to restrict the dimensions, well done. I move it. Following that, array, then five in each direction, and 12 in Y and Y in Z, one in Z. Then I array them. Watch it. I place them later on. I adjust the numbers in the spacing. I reduce one in wide direction, and I increase the spacing. Ten, for example, 10.2 great fresh inter and then selecting less created objects and also the original one, the input, I move them. Watch this. So we're done with the sketch, then it's time to apply them. I start apply curve, then I select the points and the planar curves enter, then the surface. Watch this. Very simple in three steps. I select them and then move them since there are some points that I want to explain them. Note that you can use the Vctor files for UV curves, too. For example, let's check it out. I got a file for you. Watch this. You want to apply this pattern on a surface. At first, let us sketch and draw the surface. Watch this. Let us create the surface at first, and then we're going to apply the pattern on Zoom selected, and then I move the curves I move it upwards, well done, then I left them to create the surface. Watch this. Great. Here is our surface, and this is the pattern that we're going to apply it on the surface. What is the first step? Create UV curves. I select the surface, and then I project it in the construction plane. Then for applying these slimy patterns and the surfaces, we can use the formats of AI that are created with Illustrator and also EPS that I got both of them, as you can see, EPS is the post scripted. So there is no difference between these two. I import the EPS file by click and drag and then drop it, insert file, then here in the settings. I insert it as block instance. You can choose to scale it or not a rotation. Okay. Following that, then you can fit it to the default screen, and I import file as infields as hatches. Okay. Then I place it on the scene. I dominate the boundaries, so I explode it, and then I remove the boundaries of the frame. Following that, I group them by this way. So here we go the slimy patterns. I select them, and then I place it inside the rectangle or the projected surface. And instead of sketching the pattern in the rhino, we inserted the vector file into rhino like EPS and AI, and then we apply it on the surface. Watch this. Check it out. So this is a very interesting technique for applying the patterns, especially the slimy patterns on your surfaces. But here you may ask that. What are these curves and patterns used for after applying them on the surfaces? Here, there are some applications. For example, for example, you can split your surfaces by using these curves and then void them, for example. Let's check it out, split. I select the surface inter and then the cutting objects. I mean, the curves and then Inter. Watch this. As you can see, we can separate them. After that, we can void some parts like this way. Or even we can remove the surface remain and keep the patterns. One of the applications is splitting and working on the surface. And another application is to convert the curves to frames, for example, pipe. I check multiple. I select the curves and then press inter, for example, the pipe radius, 0.02. No, here we specify slight values, low values. And then we convert them to pipes or frames or lions and the surface. For example, if you want it, you can convert each of these patterns to a window or frames of the window or the Mulans of the window that I will give you an example in the continuation. Check this out. Here we go the pipes in the rendered viewport, well done. And then in filter, I select curves, and then I remove them. If I zoom in, you can see the frames. Well done. However, I can specify a higher value for the radius of the pipes. So you can split them and you can pipe use pipe. Here in the next example, I want to combine these two, I mean, split pipe. Suppose that here we got two curves, and then I move it upwards and then I rotate it and also scale loft inter. Let me move the others. Then create UV, top. Following that, in the projected surface, I draw a pattern inside the rectangle like this way and the construction plane. Suppose that here we got a set of windows on the surface. Watch this. I adjust their positions. Great. And following that, apply curve to wrap them on the surface. Well done, and we don't need the boundaries. Then I start split, selecting the surface, and also the curves. Watch this ter, right now, we got them splitted. In the continuation, here we got some layers. Suppose that we're going to associate the glass material to these. I select them at first, and then I assign them to the blue layer, and then for the frames, for example, pipe, and then multiple, check this out. I select these like this way, then press inter. Then at the distance of not 0.5 as the radius of the pipe, watch this. Let me increase the radius. Again, I select them, multiple, and then press Enter, and then I specify the pipe radius, not 0.15. Check this out, make them observable from the scene. Actually, check this out. You see, these are the windows, for example, and also the frames or the mollons. So you can use this technique for facade designing of the building and let us talk about the other points. And through this practice, I'm going to explain the points. For example, the first one, the rectangle, that is the projected surface and the siplne cannot be rotated. For example, if I sketch or draw a pattern on for example, the circles, these cannot be rotated. I apply them on the surface. Watch this. But here if I select them and then I rotate them. Let's check the result. What do you think? Check it out. As you can see, the rotated version is projected on the surface. So note that you're not allowed to rotate them. Since if you rotate them, I mean, the patterns also the rectangle or even move them, you will just ruin the patterns. Check this out. It is rotated. And what else? You're not allowed to move them along z axis for exact this out. I place it here, then apply curve. Watch this. It is not allowed. So you're not allowed to move the rectangle and the patterns along z axis, but it is okay to move them along z and I mean, Y and X axis. There is no limitation. Check it out, apply. It did work out. And another point here is that you're allowed to rotate the surface itself, but you're not allowed to rotate the patterns. For example, I rotate the surface check this out. At 45 degrees. And then I apply the curve on, apply, yes, watch this successfully. So in general, you're not allowed to rotate the projected surface, and also, you are not allowed to move it along z axis, but it is okay to rotate and move the surface to move it upwards, for example, and it is okay. There is no limitation. However, we can move the projected surface along inks and Y axis, too. And the next point that I want to express it through a question here, for example, the rectangle is the projected surface on the construction plane here in the top view, here I draw some patterns, some geometries that some parts of these geometries are extended through the rectangle or the projected surface. For example, I array D, for example, four in x direction and ten and Y direction. And then I do not adjust it precisely as you can see they are extended. Through the boundaries. So what would be the result? I give you some options and then you choose. Will they extend it from the surface, or maybe the extended parts will be trimmed in the surface when we apply them on the surface. Do you think they will be extended or trimmed, or maybe all of the pattern, the entire pattern will be feted on the surface? What do you think about the result? They will be extended. They will be trimmed, or they will be feet. What is the answer? Exactly. The third one. They will be feet. Let's check it out, apply curve. And then I apply the Vande cur, watch this. This is the result. As you can see, they are feet. In fact, when we apply these patterns on the surface, Rhino would consider the boundaries outside, I mean, would consider a rectangle at the boundaries of the array. After that, the rectangle, the hypothetical rectangle will be matched with the surface. So it does not matter if your arrayed objects are extended from the circle or the rectangle, actually. So as much as you extend the patterns from the rectangle, still they will be feet and matched with the surface. So when we create these patterns inside the projected surface on the seaplane, and when they are extended from the rectangle, Rhino would consider the whole geometry, all of the arrayed patterns, which covers all of them, and then matches the surface with the pattern, and they will be applied on the surface all. Let's it out. And then even the rectangle itself, as you can see, will be considered as the pattern. Watch this. Here as you can see, we got both the polygons and also the rectangle. Wy this But I don't recommend you to do this because when your geometries extend from the rectangle, you have disregarded the proportion. I mean, basically, the projected surface, I mean the rectangle and the sea plane is the representer of the projected surface. So by the rectangle, we can have the dimensions of the surface so that we can adjust the patterns and place them precisely inside the rectangle so that we can meet our needs. But if the patterns extend the rectangle, the boundaries are not considered so that it won't be satisfied. And here I got another question for you that I want you to listen to carefully. But here if I do not create the UV curves and do not project the surface on the construction play, can I apply a curve on the surface? Let's give it a try. For example, here I'm going to draw some geometries by this way. Watch this. By this way. Can I apply these on the curve on the surface actually? Exactly. Yes, we can. But as before, Rhino would consider a rectangle as the projected surface like this way as I'm sketching, Rana would consider this around these geometries and then matches the rectangle with the surface. So that all of the geometries will be applied the curve on the surface, even there is no need to sketch the rectangle. Apply curve, I select the curve inter, and then I apply them on the curve by clicking on the surface. And here as you can see, the curves are projected on the surface. But here there is a why are we creating UV curves while we can apply these curves even without creating UV curves? What do you think? What is the reason of creating UV curves? Exactly, because the control polygon determines the size of the UV curves, and we can have the boundary of the surface on the world XY plane. For example, as you can see, we can understand that these ellipses are going to be trimmed or minimized. So we can decide to modify these curves or not. So we create UV curves on points in order to have the boundaries of the surfaces and also the size of the curves and the surfaces in order to sketch curves on. And in general, we don't have to create UV curves, but we would better to create it in order to control the sketch and patterns on the surfaces. Another question. I want you to listen to the question carefully. Here I create UV curves. Here we got the rectangle or the boundaries of the surface. Following that, I pick the star or inscribed polygon by this way. I sketch this, I minimize it, well done. I move it I create some copies. Watch this part carefully, please. Right now, I want to apply these curves on the surface. As I told you before, Rina would consider the boundaries of the surface around the curves. I mean, they are surrounding the pattern, but here should I cross a window to cover all of the curves or should I only select the curves inside the rectangle? Is there any difference between these two selections? Here, if I select all of them, this would be the result. But this time if I select only the curves inside the rectangle, surely we won't have the similar results. Actually, at this situation, the boundaries will be considered automatically by default, which is smaller than this. So that if you apply these curves on the surface, watch this. As you can see the curves or the stars are maximized. Since the boundaries were not considered there. I mean, they are maximized because we haven't specified the boundaries. That if we specify the boundary, we can control the sis of the geometries. Another example, I turn on the control points, and then I modify the editing points like this way. Watch this. Well, the following that, create UV curves. Then inside the rectangular boundaries, I want to add a text, text object. Let us get familiar with text object. Here we can import your text, Rhino, for example, Rhinoceros. Watch this. Then here we can specify the geometry of the text, curves, surfaces or solids. I click on curves and then Okay, grouped. Following that, I scale it by this way. Then I rotate it at 90 degrees like this way. Well done. Inside the boundaries. Following that apply curve, I select and then apply it on the surface. Watch this. This is the result undo. Again, apply curve, but I do not select the rectangle or the boundaries. Watch this. This time they are just based on the surface size, they are feet. I mean, the text is adjusted based on the surface size. So this was the differences. But about the next point here if you want to apply an unsymmetrical curve on the surface, then we will have some challenges in the adjustment of the curves on the surfaces. For example, one of the points here is the direction of the curves like your text. Here I should specify the text from left to right or right to left. For example, in this example, I want to mirror the text. Here I recommend you to sketch a triangle at the corner of the rectangle like this way, after that, applied the triangle. On the curve or on the surface, actually watch this, then you can realize the adjustments of the curves on the surfaces. So according to the rectangle which has been applied on the surface, I realize that I should rotate the text, since the base of the triangle is toward up. And right now the vertex of the triangle is toward R. And if I apply this on the surface, watch this. In, you can use the triangle for the orientation of your texts on the surfaces. Well done. Let me give you another example. Here if we want to apply our text or object at a specific part of the surface, we should specify the boundaries or the region. So first of all, by using interpolate curve on surface, we select the surface, and then we specify the region. For example, if I want to create some windows on the surface, here I divide the surface into two parts, bottom, and top, and then one more curve like this way. To specify the boundaries, for example. Then I remove the UV curve. Here again, if I create UV curves again, here as you can see, we should select surface to create UV curves. Then without pressing Inter, we should select points and curves on surface to create UV curves on point. So this time, I select the curves on the surface, too, and then pressing down Inter this time as you can see if you have specified the regions on the surface. So right now, we got the boundaries, as you can see. This was one of the approaches when you want to apply some specific patterns and specific regions of the surface, and at the other approach, we can specify the region or the boundaries in the front view or in a planar view, for example, I should rotate the surface in the perspective view to make it parallel with the view and let me remove these curves. Well done after that in the front view. And then I draw two straight lines by this way, then enter. Check it out. Actually, the curves should not be exactly on the surfaces. You can place on the surfaces or just near them, for example, like this and then create UV curves. After that, you can select these curves. As you can see if you are not given the accurate regions or the boundaries. But if you want accurate regions, you should use curve interpolate on surface. Otherwise, you can specify the boundaries in the front view or make the curves close to the surface and then consider them as the UV curves. Side this way. Let me give you another example and then check out the applications. Interpolate curve. I want to create a surface again. Watch this. By this way. Well done. And then I want to move the curves. Watch this. By this way. Then I select them, love to create the surface. Watch this. I remove the curves or the input. Well done. Following that, I want to specify the designing boundaries or the regions. I want to use interpolate curve on surface since I want to determine exact or accurate regions like this way, I sketch the first curve and then the second one by this way. Well done. Then creative curves. I select the curves on the surface and then enter. Watch this. Let me move the surface side. After that, I can start the sketch. For example, I want to draw some circular window, the first and second tangent curves. Watch this. And then I specify a point to specify the distance point actually like this way, and then the next one, the first and second tangent curves, and then the distance point. This way. Third one and fourth one. Watch this. However, you can use other techniques for drawing your circles. But this can be more practical and useful right now, in my opinion, actually, at this context. Check this out. And the last circle. Well done, then I want to apply these on the surface. Then we will have them exactly at the specified region. As you can see, following that, we're going to add some other patterns on the surface like I Pick split. I split these two curves. Watch this, and then I remove this part from the surface. Following that, here we got some curves that are overlapping each other. Let me remove them if you agree, and then I pick pipe, select them, then I check multiple. I select these curves, and then the radius, not 0.2, watch this. Here there is. By this way, you can add the patterns on your surfaces. But in the continuation, we're going to consider UV curves on trimmed surfaces. For example, if I want to create a trimmed surfaces, we can use patch, for instance, which is considered as a symbol of trimmed surfaces. Here I start patch to create a trimmed surface. And then, okay, check this out here as a result. So how can we recognize a trimmed surface? We press F ten, watch this. Here is the control points that are outside the surface. And if we untrim the surface, then we will have a rectangle. So this shows that the surface is trimmed. Here, when we create the trimmed surfaces and then creating UV curves of the trim surfaces, then we will have such a result. I mean, the boundaries of the trimmed surface is specified, too. But here I got a question. Here, when I want to start sketching the patterns, should I sketch them inside the circle or inside the rectangle? I mean, which one of them is considered as the main boundaries of the surface? The trim boundaries or the untrimmed boundaries? Of course, you should consider the circle. So here in the top view, let's check it out, for instance, I want to sketch some patterns inside the circle. By polygon. By using, for instance, let me check this out. Polygon, inscribe polygon. I specify the number of the sites, and then for watch this, I inscribe it. Then I minimize the star. By this way, following that, I place it right here. Well done. Following that, I want to array linear, 13 as number. Check this out. Let me increase the values like 16 by this way, and then I adjust them by this way. And then again, I array them, linear, at top and bottom. Check this out. By this way, following that I select them, and then mirror I set copy to yes at the other side, check this out. Following that, I remove the items which are outside the circle or extended from the circle by this way. Then I want to apply this pattern on the curve on the surface, actually. Here got a question. Here should I select the rectangle when I want to apply them on the surface or not? What do you think? Let us try it first. I select only the circle, to apply it on the curve and then press Inter. Watch this. Here, as you can see, we don't have the correct results. But what has happened? In fact, when we do not specify the rectangle or the untrimmed boundaries, inovd considers the untrimmed boundaries itself. Following that, it applied it applies it on the surface. I mean, the pattern is projected on the untrimmed version of the surface. As you can see, check this out, so it is not satisfying. But for applying the pattern on the curve, urify select both of the boundaries, I mean the circle and also the rectangle. Then you will see that the patterns will be fit with the trimmed version of the surface, and the result will be satisfying. Check this out. This is the result. As I told you before, the pattern is apploed on the un trimmed surface. So in general, when we create the UV curves of a trim surface, then we should sketch our patterns inside the boundaries. But when we want to apply them, we should select the boundaries of the untrimmed surface, too. So that the sketched pattern will be applied on the trim surface. Right now, ify undo the process in order to apply the patterns which are outside the boundaries or the circle by this way. And then I want to select the mole and then apply them on the curve on the surface. After that, you will see the drawn patterns will be applied on the untrimmed surface, not trimmed one. I mean, at this situation, the trimmed surface is not considered. Let's check it out. I apply this on the surface. Start the command and then I select the curves, watch this, and then I apply them. As you can see, we got the pattern on the untrimmed surface and the circle is not considered. I mean, the patterns are applied on the curve on the surface as if the surface is not trimmed. And this is the result, as you can see in the perspective view, we got the patterns and the untrimmed surface, not trimmed one. About the final point that I want to tell you is about pipes. I mean, as I showed you in the previous examples when we apply the curves on the surfaces we use pipes very often. So you should know this point. Check this out. Here I draw a skuer and then I draw a triangle inside the Squer by this way. Then I make three duplicates. Watch this. Well done. And then here as you can see, these are joined the skewer, and also the two curves. But I want to explode this one. Following that, I modify the object layer to make it distinguish that represent the exploded objects. Then at the next one, I select the ask and then I explode it, and then I change it to red, represent it as the exploded object. And then at the last one, I explode all of them, and then I display them in red by this way. Following that, I want to pipe this, then check out the result, multiple, then I select all enter. Then I specify the pipe radius one. Let's check it out. Watch this. This is the result. At the first one, as you can see, two geometries are joined, then we will have some sharp corners. Then at the next one, the triangle is exploded. Check this out that the sharp corner is removed. Watch it. At the square, as you can see, we got a straight sections in the square, but at the next one in which the square is exploded, but the triangle is joined and the corners are changed. And the last one, that all of them are exploded, and the intersections are not sharp, and there is no joining between the curves. So when we join the curves, the pipes will be unified just like the angles between the curves will be displayed with sharp intersections or corners. So according to our needs, sometimes we need to join the curves and sometimes we need to explode them so that we can meet our needs in creating our desired pipes. For instance, if I want to design a tross, let's check it out. Watch this. For example, the rectangle, and then that we will have it in the future sessions to create a truss. But this time, this out a simple one. By this way, then I explode it, and then I remove this. Following that, I want to array this. I'll array line ten. Check this out very well. And then I trim the extra parts. Here is the result. Then let us compare them. One of them joined and the other one exploded. The top part is joined, and the bottom one is exploded. Then pipe, multiple. Then 92. Modeling Truss Structures: So, guys, here is the first practice that I have considered for you, which is a treaty tross. Let's check it out. And I go through the next images, watch this from the top front, right and perspective views. As you can see, I want you to focus on the main model and geometry of the project as the analysis stage. In general, at the first step, we should create this surface after model. I mean, suppose that here we got a solid geometry that you want to create it. I mean, when we got a pattern at a specific geometry, at first, we should create the surface. After that, creating the pattern based on the surface. For example, here, we got some profiles that are formed in perspective view. So at first, we have to create the surface and then sketching the pattern, and then we're going to form it by the surface. So, guys, if you got something in your mind, I want you to posit the video and then go for applying them on your own project. And after finishing it, you can come and watch the continue. At first, let us create the surface. According to the top view, we can see the middle part is narrowed down and in the right view, we can see that the profile is triangle. We need two triangles, two big triangles, and and the smaller one at the middle and the front view is clear. At first, let us sketch the curve and then we will talk about the commands. So here in right in front view, and then I sketch the arc of the front view. By this way. Check it out according to the front. Here, as I told you before, here we need 23 triangles, and one of them is smaller than the 21 or than the others, and the base of the triangle is placed on the ground. So back to rhino. And then at the top view, Tree as the number of the sides. Watch this. I just sketch one of them, and then let me check the dimensions. I should minimize it a little more. Watch this. By scaling, well down, it is great and one more, which is smaller than the previous one. Very well. Following that, I should put these profiles on the half. That here I'm going to use orientine curve as you are concerned orientine curve. Then I should select the objects to orient, so enter, and then the base point on the profiles that I wanted to on the path, for example, the center as the base point. And following that, I should select the orientation curve like this way. I disable this, here is the result. So what is the next? How can I make it perpendicular? I click on perpendicular. By this way. Here is the result. As I told you before, you should place the profile in a way that to position the basis of the triangle on the ground. Let's take a look, watch this in the right view. As you can see, we should rotate the profile. I set rotate to yes, and then I click to specify the reference point, and I rotate it at 30 degrees like this way. -30 by this way. And if you got some problems in calculating the correct or the accurate value for the rotation, you can orient the profile just before. I mean, you can rotate it just before oriented on the curve. For instance, we want this side to be placed on the ground on the construction plane or just parallel with the Y axis. Let me show you in the right view. Check this out. So from the top view, we want to rotate the triangle. We rotate it and make the basis, the base side of the triangle by this way with the Y axis. Then here if we orient it on the curve. Watch this. Select then the base point, the center as the base point, and then the orientation curve, and then we set it perpendicular, check it out. Here, we just need to flip the triangle along x axis so that we can fix it. So here I just told you two options or two approaches for rotating the profile in order to introduce you to multiple options and choices that you can have working with Rhino. When you were encountered with some challenges, you will be able to overcome them. The other profile, I want to orient the iron curve at the middle part. By this way, midpoint, I click on perpendicular, and then I place it at the midpoint. I flip it along x axis, and then I place it right here by this way, and then I can mirror the other triangle at the other side. Watch this. We got the three profiles prepared. After that, we're going to create the surface. What do you suggest here? Here you may want to introduce loft or even sweep let us try of at first. Then I select the curves or the profiles. Check this out. Then we should adjust the sin points and also the directions. And as I told you before, we should put the sin points on the path, or even I can put them on the vertexes or top intersections by this way. What about the directions left right and right, I should flip the first one. I click on the first one. Right now, they are aligned very well inter. Check this out. Here we've got the surface. But as you can see, the surface is not matched with the arc. You see, they are not symmetrical, so we would better to use sweep at this condition. Sweep one. So we're going to consider the arc as the rail and then these three profiles. I mean, these triangles as the cross section. So I sweep one. I specify the rail and then the grass sections well done there. And here, it's time to adjust the sin points and their directions, and they are well adjusted. Okay, inter. Check this out. As you can see, the surface is matched with the arch and this is what we expected. So this is a better surface. Okay. Let us check it out into perspective view. Well done. So right now we have created the surface. What is the next step, guys? Exactly at the next step, we're going to separate each of the surfaces and then create the UV curves. After that, we're going to sketch the truss patterns on the surfaces. So at first, create UVs, then I select the face in. Let me move it aside. Following that, we're going to sketch our pattern inside the rectangle. So let's go. I pick the polyline, watch this. Let me see. At first, I want to divide it, divide by number. I select the curve, and then I divide it into two parts, or let me change my mind about the number of the points again, divide by number. I select the curve to divide, and I specify the number of segments, ten this time. Following that, I want to start connecting these points to each other and then creating the truss. And as I want them equal to each other, so I want to use divide. Divide by number. And then this time, for example, 12, and then I connect one of them, perpendicular. Watch this. As you remember, I told you a point about creating pipes in the previous session about joining them and exploding them. Right now, should we join them or not? Let us move on. You will understand. I select them and then array linear, and then 12. Watch this. By this way. Not that I haven't selected this side of the rectangle. So here is the result. But here at the last tross, we got two curves that I should delete one of them, so I deleted one of the curves. So what should I do now? Exactly, I want to apply it on the surface. But before that, I should join some curves, but at first, let me pipe them to show you the pipes multiple. Inter, not 0.4 as the radius, here is the result, as you can see the corners need to be joined. So you should join the frame or the sides of the rectangle should be joined. Watch this. Following that, at the next step, you should apply them on the surface, select them, enter, then apply them on the surface by this way. Then here I got a question for you. But should we go through the same process for the other phases? I mean, should we create the UV curves and then sketching the patterns inside the boundaries and then applying them? Surely not. Actually, we can use the prepared sketch and then apply it on other pass. So we do not repeat the same process. Apply, and then I apply it on the other faces. Watch this, apply in the bottom surface phase. Following that, I delete the surface. And also, I delete the extra curves and profiles. Here we got only the curves. Watch this. Here we got some repetitive curves that should be deleted. I mean, the curves that we use them as the cross sections in the sweep, this should be deleted. However, here we got some repetitive curves, repeated curves. Watch this. We delete them all. Well done, then we convert them to pipes, multiple, I select them all and then enter, then not 0.2 as the radius. Check it out in the rendered view port. Here is the result or the final truss. So by using this technique, you can create the different kinds of trusses, for example, watch this. As you can see, this is just like I mean, same as the previous one by using lofter sweep, you can create the surface, and then remove the surfaces. After that, you can convert the curves into pipes. However, you can use other modeling techniques. So, guys, it's your turn to create the t sss by your own and use your own creativity. 93. Exercise Explanation: And the next practice that we're going to work on is this spiral stair. Here I have provided two examples for you as you can see, just like the previous practices in spiral and helix, but from adding the railings, I want you to create the railings at the left image, since the right one is quite simple. What about the dimensions, the height, 3.17 perameters. I have specified this value intentionally, the width of the ester, 1.20, the radius of the center of the esters, not 0.60 and 20 ester, and the rotation angle is 270. Here you may see that, what is the relation between this practice and UV curves. But as we look at closely, we can find the relation between them. So I'm going to give you some explanation as usual, so that you can do the practice properly. Actually, at the beginning of this practice, we're going to create this surface, the lateral surface of the stair. The interior surface or the exterior surface, it does not matter, but we're going to model or create the surface. And after creating the surface, we can extrude it and then make it as a solid object. And here we need to have a curved surface, and then we're going to apply the pattern of the stair on the surface. So this is one of the applications of creating UV. As you remember, we use create UV curves for applying some patterns and some curved surfaces that we first projected the trimmed version, the untrimmed version of the surface on the diplne and then we sketched the pattern. And after that, we applied them on the surface. Then we use split. I mean, we can create a surface completely. And then as you can see if you use this explanation, you can just finish the project. We create the UVs from the surface, and then we sketch the pattern of the esters on the surface, and then we split the surface and then trim the extra parts. Following that, we can extrude it. This was the steps of the project. Right now, it's your turn to give it a try, and even if you didn't manage to create it, no matter, we can create it together step by step. 94. Round Stair Design: Very well. I hope you've done the practice successfully. Right now it's my turn to create it. I want you to follow the process step by step, since there may be some points and techniques that can help you. As I told you before, we're going to focus on this surface of the aster for modeling this spiral stair, exterior surface. There is no difference between the interior and exterior one. You can choose one of them. And here as you are concerned, we're going to have an extruded R for this part of the the arc is rotated as 270 degrees and the radius of the arc is 0.60, and the white feels 1.20, and here we're going to consider the hte and the radius together and sum them, since we're going to consider the exterior surface. Back to rhino then and then I pick the arc. I specify the center by this way. For the radius of eight, the radius was 9.60. I extend the arc at 60 centimeters for the radius, it would be plus to 1.2 for the, then the result would be 1.8, and then I rotate it at 270. And this is the basic arc that is creating the exterior surface for about the height. Example, the height is 3.17 and 0.90 for the railings. It would be 4.07. So I select the arc, and then I extrude it at the height of 4 meters and 7 centimeters. Watch this here, we got the basic part of their, which is the exterior surface of the spiral stair. Following that, we're going to sketch the pattern and then apply it on the surface. Addition to the pattern of the railings. So creative this by this way, here we got it at deconstruction plane. And as you remember, we could have moved the V curve, but we're not allowed to rotate it. So let us start with a triangle that as I told you before, in order to consider the adjustment of the objects or patterns on the surface, I applied on the curve to just check it out. Here as you can see, this is the place which is placed at the top part of the extrusion or surface. Where we have sketch, the triangle is the top part of the surface. Well, done, here we're going to start sketching. Here we're going to consider a value of height for the railings as you're concerned. So I select the rectangle, and then I explode it, and then I offset it at the distance of not 0.9 to consider it for the railings by this way. Very well. And I sketch a line like this to consider it as the ramp of the stairs. Watch this. If you want to consider it like this. So following that, we're going to sketch the stairs on the line. Then at the next step, as you can see, the triangle shows the top part of the surface at the top view. Well done, and then I'm going to start. Here, what should I do with this line? I want to place 20 stairs on this curve. So we should divide it exactly. So divide divide curve by number. By right click, I select the curve, and then I import 2040 segments and then enter. Right now, we got each of these stairs here since we have divided the curve into 20 segments. We got both threads and the height of the stairs. So we did a sketch a curve. Let me show you the related sketch in photo if we sketch or connect these points to each other, then we will have this curve that I have divided it into two parts, so I remove it. I just needed the points. Then in the continuation, I'm going to start the stairs. You can even start from the second point. By this way, I start from the second point by using SmartTrack, and then I draw one of the stairs like this way. And here I can consider the nosing of the esters and other details like, for example, for the nosing of the esters, I can offset their like this way and not 0.02 for the nosing. Let's check it out. Following that, I explode the offset line curve, and I remove it. And then I trim the extra parts to consider in creating the nosing of ester. And here is the pattern of the stair. And at the distance of the nosing of the ester, which is 2 centimeters, here I should extend this the threads of the ester at 2 centimeters, since we got nosing here. And if I do not do this, if I do not extend the threads of the stair, then we will have some extra parts as you can see a gap between the two stairs. So I select it, and then I extend it at 2 centimeters. By this way. And then in the continuation. Let me see. I undo. I'm sorry, guys, there is a problem. Let me check it out. So again, guys, I'm going to offset the curve at 2 centimeters. Distance. Again, like this. Then I explode it. I remove this part. Then in the continuation, I draw the nosing, and I trim the extra parts by this way. But here there is a point. Here, since we have moved the riser of the stair at 2 centimeters distance, there we should extend the threads of the ester at 2 centimeters. I mean, if I do not extend the threads of their, if I create some copies as I showed you, then there would be a distance or gap between the riser and the tread of the ester. Check this out, so I should extend it to cover that two centimeter gap, undo. So I select the curve to extend the tread of there at 2 centimeters. I hide the point, and then I press F ten. I select, not 0.2, 9.02, then I'll control edge to show the point. Watch this. So right now, we're going to consider that as the base point that we can create a copy. And then in the continuation, I array them linear, then 19. After that, I specify the reference point. Watch this. Here is the result of this stair. Then for PF of these stairs, we got a structure I sketch a curve from this point. And then I extend it till this part. Later, I'm going to extend it to the end. But right now in the continuation, I want to offset this curve again at a distance of not 0.15. Watch this. Then I delete the first one, and then I want to extend the offset one to the end. Why specify the boundary object, again, extend I specify the boundary object like this way. So the extended curve is related to this. This curve under the stairs, as you can see that we're going to apply it on the surface. So if you agree, let us delete the points by using selection filter points, and then I delete them. And let me delete the triangle because we don't need it. And I delete the extended part of the curve. Well done, but let us work on the railings. As you remember, we considered not 0.9 for the railings. As you remember, so as you can see, this distance is related to the railings, 90 centimeters. So I pick the line, and then I draw the line at the length of not 0.9, and then I connect it to the intersection. So this is for the railings, and I remove the curve. Then in the continuation, I'm going to offset the curve at each 15 centimeters, offset, not 0.15 but let me explode the curve before offsetting, offset. And then 15 centimeters. Check this out by this way. And then I'm going to extend them to the curve by this way. And then for the another side, I want to trim them, watch this, like this way. Then for the vertical ones, let me check it out in the photo. We're going to place these pipes on every other stairs. For example, the first one at the first stair. Let me start from the second one like this way and for the next one. I want to array this curve, this vertical curve. I select it array linear. Then for the numbers, I specify ten at most, actually. Then I want to place them at every other stairs or threads. Watch this. Very well. So, guys, we're finished. Then at the perspective view, I want to apply it on the surface. Let me remove the triangle on the surface and the curve. Apply curve. I select them, and then I apply them on the curve on the surface, actually, check this out. Here we got the pattern. Then what is the next step? Cub did a mistake before it got to join the curves. Check this out. They are not joined. They're exploded. I mean, if I had joined them, I undo the process, and then I want to join these curves. After that, I apply them at the curve. Then I can easily select them on the surface. So wait for a second. I want to join these stairs at first, like this way. Guys, I was forced to delete the railings in order to join these stairs, but right now I want to array them again. I specify the numbers ten at every other stairs like this one. Well, done, then it's time to apply it on the curve on the surface. Let me delete these extra objects. But before applying the curve on the surface, you should note that you have to join these curves so that you can select them very easily. Since after applying them on the surface, you will have some difficulties when you want to select them. So here I select them, and then join fell down, I click and join. Check this out. If you got problem with joining, group them very well. Then in the continuation, apply curve. I select them, then apply them on the surface. Watch this. Great. Right now, it's time to split the curve, since we just need to keep these stairs and remove the other parts. So I start split. I select the surface, and then the cutting objects which are these stairs, well done. Watch this. This way, Idleate the extra objects like this. And here we got the railings and the stairs. Extend this. Very well. Then what should we do next? Exactly, we're going to extrude it. Here we got two approaches for extruding the surface, which are offset and extrude. That here we're going to use I mean, certainly, we're going to use offset offset surface. I select the surface, press inter. Here we got the exterior surface as you can see, so I flip it toward inside, and then the distance 1.2. Watch this. Here is the result. At the rendered view port, as you can see, the esters are correated and then we can pipe the railings and for the radius of the pipe, not 0.0 25, check this out. Well done, and then I select these curves. And then the radius 9.01. Very well. Let us check it out in the rendered viewport. So I know at the first side it was strange to create some stairs by using UV curves and applying on the surface, but this was the technique. Now it's your turn. And I want you to do all of the practices patiently since learning is at the priority. 95. Surface Patterns: And the next command that we're going to talk about is flow long surface. Let me type it in the command line. The flow long surface command moves objects from source surface to a target surface. It notes like UV curves. Adding UV curves, at first, we create the UVCurves and then we apply them, and we were dealing with only the curves and points. I mean, we could have sketched the TD and plainR patterns the construction plan and then apply them on the curved surfaces. I mean, this was the main application, but about flow along surface, we use this for applying the treaty objects and also the treaty curves on the surfaces. I mean, it's the premium version of the UV curves and apply. And here we are dealing with the treaty objects, so it morphs objects from a source surface to a target surface. Let me give you some examples. Here, the first application for flow along surface is propagating and applying a treaty pattern or a model treaty pattern on a curved surface. I mean, we're going to duplicate a tree object or a treaty curve on the curve surface. So in the continuation, suppose that here we got a surface. I turn off Earth. By this way, we got these two curves. I add one more by this way, and then I'm going to love them for creating the curved surface, actually. Here it is. Let's check it out. By this way, I move it. Following that, I want to apply a treaty pattern on the surface. But before that, I want to sketch it on deconstruction plane and then apply it on the surface at the first step, just like UV curves. Create UV curves. I select the surface, and then we're going to sketch a deconstruction plane. I told you before, we create UVCurs to specify the boundaries of the surface test. I mean, here we got estimation of the boundaries of the dimensions of the surface. Then in the UV, we used to sketch some plane R sketch. But here we're going to try treaty models. At first, we create the UV curves, and then we're going to start drawing the treaty curves on the construction plane. And since we flow long surface, we are unable to deal with treaty object. So planar surface. So we are providing the platform, which should be treaty. Here we call the space surface of the flow long surface that we're going to sketch or create our treaty models on this, which is called the base surface. As I told you before, we're going to place our patterns, our treat patterns on. Then at the next step, it's time to array and arrange and design the tree D patterns on the base surface, for example, for instance, suppose that here we got I draw this buy this way. Let's check it out. Re frame display mode, and then I draw rectangle here. I turn on Greedy Snap. You can sketch whatever you want. There is no limitation and then offset. Watch this and two curves again, offset at both sides, not 0.75 075. Check this out. Then again at both sides, I offset them by this way. Well, done, here is the current object. Check it out. Then at the next step by using curve Bolin, I select them all. Again, I start the command of curve Bolin curve pulling command trims splits and joins curves based on their overlapping regions. I select them and then inter. Then I click inside the regions to keep these four, and then I click at the outside. Outside the regions. Well done, let's try again to have a review. Again, curve pulling. Then I select the curves. After that, I should select inside the regions to keep them. I want to delete these four and here if I click outside the curves, but you have to set combined regions to yes. So then you can delete the selected parts by this way. And then it's time to extrude it as a treaty pattern that I'm going to apply it on the surface. Well done, let us array it. At first, I should move it and put it inside the rectangle or the planar surface. Check this out. Then it's time to array. I select it, then array the ordinary array, number in each direction, six, and then in Y direction, for example, 11 and one in Z. Let's check it out. And then here again, I want to increase the value 12 and Y, and also along x axis. So K, inter. Here I'm going to tell you a technique to fit the two objects. However, we have to modify the patterns, but doesn't matter, scale one D, we select the patterns, inter. Then I should specify the scale factor, and then I scale them, watch this. Right now, they are fit with the planar surface. Let's try again, select the previous one. And I select the last created objects to select all of the treaty patterns which are placed on the Pinar surface and then a scale one D. Then I specify the scale factor to fit them with the panar surface. As you can see, the dimensions and the sizes of the patterns are changed and it's normal, let us have a review if you agree. I moved them. By this way. At the first step, we created the UV curves like this way in order to create the boundaries of the surface. Then at the next step, we created the pattern. I'm sorry, I mean we converted planar surface. By this way. Since the flow long surface only deals with the tree D surfaces and TD objects, actually. So the platform of the UV curve should be tree D, we call it as the base surface, and we're going to sketch the pattern on the treat surface. Then at the next step, we sketched our pattern and then arranged it. Then at the continuation, it's time to start flow long surface command. Well done. I type flow long surface. Then I should select the objects to flow along the surface. So since the patterns are grouped, I select one of them, and then inter, then I should specify the base surface. The base surface was the planar surface, actually. Then we can select it by selecting edge or near a corner. So for specifying the By surface, we select edge near a corner. For example, I want to consider this corner, I zoom in, and here we got two sides as you can see. So I click on this edge near the corner. Then the target surface, the target surface is the curved surface that we want to apply the patterns on here we should select an edge near matching corner. I mean, we should specify the corner that we want it to be matched with the base surface. So here, as you can see, as you remember, we specified the left corner of the base surface that I want to be matched with the left corner of the target surface. I mean, as I have specified the left corner or the left edge of the base surface, right now, I should specify the left corner or left edge of the target surface. So I clicked at the left edge well, done right now, the patterns are being applied on the surface. But here you may have some questions about the matching corners that I will talk about them later. But right now it's time to deal with the flow line surface. I mean, you specify the matching corners yourself. It's up to you. So after specifying the correspondent corners, then it will be applied on the surface. I will talk about them later. Let us talk about another example in order to review the commands and also these steps, and we will talk about the details. For instance, I draw these two curves, and then I move it upwards, and I rotate it by this way. And also, I create a copy and also rotating Watch this. Here is the result. I love them. Check it out, and I delete the extra curves. So here is our target surface. So at the first step, it's time to create UV curves, actually. Excellent. Creat UV curves. Here we've got the boundaries of the surface and deconstruction plane. Then since the floor long surface is only dealing with the twity objects, here we should convert the rectangle into a planar surface. Check this out that we're going to call this surface as the base surface. So at the next step, it's time to draw our pattern. So let us design it. Suppose that here I draw a circle at the formable circle. Watch this. And then I select every other editing points by this way, then I inscribe it. Well done, I move them and make a treaty. But I should minimize it by using scale. Well done. Check this out. Following that, I patch it. Great. Here we got the surface, a trimmed surface. Then it's time to arrange it on the base surface. Let me minimize it. And as you are concerned, as much as I mean, as much value we specify for the array, we will have a heavier project. Here in the front view, I want to fix the height of the object. Since I want to place it exactly on the surface, there was a gap between them. Here if you specify or consider a gap or distance between the target surface and also your pattern, the distance will be considered on your target surface, too. So everything, even the distances will be applied on these surfaces. Very well. Let us move on. Array, for example, seven in each direction and 16 in Y, and one in Z, and then I array them, check it out. But this way, I place them. I modify the numbers in x direction, nine, and also I want to increase the spacing, and I want to reduce the number in Y direction. Let me specify 13. Well done. And I reduce the spacing 5.6. This is good. Enter. Then I select the last created objects and I select the input. I group them. Well done. Right now we're done with creating the patterns. Then at the next step, I start flow long surface, and then I select the objects. After that, the base surface by selecting an edge near a corner. I want to select this corner, and then I want to match it with the target surface. I specify a target surface by this way and then applying the patterns held on. Here is the result, rendered view port. Great. You know, we've got a high potential by using the flow line surface that in the future sessions, we'll work on interesting examples and practices. Until now, I want you to work on these two examples can consider whatever patterns you want. Then we will go through the details. 96. FlowAlongSrf Command Tips (Part 1): So guys, after getting familiar with the command of flow long surface, at this session, we're going to talk about some other details. You're supposed you got these three curves and the continuation, I'm going to love them and creating the surface and then creating UV curves. By this way, here is the result. I convert it to a planar surface. Here we got the base surface. Here there is a till name text object. By using this command, we can draw text shaped curves. Surfaces or polysurfaces, based on true type phones. As we exemplified in the previous sessions, you can consider something, consider a text, and then the geometry as curves, for example. I click on Okay, then I place it here as you can see. We got them as curves. We can select them. Here we got 15 closed curves, and then we can extrude them. And another option here is surface. I mean, we can create text using planar surfaces. Check this out. Here we got trimmed surfaces as you can see. And then another option is solid, which creates text using solids. So this time, I specify the output object type as solid, and we specify the extruding distance in thickness. Check this out. This is the extruded version. Then in the continuation, I want to use te object in the following example. So again, take subject, not 0.3 for the thickness. First of all, I select them, and then I group the text or the extrusions so that I can select them. Then I scale it and then put it inside the surface like this and I scale it this way along x axis by this way. As I told you, the distance between the object and the base surface doesn't matter that it should adjust the objects properly, since everything will be applied on the target surface. So don't forget to adjust it. Very well. What about the point? You don't want to talk about the matching curves or the edge that you specify near the corners in the base surface, and then you want to specify the correspondent edge near the corner. That in the continuiton, I'm going to consider the different types in matching curves, and there are some points that you need to know. I start the command of flow along surface, then the objects to flow along the surface. I select them, and since they are grouped, I can select them easily, then enter, then the base surface, and I should select edge near a corner. Check this out. Here, for instance, I want the text. I want the text exactly parallel with the surface. I mean at the same direction. So right now, I should specify the bottom left corner and then click on the correspondent edges near the corners at both surfaces. Check this out, and as you can see, I can adjust it on the target surface. Let us try again. Flow along surface. But this time, I want to rotate the text from left to right, this way. So it is clear I want to specify this corner, which is going to be matched with the other corner. Am I right? So in the continuation, I specify the edge corner, the bottom left, which is going to be matched with the top left corner. Let's check it out. Watch this. Here is the result. One more example. Again, flow long surface. I select and then enter the base surface. But this time, I want to apply it upside from left to right. I mean, I want to apply the txt rotated. So I match the left bottom corner to the top left. Exactly. So I click on the bottom left corner, and then I click on the bottom. I mean, top right. Check this out. Here is the result. You know, it is very simple. Before specifying the matching curves, at first, you should analyze them and check them out. After that, you can adjust the placement of your pattern on the target surface by specifying the matching curve. Let me give you more examples. I'm going to make some mistakes intentionally. The bottom left with the bottom right. I mean, I'm going to match the bottom left edge or corner with the bottom right corner. Let's check it out. Following that, the result would be like this, since we haven't specified the matching curve, so it would be extended. So Rhino would rotate the text or the pattern in order to fix it. In other words, the pattern would be mirrored at the other side to fix it since we have specified correct matching curves, but let me show you in this example, flow along surface. I select the pattern, and then the base surface. I want to match the bottom left corner with the bottom right corner. So since these two corners are not matched with each other, Rhino has to fix it, so it applies the text or pattern at the other side. That right now we've got the pattern under the surface. So specifying the correct matching curves doesn't matter, and you should click on the edges near the corners at both surfaces in the same way. Then let's check out the result. It will be moved to here, and then it will be rotated at 180 degrees. Shake this out. After that, the pattern will be placed on the surface like this. So the curves are matching with each other. But if I want to match the left to right, bottom left to bottom right, since we haven't specified the corresponding corners, the text or the object have to be mirrored. All in all when you want to apply a treaty pattern or a treaty object from the base surface to the target surface, you got many options for placing the you have to specify the corresponding corner curves that are matching with each other in both basic surface base surface, and also the target surface. For example, you have to specify the top left corners at both of the surface this out, top left, check this out since these two are corresponding so that you can place the pattern correctly or bottom left at both. Check this out. There is no difference between them. I want to give you another example. I keep the text object. Let me see. I have considered this as an skewer intentionally, but let me extend this, extend the surface, to have it like a rectangle, again create your Vs. Check this out. Right now, it is rectangular. Then I rotate the text object at -90 degrees. Well done. Then I maximize the size, well down. Then I create a planar surface from the UV curves. Well done. After that, I want you to think about the matching curves and help me in specifying the curves which are corresponding. Flow along surface at first, and then I specify the object to flow along the surface. Then it's time to specify the base surface. I want to place the object on the target surface from left to right, horizontal what are the matching curves? Exactly. The left bottom corner. For example, I click on this edge. After that, the matching curve in the target survey, which is the bottom left, exactly. So I click on the bottom edge, watch this. Here we got the pattern on the surface. Again, I specify, then I select the previous edge at the base survey. But this time, I want to click on the top edge which are not matching. Check this out. Here we got a different result because the the curves are not matching. As a result, if the text object or if the pattern were not placed in the manner that we want, you should check out the matching curves. So after specifying the matching curves at both base surface and target surface, you can place your pattern in the manner you want. But when we are working on closed surfaces, what else there? I mean, at this context, we don't have any corners, so let's check it out. Here we go I'm going to create a simple curve which is closed like a circle. Watch this, like this way. Fell down. After that, I love this to create a surface by this way. Here, as you can see, there is no corner. But let's work on it. Then I create IV curves, here it is. Then I create the planar surface as usual. After that, it's time to adjust the pattern on the base surface. Watch this. Well, let me scale it a little more by this way, and then it's time to apply it on the surface. When you are dealing with closed curves like circles, closed actually surface heat as you're concerned, here we got some sin points on the surfaces. Here, we got some isa curves on the surfaces that the highlighted one is the sin I mean here, the sin point is the same as the corners or the edge corners in triangles. I mean, rectangles. I'm sorry. So to add the first step, you should find the sin point. Then we can decide to I mean, vertical click, for example, we can click at the left side or right side of the sin point. Let me rotate the surface, check this out. Here, we got the sin point. Well done. Then I want to apply the text object on the surface from left to right. Here we got the SIM Point. I want the text to start from the Sin Point, flow long surface. I select the object, press inter. This time, I want to click on the bottom left edge near corner. But where is the correspondent edge. Should I click on the left side of the IM Point? Or should I click at the right side of the sin point at the bottom, or should I click at the left top side of the SIM Point or right side, exactly down left, left bottom side, actually. Here if I explode the surface. After that, I have to click on the right side of the same point, which is placed at the bottom right in order to adjust the text object from left to right. So let us check it out. I specify the object entered then the base surface. I click on the left bottom, I click on the left bottom edge, near the corner, and then the corresponding edge near the sin point. Check this out here are the result. This time I want to make a mistake intentionally. Let's check it out, specifying the base surface, left bottom edge, and then I want to click at top and right side of the sin Point. What would happen? Could you guess the result? So let us try again. I want to match the bottom left corner to the top left corner. After that, you will see the text object will be rotated at 90 degrees. So after moving the pattern, it will be rotated at 90 degrees, and then it will be moved to here like this, shake this out. So what would happen? In fact, I open the front view to adjust the distance between the pattern and the surface. Fell down, here I I, match the bottom left corner to the top left corner of the target surface. Then it will be rotated at -90 degrees like this way, and then the text object will be installed on the surface like this. So it will be placed like this. Here, let me start the flow long surface to show you the results. I select them inter, and then the base surface. And on the target surface. Check this out. They will be placed inside the surface, since the curves or the specified curves are not matching with each other, so it is forced to be rotated like this, and then the object will be placed inside the surface. So as a result, after the rotation like this, the pattern will be placed inside. Again, I start the command flow along surface. I specify the object, then the base surface, the bottom left corner, and then matching to the top left side of the sin point, then what would be the result? I want you to imagine what would happen next after matching the bottom left corner, to the top left side of the sin point. Check this out. It is rotated and the text object, it started from right to left, as you can see. But let me right now explain it schematically at first, after specifying these two curves, the object should be rotated by this way to be placed on the surface. At this time, if I move it, the text should be started from right to left. Then again, should be rotated at 180 degrees. Check this out like this way. Then I match the curves. Check this out. I cover I make the matched corner overlapped. The pattern is upside. Again, I start flowing surface. Then I click bottom left corner to match it with the top left side of the sin point. Check this out. This is the result. Has started from right to left and it is upside. As you are concerned, this process of specifying and matching the curves in both basic and base surface and the target surface needs practice. However, you can put some time on it and then try all of the cases, but it takes your time. But if you want to take my advice, I should say that at first, you should specify what do you want. For example, I want to start it from left to right, and then I should specify the matching curves, the matching corners. And if you did a mistake, I want you to just think about it, realize what was your mistake. Then you can fix it. So at the first step, you have to specify what do you want. Or, for example, you may want to place the text upside, upside down or starting it from right to left or left to right. It's up to you. Following that, you have to specify the correspondent curves or corners. So, guys, right now, it's your turn to put some tina on practicing these lessons. 97. FlowAlongSrf Command Tips (Part 2): I'm sure that you've done the previous practices and you did not have skipped the videos, and gradually you're getting skilled at working with flow long surface and the continuation, you're going to learn some more points. Here if we had a surface and also have created the planar surface, but this time, we're going to create and have some patterns which are greater than the planar surface or the base surface. So let us check it out, for instance, I sketch this pattern in order to apply it on the surface, the target surface. Then in the continuation, I want to draw my pattern on this frame and then want to place it at the base surface, six sides. And then I position it, check this out. I minimize it by a scale following that. You know, I'm doing this intentionally to just review the other commands. So array the number in each direction, and then Y 15, and then in Z, one, check this out. Then let me adjust them inside the frame. Great. Here for the empty space, I can modify the value of spacing. 3.1, check this out. Since I want it fit by this way, well done. Then I add one in direction, 16 inter, very well. However, we can array more items. But in the continuiton, I select all of them, and then I extrude them as a kind of pattern that I want to place it on the base surface. Following that, I want to select the pattern or the object and then place it on the base surface. So right now, the object is greater than the base surface. So what shall happen? I will give you some options, and I want you to choose first option, I will act like the UV curves, and then it will fit the object on the surface, regardless of the size. Two, the boundaries of the object will be extended from the target surface, or it trims the extended part from the target surface. What do you think? We got three choices or options? Exactly. Two, as the object is extended from the boundaries of the base surface, it will be extended from the target surface, too. Flow line surface, check it out. I select the object, and then the base surface, I select the edge near the corner. After that, the matching corner, check this out at the left bottom corner. Here is the result, as you can see, it is extended and the size is not changed. There is a question. I mean, how can I fit the object or pattern on the target surface at the size of target surface? I mean, I want the object to be aligned with the boundaries of the target surface. Here we can go through another way. Instead of using the base surface, here we can create a planear self. Check this out. I create a planear surface that covers the object. It is greater than the object as you can. And here we don't have to use create UV curves from a surface, while we can create a planar surface ourselves, and we've got a pattern or object that want to fit the pattern or object on the surface. So here we can create a planar surface ourself and then consider it as the base surface. Flow along surface. We select the object, press inter after that, the matching corners here as you can see, the base surface is greater than the target surface, but the pattern or object will be fit on the target surface. As you can see, it is scaled. So this was the approach that you can use if you want to fit your pattern on your target surface. You can use this if your pattern was greater than the base surface. That if you apply it on the surface, it will be extended from the boundaries of the target surface. When you're working on a heavy project in which you want to flow something on a surface, I recommend you to save your file before starting flow line surface, since you may get a crash after starting flow line surface. But here, there is option in this command, which is rigid. I want to talk about rigid, which has been set to know. The rigid option specifies that individual objects will not be deformed as they are transformed. In the continuation, I'm going to talk about it more through some examples. So again, let's create another surface. I pick the rectangle by center. Watch this. Following that, in perspective view, I pick arc by three points, and then I create the arc like this way. I want to sketch it vertically, so I hold down Control, watch this. Well done. Then I want to array, so I want to use array polar, check this out. So here I import zero for the cent ravipolarfs items, and then the field angle, I set of set to no. Then I want to convert this into a surface. First of all, we try a surface, and if it did work out, it's okay, and if it didn't, we can try other commands that as you remember, we can use some axis or auxiliary curves, and then we can use network. Here is a surface. It is not satisfying. So if you agree, let us with netfork here at first, I should use two auxiliary arcs like this way. I sketch it in the front view. Well done, or you can hold down Control. I select it, I hold down Alt button, then I rotate it, and I create a copy, then network surface. I select them and then create the surface, check this out. So here is our subject and we've got a lot to do with it. I move it to side, and I delete the curves. And then I want to create some copies from the created surface for the other examples. So create UV curves. Here we got the UV curves, and then I convert it to a planar surface. Watch this. Here it is. Following that, I want to array, arrange some boxes on the planear surface. For example, at this height, and I adjust it, and move it down inside the planar surface like this here from the top view. I array then I specify a number on direction, 12, for instance, and I'll say 12 in Y direction. Check this out. Well done. After that, I want to adjust the spacing, four at both YN spacing, and for the number of the items, I set six for the spacing and then for the number X direction, 14, 13 and 13 in Y direction two, check this out, press Inter, then I want to adjust their positions. I move them, check this out at the center. Here is the result. Following that, I went to float these objects on these surfaces that we're going to working with frigid so here I want to start. Flow along surface, guys. Wait for a second. Flow along surface. Here it is. Then I select the objects to flow along a surface. Press Inter, then I specify the base surface. Then the matching corner, I click on this side. Well done. Right now, the rigid has been set to know. As you can see, the objects are perpendicular to the surface. And if I rotate the scene, check the under then if you set rigid to no, the individual objects are transformed as well as their positions. And as I showed you, the objects are deformed. But if you set rigid to yes, following that, the individual objects will not change, only their positions will change. So let's try it again flow line surface. I select the objects enter, and then the base surface. I set rigid to yes, since I don't want the objects to be changed. And then I specify the target surface corners, check this out. This is the difference. As you can see, they are not deformed. However, the positions of the individual objects are changed, but the forms not. So as it specifies that the individual objects will not be deformed as they are transformed, if we said yes, the individual objects will not change, their form not changed, but only their position will change. And here as you can see, they are transformed, but it is not deformed. About their applications. I will explain them in the future example. Here, there is a point. When you want to use rigid, you should not have grouped your patterns or the individual objects. If I group these objects and then I start flow along surface. I set rigid to no. Let's check it out, guys, and then flow them along the surface. Here we got the same result as you can see. Then in the continuation, I select entered, then I set rigid to yes this time. So what do you think about the result? Check it out. I specify a target surface, W is, I have set rigid to yes and the objects are grouped. As you can see, the individual objects are not allowed to be transformed individually and be set or adjusted on the surface independent from the group. So when we are setting rigid to yes, we are not allowed to group our patterns. This was the point that you should know. The other option here is constrain normal. So let's check this out. When we set it to yes, it maps the objects onto the target surface while maintaining the orientation relative to the construction plane normal to the normal of the viewport in which the target surface is selected. So at this new example, I have started the flow line surface and the edge surface, and then I flow the objects on the surface, as you can see. And for the last surface, this time, I want to set constrain normal to yes and show you the results. I create another copy. Get out, guys. And then flow long surface, selecting the objects entered and the base surface, rigid I set rigid to no and set constra normal to yes. So it can be deformed. First of all, let me give you an example, then I will give you more explanations. I specify the matching corners with both base and target surface. Watch this. Here as you can see the objects or the patterns are perpendicular to the construction plane, as you can see in the third surface. I mean since the individual objects on the base surface are perpendicular to the surface and also the construction plane. Let us check it out. But if I set it to no, it maps the object onto the target surface using the target surface normal direction, the construction plane. I mean, this time, if I set construction can strain normal to yes, then the objects, the individual objects will be perpendicular to the target surface, just like rigid. Check this out. At the previous examples, they were perpendicular to the surface. But if we set it to yes, it maps the objects onto the target surface while in the orientation relative to the construction plane normal of the view port in which the target surface is selected. But if you set them to no, they will ignore the target surface plane. Check this out. We have set this to no. Here they are perpendicular, but they are deformed. Let's check them out from the top view. These are perpendicular, and also they are deformed. And then at the next case, we're going to set rigid to yes and also setting constraint to yes. I mean, we want them to be deformed. I mean, we don't want them to be deformed and also perpendicular to the surface. So let us check it out. It won't be that much satisfying, guys. I select the objects. And then inter, I said rigid two, yes, and also cans normal two yes. I want them to be not too deformed and also perpendicular to the construction plane. I'm in target, actually. Let's check it out. This is the results. They are not deformed, and also they are perpendicular to the target surface. So we cannot use this. Let's review this for. At the first case, as you can see, we have set rigid to no. So the objects are deformed. I mean, they are transformed as well as their position, and the constraint was set to know they were using the target surface normal direction, not the construction plane. And as you can see, the individual objects are perpendicular to the surface, the target surface. Then at the next case, you have set rigid to yes, then the individual objects will not change, only their positions will change, so they are not deformed and construction constraint has been set to no. So they are using the target surface normal direction. And at the next case, which it is oftenly used, the regid has been set to no, and also the constrained normal has been set to yes. I mean, the construction plane is maintained while the individual objects are oriented and placed on the target surface. And at the last one, both rigid and constrained normal has been to have been set to yes, as you can see, it is not oftenly used. Here, there is one more item left and I leave you to practice these. And these are very important options that you need them while you are working on your actual projects. And this is about the trimmed surfaces that we talked about it in UV curves. I'm going to give you an explanation about it, and you probably know the answer, but let us have a review. Here we got a trimmed surface that we can create it by using patch. Consider this. Following that I start patch, and then I created. Following that we're going to flow the objects on the surface. At first, I create the UV curves like this way. Here is the result. I got a question. Here should I convert the square into a planear surface or the circle to a planear surface? Exactly the circle. So I convert the circle to a planear surface, and then I can create the objects or the patterns or whatever. I want to create some treaty objects here, point well done. And then I love them by this way. So and for increasing the speed, I array them like this way. And then I array them polarly shake this out. Well done, for example, 12 at 360 degrees. Well done. Check this out by this way. Following that, flow long surface. Then I select the objects, press inter, and then the base surface. Here we can use the corners of the square, and then I specify the target surface, check this out. By this way, you can flow your individual objects on your surfaces, actually in trim surfaces. But try to create your surfaces untrimmed, since as I told you before, working with untrimmed surfaces bring you better results. Guys at this session we covered some of the most important points and details that you should write them down and put them into consideration. So, guys, it's time to work on the examples and also on some new examples where you can consider an object as your subject and just work on it. 98. Example: In other application of the flow on surface is forming a single object. But how do we can form a single object? I mean, here we got, for example, a surface, and there is a specific pattern on the surface. Following that, we're going to form the pattern according to another surface. Let me give you an example. Check this out here this building. At first, let us analyze it here as you can see, you got a surface at a specific pattern and designing, nothing has arrayed on as you can. Regarding only a surface which has formed. I'm talking about these curves and also the windows which are not aligned, like this. Here, it has shaped the building, but how do we can create this? At first, we should create a planar surface and the construction plane. After that, we're going to create a surface. These forms. After that, we're going to form the planar surface according to the another one. Let me show you another example. Here, as you can see, we got the head of the column that I have considered it as your homework. And if you remember the leaf that we worked on in the fifth season, we're going to carve the leaf or leaves as you can see. So at first, we should create it and the construction plane in a planar surface. After that, we're going to sketch a curved surface, and then we're going to shape the planar surface. And this is another application for flow long surface command. That in dictinuation, I'm going to create these two and explain the entire process. Here I got the leaf prepared from the previous sessions. Then in the continuation, I want to form it in order to create the head after column. In fact, I'm trying to complete a part of your assignment. But at first, let's work on the surface I mean, by which we want to form the planar surface. Here in rhino, at the front view. Check this out. Preferably, I'm going to use ControPoint curve. Since right now, no, we can't use interpolate curve. It is not proper. It can meet our needs, so we use Contropoint curves at this context. So I pick it, and then I start specifying points like this. Well done. Here we got such a form. And here I can edit, modify the editing points, move them this way. But I don't want the surface to be simple like this. Let's take a look. As you can see, there is a slight continuity. So at the top you buy this way. And then by interpolate points, I sketch a curve like this, and then I mirror it by this way. Then I match the middle part. I set tangency is the continuity and average points. Or curves, I join them of ten, and then I remove the kink. Well done, then after that, I selected. I maximize it by scale and then move. I put it right here. Very well. Then I sweep it. Let's check it out. Rail and the profile enter. Here is the result. Following that, I want to create the UV curves to check the dimensions and proportions. Here is the boundaries. Then I rotate it at 90 degrees. I want to adjust the leaf inside the boundaries or frame. It is okay somehow, however, I should increase the height that I can fix it. But we can consider it. But if you are too much picky, we should increase the height or I might extend it along z axis, well done. Following that, again, I create a sweep. Watch this. Okay. This time is better. I create the UV curves. Let's check it out like this. Again, I want to adjust it at 90 degrees I rotate it, and then just the size. As I showed you, we should increase the height a little more. So I undo the process, and then I extend this and extend the curve along the axis. By this way, I think it will meet our needs right now, move, and then creating V curves. Well done. Let us continue. I rotated at 90 degrees, and then I adjust it. Well done. These are match. These are matching with each other. However, I should select the points and then extend it a little more. You know. These problems can be fixed. It doesn't need to be worry about it. So for the bottom part, I extend it just like the top part by activating project and plan R, check this out. Very well. Let me check the other parts. Is great. Right now, the leaf is adjusted inside the boundaries of the frame properly play on surface like this way. Then in the continuation, we want to just the base part of the leaf on the surface. So here it is important to specify the correct matching corners, flow along surface, and then I select the object. Well done, then it's time to specify the base surface. I want to consider these two corners as the matching corners. I click on bottom right and then on bottom right at the surface. Shake this out. I click on it. Here as you can see, we have formed the object based on the target surface, and we removed it. Check this out. Then in the continuation, if I want to put the leaf just inside the surface or under the surface, here I want you to guess the corners that I should click on to match the corners, flow long surface object, and then the surface. Since I want to position it under the surface or inside the surface, this time I want to choose different corners. I want to match the bottom right corner to the bottom, right. So here on the base surface, I click on bottom right corner, then the target surface, click on bottom right corner. Check this out, then I can remove the target surface. Watch this. Right now, we have formed the surface as you can see, based on the target surface. And then when we array it, I mean herefi arrange them around the circle. And then if I array the surface polar, I specify the center, number of the items, for example, 12, and then the feel angle, check this out. Even we can specify 11 for the numbers, or even ten is better, I think, well done. In, check this out. This was the whole process for creating the head of the columns that we form the object according to the target surface, that it can be very useful. So let us work on the next example. And I mean this. First of all, let us create the surface. In the previous example, we had to create the target surface for multiple time in order to adjust the size of the target surface with the object and match them with each other. And the object was pre created was predefined. Otherwise, we should create the target surface at first, and then we're going to create the object, since these two objects should be matched with each other. But since the object was prepared, I did not put time on creating the object again. Right now, let me save the head of the column and then we will go for the next example. So first of all, we're going to sketch the surface which is going to be formed, and then we will draw the pattern or the object. At first, we're going to sketch the target and then the object here in the new file. Then at the prospective view, I open the top view. Then if you want to flow the object on the surface only at one step, you should create the surface like this or the target surface. So I draw the curve at one click. I mean, while the curves are joined, check this out. Since as I told you before, you have to draw your curve joined. And if you consider them explode, you cannot consider the whole surface as your target surface. So create UV curves by this way. Well done. For now, I want to put time on creating the pattern on the object, and then at the last step, I create the base surface. Right now, I'm sketching these curves on the surface, as you can see. Schematically, check this out. And assume that. I mean, I want to consider these. I don't want to put much time on sketching these curves. Well done, let us move on. And then I want to make a Dupljt By this way to prepare the base surface. Well done, then it's time to create the planar surface to consider it as the base surface. Perspective view. I search for a planear surface, then I select the surface, check this out, following that I want to split it. Check this out. I split it, and then I choose these curves as the cutting objects. So here we got some individual objects, and then I extrude them by using extrude surface. Let's it out. I select them. And then I search for extrude surveys. Check this. I set solid two yes, and then I specify the extrusion, distance. For instance, not 0.1, check this out. Then following that, I hold control and shift patterns both, and then I select the surfaces individually, and I move them upwards. Not 0.1, check this out. They're not even, and then the another one, not 0.2, just like I mean ster like, check this out and the third one, not 0.3, check this out. We can easily move them on the construction plane. However, if we want to do it on the surfaces, we will have some challenges not 0.5 and the last one, not 0.6. No 0.6, well done. Shaded. I mean, rendered report very well. Then in the continuation, I create the planear surface, to consider it as the base surface, and I group the object so that I can easily select it, then I move it. To adjust it on the base surface. Well done, great. Then it's time to start the flow long surface. Let me find it flow long SRF. Then let me search for flow lang surface find the objects, and then enter, then specifying the base surface by clicking on the matching corners at bottom right. Well done, well done. Great. Rendered viewport. Here it is, it is so much useful, and we were not able to do such a thing and create such a pattern on the curved surfaces. And here we got talking about some applications and usages that are so practical in all of the architectural disciplines or projects. So please, guys, I don't I want you to consider these. And then in the next sessions, we're going to work on actual projects by using flow line surface and other commands. 99. Exercise Explanation: Guys, at this session, we're going to create this stadium together step by step. As first as usual, I'm going to give you some explanations about this stadium, and after that, we're going to begin sketching it. Let us start from the roof. Here from the modules that are arranged around the circle around the ellipse. Some parts are straight, and they are perpendicular to the two curves at both sides. And they have been arrayed polarly. Then here, if we want to consider one of the mojols it's just like a paper or a page which is rotated or oriented, as you can see. There is a continuity, as you can see. Let us show you the pattern in the front view. You're from the arch. I start to show you the pattern of the Mjol by this way, and then perspective. And it has a curved cross section. Let me sketch it by curve interpolate. And then I move the itting points well done. Here is the mojole. After that, by using Sweep command, I can create the surface, sweep one, cross section and rail. Watch this. You can create one of the modules like this way, and then array them polary around the ellipse. And we've done the other parts in the previous sessions and note that the orientations of the Ia curve are effective in the placement and arrangement of the modules. Since, as you can see, the modules at some parts are positioned straightly while at other parts, they are arranged radial. So we want you put the orientation and directions of the Io curves into consideration. So if you adjust the isocurves curved or slanted, then you will have your modules or patterns slanted too. So this was all about the roof and about the body of the stadium. Here at first, you can have the base surface and the object and also the target surface and then flow the patterns on the objects on the surface or along the surface. However, you don't have to consider all of the details, but it's okay to consider the major things, the major patterns. For example, just like fitting this circle. I mean, the results, the project should be in a way that to showcase your skills in creating such a stadium. Guys move on and start creating it, and then at the next session, we will create it step by step together. 100. Projects: Stadium Roof: Hi, guys, I hope you've done the practice successfully on your own. So let's create it ourselves. Here back to Ry now in the top view, first of all, I'm going to create a rectangle like this. Well done. Then I want to consider this as the straight part of the stadium, and then we're going to have two semicircles as two sides of the rectangle. I pick the arc from the midpoint, check this out, and then I mirror it at another side for another semicircle. Watch this. Then I explode them. Well done. I trim the extra parts. Well done, and I join the ellipse. Great. Then it's time to extrude it. I select it, and then I extrude it. Well done. I say solituo. I want to consider approximate value for the distance like this way. Here, I think I should maximize the distance of the extrusion. So I hold down Controllashift button both, and then I select them. I select the top edge, and then I can extend it so there is no need to undo. Well done, then it's time to cork on the roof. Here, at first as you're concerned, it's time to offset the top edge from the top view, I offset it. I select the curve, and then I specify the through points, for example, like this, well done. Great. Let me hide the extrusion surface. Here at first, I'm going to start modeling a deconstruction plane, and following that, we will move it. Here, there is a curve for the Mjol so back to rhino. And then I sketch an arc or a spline. Both are the same. I start with the arc curve. I select the editing points, and then I move them like this way. This is called as spell line, another arc. And another approach is to sketch an arc by three points. I specify a two points, and the third one in the front view. Alright, check this out. But note that you have to enable project and planar both, check this out. Then we can adjust the continuity, well done. We can use this instead of the spline. Great. Let's go. But before moving on, let me sketch this without activating project and plan R to show you the results to have a review. However, you can skip this part if you're not interested, then at the right view, watch this. I know I exemplified this case for several times, but I wanted to review this part, check this out. The third point is adjusted based on the construction plane. But when we enable project and plane R, it can strain the plane. So again, plan R and project. Then however, we can enable the plane R alone. There is no need to activate project, since there are no Gritty snaps yet there. Well done, then you can choose one of the approaches by your own. But to me, I prefer to choose the Spline. It is more easier, but if you sketch an arc, it would be more accurate and geometric. Then it's time to start sweep one or actually Sweep two, the cross section to rails. Well done. Shake this out. And about the Io curves and their directions that I have emphasized on for many times here as you can see at this part, the is curves are slanted that are effective on arrangement E modules. So we should match the isocurs with the patterns or the modules. For example, at the middle part, we should straighten the isocurve. But how do we can do this? Have explained it for you before exactly by using at a slash and then I specify points on the rails exactly. After the semicircle, I specify straight line or isocurve. For example, the top part, as you can see, there are slanted. At the other side, I specify points to make the isocurve straight like this way, and then for the top part, check this out very well. I have straightened the isocurves and they are radial at the semicircle. And in order to keep it in your minds, I want to go through the another approach that I want to leave the isocurves, slanted and do not modify them. I create a copy in order to create another surface and then compare them. I unhide these surfaces, and then I move, I move the sweep. Watch this for the roof. Then at this one in which I don't want to modify the isocurves to show you the effects of slanted isocurves and unedited isocurves then we can compare the results. I select them and then I move them so that we can create the objects and also the base surface on the construction plane and on the grids. First of all, let us work on the roof. Create UV curves. I select the roof. Here is the given boundaries. Following that, we're going to arrange the pattern on the base surface. However, you can model the mojole as you wish. For example, here again, I'm going to use an arc. Check this out. Then at the front view, plan R is activated, and then I curve the line, watch this. Well done. Zoom selected so that I can focus on the selected object. Even in navigation. I extrude it. Here is the module. Then at the top view, array, linear and about the number of items, what you guess. For example, 70 approximate value. Let's sick it out. I should increase the value. For example, 90, Again, increase 95 Great. I will remove the extra parts or the extra items. What should we do with the gap or empty space? No matter, no, we can minimize the size of the base surface, and they will be fit with each other. So it does not matter. Don't worry about it. Imagine them with each other. Then in the continuation, we got the patterns prepared, and then as usual, the group them well done so that we can select them easily since they are grouped. Following that, play our surface to prepare the base surface. Right now, everything is prepared to start the flow along surface. So I start the flow along surface command. Then I specify the objects following that debase surface. At first, we should specify the corners that we want them to be matched. For example, the bottom left. Here, since we got a closed curve and closed surface, we should look for the sin points as you are concerned. But where is the same point exactly where the Is your curve is highlighted. So if I want to specify the bottom left corner, then what is the matching corner? Which one? Bottom left or right, or up or top left or right. Exactly. It is bottom and right side of the same point. So I click near the corner, and then I specify or click on the matching corner. Here it is very well. We're done with the pattern. I remove the roof. Here, as you can see, we got the patterns. Well done. Check this out. Great. Then in the continuation, let us try at another surface in which the icy curves are not trimmed, are not actually modified, flow long surface. I specify the objects, the base surface, and also the target surface. Watch this. Check this out here as you can see, I want you to compare the form of the objects at both surfaces at the top of you, here we got them straight, but at the other one, as you can see, they are not straight. They are slanted. And even at the rendered view port that according to the picture, we need them to be straight. This was the effect of the directions of the iso curves on the panels or on floor long surface. Great. I moved that aside. Great. Let us go working on the body of the tadium. When we create the UV curves, we will be given the exploded version of the surface. So here we got three parts or three pieces. Actually, four, I'm sorry, but I'm going to work on one of the pieces, only the arc or semicircle, since it would be too time consuming if we want to work on all of the parts. So let us work on the semicircle and the entry and some other patterns. So here in the top you and then inside the snares, I want to divide the height into four parts, since the entry here, as you can see, are one to third or fourth, actually, of the entire height. So from the midpoint, I sketch the auxiliary curve, and then I want to half it. As you remember, we had a technique for this, so we're going to review it. Here as you can see, we can't have the midpoint. So here in these snaps, I hold down Shift, and then I click on between, check this out. And then I specify two points to calculate the Bitwin. Check this out. Right now, I have divided the height into four parts. At first, I pick the line, then I click on Bitwin. Then I should specify the two points to calculate the bitwin and without using between, we can't have between of them or the midpoint, or otherwise, we can sketch an auxiliary curve. We pick the line, we hold on shift, and then we click on between. After that, we should specify the two points that we want the between of them. Watch this, the first and the second point, we are given the between point, as you can see. Gt. Let us move on again. I pick line and then then extend the curve. A little more than the half by this way. Then I want you to connect it to the top curve at the angle of 45 degrees, hold down shift. Then import the less than symbol, the import 45 degrees, inter, then extend the curve and then connect it to the curve. Intersection, well done. Then delete the others. Then if I select it and then mirror, by picking a plane, well done, then it's time to array it. But while you want to array these, we will have these two curves overlapping, as you can see. So what should we do? I explode it at first. Since I don't want the overlapping curves, I remove this one, and then I array this, select, array. I'd better to explode it. So I explode them, and then I start array linear. And then the number of the items, 30, for instance, or 20 now we can try values to different numbers and then start. Let me check the numbers. I should increase it. 30 is okay. Well done, or 21, I think is okay, or I can delete the last one and then let me consider it. Here I can select all of these, and then I want to move them to left side to remove the gap F eight very well. Following that, we're going to have some of these openings into two here as you can see in the picture, some of them are divided into two parts. So get back to rhino. I'm going to have this opening. But how I pick the point, the midpoint, turn off F eight or ortho. Here if you enable smart track, then you can have the perpendicular curve, as you can see, watch this. And we also need the midpoint by this way and perpendicular, midpoint and perpendicular. I sketch this, try to practice on Smart Rack, and then I extend it, well done. And I explode them. You better to explode the curves like this. Then we can place these curves and some of these openings. I create a copy, and then I duplicate it and then place it in some of the openings by this way and others by this way. No, you can place them randomly. It does not matter where to place them. It is on your own. Great. We're done. Or we can place every other's at every other's. So, guys, we're done with these. Then we're going to work on some other patterns. Check this out and the circles. So what should we do? So easily, we can extend them. At first, I explore the frame or the boundaries and then extend. I select these curves. And then enter after that, I cross a window on the opening, check this out so that I can extend them to the specified curve. Watch this. Then we can select the curve to extend. By this way. Thanks for being patient. Well done. Following that, I want to delete some parts. As you can see, according to the picture, some parts are deleted back to Rhino and then trim. Check it out. I choose this and another one, and I delete these as well, where I trim them, actually. As you can see, I'm creating some rectangles and the surface, and I trim other extra curves by this way. And then pressing down into. Following that, we got small triangles at the top that we're going to remove them or delete them. As you zoom in, you can observe them. However, your models would maybe different with me, since we haven't specified any accurate values for the height, but don't forget to delete these or trim these triangles or the extra parts, select, enter, then I delete these, extended parts. As you can see, trimming these, these details just take some time that I don't want to put my time on this. So let us work on the major parts. For example, at the next, we're going to design the pattern that I'm going to design or model a part of it, and then I want to pause the video, since I don't want to waste your time. Here in the picture, here we got some big skewers, which are greater than others, and some smaller squers. In fact, these rectangles should be divided into two, since we need skewers not rectangles here according to the picture. So how can we do this? Again, by using the between technique. I pick the curve and then I hold down Shift. I click on between. After that, I specify two points to calculate the between point. Watch this. Following that, I create a copy, and then I place it for others, and then let me see. Watch this by this way. Cort. I divide them into two parts. However, we can extend it by this way. As I told you, the another approach is to extend it. But some of the geometries should not be at patterns like these rectangles. So you should either trim them like this let me show you. You should either them like this to create big squares or you should extend them, should extend the curve from the midpoint or between. Check this out to convert them into smaller squares. This is up to you that I want to show you right now. But as I told you before, you should pick the line and then pick between specify two points like this to create for smaller squares and then create a copy and then draw it for the other parts. You don't have to find your betweens like this. And as you're concerned, some parts need to be trimmed, and at some parts, you have to create a copy like this way. You know, it's up to you. But try to revise all of them since later we're going to play some circles inside the squares. If you leave them rectangular, then we won't be able to place the circles inside them. We should either trim them or helve them. In the continuation, I'm going to pause the video and then we will continue. Check this out. As you can see, I have trimmed some parts and some parts are helved. Check this out. Some of them are divided and some of them are trimmed randomly. However, you can create your pattern in the manner you want. There is no regulation. Watch this. And then at the last part, I recommend you to check out and then remove the rectangle by trimming them or helving them or dividing them. I fix the. Here is the result. Okay. We're done guys. I mean, it seems that we have fixed all of the rectangles, revised them. Then at the next step at the next step, we're going to extrude these curves. In fact, we're going to convert them to some panels. Check this out. We're going to offset them or extrude them, as you can see on the screen. So back to Ryan, at first, I'm going to extrude them, I select them, and let me deselect the frames, then extrude surface. Set solid to no preferably. Then I specify the extrusion distance one like this way. Well, done we're done with the extrusions. Then at the next step, as you can see, we have to offset them. So how should we do this? Exactly, we're going to use offset surface at both sides to offset the curve at both sides. But let us review an issue. Actually, when we got a polysurface like this, check this out. Then the option of both sides is not available for the polysurfaces. But if I explode the polysurface, and then I start offset surface, then we will have both sides. So back to the process, I select these, and then I explode them preferably. I mean, I should make sure that I have removed the polysurfaces by exploding them, and then offset surface following that, I select them, enter, take this out. I set both sides to yes, and you have to set solid to yes. I mean, the top and bottom faces should be covered or app. And for the distance, for instance, we can specify not 0.0 25 at its sides, and we will have five centimeter offset. Let's check it out. Watch this. Here is the result. Cat. So here we're done with the offset and the panels. Then at the next step, we're going to sketch these circles. So at first, we're going to drawing these circles and then extruding them. So let us check it out. Back to in no for drawing the circles. I open the top view or plan view, then you have to set it to a wireframe mode, and then I pick the circle tangent to three curves. I pick it following that. Then I specify three points that are tangent with the circle. Let us try again the three points on the edges. They are tangent with the circle like this. And if we do not set it to wire frame, we will have some challenges in specifying the tangent points. Look, as you can see, it is difficult to specify the points. So you'd better to set it to reframe mode. Don't forget that and then draw the circles like this way. And you have to array it and the other parts. As you are concerned, it is too time consuming that I'm going to do it. I want to pause the video and then show you the prepared version. Here we can select the circle and then create copy. Here you should specify a point to copy from, and then you can use the intersections, right click on intersection. After that, you can create copies and then position the circles. And I know it is somehow time consuming, and I want to put much time on it, or I recommend you to place a circle at three parts or more than three indie patterns. Following that, you can array them. For example, five, let's check it out. By this way, you can array them linear. So we can use copy, array or whatever approach is to fill the empty parts with the circles. That I want to pause the video and show you the prepared version. Well done, guys, as you can see, I have sketched the circles. I have arranged them. Let me show you the T D version. Check this out. Here there is. And just in case if there was any problem with the circles, I mean, their elevation, their height. You can just select them and then fix them. Right now, all of the circles are placed at the top. Well done, right now, I want to select all of the circles and then extrude them. For selecting the circles, I got a technique here in select, and then I want to click on Select curves. And then I opened a list of the commands. I want to use select closed curves. And as you're concerned, we got too many curves in the scene, most of them are open, not closed. So I click on Select Closed curves. Watch this. Then we can easily select the circles and deselect the extra ones. Check this out. I deselect them by holding down Control. Right now we manage to select the curves or the circles simply. And even after selecting them, we can revise the height of the circles and then extrude them. I start extrusion extruding surface to our down. I sit solid to yes, and then one for the distance, right. Following that, I can select the last created objects and then group in the circles or the extrusion, actually. Later, you may want to modify the materials or the layers and stuff like that. Now we've got something to do with the empty parts that we're going to use a simple surface there. So what should we do? I mean, I want you to think about your best technique and approach that you want to go through. How can we use a simple surface there? My recommendation is curve Bolin. Let's check it out. So I pick curve Bolin, and then I select them, I press Enter, and after that, in output, I set it to surface or surfaces. Check this out. I click inside the curve, and then we will have the surface. Let's check it out from the perspective view. Here is the result. And then along this axis, I click, and then I move it upwards by this way, as you can see. Here is the result and the rendered view port. Here we got the patterns, as you can see. But I don't know why. Let me add these two. Great. I select the group. Here I open the commands and then I click and remove from group. Then I select these two circles to remove them from the group. Check this out. These circles are grouped. I mean, they are still grouped as you can see. I have removed these two circles from the group. Let me show you again, I do. And then I want to remove them from the group, as you can see, they are still grouped. I select them. Then I've clicked on remove from group. Following that I selected these two circles and then remove them from the group. Then I select them, copy. And I activate the project just in case, as I told you before, in the two D views for using move, copy, and array tills, you have to activate project plane R. And then I want to add these four circles to the group again. Here I should specify the objects that I wanted to be added to the group. Check this out. Well done. So again, they are grouped. So as the two circuls were left actually skipped, we learned some points and techniques. So here we got the pattern or the object that we're going to use it in flow long surface. I select them all again, and then I group them, well done. I hide them to shake them out very well. Then I should prepare the base surface. Here it is as I'm selecting it. Watch this. Then I join these curves, and then I create the planar surface. But here you should move your base surface upwards. Let me show you the consequences. So I float along the surface flow along surface, and then I select a pattern or object which is grouped in there, and then the base surface. I should select engineer corner, for example, there, and then the matching corner here there is. At the bottom curve, I click, well done. Check this out. I want you to show the results, so just wait for a second, please. As you can see, they are extruded from the surface. I mean, this is not the expected result. I undo the process. And I delete this, well done. I should move the base surface upwards. One along the axis. Watch this. Okay. And then flow along surface, and then I select the object, which are grouped, then enter, then the base surface and the same corner, and then the matching corner. Let's check it out. We will have the expected results. And if you're interested, you can work on the details. However, it is not essential to create such a pattern, I mean, for all of the parts, but I just wanted to teach you the technique and method that we're going to use to create the stadium. But this is enough. I delete the major surface. Then we will have such a result, which is really great that it can create such a pattern on your surfaces or the body of your stadium. So, guys, right now, it's your turn to create the stadium by your own. Use the toll techniques and methods patiently since you have to take your time. And this is one of those time consuming practices. And if you got any questions, you can ask us, and I wish you luck. See you in the next session. 101. Mesh Dome: Hi, guys, we're going to analyze this practice together and then create it. As I've done this practice, while I was explaining the flow on surface, here we four arcs and a square, and also two arcs at the middle. Then by using network, we created the surface like this. After that, we place some boxes as the objects of flowing surface, and then continue the process. But don't forget to offset or extrude the surface, as you can see, and then arrange the boxes on your base surface. Note that as you can see, the booxes are not deformed. I mean, as you can see, they are not changed, and it's up to you to specify the correct mode in working with rigid and also constrain normal. But if you have forgotten some of the parts, I want you to get back to the previous sessions and watch the videos again. And after having a review, again, you can return creating the practice. So, guys, let us create it again together, we're going to start with a rectangle with rectangle with center. I hold down shift to restrict the sides, and then I sketch this square. Then it's time to draw the four arcs and the sides on each of the sides arc with three points, watch this, the second and the third point. You have to activate midpoint. And then here before clicking, as you are concerned, you have to hold down Control button in order to move it upwards vertically like this way. Well done. Actually, it shouldn't be a semicircle. No, we need an arc preferably. And then I want to array polarly specify the center for as items, and then the fill angle, and you have to set that up to the zero. Well done, it's time to sketch the two auxiliary arcs in order to control the continuity of the surface. So arc with three points from midpoint to midpoint, watch this. And then here from the center, I disable the planear temporarily, and degree snaps should be enabled. I hold down control, and then I move it upwards, well done. Then I adjust it. Great. I select it, and then I hold down. I rotate it and create a copy. Watch this. Then I start network surface to create the surface. Well, done inter, check it out. Here, we got the surface prepared. I move it. And then what is the next step? What do you think, guys, I want you to think about it and tell me what should I do? Here I want to arrange some boxes on the surface that I want to consider them as the cutting objects. So we're going to start with flow line surface, but before that, we have to create the isocurves. I mean, UV curves. I'm sorry, UV curves. Inter, and then let me move the surface to fork and the boundaries. Then here it's time to arrange the boxes inside the base surface or the base surface. By this way, I extrude the square, well done. At the top view, we array them, the number in each direction, for example, 12 and 12 at each and zero, a disabled degree snap for example, you can arrange them like this. Great. Ideo spacing is proper. It's okay. For example, for Y spacing, I specify two. I mean, minus two, I'm sorry. Two -2.2 or -2.1 is better, I think, -2.05 great from, well done. After that at the next step, play our surface in order to prepare the base surface. Great. Then I select the group and then I move them downwards, since I want to split them from the surface, the target surface, then it's time to float them along the surface, and I don't want them to be deformed or changed. So what should I do? At first, you start along surface and then selecting the objects and also the base surface. Here we should set rigid to yes as you are concerned. And the point about the lesson was when we have set rigid to yes, the object should not be grouped. As I told you before, so note that you're not allowed to group your objects. So we set rigid to yes, and then the surface, specify it in edge. And however, here it doesn't make difference, since the four sides are similar to each other, and then I click, corre. Here is the result. And then I want to offset the surface. I select the surface, enter, then I flip the direction toward up. For the offset distance, not 0.05, I should set solid to yes, and here is the thickness of the surface. Then it's time to use pulling curve. Actually put pulling difference. I select the surface to subtract from, which is the target surface, press inter, and then I select the surfaces to subtract with, which are the objects. By this way, as you can see, like this way. Let me select all of the objects. I want to skip anything. And as I told you before, you're not allowed to group the objects. So if we wanted to set rigid to no, we could have grouped them and select them just by a click. Well done, let's create the mesh. Watch this. As you can see, we model this surface in a couple of minutes. Great. So if you haven't created it, it's your turn, and I want you to not to skip these videos and practices. 102. Exercise Explanationct: Good afternoon, guys. Here is the next practice that I have considered for you, which is a space frame structure which is placed under a curve surface. Here I want to mention a point and then leave it for you that at the intersections of these pipes, if you have used these joints, and I want you to use these as well, I'm sure, guys that you've made it, so I'm going to create it. So follow the process, the process with me step by step. I'm going to start from the front view by using Interpolate curve. At first, we're going to skitch some profiles for the surface like this. For example, these three curves well done. I move them like this way, like this way, create and I want to rotate this. Then I love them. And then here we got the surface as you can see, right. Following that, as you are concerned, we're going to place these space frame structures by using floor long surface. So let us work on floor long surface. As the first step, we should create the UV curves by this sway. Here we got the boundaries of the sketching that we're going to arrange these space frame patterns or profiles. So I pick the square at first. This is one of them, a piece of the structure and then zoom selected. Since I want to focus on this object, even when I rotate or navigating the scene, I draw a curve like this in order to find the center of the object and the vertical line from the center or the midpoint. I mean, I'm going to specify the height of the space frame structure by using this so bacteria. And for example, like this, well done. And then I sketch another curve to connect the intersections to each other. Then I want to array it polarly four, well done, great. I remove the other curves. Then before extruding these, I want to add the joints or the balls. So here I pick the sphere. I specify the center of the sphere, and for example, 0.2 for the radius, and then creating copies via frames, I select the sphere, and then I create copies. I put them at the intersections like this very well. Watch this. Press down, Enter. Great. Then it's time to extruding the curves that we use to start pipe as you are concerned. Check this multiple. I select the curves, and then we create pipes inter should specified the pipe radius actually here. For the radius, I want to just value according to the spheres. Less than the spheres like 0.06, check this out. This is good, proper. Let us check it out in the rendered viewport. Watch this. Here we got the Mjole. Then it's time to arrange it here at the top view. Then I select a majole or object, a single object, and then I position it here inside the base surface, and I consider distance from the edges of the interface, and it's time to arrange it. He just like before, you should consider that before arranging the object. We don't want some parts to be overlap. I mean, for example, if I want to arrange it like this, as you can see, these two joints are being overlapped and got intersections. So before arranging, I should remove these two joints and also the pipe. When I want to arrange them vertically not horizontally, take this out. This time, I should remove the two top parts, the top joints and the pipe. So we can arrange this just like other objects along X and Y axis, both at the same time. Since at both directions X and Y, some joints and pipes should be deleted. That as I showed you, we will have some overlapping parts or intersections. So let us check it out. First of all, I want to arrange it horizontally along x axis. Here there are the overlapping parts. The two joints in the pipe, I explore them at first. I delete the pipe and also the joint. Check these joints. Well done, then I want to arrange it along its axis. So I select it, array linear the number of items. And as you remember, when we want to array an object into the views, we have to activate planar and project. So here I specify the number of the items like 25, 30 or for example, I specify 25, but make sure that they are extending from the boundary, then you should display the wireframe mode. Then start, check this out. Should position them at the intersections. They're right. As you can see, they're extended. I delaate these. And as you can see the joints and also the pipe are connected to the last ones since they have been exploded and we will fit them with the base surface. There is no worry. Let us check it out in the treaty view or perspective view in the front. Everything is okay. Very well. Then if I want to arrange them vertically, we got these overlapped. So here we want to delete these parts. You will drag a frame and then delete this. After that, I select them, and re linear the number of items, for example, 30. Again, we should activate project and planar to specify the first reference point, and then the second, you can see specifying the intersections. Watch this. Here it is great. Following that, we're going to delete the extra parts, since they should be fit with the base surface. And I delete this. Check this out. And as you can see, these are not fit. It does not matter, since we're going to revise them. I mean, as you can see, the most part of the majool is covered by the base surface, so we keep it. And for the top part, as we remove the pipes and joints where we want to array them right now they are kept, then it's time to adjust the base surface based on the objects. For example, here is okay, as you can see, they are fit with each other. By using scale one D, I specify the scale factor or first reference point, and then the second reference point, and then I can minimize it a little at the other side, I specify the reference points, and then I maximize it in order to make it fit with the object. Let's check it out in front view, and then in right and also in perspective. Everything is okay, guys. So I drag and then select. I deselect the frame or base surface. And as usual, it's time to group these objects, since we don't want to set rigid to yes. So it is okay we can group the objects. But if we wanted to set rigid to yes, we were not allowed to group the objects. So I prepare the base surface, planar surface. Check this out. Well done. Here it is. And then it's time to start flow long surface. We're going to adjust these structures under the surface. I select the objects and then enter base surface, I sit ton. Then as I want to rotate objects, so we should specify the correct corner. I want to match the bottom right corner, the top left corner. So I click on the bottom right. I click on this edge, and then at the target surface, I click on top left. Wait for a second. And as I have mentioned, before starting flow along surface, you'd better save your file. Since the process is so heavy, you may be encountered with a crash. Very well, we're done. Great. Let's check it out. Rendered viewport. By this way. Following that, I want to extrude the top surface or the target surface. By this way, offset. I flip them toward up, not 0.1, and then I set solitude, yes. Watch this. Again, I want to offset the top surface. Again, I select it. I specify a distance, not 0.4, and then I flip the directions toward up, right. This is the final result. Even I can select it and then assign a new material. Custom, I can make the transparent. Watch this. Here is the result. If you are not successful in creating such a practice, you can use the given methods and give it a try. 103. Projects: Space Frame: In order to start our new practice at the beginning, I want to draw the exterior and interior rails. After that, I want to sketch one of the parts of the surface. Following that, we're going to create the network and the patterns. I mean, on the surfaces by using the learned commands, and then after removing it, we're going to array it. So at the beginning of the process in the top view, I pick the polygon, I set 20 for the num side, and then from the region point, and I specify 20 for the radius, well done. I start offset command, and then I offset the curve, at a distance of 12 meters. Watch this. Like this as you can see on the screen, following that by using vertical line. I start from here, the intersection. I draw a vertical line 10 meters, and then at the other intersection, I sketch the vertical line at 8 meters length. Then in the continuation, I want to connect these two curves to each other. Blend curve. I specify the curves, and then I blend them. Well, done I want to maintain the continuity. I set one of them to curve at continuity. Let me check the tangency. I keep it at curvature, but I choose tangency for the second one like this way, and I click Okay to finish the changes. After that, I set rotate command. I specify the curve, and then from the origin point, I set copy to yes. Following that, I specify the reference point, well. Following that, after rotating and creating the copy, here we got the two cross section or the two profiles you know, for example, we can use this to create a surface by loft and then oft, check this out. We got the surface. But as you know, when we use of, then we'll be given an straight profiler cross section, as you can see. So if you need a curve, or if you want to curve the cross sections, you have to use another approach. I pick Interpolate curve Command, I disable the grid snaps. Like this way, I sketch this following that I ski I select it. I pick the control point, and then by using move from the bitwen or midpoint, and then I connect it to the midpoint and other midpoint, I hold down tab you can strain the direction or axit and then I consider this arc for the base part. Again, I can repeat the same process, interpolate curve, the first one and the second one. After that, I select the curve. Then I choose the control points, and then I move them from the midpoint and then creating the curve this way. Very well. Then it's time to use sweep to rail. I select the rails and then the cross section curves. I specify them, check this out. Here we got the surface. And of course, as we use sweep to rail command, here we are given an open poly surface, not just a surface, as you can see. So we're going to have some problems, since if we want to create the UV curves of these a polysurface, we should create three times since we got three surfaces, so it would be too time consuming. So I bring it there, and then I want to start sweep to rail again. I specify the rails and then the cross section curves. This time, I want to click on refit rails like this way, and then I click on Okay, here as you can see, we got a unified surface, unlike the previous one, which was a polysurface. Here we got one open surface. I select it, and then I isolate the surface as you can see. Then by using creat UV curves, check this out. I create the boundaries, watch this. Following that, in the top view, I draw a line from the midpoint, like this way, then I can select the line, and then by using divide by number, I divide it into 16 parts like this way. Then I start line from midpoint. I start drawing a curve like this, and then I want to design somehow like a truss by this way. We don't need the points anymore, so I select them, and then I hide them after drawing lines or curves. Then by using linear, I want to array the tross. I select the crossing curves, and then I specify 16 for the numbers, and then I array them. Here as you can see, at the beginning of the arrangement, we got the half of the diamond. But then we got the complete diamonds. Right now, I can apply this on the surface if it is okay and it is desired or otherwise, we can create a cape from this part and also this curve. Here I want to split these two curves which are selected to modify the pattern. Or even I can draw a new line from the intersection. Like this way, check this out. Then here as you can see, I select these two curves, the crossing curves. I delete them since I don't need them, and then I select these to array them. Linear, by this way. Watch this. Here we got two kinds of patterns, two types, and you can choose whatever you want. It's up to you. However, you may find another options. I mean, even we could design them this way, as you can see in our new pattern. Let me see. I mean, right now, we can array such a curve, check this out like this way. There's no limitation, but I prefer to choose the second pattern. It was a thing better than before. So I delete others, and I want to keep the second one, I choose this, and then I start apply her, and then I apply them on the surface. Following that, as you are concerned, we only need these curves. So isolate isolate I hide the surface, and then I select the curves pipe, following that, 0.04 or the radius of the arcs of the pipes. And then by this way, I design the pipes, as you can see. Great. Then I start sell curve or select curve. I select the curves, and then I group them then hide. Since I don't want them to be involved in array, and I select these as ll, I select them and then make them grouped. Then array polar. Watch this from the zero point or region point to as the number, and then the field angle, check this out. Great, guys, let's check it out. And here as you can see, we have done the dome that we were going to sketch it and let me put a planar surface under the dome by this way. And then I extrude it a little bit like this way. At the rendered view port, we have reached to our needs. So by using the methods and the techniques of creat UV curves and also applying them on the surface, you can have whatever patterns applied on your curves and then create your surface. So I want you to just give it a try. 104. Modeling a Stair Form: At this session, we're going to model such an object, as you can see on the screen. So at first, we're going to draw the top surface, which is going to form these boxes which are placed on the surface. And then by using floor long surface, we're going to adjust the boxes on our surface. Let's go. Here at the top view. I start interpolate curve. Then for DrwegianPoint, I want to draw four curves, as you can see, like this way. Wait for a second. I'm going to consider four D as the length of each of the sides of the rectangle. However, here we got a square. I select them to show the control points, and then I move the editing points, watch this to make the non plane R by this way. And some other points, I select them. I move them upwards. Check this out, and then the other corner upwards. Great. So we managed to modify, I mean, to model this, such a curve by moving the editing points. I select the curves, and then I move them along z axis, ten, ten units. Then by using network surface, I create a surface like this. Well done. And then in the continuation, I want to draw a box from the origin point at the specified height. The height does not matter. We just want it to be beneath the surface. Then at the front view, as you can see, there is a gap between the box and the surface. As you can see, I can flow it or move along it. I select the box, and then by using array, I specify for the along the X and Y axis to arrange the boxes like this, check this out. Following that, I want to consider another surface as our base surface. And here we got our target surface, which is created at the beginning of the video. So by using surface curation, I want to use rectangular plane, and then I draw a plane ar surface at the size of the boxes or objects. I select the surfay and then I sign it to layer one, so I can easily select it and also control the displayment. I can select the objects, and then I press F ten to show the control points. Watch this. Then at the front view, I select the editing or control points, then at the next step. I want to extend the objects or the boxes. I mean, the control points of the objects. I extend them to the target surface. So for extending the control points to the boundaries of the surface to the target surf, I start flow along surface command. I specify the objects the base survey. And then the target survey watch this. Well done, I press down 11 to select the last created objects, and then I display them at the rendered viewport. So as you can see, we managed to create the expected form, as I showed you at the beginning of the video. But, guys, note that if we place our base surface at the base of the boxes, then the objects will be placed on the target surface from the base. I mean, we will have the opposite result. I press down Control Alton Shift buttons. I select the target surface, and also the objects by this way. And also the less created objects. I move them. Watch this. And then in the continuation, I want to show you the mentioned things. This time, I want to move the base surface at the base of the objects. Then I select the objects, start flow long surface, and then the base surface. Watch this. Following the target surface. Check it out. Here we got a different result, as you can see. Check this out. Since this time, I have placed the base surface at the base of the object. So we got a different result. I mean, the model is the same, but the arrangement of the surfaces has changed. For example, at the first one, as you can see, the base of the model has not changed, but we got an aster like pattern on the surface. As you can see, while at the other one, we have changed the position of the base surface. So we got a different result. Here I enable the surface edges. I check it, so we can check them out. 105. Practice Prince Bay: We model this project in the season five, as you remember that at this session, we're going to model these parts which are created on the surface, as you can see. So let's go for modeling them together step by step. Just like the previous sessions, I import the image into Rhino so that I can use it as the reference of the project here at the origin point. I import the project. I mean the image, following that I like it. And then I draw a line from the origin point vertically like this way. And then I create a copy like this at a offset. I delete the previous line. Then I choose the control point, and then I extend it. Well done, again, I select the curve, and then I start mirror command from the origin point and by this way. Well done. Right now we don't need the image anymore, so we can assign it to one of the layers, and then I name it ref and I turn it off. After that, I select these two curves, and then I start array polar, then from the origin point and then the number three and in the field angle. Then I start blend curve. Then I blend the specified curve by this way. Like this then it just the continuity. I set them both the curvature. However, I can modify it manually by holding down Shift, can control the continuity by this way. And then I click on Okay Well done. And then in the continuation, I select these and delete them, and I pick the main curve, I want to avery three at 360 degrees like this way. Then I create a copy from this, I make a duplicate. I hold down As button, and then I drag the gumbol to create a copy like this. Let us take a look on the picture again. As we might did before, we're going to start a blend curve twice and then blend the copied curves to each other with each other. That in the continuation use you will see that. We're going to specify the ends of each of the curves. I select these curves at first, and then I explode them. Following that, I start bland curve. Even I can select them and then assign them to specific layer. So I select these parts to blend them like this way. And then as you can see, I set them to tangency continuity and Okay by this way. And for the other ends, I select them, and then I blend them by this way. Shake this out. So by this way, we have created the curves. And then right now by using a vertical line, I connect the cross sections or the profile to each other by this way, by straight lines. Then following that, I start the command of sweep to rail. I specify the first and second rails, but before that, I need the curves explode. But this time I join these, I mean, I select these, and then I join them by this way. And also I delete the curve here. We don't knit it. And here we got the curve as you can see, which is joined. Then it's time to start sweep to rail. Then I specify the rails and also the cross section or profile. Then we can have the surface like this. Then I want to shade it or display it at a shaded mode. Again, sweep to rail for the another part of the surface. This time, I specify the rails, and then like this and then the cross section, check this out. Well done. So we have created the surface. After that, by using the vertical plane. By this way, I create the planear surface, well done. Then I select these three surfaces, and then I isolate them. Select them, and then I change their layers. I name the layer surface for RF, and then by using array polar, I array them, treat three items, well done. Then at the next step, I start rebuild. Then I select these surfaces, the top surfaces. Then I want to modify the point count and the degrees. I set 70 for the point count and ten in V point count. And also for the degrees, I maintain the specified value. I do not change them. Check this out. You can see, let us se it up in the rendered viewport. Well done, let us continue the process. I set to do this planeo to shade it. I select the curves, the edges, as you can see, and then I isolate or I can turn off the layer of the surfaces. I select the curves, and then by using trim, I delete the extra parts. And then by using planar surface, I create a planar surface for the top surface of the model as you can see. You remember, we've done this part of the model previously in the previous session, so we're going to move forward. So in order to model this part of the surface, which is like a network, so I'm going to show you on this surface that the things that we're going to do is using extract wire frame that I will show you in the continuation that we're going to extract the isocurves and then I mean we're going to extract them after modifying unfortunately we haven't covered the extract, so that I should use UV curves. And then at the top view, I can complete my drawings on this surface or a displane and then by using floor line surface command, I can apply the patterns or drawings on the surface. So at the first step, I calculate the centre by using area centroid by this way, and then I want to draw a rectangle from this center point and then I click and round it. Since I want to consider the gap between these, so I extend it, and then I want to round the corners. I choose connect for the corners, as you can see, well done. Then I can move it to the right and even connect it to the side. And by using a scale one D, I specify the scale factor or the reference point to scale the drawing. Let me see. And even, we can trim the rectangle. Let's check it out. And even the leading is part, as you can see. So we have created such a form till here up to now, as you can see according to the image, and even I can minimize the size, as you can see, to create the edges, and then I extend them by starting extend command. Check this out. Watch this. They are extended. Following that, we are going to create these curves, these straight curves on the surface. So at first, I draw a straight line and then another straight line by this way. Following that, I select the curve, and then by using extrude, I extrude the curve like this way. Following that, and then I extruded by gum Bl. Well done. Here we got the frame as you can see, according to the image. Just like the images you can see, we have created one of the frames. I selected and then array curve, and then the specified curve, and then I specify the items to distance between them, not 0.8. Watch this. Then fell down. Then I want to check the images to show you the other pictures. As you can see, there are some panels, some glass panels between these frames or mullions that they are rotated. So by using plain, I started, and then I'm going to model the glass panel like this way. Watch this. I create a surface like this. And then I can rotate it, watch this, like this way. And then in the continuation by using array curve, I started. And then I select the curve. I select the surface. Then I specify the edge on along which I want to array the panel. I specify the distance, not point. Watch this. Here we've got the glass panels. I select last created objects. I hold down Shift to select the input object, and then I group them by pressing down Control G. Then array linear, as you can see, then I create copy 45 items at the specified reference point by this way as you can see. After that, at the top view, I select this curve, and then I start trim command. I want to delete the extra parts by the trim command, according to the specified or drawn curve. You know, some of the panels should be trimmed as you can see, according to the drawn curve, as you can see, Well done. I want to draw a curve here, check this out. And then let me delete these extra parts or trim them by this order, these panels, and also these parts. Wait for a second, please, guys. Thanks for your being patient. And as you are concerned, as much as we put time on this, we will have a precise model in details, and we will have an organized model. So we try to move the process forward patiently. As we are trimming the extra parts, well done. And then I want to create a copy for the empty part. Let me check out the bottom part of the model. Well done, it is great and everything is okay. It's time to delete these panels, and also I select these. I ungroup them, and then I want to delete these panels, and I needed to ungroup them since I wanted to delete them individually, check this out. However, I have to trim these according to the curve, but let me delete these panels which are outside the curve. Again, I select the curve, start trim, then I select the objects to trim, and I have specified the curve as the cutting object. Well done, I select them to trim them. Here I have deleted one of the panels that I want to fill the gap. I ungroup them, and then I create a copy, select copy, and then by using project, as I told you before, I fill the gap, and then by trim, I trim the extra parts. Well done. Let us check it out in the perspective view. Here is the result. That we are done with the frames and also the glass panels. Here again, at the top view, I select the groups, and then I want to group the ungrouped items. So at first, let me select them by this way. And then we're going to group them. Check this out. And then at last, I hold down Control button to deselect the main curves of the model, since I don't want them to be grouped with the panels. But at first, let me select the panels, and then we're going to unselect or I mean, deselect the curves, Control G to group them, well done. Correct. And following that, I assign them into a new layer. I specify a new color for the layer, and then I click on change object layer. Then I turn them off, then I select these curves or frames. Control G to group them, and then I assign them into a new layer, change object layer. And then up to now, we have created such a surface inside the Io curves or the boundaries that you're going to float along the surface. So I select the target surface, and I'll also select the objects and I isolate them by this way. Then I'm getting prepared the base surface. As you can see, I select the objects, the two groups and then I start flow line surface command. And then I specify the base, the objects, and then the target, and also the matching corners. Let's check it out, guys. Watch this. And then let me specify the matching corners again. The left bottom corners. Great. As you can see, the objects are flow on the surface. But let me delete the curves. Actually, I haven't selected the curves, so I select them, and then by using applied curve command, I want to apply them on the surface. Check this out like this way. But I recommend you to apply these curves while you are starting to work with flooring surface. But I forgot to apply it. Here I select the curve. Again, I start trim, and then I click on the main surface so that I can trim or cut the surface. Well done, I isolate I mean, I deiolate the other surface. I select these to delete them, and then I want to I want to array the new surface instead, but before that, let me group them, and then I want to array them polarly at three items, as you can see, right? Let us check them out in the rendered viewport. By this way, we managed to create these panels and frames. And even we can add more details to the project that I mean here, we could do not delete the surfaces, but cut them and then specifying different materials. But right now the current result is okay, and we don't want to modify it. Let me assign them to a new layer. I name it panels, and then I click on material. I specify custom, then I assign the color, for example, this, and then I make it transparent, shake this out. As you can see a debended viewport in perspective. Well done, I start selecting curves, and then I want to assign them to the layer four, change object layer. And I also renamed the layer, and then I name it CRV as curve. Well done. And then at the continuation, I turn off the layer of curve, and we have completed the project up to here. I select and the height the other surfaces. Here, I want to give you some explanations about the project for the center part of the model we talked about we've talked about before. We can select the surface and then create the UV curves. And then here as you can see, we got the Ub curves or the boundaries. But as you remember, in the previous sessions, we had a drawing and the construction plane, then by using split, we created the holes and the patterns. But right now I want to use create UVs and then drawing the patterns. And after that, we can apply it on the surface. I mean, this time, I don't want to use split, but it's time to draw the center pattern, and then we can apply it on the surface. But here, let me start drawing the pattern simply here, I rotate the skewer, and then I create some copies or making some duplicates. But here I don't want to draw the same pattern. I want to draw something different from the model. So I draw some skewers like this way. Well, do. Wait for a second, please to finish the drawing with the skewers like this way. Right. Thanks for your being patient. Let me move this create another copy. I minimize it, and then I just position, create, one another at the corner. Well done, we're done guys. After that, I select them, and then I start applying curve and then I click on the surface to apply the patterns and the specified surface. Check this out. I select the surface and then by using split command, I consider these curves for the surface. Following that, I want to select these drawn curves or the skewers, as you can see. And then I want to modify the layers to assign new materials for them. I select the curves, and then I change the layers, and I also select these curves, and then I join them, great. Then I want to hide the edges. Here we can use the command, merge phase. Then I should select the face to merge. I merge the edges to the faces. Let's check out the result. So by this way, we managed to create the model. And at the end of the process, as you can see, we got some we got such a form. And then for this part, I select the surface at first, and then I set Gumble line to object. And then by holding down shift and out, I create another copy which is minimized. Following that, by using exuding by gumbo, I extrude the surface like this way. I set goes the mode display mode, and then I can select these surfaces and hide them. So then I can work on the extrusion at the ends. I select the exterior surface, and then by using bullying split, I specify these, and then I split them, check this out. Great. And then we will have such a result just like the picture. Great. Then even if I wanted to move it backwards, I can select the surface and then move it, move it backwards, and increase the void. However, we got another box inside the void part that I start extrude curve, and then I want to extrude the surface to create this. As you can see, following that, by using the command of box, I disable project, and from this point, I mean by using three points, I draw the rectangle like this way. Check this out. And then at the height of this however, in the continuation, I want to reduce the height. Check this out by this way. So we model the box inside the void part. Then it's time to select the box. And then I want to position it at the other ends. I delete the others, and then select I select the box again, a polar from the origin point and then arranging them. Great. We're almost done, and now it's time to show the hidden lines or the hidden actually curves and surfaces. Wait for a second, please. Great. So we are done. Let us check it out at the rendered viewport and then check out the result. However, for this part of the model, just like the top part, we can create the panels and also the frames and then float them along the surface. If you got any questions you can ask us. Even if you haven't understood the process, you can watch the video again, and I recommend you to use your own creativity for modeling some parts like the top surface so that you can create new ideas and new model instead of imitating from the picture. For example, here, as you can see, we got three ends just like a triangle where you can draw star and model such a form with four angles, and then you can use blend care. Following that, sweep to rail and create UVs and flow line surface, you can complete the model. So, guys, it's your ten. Let's give the try. 106. Practice Modeling Stadium: Hi, guys. I hope you are feeling well at this part, we are going to model this stadium. So in order to create such a model for ourselves, at first, we are going to draw a curve on the construction plane to consider it as one of the paths. Following that, we need another rail, which is the surface edge, and then a cross section curve. Then we create the main surface. Following that, we're going to use the learned commands like create UV curves, flow line surface, transfer these parts and the surface. So let us start in Rhino from the top view, at first, I draw a deformable ellipse from the region point at 50 meters, shake this out and 36 meters. Then I select the control points. Check it out. I select these four control points, and then I scale them at 1.05. Then I select these four control points, check it out, and then scale at 1.4 is okay. So guys, we got to search bottle geometry. Then again, it's time to draw another deformable ellipse to consider it as the surface edge for the roof and the continuation for the dimensions 28 and 21 meters, check it out. And then just like the previous one, 1.05 scaled, and then 1.4, check it out. Following that, I select it, and then by using the arrow of gumbo, I move it upwards at 13 meters, as you can see. Then let me take a look on the picture again. By this way, I open it, and as you can see, at this part, the path is curved. So we need to consider the continuity, and we select the control points, these four control points, and then at the front view, and then I move them 2 meters upwards. So this is what we expected totally similar to the picture that we have moved the selected control points upwards. Then at the next step, we have to draw the cross section curve by using Control Point curve. I start from the midpoint, like this way, to connect these two curves to each other, like this. Following that at the front view, we choose the control points and then we edit them to control the continuity, like this way, check it out. Fill done, and then I select these two, move them backwards. And I have disabled deGro snaps. Check it out at the perspective view. We model the cross section this way. Then in the continuation, I start sweep to rail. Then I specify the two rails and then the cross section curve to model the surface. Check it out at the shaded display mode. As you can see, we got the surface created. Just in case if your surface was a polysurface, after creating the surface, you should try refit option in order to have a unified surface. Then I want to project the surface and the construction plane to draw the patterns on so I can use CreatV, check it out, CretUV curves. And then it's time to draw the patterns into the boundaries. Before that, I explore the rectangle. Check it out. Here there are four curves. I remove one of the edges, and then the first curve are a curve. Then I specify the path. Then seven as the number of the items. Check this out. Then I select these seven curves, and then by using divide, I divide the points on each of the curves. Or the number of the segments. We change the layer during Centrolpoint curve. Then I draw such a curve by using CentrolPoint curve like this way. So this curve is going to be one of these panels as you watched and the photo. Then by using Zoom selected, I focus on the curve and then at the perspective view to draw the cross section curve and this profile. I start rectangle command, around curve. Then I start it from this part at this size, hack this out. I maximize it. Let us try again, buy this way. At this size, well done. Following that, at the other part, I draw the cross section curve, and I want to adjust the size. G. Then sweep one rail. Specify a path, and then the cross section curves. Check it out. Okay. Here we got the sweep. Let's check it out at the rendered viewport. I start to one rail again paths, and by this time, I record the history. So then we can make some changes upon the surface. So the first thing that I want to do is to select the cross section curve profile, and then by using move vertically, I move it this way. Then at the other end, we select the cross section curve and then move it. Since we just want this to be on the surface, and then for this part by using scale, check it out. I specify the skill factor, and then I change the dimensions. However, we can maximize this part. We select the object or the surface, then we're going to use cap to fill the openings. And as you can see right now, the openings are filled, and we've got a closed polysurface. So here, select. Move, and then from this point to the other point, check it out. Like this way. Again, I select it, and then by using arraylinear, and I specify the number of items 54, and then we array the object by this way. I select the last created objects. I hold down Shift to add the input object, and then by using mirror, I want to select one of these. I want to specify a point from the center to mirror these items, since as you can see, according to the photo, we got them in both directions. So snaps I hold down Shift, and then I click on midpoint. Following that, I want to find the midpoint, and then we hold down Shift and then mirror the objects. Look. Check them out at the top view. I select these two curves and then trim. Following that, we can trim the extra parts based on the specified curve and consider them as the cutting objects like this way. Great. Then I want to select all of these and then group them. I uncheck points and curves. Since I don't want them to be selected, I drag a window and then Control G to group them. Then I check curves and points. At the next step, we need to select these curves. And also the points. However, by pressing down control edge, we can hide the points and curves like this way. So, guys, right now, we are done with the pattern on the surface. Again, we select this curve and then array curve. This time I specify the path, and then the number of the items 16 or 14, I think is good. And then we array them, check it out. I select glass grated objects. Control G to group them, and then pipe and then 0.1 for the pipe radius, like this way. But I forgot to set the cap two, yes, while working with pipe. I mean, we should set cap to no since we need the openings to be not filled, then we want to select the pipes and then rebuild the pipes. And then in the continuation, we're going to assign rectangular cross sections for the pipes. For example, for the degrees and point counts, I type four for direction and point count and one degree for you for both direction, and two for direction point count. I click Okay. Then we can have the pipes by this way. Control G to group these pipes, and then let's check it out at the rendered viewport. This is the pattern on the surface. Here, if you take a look on the photo, you will understand the pipes. You will see them, check it out. Here we got some curves, as you can see. These are the pipes. And then at the final stage, I want to create a plane art survey by using plane, and I want to sign it in layer two. And I draw it, check it out by two points. I select the objects, then flow long surface. I specify the base surface, then the target surface, Tick it out. I click on the near matching ends, matching corners. Look. Let us try again. It was not aligned correctly. This time I click at the other side, and then let's sick it out. Here, you should check that if they are aligned on the surface or float on the surface correctly, as you can see at the rendered viewpoint. However, we can select these objects on the surface and ungroup them, and then we can assign different kinds of materials to the pipes and surface. Also specific material to the surface. Here in material, custom, and then I open the colors, I modify the colors, and let me choose something like this. I write click on material and then assign to object. I select the object to assign the material too. I select the pipes, again, custom. Watch this. Then I open the colors. I want to assign a still, check it out. And then the surface. I increase the transparency of the surface, and then I specify the color of the material gray, and then I assign it to the surface by this way. Check it out. Well done. And let me lighten the color by this way. This is better. So, guys, we model the stadium up to this part, and in the continuation, we're going to model the stairs of the stadium. So here I select the interior curve. As you can see, shade a display mode. Watch this. I hide the other objects, isolate the curve by this way. Then I start drawing the polyline from the midpoint and then I start drawing these stairs this way. Take it out. Some stare like geometries. Wait for a second, please. Well done. Smart Track, and then I extend it like this way. Thank you for waiting. We join the curves. And then oriental curve. I position the curve on this point. I set it to perpendicular, and I flip it along each direction by this way. Then I click at this part, then sweep one rail, the rails, and then the cross section curves. Teck this out. I specify the direction of the sin point. And then we will have this. So, guys, we have modeled the interior parts of the stadium and the rows like this way. I show the other objects, and then even we can create a surface for the center part of the stadium, so play surface, and then we select this edge, and then we select it custom to assign the material green as the grass. Check it out. We can have them separated. So, guys, we managed to create the stadium like this way even assigning the material, and also the rails and the pipes and the surface, and even the interior parts, the grass. And as usual, it's time to put time in creating this if you haven't created yet. And if you got any questions you can ask us, don't forget to share the pictures of your projects with us. I wish you luck. 107. Solid Modeling Fundamentals: Hi, guys, welcome to Season eight, and I hope you are doing well. At this session, we're going to talk about solid modeling. Actually, the solid modelings are organic in modeling, or they are not that much complex in modeling and geometry, and they are modeled at specified geometry. We use solids to model them that we're going to talk about the solids comprehensively at this season in a standard tab. Here we got the boxes. You can see corner to corner. As we have used it before. Here we fight it open the tools. Among the subcategories, we got some commands like, for example, the sphere. So if you agree, let us talk about the solid creation type. I mean here in Rhino at this tab I mean solid creation. We got some primary solids or objects, just like box, the sphere, the clander that we have used them in the previous examples, but right now we want to talk about them comprehensively. But let's talk about with the box or cube corner to corner. If I open it, here we got some tools for creating boxes. The first one is box corner to corner. You specify two points and then the height. So you can specify the two corners, and even you can import the height, for example, 20 like this way. And then the next one is box diagonal. Check this out. We specify a point and then and then you can specify the height. I mean, it creates a box from the diagonal corners. And if you pick the two corners at the construction plane, the command prompts for picking the height. As I told you before, you can import the value for the height. And even you can specify the two corners and then holding down Control and then move it upwards like this way. The next one is box three points with height that you can draw the rectangle using two adjacent corners locations and a location on the opposite side. In fact, here you are dealing with the same techniques that you have used them in creating or drawing the rectangles. Watch this and then the height. It could be very practical for creating solid or boxes in the space. Then you can specify three points I disable project. I specify the points at the intersections. Watch this. Then you can have the box. Check this out. This is practical at such a context, and then the last one is bounding box, and it creates a rectilinear box object that encloses the selected objects, just like packing some other objects. Let's check it out. In the following example. Here, for example, I draw a pyramid, and then I want to put it inside a box. Then need a bounding box, I select the object with the frame, press inter, and then we press inter one more time. Check this out Alt Control G. As you can see if you got the pyramid or the object, which is placed at the enclosed box. Here the option is output and you can set it to solid or curve. If I set it to curves, then it creates six grouped rectangles. And if you set it to solids, then it creates a solid box, and if you set it to meshes, it creates a mesh box. Actually, bounding box is also applicable to the curves. For example, I draw this curve, and then I make it non planar or T D by this way. Well done, then I start bounding bar. I select the object. I set output to solids, and then I press down Enter. Check this out. Here we got this solid, which is surrounding the curve. And this time, I set to curve, output to curve, check this out. Here we got six rectangles which are joined if we had a two D curve like this, a planar curve, then what would be the result? Bounding box, check it out, output solid. I mean, even if we set the box to solid, we will be given a curve, a closed care, not a box, as you can see, if you are given a closed curve, but it would be practical in most of the times, for example, if you wanted to move the curve and then position it at the proper position. So this was all about the box options. Let's talk about the other demands like cylinder, equalconclnder, and then you know, it is just like drawing the circles. So I specify the base of the cylinder, just like the center of the circle. Then if you specify the radius and then end of the cylinder or the height, check this out. Here there are some options for the cylinder or the options for creating the circle as the base of the cylinder. We drew the circle based on the radius and center, but we can specify it by two points and draw the circle by two points as you can see, or by the diameter or even by three points as you can see. They are same as drawing a circle, but at the last stage, you should specify the height or the. But here, let me talk about direction constraint, which has been set to vertical. Actually the direction constraints restrict the direction of the circle. And it is used when we are extruding the circle. For instance, when we are specifying the base of the cylinder, and then we can extrude it vertical since it has been set to vertical, which draws an object perpendicular to the construction plane, but let us check out the other options of direction constraints. I click on it, non vertical and around curve. You specify none, the center can be anywhere in the treaty space. So at first, we draw the base of the cylinder, and then we should specify the direction of the end of the cylinder. For example, I can open the view, front view, and then like this. I draw it planted or, for example, another circle, check this out, and then I can hold down control by this way at a specific angle. So if you set it to noun, you can draw or create your cylinder at your desired manner. If I set it to round curve, it draws a circle perpendicular to a curve. For instance, at the following example, here we got a curve like this and then here if I pick the circle and then I set it to round curve, then we can have the circle around the curve as you can see on the screen at the prospective view. But in the clander, if I start the comand of Cylander and then I set the direction can strain around curve, and then I specify a point on the curve, check this out. Here we are drawing a circle, and then you can have the end of the cylinder, perpendicular to the specified circle I mean, around the curve. If I set both sides to yes, we can extend it at both sides. So if you set it to around curve, it draws a circle, perpendicular to a curve. And we can select the curve and then pick the center of the radius of the circle on the curve and radius or diameter. The next one is the sphere that the base of the sphere is circle. And here we got different options for creating a sphere at first the center, and then we can import the radius and wash this. However, here we got different types of creation. But when we activate one of them, then we can get access to other techniques, but by the options, 2.3 points tangent around important point here is that you can create the sphere by the circle. For example, by center and radius or by three points. I mean, in fact, you are drawing a circle and then converting to a sphere to a sphere. Then in the continuation, as you remember, for drawing a circle, as we wanted to draw a circle in the space, for example, by a sphere diometer, check this out. I specify two points or the ends of the curves and then create the sphere, as you can see. Also around curve, as I showed you before, I know you have understood it deeply. Then I set it to a round curve for the sphere, and then I select this curve and then the center of the radius, as you can see, like this way. Watch this. And let me move it to adjust the dimensions. Following that, we got the ellipsoid from center. Here there is, as you can see that you can draw a solid ellipsoid. I mean, up to here, we talked about the boxes, the clander, the sphere, and right now, we're going to talk about the ellipsoid. And the base of the ellipsoid is an ellipse. Let me give you an example however it is not oftenly used. At first, we draw the base, which is an ellipse, and then we extrude it like this way. However, here we got different methods for creating an ellipsoid that are similar with the methods of drawing an ellipse. Watch this. By this way, that you can try all of the methods. And the next one is the paraboloid, that you can draw parable like surface or capped solid. Here, I specify a point. And then this second one and then here if I set solid to no, this is the result. Then if I set solid to no, then we will have this. I specify the first point at the perspective view, and then the next point at the front view, then we will have this result. And, you know, I don't consider it as one of the useful commands. However, you may find it practical in some of your actual projects. So you'd rather to know how to work with it. And then the next one, we got the cone. That as you are concerned, the base is the circle, that we got the different options, your direction, and strain on others. And then specifying the end of the cone, watch this. Just like the clander while we are extruding the object, we can just the direction can strain to vertical or none or around curve. Check this out. Here we got a vertical. And if I want to change two options, none, then we can specify the direction ourself at the two D view, or we can use a round curve that you're familiar with it, since we covered it in the previous examples. However, we got another type of cone which is truncated. That you can draw a pyramid whose apex is truncated by a plane centerpoint radius and then the height, and then we should specify another radius at top. Watch this. This is our truncated cone. So again, the circle and then the vertical line, even you can import the value, and then the rate is a top. There's no limitation in specifying the value. Following that, we got the pyramid. Let me open the perspective view. I select the pyramid. Then we should specify the center of inscribed pyramid. However at first, we should specify or draw a polygon for the base of the pyramid. You can specify the number of sides, five, for instance, and also specifying the mode to inscribed. Here as you can see, we got the inscribed polygon. I can specify the radius of the polygon and then the end of the pyramid pyramid. Watch this. And I modify the number no site eight, for instance, and then I draw another one, another pyramid. Check this out. And as usual, bigta direction can strain, and you can set it to vertical, non or around curve, just like the ellipsoid and the other solids. Another option here is edge, as we talked about this in polygons. So just in case if you have forgotten these options, I recommend you to get back to the previous seasons and watch these videos again about the polygons and their options. Let us have a review. Here, I can specify the dimension of one of the sites and then draw in the vertical line for the pyramid and for star, at first, we draw on a star, and then we extrude it to create the pyramid. Or even we can control the nom site 16. Watch this. And then a star, check this out like this one, shade a display mode. As you can see, these are very simple. That if you put time on practicing these, you can get skilled at them, and then the direction can strain. We get the similar options, and we can set solid to yes and no. Watch this. If I set solid to no, this is not app. Even we had it in the cones, shake this out. As you can see, the cone is not solid, so it is not complicated. And we got also the truncated pyramid with the similar options, for example, a star. Check this out at five sides and also truncate it. We got no limitation for the top side or the top side of the pyramid. And the next one is tube, which is just like a cylinder, which is not solid. As you are concerned, the base is the circle and then the offset circle and then the end of the tube or height. Let us consider the options. As you can see, we get the similar methods of the circle. So I draw this, and here we can either specify the radius of both or we can specify the valve thickness instead of specifying the radius. For example, T for the valve thickness, and then we can specify the height. If I set both side to yes, check this out, you can extend it at both sides. The next one next one, as you can see is Torres, but I'm not talking about the soccer player. So we're going to start from a circle that you can specify the radius, that the next radius is the radius of the ring, that you can import the value of the second radius manually. Here is the result. The Tors. These were the primary solids in grin solid creation that used them sometimes for at the start of the modeling. However, they are not that much of used, but somehow they are practical and you need to know them. Here I'm going to review a topic and then finish the session and let you practice these items. We're going to review on selecting the components of the objects. As you are concerned, we are not allowed to select the different types of components of the solids or objects in Rhino. For example, if I want to select the top surface or the edge, I'm not able to select it. But as I told you, by holding down shift and control buttons, just like T DMX, you can select the different types of components of the solids or objects. For example, the vertex or the edges, as you can see, and also the top surface. And as I told you before, we can have some editing upon the objects or solids. For example, if I want to modify the height of the cylinder, I can hold down Control and Shift patterns and then click on the top surface, and then by gumbo, I can trim or extend it. Or if I want to modify the base of the pyramid, I hold down Control and Shift buttons, then I click on the base surface. After that, by scale, I can modify it, or even I maximize the height, control, and shift, then I keep the vertex, and then I extend it to up parts well down, and others, if I want to rotate the type surface of the star or the pyramid, I select it, and then I rotate it by this way, as you can see. Great, or I can select the vertex, and then I can make it non planar by this way. So as it was needed at this season, it was required to have a review upon these issue. Can hold down control and shift buttons to select the components of your solids. So, guys, it's time to put time and practice in the given lessons today. Do not skip the parts, try to cover every example and then work on the options, see you. 108. Solid Volume Editing Tools (Part 1): At this part, we're going to talk about some of the commands which are used for editing the solids that you can find them in solid tool tab. But let me mention a point here. The tools that I want to consider in the following, they are not special to solid. I mean, they are also applicable to the other objects and also the surfaces, not only solids. For example, the first one is move face. Move phase command moves a polysurface face. For example, here we got a cube or a box. And then let me rotate it by this way. Well done. So let us give me an example of move face is if I pick it, then I can specify a phase of a solid, and then I press Inter. After that, I can move it by this way. By this way, just like control and shift. I mean, you may find this unuseful since you can use or hold down Control and shift pattern instead of using move face like this and then move it. Yes, you're right. Ad move phase can provide us with some options like direction can strain and to boundary, for example. If you do not need these options, it's okay and it's logical to use control and shift buttons and then select a safe and then face and then move it. But let's talk about these options like direction can strain, as I talked about it before in the previous session. But about the options, normal and non, for example, if I set it to normal, then the face can only be moved in the positive or negative, normal direction. As you can see, let me try the other one, the rotated box, move face. I select the face, and then press Inter. Watch this right now. As you can see, moving the face, as you can see the face is moving in the positive or negative, normal direction. But if I hold down Control and Shift and then I select the top surface, here we should modify the gumbel for moving the face at the normal, positive or negative normal direction, actually. So this is very important. If I want to move it at the normal direction, we can do this by holding down Control and Shift buttons, but we should use it by using phase. But here, if I select the phase and then I set direction can strain to none, watch this. Here we can specify the direction while we want to move the top phase of the solid or the box. Check this out. Just like holding down control and shift patterns. But another option is to boundary that deface is moved until the site surface intersect the boundary object and the face itself is replaced by a trimmed section of the boundary object. For example, move face to boundary, just like the previous command as we talked about in Extend, for example. I'm sure that you're familiar with that and since we have used this technique in several examples, for example, we got the surface, and we got a box here, as you can see. Well done, following that, we want to select the face and then move it to the boundary of the surface. We can either choose move phase to boundary or we can choose move two and then set it to boundary. There is no difference, select phase, and then should specify the boundary that we want to move the face to the boundary, check this out, and the face is replaced by a trim section of the boundary object. Let me give you another example here to show you the effects of the move phase command on lateral faces. Suppose that here we got such a geometry or model or solid. Well done. Then I extrude it, check this out. Well done. I remove the curves. Great. Here if I want to select the top face of the modal bicontrol shift or move phase. Now both of them are the same. Select, inter, I set constraint to normal, and then I move it upward. Watch this. As you can see, it has affected on the lateral pass or site. But if I want to move it perpendicular to itself, what should I do? I should move phase, and then I select it, and then I should set it to normal. Check this out. I can move it. But sometimes I just need to move it forward. I can hold down control and shift, and then I move it, check this out without affecting unilateral pass. So there's no need to choose move phase command. And the next command is move edge, as you can see, just like move face. Let me give you an example. I draw a box by this way. Following that, I want to move the edge. So here I click on Move edge. I specify the edge, press down into, and after that, I can move the edge as you can see. However, we can select and move the edges by holding down Control and Shift patterns. I mean, we can select the desired edge and then hold down Control and Shift patterns to move the edge. But when we want to be provided with some of the options, just like move pay, we can use the command of move face. Otherwise, you'd better to hold down Control and Shift patterns and then choose the edge and move it. Check this out, hold down Control and Shift buttons, and then move the edge. But what are the options here? I hold down Control and Shift, and then I move the edge up parts. Well, don't let us i out the options. Here I click and move edge. Then I specify the edge. Here I should, for example, here we got the direction can strain that we talked about it before, which it is practical and useful. But here we are given multiple options, I click on it. For example, the first one is non, if I set it to non, then there is no restriction to direction here. And the next one is first phase normal. But if I set it to this, then it restricts movement to the normal direction of the first phase, selected. I click on this, and then I move the edge, check this out, as you can see, as you can see the edge is perpendicular to the first phase, and the first and second phases are specified are labeled at the scene. So this was all about first phase normal. Again select Inter we're going to work with second phase normal. Then it restricts movement to the normal direction of the second phase selected. Then I specified a point on the edge. Watch this. As you can see, it is perpendicular to the second phase about others. For example, we got average phase normals, which restricts movement to an average of the normal directions of the first and second phases. In fact, here as our children before, we got two phases, one and two, that here we're going to have the average phase normals. Watch this very well. The last choice, there is verticals that it restricts movement vertical to the construction plane. But as you can see in this screen, it is totally perpendicular to the construction plane. So if it was needed to use these options, you'd better use move edge command. Otherwise, you can use holding down Control and Shift buttons and then moving your edge. And normally our next command that we're going to talk about should be move vertex, but we do not have such a command in no, unfortunately, so we got to turn on solid control points instead. As you can see, if I click on the command and then I specify the surface or polysurface here as you can see, we are given the vertex of the solid object so that we can select them, and then move them this way or scale them, rotate them or whatever you want. As I showed you, we had some differences between the commands of move edge and move face and also holding down Control and Shift buttons and selecting the edges or the faces. But here we are not given any options in turn on solid control points. I will explain the details, but there is no option. I show the control points and I can edit them or move them this way. However, instead of turning solid control points, I can hold down Control and Shift patterns and then choosing the control points. Watch this. I can drag a rectangle while I'm holding down Control and Shift. Check this out, and then I can move the vertexes. So we can either use turn on solid control points or hold down Control and Shift buttons and then choosing the vertexes of our solid object. So we usually do not turn on the solid control points, but we usually hold down Control and Shift buttons and then clicking on the vertexes. Suppose that if we had a polysurface for instance, like this, these two, and then I join them. Then by gumbo, I extrude them, well done. Here, actually the polysurface the polysurfaces are not supported by F ten. We're only given two control points. While if I explode the surface, and then I select them separately or together, I mean, they should not be joined. And then I press down F ten, we will be given the control points, as you can see. But if I join them again, here I can open the solid tools and then click and turn on solid control points. And then we will be given the texas, watch this. And then editing our polysurface. However, as I told you before, we can hold down Control and Shift buttons and then modify your polysurface. It does not make difference. We can control the trimmed surfaces by modifying the control points, either by turning on the solid control points or by holding down Control and Shift buttons. I don't want to repeat it again. These two approaches are the same. Let us tick out the applications and usages. When you got trimmed surfaces, for example, um, here I draw two rectangles inside of each other. Zoom selected. Following that, I create a planar surface like this way, which is a trimmed surface, as you can see, if I trim it, check this out. Then if I want to move this opening, what should I do? What do you suggest? FTN does not support this. We have nothing to do with the opening. But when we select the surface, we can use turn on solid control points we will be given the control points of the opening, as well as you can see. Shake this out. We can move these or edit them, scale them or whatever. Great. Or you can even hold down Control and Shift and then drag a rectangle or cross, shake this out. Or as I told you before, when you are creating surfaces by specifying four points, if you want to create a triangle, should position the last point on the first point. Otherwise, you will be given a trimmed surface. Check this out. But note that, I mean, suppose if I want to modify the points, I selected a ten. Following that, check this out. Here is the given points. We can curve it. Can hold down Control and Shift and then move it up, well done. Or I can open solid tools and then turn on the solid control points by this way. These are important points that veil you in most of the situations, actually. So this is enough to know their differences between them, I mean, turning on control points or F ten to show the control points and also holding down Control and Shift buttons. Let us talk about the next command. The next command is extrude face. So, guys, it's time to talk about extrude phase. Here we got this, and then here it is extrude face. Let me show you in solid tools. I start the command. Then I should select the surface and then press Inter. And here, as you can see, we got all of the options of the extrude surface. They are almost similar to each other. And as you are concerned, we usually extrude a face or surface perpendicular to the solid. For example, if I select this and then I rotate it, then I want to extrude the face, press inter, as you can see, the extrusion is perpendicular to the surface or to the solid. However, you can modify the direction manually and then changing the direction. Otherwise, the direction is normally perpendicular to the selected surface. Here I got a question. Here if I hold down Control and Shift buttons and then select the face and I hold down, can I extrude the selected face? Check this out? Exactly not. I just have created a copy. But if I select the top face and then I click on the Gmbel and then I move it, I can extrude the face as you can see. So the corresponding command to extrude face is to select the goble point and then and then move it. But here I got a question. Is the difference? What are the differences between move face and Gumble? Actually, extrude phase and extrude surface. Let us consider the differences between extrude phase and extrude surface. So as I'm preparing the new example, I want you to think about the differences between them and then try to find two differences between them. Here I'm creating another solid object by this way. Smart Rack, weld. The first difference. When we extrude the face of a solid of a solid object, we are creating a new solid object practically. I mean, if I explode them, check this out, you get a new object. There are two. But when we extrude the surface, I select the top surface, and then I move the surface. As you can see, they are unified. So extrude face creates a new solid object, which is separated from the input object and we can explode it. What about the second difference? As in the previous example, when I move the phase, check this out and it affected on the lateral phases. I want to say that this won't happen in extrude phase. So here in solid tools, I pick extrude phase. I select the surface, and then I press Inter. As you can see, you can extrude it totally independent, independent to other phases, and we will have a new independent solid object that even you can delete. However, you got the option of extrude face to a boundary, as you can see. But note that in extrude face to boundary command, the new created object, a new created solid object is considered independently independent and you can delete it. The next one is extract surface, right now, as you can see, I'm skipping some of the commands. Since I just want to explain the commands which got some common features and characteristics with each other first, and then we will go for other commands. About the extract surface. The extract surface command separates or copies polysurface phase. Here at first, I should select the surfaces that I want them to be extracted. I select the top surface, and then you can choose to create copies or not. If I set copy to yes, then you can create the copy from the extractor object. Watch this. Right now, we have made a duplicate. But here if I set copy to no, watch this, we will extract the surface without making a duplicate. By this way. And the output layer, it specifies the layer for the results of the command. You can choose input current. If I set it input, it places the results on the same layer as the input curve. And if I set it to current, it places the result on the current layer. You got to extract surface at the right cli explode. Check this out. You can pick it by right click. For instance, when you want to extract this surface, you can click on Explode command, and you're going to start the command and then extract the surface. But do you know any shortcuts by holding down Control or sheaf or other buttons for extracting a surface? What do you think? Do you have any suggestion? If I hold down Control and Shift buttons and then select the top surface, and then I press down t and then I move, I can create a copy from the top surface. I mean extracting the surface while creating a copy. So we can create a copy from the selected surface by holding down control Shift and also Alt buttons. Check this out Control Shift and Alt buttons, and then create a copy. Guys, it's your turn to try the given lessons today. I want you to cover all of today's practices and do them by your own. 109. Solid Volume Editing Tools (Part 2): So guys, let us continue talking about the solid tools and the editing tools. The next one is split planear face. It divides the planear face of a polysurface with line or an existing curve. So let me give you an example, split planear face, and then I should select a phase to split. Only one phase, guys. Note that I specify, and then I should start of, I should draw the start of the split axis. I mean, in the continuation, we pick the start of a line, defines the split edge. So for instance, here, I draw a line from these. Then you can continue your drawings at the same time like this way. Fell down when it was done, press Inter. So after picking your start of the line and the end of the line of the split edge, then I can hold down Control and Shift buttons to select the created edge and then move it upwards. Or, for instance, even I can hold down Control and Shift and then select the splitted phase. Here we got a new phase. Watch this. We can move it to modify the object. Okay, shall we go on? Split plain our face right now this phase and then I press Inter spit start of split axis like this way, start and then Inter. Then here if I hold down Control and Shift buttons, I can select the face and then move it backwards. Check this out. I can add the chamfers at the corners. And when you are splitting the face the pain our faces, for example, this was again and then Inter, you don't have to start the split axis from the edges. It is not necessary, check this out. So you can have your drawings freely from the edges like this way. And when you are drawing these curves freely, you have to sketch these at the planar view. Since you will have some problem or visionary mistakes in treaty view. Watch this. Here is the result for splitting your planear face. Even you can use these for designing the facade of the building. For instance, you can assign different kinds of materials to each of the pieces. For example, in our new example, we got an object or box like this, split par face. I select your face the inter, and as I told you, here I should drove my splitting curves at the front view or to the views by this big as you can see, I'm drawing some curves as the start and end of the split axis. Inter, well done. In the continuation, I want to modify the materials. Here we got some new faces that can be extracted. Here I write, click extract surface. I set copy to no since I don't want to create copies and overlapping these surfaces. Then here I want to choose some surfaces, some faces, splitted faces. Press Inter, and then even I can group the extracted faces then I change the layer, check this out. Again, let me try right click to extract. Then I select some new splitter faces. It this way. And when we are modifying the layer, we are changing the material, actually. Check this out. This is the option that you are provided with these splitted surfaces. But here, you may ask, can we draw three lines in the faces and then split them? No, of course not. You can split your faces. But if you want it to I mean, if you don't want it to be straight, you have to draw the muddle by using curve. I will show you in the following example. For instance, Again, I create another box and then at the front view, then I draw the curves wire frame display mode. And then there's no matter if the split curves extend the surface or face by this way. So we can draw whatever you want on the surface or face actually by this way. Check this out. So there is no matter if the curves, the drawn curve got no intersection with the object. But you have to open them in the two D or planear views. I mean, the curves should be projected on the face, as you can see. I mean, it should not be like this, as you can see. They should be projected exactly on the face. Following that, in solid tools command, split phase. Then here I should select the face to split. Here it is. I should select the phase at the front view. Then I press inter. After that, in front view. Here I should start specify the start of a split axis or click on curves instead of drawing curves. Then I select these curves. Check this out, press Inter. Then we can have the selected phase splitted according to the curves, as you can see, well done. However, then we can extract the slited surfaces and then assign them new materials. For example, right click to extract the surfaces, and then I select the surfaces, then I want them to be extracted. Like this, I select some of them randomly and then enter, as you can see, you can extract them, or you can assign them to a new layer in order to specify a new material, or even we can extrude the parts, some of the splitted parts undo. We can use extrude phase to extrude some of the splitter pass randomly. Check this out. By this way, you can select some of them and then extrude them. In there, I said solid to yes. Watch this. For design the building facade. You can extrude them. Let's check it out at the rendered viewport and other things that you can operate by using your own creativity. But note that you can use split face on the curved surfaces, too, or curved faces. For instance, in the current example, here we got these two curves, closed curves. I move it upwards. I maximize it, well done. And then I create a couple from the base curve, and then I want to love them. Natural. Watch this. Inter. Okay, here we got the surface. Then I split phase. I select the phase, Inter, and then preferably, we open front view. And then I start drawing my start and split axis. Well done. Right now, we have splitted our face. Take this out. We can extract it like this way or assign them to a new layer or even extrude them. And even we can use patterns in splitting the surfaces. I'm going to do the process to show you the new items in the new example. So here I draw a curve like this way at the front view, and then another curve like this. But note that when we observe them from the front view, the curves should be projected on the surface. So let us check it out a split face. I select the surface, enter, and then I open the front view, I click on curves, then I should select the curves. Then I want them to be considered as the cutting objects. Here is the result. This is the result of projecting these two curves on the surface. So there is no limitation in splitting or surfaces. And I want to tell you a point about the closed surfaces. I undo here as you're concerned, we got the SIM points for the interfaces. Here we start the split phase command and then press inter following that. And then if we draw a curve which crosses through the sin points, check this out, press inter, then what would happen next? Then you will see that the SIM point will be considered as a split as a split axis. So put this into consideration that I recommend you draw your curves from the views that there is no sin points. However, in some of the conditions, you may have no way to change the view. At this condition, you should change the same points positions. But how here in surface tools, it just closed surface seam. I click on this, then I should select the closed surface. Then we can pick the in point and adjust it to replace the I point. So when you want to use split phase, try not to cross the split curve or split axis through the in points, since the phase will be splitted into pieces. So, guys, practice today's lessons and do not miss any examples. See you. 110. Solid Volume Editing Tools (Part 3): And the next command is cap. As we talked about it before, here at ease, cap plane R holes. Cap commands fills opening and surfaces or poly surfaces with a planear surface, joined to the whole edge. So if you can fill this opening with a planear surface, join to the whole edges. So here I start the command, I click on Cap or even you can type in the command line cap and then you should select the surfaces or poly surfaces to cap. I select them and then press inter and then it fills the bottom and top O holes at the same time, check this out and make it solid. In some of the commands like loft and sweep, we will be given some surface and poly surfaces that we got openings at bottom and top. Since there we got no options for making them solid like extrude. So we usually need cap command to fill the openings of our surfaces. Let us give you some examples. Here I want to create a surface by loft as we did in the previous sessions. For instance, here I got this curve I selected, and then I want to array polarly five at the field angle 360 degrees, well done, and then I rotate them by this way to make then I love them. Check this out. Here, as you can see, there is no option of making this solid finish. But how can I close or fill the openings? I cap, check this out. Right now, the openings are filled. Or for example, even by sweep. Sweep one or two does not matter which one. You are not capable to close the openings or fill the openings with a surface. So here I want to draw a path like this or the rail. Well done, consider this as a counter. And then I draw the profile or the cross section of the counter, like this way. Smart rack, well done. Here there is great. And then I orient it around the curve, run the curve. I specify a point, and then I make it perpendicular to the curve. Great. After that, I want to sweep it. One, I select the rail, and then I select the cross section curve and then I press inter. I just the simple and then inter, well done. As you can see, the two ends are opened. We can use cap, selected and then fill the openings at the two ends. So as I showed you, we usually use cap. Oftenly but here there is a point that you should know. Cap is only able to fill the plane R surfaces, I mean, the plain R holes or openings. Check this out, cap planar holes. Since it fills the opening in the surfaces with a planear face joint to the whole edge, and it fills the planar holes. I mean, if we had a curve like this, which is not planar anymore, check this out, well done. Then I want to create a love by using this, check this out. As you can see, the cross sections are not planar or the edges are not planar. We can't make this solid. No, as you can see, unable to get one object. The openings did not have closed planar loops of edges, as you can see. However, we can use other commands like patch, check this out, and then fill the holes. Check this out. Note that we use cap only for the planar holes and planar openings to fill them, not for the non planar holes and openings. And another point here is that if I explode the top surface of this extrusion and also the lateral phase, then we can't fill this. Since this is not a hole anymore, this is just an open extrusion, and here we don't have a closed curve, so cap is not able to close this to fill this. Or, for example, another case here, I draw a rectangle here, and then a circle inside the rectangle. Following that, I want to create a planar surface, check this out. Here we got a hole inside the surface. I remove the curves. Here, this is not considered as a whole, and we can't fill it or close it by using cap. Check this out, Cap, check this out. Unable to cap one object. But how can we fill this or close the cap in fact, here we got a hole. I mean, the opening is a part which is trimmed from the surface. It is not a hole. So if we want to fill the close the opening, we can start untrim. If I pick untrim command, and then I click on D, then we can fill it. Check this out without using cap since Cap is unable to fill the gap to fill the holes actually, because here, there was a part which was trimmed from the surface that we could fix it by untriming it. So this was all about cap. About the next command in solid tools, we got shell closed polysurface. The shell command creates a hollowed out shell from a solid and shell only operates on simple and manifold polysurfaces, and it is only available on the closed surfaces. Let me exemplify. I create a box here, and then I want to show you the examples. Sell. After that, I should select the faces to remove from the closed polysurface. Leave at least one phase unselected. Again, we should select the faces to remove the closed polysurface. And we can adjust the thickness. So it removes your specified faces and then it extrudes the left ones. Inter, take this out, check it out. It is interesting, actually. Undo. One more try. Shell. Then the faces that I want them to be removed like this tree. Then we can adjust the value of thickness for the left faces. For example, thickness T and then press Inter. Check this out. Here is the result. And the other cases shell, I minimize the value of thickness like two. And then if I choose only only one face, press Inter, check this out. You somehow it acts like extract surface, Alt Control G, check it out. Or if I choose the two front faces, front and back, check it out. Here we got an object like a brick. By this way. Here let me give you an interesting example by using shell in which I want to remove the faces up front and back and create a whole opening. So here in front view, I want to draw a box like this, check it out, and at this thickness or extrusion distance. Following that, in the front view, I select it and then want to array it polarly I specify the center or the reference, the center point, number of the items 20. Then at the 180 degrees, check this out. Well done. Then I want to specify the value of z offset, for example, two, check it out or three, well done. However, I can minimize the value and then increase the numbers, check it out 40, corret so here if I want to create a bridge or passage, so here I should remove the front and back faces of each of these extrusions and then extrude them. Just like the previous example, I move one of them. I want to operate the process at first on one of them. I select the front and back the faces, and then I specify the value for thickness, then we will have this like a frame here in the continuation, I want to operate this to all of the pieces. How can I do this? Here, you may say we can operate this to one of them and then array them. Yes, you're right. You can do this. But if I want to model the mean to form the bottom part, what should I do? For example, here I draw a box, create a box here, check this out. I position it right here like this. Following that I want to remove the bottom part, Bolin, that we will talk about it later, for example, something like this. So in the continuation, we should remove the front and back faces for each of these extrusions or objects and then extruding the frame. So we open the front view via frame, display mode, and then I start shell. It is very difficult to select each of the faces of front and back for each of these objects. But here I cross a rectangle done by selecting the Io curves of each of these objects. Look, I drag a bigger rectangle to select all of them. Here by selecting the Io curves of front and back faces, as you can see the frames are not selected. So I use the isocurves to select the front and back faces. Let me reduce the thickness, press down into. Let's sick it out. Look, here we got the passage. Watch this. Great. A very simple process. You can create such a form by using shell and probably you haven't understood some of the parts, so I want to go through the process. Again, here I have created a box, beneath the objects, and then by using Bolin, I selected the surface set to remove to removing the overlapping part for the bottom. Following that, I'm going to start shell command. Then I should select the front and back faces of each of these objects and then make the whole. So it would be very difficult to select each of these objects one by one. Is too time consuming. So if I display the wireframe mode, check this out. Here we got the Isa curves. Here, when I start Shell Command, then I can use these I curves to select front and back faces of each of these objects. Here there is for the back face by the isocurve. Correct. Then here if I open the front view, and then I drag a rectangle, so I can select the Io curves for each of the solids. I mean, of the front and back faces, check this out. I haven't selected the around or the surrounding isocurs, but the front and back. I'm in a tricks playing the wireframe mode and selecting the front and back Io curves, I press down inter then I can remove the front and back faces of each of these objects, as you can see. Corre. And another point here if I did not use Bolin, check it out. As you can see, there is no isocurves at the front view and also in the front, as you can see, there is no isocurve to select them. Since here we got only a solid object. And when we extrude something, check it out. There is no isocurve to be selected. So what should we do? How can we show the Io curves? So, you should select them all and then explode them. Check it out. They are displayed. But right now they are exploded. They are not joined. After that, you have to join them. Look, you got the Ia curves. So after exploding them, you have to join them. So here we got the polysurfaces and also the y curves. Then again, I can open the front view and then start shell, and then we can choose the isocurves at the top and front faces of each of these polysurfaces, together. And as you can see, the top o curves are not selected, and following that, I press down inter, and then we will have the front and back faces removed. Take it out. Let us work on other examples. Create for instance, in this example, I'm going to use a split surface and also shell. Here, suppose that we got an extrusion like this. I hold down Control and Shift bottom, and then I move it downwards. I select the edge, and then I hold Control and Shift patterns, and then I move it for backwards, a split face. I choose the top face and also the edges. The parallel edges. I draw the slit axis, this tree, for example, perpendicular. Check this out. Then I select the edge, I move it upwards like this way, like this way. And then I select this edge, and then I move it toward inside. Well done. Here, for instance, we got the body of the building, the vols and also the roofs. But how can I convert these to a vol? Which one of the faces should I remove, and then I create a vol in two layers? Could you guess create the bottom surface. Here I remove the bottom face, and then I remove it, enter, then we can have a volt here, as you can see. Let me use shell, and then I reduce the thickness, not 0.5. I select the bottom face, and then I remove it. Here, the shell result is not solid since I have reduced the value of thickness. So by such a condition, we should increase the value of thickness. But right now, check it out. Shell can be very helpful and practical in your actual projects in order to create specific phases, especially in architectural discipline and creating walls, we're going to use it openly in our projects. But not that if you had an open surface and you wanted to use or operate Shell upon, you have to close it at first. Here at the following example, we got this the rectangle, and then I create a copy, check it out. And then I'm going to create a surface by using loft. By this way. I want you to consider this as a building, for instance, loft, well done. Great. Here, if we operate shell upon this surface, it does not work. Since it is not closed, let us give it a try. Check this out. The poly surface is not closed, so it did not work out. At first, we have to use cap to fill the opening or the hole, and then we can operate shell upon this polysurface. Take this out. We can remove this. So the first point shell does not work or does not support the open poly surfaces. You can fill the openings by patch or even cap or planar surface or others, so you will be able to use shell like this way. So, guys, we're finished with this session. I want you to practice the given lessons today and do not skip any part, and then we're going to go for working on projects. So if you haven't practiced under previous sessions commands, I want you to move back and have a review, and then let's start. See you. 111. Modeling a Villa: Complete Workflow (Parts 1): Hi, guys. I hope you are feeling well. I have considered two Villas as our practice is, and this is the first one which is more, I mean, simpler than the next one, and we want to consider all of the techniques, and I will leave the second one to you. So in the continuation, we're going to talk about the methods. Here we got the slanted or sloped roof and the valves, as you can see. So get back to rhino. And then for the valves, I draw a box like this. Check this out. The height does not matter since we can trim them later, but for the roof, I can open the front view, and then from the midpoint, I draw the line, the slope for the sloped roof, and then I mirror it at other side. Check this out. I select them both and then joined. Great. And then I move these two curves or just in the position of the roof, and then I just the height of the roof. Following that, I extrude it. Check this out. Here is the result. Then it's time to trim the extra parts. Here if I trim them, trim, check this out. I select the roof, enter, and then I select the box and I trim them. It is okay, but we should extrude the valves, as you can see. I mean, if you want to create valves, I mean, doors or windows, valves should be offset. So before trimming the extra parts, we should start shell, and then here I want to increase the thickness. For example, I select the top and bottom faces to remove them. Then here is the result. And then I trim the extra parts, selecting the roof. Let me try again, trim and then I select the roof and then the objects to trim. Following that, I can start offset surface and then offsetting the roof toward up and then not 0.6 for the offset distance. And then we can have this at the rendered view port. What about the other approaches or methods, here I draw a rectangle, then extrude it to create a box. Then at the top view, here I want to draw a surface like rectangular surface. I specify the points and like this, as you can see, here is the surface. Then from the top view, I select the surface, and then I isolate it preferably by clicking on isolated objects. Here is the result. And here we got this face, as you can see. Then in the continuation, by using solid tool, split planear face. I want to split the plane face, the current face, I select it, and then enter, then it's time to draw the split axis like this way Enter. Well done. I select the edge, and then I move it upwards by holding down control and shift to create this slopery roof well down, and then we can select it and then move it upwards. Then we got the same process. At first shell to remove the top and bottom faces and also specifying a value for thickness. And then we're going to trim the extra parts. Watch this, inter, well done. And then another approach is to start from creating the roof at the beginning. And then for the valle, we can draw a rectangle and then extrude them to the boundaries. Let me offset this. As you can see, we got too many approaches and methods, and it's up to you to choose the best way select, extrude boundaries. Watch this. And here is the third approach, and that does not make difference. So, guys, we are done with this. I want you to practice these approaches and even creating new approaches. I want you to assess your own creativity and get familiar with different methods and learning all of the techniques that are being used in modeling. 112. Modeling a Villa: Complete Workflow (Parts 2): Here is the next practice or Villa that I have considered for you, as you can see, it is more complex than before, and I expect you to create this according to the previous lesson successfully and ensure that you could model it completely. And right now, I want to begin this session by creating this. So we're going to start from the roof here in Rhino, and then at the top you and then I want to create a planar surface. I mean, I'm going through the split phase split phase method. Here we got to play in R surface, following that. I want to split the planar surface, and then by moving the edges, I want to model the roof. And at first, we're going to model the main parts of the roof, and then we feel good for modeling the details. Okay, let's go. Here we got to play R surface, following that. I draw a curve like this at this angle from the intersection. You know, I'm drawing this, as you can see, well done. And then in the continuation, I want to mirror this. I select it, and then I mirror it at the other side. These two are crossing each other. And then I select these two curves, and then I mirror them at the other part of the rectangle. Then I start, split planar face. I click on the surface, and then I specify the start and end of the split axis. Check this out. I split this, but don't forget the center part. I draw a curve from the intersections, check this out, I move them. Here is the result. Following that, I hold down Control Shift buttons. I click on it, and then I move it upwards by this way. So we can have a sloped roof. But why should we butt all the details of the roof later? Let's check it out. I want to explain. I mean, I want to split them and then show you the results. I delete these extra curves, and then we're going to model the details and the roof. Here at first, I'm going to draw the curves. I'll need them at any condition. However, we don't have to draw them right now like this way, mirrored. And then I position it right here, and then another mirror by this way. Then before moving them upwards, Suppose that if I split them by mistake, study the split face, I select them Inter, and then watch this Inter. I split it. And then the other one, I specify a start and split access, and I also cut or split the middle part, well done. Then here if I hold down Control and Shift buttons and then move them upwards, check this out. As you can see, and we won't be able to revise it even as you can see. So as I told you before, let us mid all these details later. Since we won't have the expected results, so we don't split them right now. Watch this. I move them upwards to set them apart from these curves, and then I hold down control and shift. I select the edge, and then I move it upwards like this to create this sloped roof. And then when the roof was created, then we can split the roof for the details. Top view a frame, and then it's time to split them. But here, if I use split planear face again, then we will have such a result. Let's check it out. I select this inter By this way, Enter. Check it out. Here is the result. As you can see, it is perpendicular to the surface. But how can we fix this? Here we have to draw the curves exactly on the curves. I mean, exactly on the surface, which is possible. So for instance, you're from the edge like this way. And then I continue drawing the curves. And then here I split them, I split plainar surface, check this out. Well done. However, I got another suggestion. Since we usually design in the plan view, so we can split the ordinary split. I select the curves and also then the curves, these curves, press enter. Check this out right now if I move the roof, as you can see the splitted part are separated. I join them again. Fell down. Then for the middle part, we can use split and also split plain our surface. Since we have drawn it from before, and the curves are joined, check this out. I draw the middle line. But here the trick was using the ordinary split, not a split planar surface or face, actually. Since when we use split, it considers the projected curves. But when we use split face, the curves will be perpendicular to the surface. And as you can see here, we got the projected curve. However, we can use whatever you want it. What about the other parts? Very simple. We can hold down Control and Shift patterns, and then I select these vertexs. After that, in the front view, I enable project in planar. Following that, I move them upwards by this way. As you can see, we got the details. But here, if I do not enable project back to front, and then the planar is enabled, and then I want to move it, as you can see we are using these snaps. Then if I move them, we will have this result. Check it out. Let me show you again, while project is disabled, I select the vertexes and then move them in the front view. I open the four views to observe it. I pick the point, and then I move it, check this out. Since project is not enabled, the vertex is not positioned at the right location. But when we enable project, check this out since the vertexes are projected, then we can have the vertexes at the right location. So the roof was the main part of the muddle. I moved them upwards, that right now we're done with them. And for the as, I taught you some techniques that I prefer to use creating a box like this way. And then I can select the roof and move it upwards like this way. Then shell. I want to remove the top and bottom faces and then trim the extra parts by using the roof. And then offset surface. Watch this. Toward up, and then check it out at the rendered viewport. We're done. So, guys, it's your turn, check it out. 113. Extruding Solid Geometry: In this part, we're going to talk about the different types of extrudes. And as we talked about the simple ones at the previous sessions, we have used them in the projects multiply. You're for getting access to the menu of the extrusions in a standard tab, then you should open the solids. After that, you can click on cascade, Extra solid. After that, I move it, and then I fix it and the window extra solid. As you can see, four of these icons got some white planes at the base part, which shows the extrude surface, but others are related to the extrude extruding curves, actually. For example, this one is extrude closed planear curve. While here we got extrude surface, or, for example, here we got extrude curve to point, and the next one is extrude surface to point, as you can see. And so on. Here we're going to talk about the extruding curves, and the options are the same just like the extruding surfaces. The first one is extrude closed planar curve, as we had talked about it before. And here we got it at the pop up as you can see, and we can start it even from here. Okay, let's check it out, and I want to give you some examples and then explain the options. For instance, here I want to draw a planar curve like this, and then I select it, and then by using extrude, close planar curve, shake this out. I extrude it, and then I want to explain the options and at some points. The first one is direction that we can specify the direction of the extrusion. For example, right now, it is vertical. I open the front view. I click and direction, then I should specify the base point. Check this out. You can specify the new direction by drawing the direction points as you can see. So by this way, you can modify the direction. But if you do not specify the direction, I mean by default without specifying a direction. By default, extrusion would be always perpendicular to the selected or specified curve. And here as you can see, the extrusion is perpendicular to the specified curve, not perpendicular to the construction plane. I mean, here I rotate the curve, let's check it out by this way, and then I want to extrude it. Then you will see that the extrusion will be perpendicular to the curve not to deconstruction plane as you can see. Well done, so can create a surface by tracing the path of the curve in a straight line which is perpendicular to the curve, not to deconstruction plane. But maybe you want to make it perpendicular to deconstruction plane. So you click on direction, and then you should specify the direction point and you can make it perpendicular to the deconstruction plane. But note that extrusion is always perpendicular to the selected curve. Well, then let us check out the other options, which both sides, as you can see that you can trace the path of the curve at both sides. While in default mode, you can trace it only in one side. Here if I specify five for the extrusion distance, then we will have 5 meters at both sides so that the total value would be ten. Here in the new example, we got a curve. I select it, and then I extrude it. Check this out, which is perpendicular to the curve. And the next option is solid that I have talked about it before, but I want to add another point. You know, when you're extruding your curve, set solitude yes, as you can see that the openings or the holes at bottom and top are close. But if I set solitude no, then the top and bottom openings will be maintained open. But by the point, when we extrude the curve and then we set the solid to yes, here there are some conditions for solid in order to fill the openings. I mean to fill the top and bottom openings of the curve of the surface actually. For example, here the condition for the solid to fill the openings is to use a planar curve. I mean, the curve should be planar if you want to be able to set solid to yes. Here, for instance, I make the curve non planar. As you can see, it isn't planar anymore. It is treD then if I extrude these two curves, the first one is planar and the another is not planar, as you can see the solid is operated on. But another one, as the solid has been set to yes, again, the openings are not filled that we should make it solid by using patch. Even we can't use cap for this, as I told you before, that the curves or the edges should be planar. And the other point is about base point. I draw a curve like this at deconstruction plane, and then I create a box like this very well. And then I move it to here node at heights, and then I extrude the curve. After that, I want to extrude it at the height of the box. As you can see, we are extruding the curve from the base of the curve. Here if I click on set base point, after that, I can specify it according to the box. Watch this. We can specify the base point. So this is one of the application or, for instance, here if I draw a curve like this, a line, and I want to consider it as the base at heights. I want to say that the extrusion and the curve should not be at same elevation. I extrude it the set base point. After that, I specify the extrusion distance according to the selected curve, well done. In other application, here is that, for instance, in the front view, you got some rectangles like this. I array these two, watch this. And then at both sides, check this out. Here we've got some objects following that we're going to extrude them. I select them and then extrude curve. Your debase point is the center point, actually. Well, I want to modify the base point of the extrusion to control the extrusion distance. You see? So to fix this, I should click on set basepoint and then, for instance, I click on the intersection, and then I extrude them, check this out. I think the main application of set base point is this, that you can specify the base point on these curves. After that, you can add the extrusion distance. For example, here we got many curves that you want to extrude them. After that, this out. Here since the base point is not specified or isn't specified at the current correct position, it is hard to be controlled, so set base point, and then I click on the corner intersection and then I can specify the extrusion, the stance. Very well. I consider this as one of the most important applications of set base point. The next one that we have talked about it before is to boundary, exude to boundary. Here I want to tell you another point about extruding a curve to the specified boundary. For example, we got this surface, and I draw another curve inside the surface. Here, the surface, as you can see, is covering the entire curve. I select the curve, and then I extrude it to the boundary and I specify the surface as the boundary. But here I emphasize on covering the curve by the surface. I mean, if the curve extends from the surface, then we won't be able to extrude it to the boundary. I mean, the surface won't I mean, it cannot be the boundary of the extrusion. Let me check it out. Wait for a second, please. I extrude it to the boundary. Well, do, let me as I was saying, the surface should covering the entire parts of the curve. Here if I extend the curve, check this out. Some parts are extended, and we won't be able to specify the surface as the boundary of the extrusion. Check this out guys to the boundary. It is not available. So when you weren't able to specify the surface as the boundary, you should fix the surface because it hasn't covered the whole part of the curve. And I want to tell you a point about the boundary. For example, I want to create a surface here, like a semicircle like this. Check it out, and then I extrude it like a pipe. Following that, I want to draw a curve here and consider it as the entry, and then I want to extrude it to the specified boundary. And I want to specify the surface as the boundary. So I extrude the curve to the boundary, watch this. According to the point, as you can see, the curve is extended. I mean, it's extruded, but not to the boundary, but check this out. I can click on it and then move it aside. When the curve when the curve edges, and also the surface edges are overlapping each other. Check this out like this. Extrude the surface the curve through the boundary, but it will be splitted, and we will have the surface in two parts, as you can see. So don't forget to check it out, since at this condition that the curve, the curve edges, and also the surface edges are overlapping each other. You can extrude your care through the boundary, but you should delete the extra parts. Great. Let me exemplify using extrusion in more complex geometries. However, we have talked about it before. For instance, here we got these curves inside of each other. Check it out. If I extrude them in the extrusion, will be applied on every other curves as you can see. Check this out. For example, this is independent geometry or solid. We are given multiple independent solids. And as you are concerned, these were some complement points about using extrusion in curves in close planear curves. The next pin is extrude curve to point, drive close planear curves. Tapering to a point. Let me give you an example. Here, for instance, we got this rectangle and then extrude curve to point. Check this out. You can specify a point at the end. You can create the surface by tracing the path of the curve, tapering to converge at a selected point. For instance, at the front view, check this out. I specify the point, then we can have the extrusion this way, like a pyramid. Or, for instance, curve to point, and then I can hold down Control button in order to move the point vertically like this. Great. And this is what the extrude curve to point provides us with another example. Suppose that I got two curves inside of each other this way, just like the previous example. By this way. Great. And then if I want to extrude these two, check this out as you can see it is void. At the front view and then specifying the point. Check it out. And do we have the same options with the extrude planar curve? I mean, planar closed curve, we got solid and to boundary and also, for example, if we set solid to no, in the ends of the extruded object won't be filled if planar surfaces, but if we set it to yes, then it will be filled. Let us check out the other options, for instance to boundary. But how can we use to boundary when we are specifying a point? I mean, when we are creating a surface by tracing the path of the curve, taper into a converge at the selected point. What does to bound remain here? For example, in the front view, I draw a curve, and then I want to extrude it like this way. We got a surface. Great. Following that, I select the other curves, and then I want to extrude it to the boundary. Check it out. As you can see, I should specify a point to extrude two. I click onto boundary, and then I click on the surface, shake this out. We're not done yet. What will happen? What do you think? In the front view, as you can see, and then I move it upwards and then when we extrude an object to the point and when we set it to boundary, the extended parts from the specified boundary will be trimmed and the extrusion will be inclined to the specified point. Let us try again. I specify the curves, and then as you can see, you're a deconstruction plane, I set it to boundary. I select the surface. Here we got the cutting edge. I mean, the surface is considered as the cutting edge. After that, I can specify the point to extrude the curve. After that, the surface will trim the parts which are extended from the surface. So this is the result of extruding the curve to a point when we set it to a boundary or extruding it to a boundary. And the next one is extrude taper, here extrude curve tapered. The extrude curve tapered command creates a surface by tracing the path of a curve in a straight line tapering in or out at a specified graph angle. You check it out as you can see got a rectangle. You're extruding the rectangle based on the draft angle as you can see here, you can specify the draft angle. I click on it, and then I set, for example, 30, or let me minimize the value. And here, if we extend it to the extent, then we can have a reasonable object. Watch this. So you should enter on a specific value for the height or extrusion distance. But let us check it out the options. Extrude curve tapered, and then the draft angle, and minimize the value of draft angle for the taper. And also here we can filip the angle, which tagles the draft angle direction. Check it out with philip the angle direction like this way so that you can tagle the direction. In the corners, here you specify how corner continuity is handled. We've talked about this before. For example, you can set the corners to sharp sharp, as you can see the corners are sharp, or you can round them. These surfaces are filled with fillts with tangent G one continuity or grade one. And I have about the differences between round and smooth. If I set it to smooth, the corners of the tapered surfaces will be filled with the blend segments with curvature or grade two continuity. While in round, it will be filled with fill it a segments with tangent grade one continuity that we usually use round instead of smooth. In the following example, I want to draw two curves inside of each other and then show you the results of the extrusion like this, and I select them at the same time, and then I extrude them to the point. Watch this. Here as you can see the directions of the draft angles are ops are opposite to each other as you can see. And if I extrude them, this would be the result. And if I draw another curve, then we will have extrusions at every other curves. Check this out. I select them. As you can see the first one, the angle is toward outside and then the draft angle, the second one is toward inside and the third one toward outside again, like this way. The rest of the options are similar to the extrude surface. I select the curve, and then I extrude it. I set it to sharp corners and about the direction, which are two points, establish the direction angle. For specifying the direction, we got two steps. I pick a base point, and then I pick a second point that establishes the direction angle. The default mode was perpendicular to the curve. Watch this. This is the result when we modify the direction when we are using extrude tapered curve, as you can see the faces are exploded, and we talked about the draft angle that you can specify the angle, and you can set solid to yes or no. And we talked about the corners asvill and delete input. If we set it to yes, it deletes the original geometry, but if we set it to no, it retains the original geometry and flip angle to boundary and set base point that we talked about them before completely. The another one is extrude curve, long curve, which creates a surface by tracing the path of a curve along another path curve. And as you are concerned, it is somehow just like sweep, which extrudes the curve along other curve. Let me give you an example and then say the differences between this and sweep. I'm going to begin with a rectangle like this. Sake it out, and then a different view, extrude curve along curve, and then I'm going to draw the curve along which I want to extrude another curve like this, and then I move it position it at the origin point. Let me create a copy to create a surface by using sip, and then I want to coampare them. I start extrude curve along curve. Here I should select the curves to extrude, here the rectangle, then press inter here I should specify the path curve near the start. And as you are concerned, we're going to start from the bottom or from the base. So so I click on it near the base, and here as you can see, we got the extrusion. But if I click at the other end, what would happen next? I select the curve and then enter, then I should specify a path near the start. Then it would be like this. I mean, the extrusion will be moved. Check this out. It will be started from the base, but the direction has changed. As you can see, which is not that much practical. But let us check out the options. The command line options, for example, solid, dilate input and sub curve. The sub curve option extrudes the curve to distance. The distance is specified by picking two points along a curve. I mean here we can pick two points to specify a distance or a specific part of the curve to extrude another curve along that. Check this out the starting point on curve, for example, to here and the end as you can see. Let's try again. I select the curve. I set subcurve to yes, following that I should specify the path and then two points start and end of the extrusion. Well done, another option is to boundary. But what is the rule of boundary here? What do you think about it, huh? You know, it is somehow similar to extrude curve to point. Here I draw a curve to consider it as the boundary. I'm just preparing the scene for giving you an example by setting it to the boundary, and then you will see that as much as the extrusion extends or crosses through the surface or the boundary will be trimmed. Curve long curve. I select the curve. I set it to boundary. Then I specify the boundary by clicking on the surface. Following that, I should specify the path. Check it out, just like extrude curve to points. Extrusion is limited to the surface, and the parts that are crossing through the surface or to the boundary are trimmed. But let us check out the differences between the curve along curve and the sweep. So I undo the process, and then here is the result. Following that, we're going to create the sweep, create the surface by sweep and then say the differences between them. As you are concerned, the angle between the cross section and the path is fixed. While the angle between the cross section and the path in the long curve is not fixed. I mean the cross section in curve along curve, as you can see it is fixed. Well, let us try and create a surface by using sweep to show you the differences, rail and the cross section curve. Check this out. As you can see the cross section is not fixed, and it is rotated at some of the sections, however, we usually use curve along curve and sometimes we can use swip the next one, which is a slap from polyline, here I'm going to ask you a question related to this. Here if we had this curve like this, a closed curve like this, and then if I want to create alls out of these, exactly, we should offset the curve and then extrude them. A slab from polyline, do these two processes at the same time. I mean it offset a polyline and then extrude and cap the result to create a solid. I mean, it is a combination of offset and extrude. Let's stick it out. The slab here, we should select the curve to a slab and you can specify the distance as well at the same time. For example, the offset distance not 0.8, and then I select the curve to offset it. You can specify the direction of the offset. Well done, then we should specify the height. Right, check this out. So we offset the curve and then extrude it and cap the result to create a solid. Let us try again at first, slab and then select the curve. And here we should specify the offset distance. For instance, not 0.5, then I select the curve toward outside, and then I extrude it to upwards, well done. Let's check out the options. However, there are just like other commands, for example, through points that we use it in offset that we can offset through a pick point instead of at a distance, for example, like this, through specifying points in the scene and then height, well done. Another option is both side as we have talked about it in offset, that it draws the object on both sides of the start point, creating the object twice as long as you indicate. Like this way and the next one is loose, which has been set to know that it specifies the number of the control points, that it can increase the number of the control points or have them fixed, but it is not practical and useful. But I know here there is a question that what are the differences between slab and using offset, extrude and cap? I mean, slab is a combination of offset, extrude and cap, and we always use offset and then we extrude it instead of using slab. Here I want to tell you one difference, and I want to explain it. Suppose that here we got a closed curve like this, which is planar, and I select it after that. I create a copy, and then I make it treaty or non planar, as you can see. So one of them is planar and the other one is non planar. Following that, I want to create valves out of these curves by using offset extruding cap. Offset, the first one, he this out. And then the second one both, and then I should extrude them to create valves. Watch this. And I said solid to yes. Well done, check this out. This solid has been applied on the first one, but not applied on the second one since it is non planar. And as we have mentioned before, you have to specify a planar curve if you want to make your solid, make your surface solid. However, we can feel the openings or the holes by so this is the difference. I mean, when you are using a non planar curve and you want to use a slab upon it and have them solid. So at such a condition, you can use a slab. I mean, our first choice is a slab. Check this out, and then we extrude it, and as you can see, it is solid. So by using a slab, we can make the non planar extrusions solid. While if we use extrude, we are not able to cap the opening. Also, when we are using offset and extrude, we should specify a planar curve, not non planear curves. Otherwise, the non planear curve is not supported by offset and extrude. Let us go for the next command, which is boss. The boss command extrudes closed planar curves normal to the curve plane toward the boundary surface where the boundary surface is trimmed and joined to the extruded objects. I start the command to give you an example. Here I should say the planear closed curve to boss. Not that, the curve should be planar closed. I mean only the planar and the closed curves are accepted by bus command. So we require some planar closed curves. Right now it's time to select them. Check this out. I select these planar closed curves, and then I should select a boundary. I specify the boundary, which is the surface. Then let's check it out, guys. Here is the result. Here the curves are extruded to the boundary, and the boundary surface is trimmed and joined to the extruded objects. Let us try again, boss, selecting the closed and planar curves. Following that specifying the boundary or surface, and then extruding the specified curves to the boundary while they are trimming the boundary and joined with the surface. Here, the only option is mode, which sets the style for the extrusion, we can choose either a straight or I mean, a straight extrudes the curve straight, or we can choose tapered, which extrudes the curves with a draft angle, and the draft angle sets the angle of the taper. And if you set it to tapered, here you should have specified a draft angle. For instance, I 12. And then I specify a boundary, hack this out. As you can see, this is tapered mode or the tapered style, well done. As you can see, according to the specified graph angle, the curves are extruded to the boundary. But here if I in the following example, I want to move the surface and make the edges of the objects and also the surface aligned with each other. Since we have specified tapered for this tile, we will have different results. But taper as mode and 12 degrees as the graph angle. Specifying the surface or boundary, check this out. As you can see the objects that their edges are aligned with the surface edge are not extruded because they got no intersection with the surface, and you should fix the position of the surface or the boundary. This time, I want to set the mot straight, and then I want to try again. I specify the objects and then the surface and to extrude them, check this out. Here, there is no problem since they got intersections and they are not tapered. But here if I position the objects or the curves, the closed planar curves at the top of the boundary. Then what will happen next? Check this out, I move them, and then I position them at the top. The extrusion will be started from the top of the surface. Check this out. Let's try it by this way. It is opposite to the previous one. Boss is very practical and we use it often only in our projects. For example, we can create windows that I will show you in the following example. Here, let us consider boss in closed surfaces as the boundaries. I hold down Control and shift patterns, I select the edge, and then I move it downwards by this way. Then at the front view, I pick the rectangle. I want to draw several rectangles. I create some copies by this way. Shake it out, and then I mirror them at the another side. Well done. At the top view, I select these curves, and then I position them inside the solid object. Let me make them ghosted, watch this. You can see. Great. Since here, I'm going to give you some examples, so I create some copies like this way. Well done, let us check it out and tell the points. Firstly, when you are selecting these closed planear curves, and after that you want to specify the surface is the boundary, the phase that you specify while specifying the boundary does matter. So we're going to compare them boss, the front face. I pick the curves, and then right now for specifying the boundary, I click on the front face. Then this will be the result, as you can see. And as you can see the face, I mean, it extruded two the objects or two are the closed planear curves, and the depth of the extrusion is dependent to the distance between the curves and the face. So this was the first point about the depth of the extrusion. Then following that, we're going to consider another case that I want to click on the back face of the boundary to show you the results, Alt Control G. To set them to ghosted mode, I select the curves, and then I click on the backface of the boundary. Then they should be extruded toward the backface of the extrusion. But as you can see, we got a slope at the top, check out the results. Watch this. We will be given such a result because of the slanted top face of the box. But here if I want to set the style to tapered and then consider the results, bus, and then I set the motor tapered and then the graph angle 45 degrees, let's check it out. I select the curves and then press inter, and it's time to specify the front face boundary. Well done. This is the result. Check it out in the rendered viewport. Very well. However, I should minimize the value of draft angle. For example, let us try the 30 degrees as draft angle value. 30, check this out. Then I click on the front face of the boundary, check this out. Here is the result. And this time, if I want to click on the back face of the boundary, then what would be the result? Boss, selecting the curves, enter, then clicking on the backface of the boundary, and specifying 30 degrees as the draft angle. Let's check it out, guys. Here there is, as you can see, there is no boundary here. So because of the tapered angle, we got such a surface right now. So this can be a correct technique for voiding some parts from your solid objects or creating windows. Or if you wanted to have some voids at the surfaces or at the faces of your objects, bus can be a good choice. Even then we can choose them and then extract them from the surface from the face, actually, and then assign them to a new layer like this way, or you can even specify new materials, check this out. Again, like this can turn them to blue, for example. And another point that I want to tell you here if I create a box like this, a closed surface following that at the front view, I want to position a closed planar curve inside of the surface, as you can see. Here it is a degosted mode. You can observe it. I position it at there, and then I rotate it. Well done, following that, I want to apply boss upon this and I want to choose the front face as the boundary. What shall happen? The first option or the first case, it will be extruded straightly to the boundary. Will it extruded straightly to the specified boundary or the front face, or maybe it would be extruded perpendicular to the curve or to the planar curve and to the boundary, or maybe it wouldn't work out. What do you think? Exactly, it will be perpendicular to the curve. I mean it will be extruded perpendicular to the curve and to the boundary. Here I should select a planar closed curve and after that, the front face boundary, this out. It is perpendicular to the curve, as you can see, and then reach to the boundary. Okay? This was the points about boss boss command that we usually use it for creating voids or voiding the solid objects, as I mentioned before. Explain it Rip as you can see? RIP is somewhat like boss that I want to explain it for you at the previous example Rib would extrude the curve in two directions to a boundary surface. Let me show you the example and then I will explain it more. So as the boss here we should select a planar curve. You specify them, and we should select a boundary. Check this out. Here is the result. But what has done? You can see, just like pass, the extrusions are joined with the boundary. But what are the differences? But as you can see, the curve are offset. And then they are joined to the surface. I mean, it has extruded the curves in two directions to the boundary surface. We can specify the offset. Let us talk about the option in the command line, reap and selecting the closed planar curves. After that, here we can specify a value as you can see in command line options, which is the offset distance. You can control it from here, I click on distance, and then I import the value not 0.4. This is the value of offset distance. So it would offset the curves, not 0.4, then they will be joined with the surface, and the holes or the opening parts are not filled, as you can see. And here we can specify the style or the mode to taper it or straight, and also specifying the draft angle like ten degrees and two for the offset distance. Then let us i out the results, selecting the curves and then specifying the boundary. Watch this. Not bad. Well done. And this is not usually used. I mean, compared to boss, ib is not oftenly used as much as boss. And if I position the curves at the top of the boundary or surface, and then they will be extruded from the top, let's sick it out the boundary, and then I extrude them. Well done. Here is the result. And another point that you should put it into consideration while extruding your curves is that, for example, some of the geometries like the semicircles like this cannot be extruded vertically and toward up along z axis. I mean, we can extrude them along the Y axis. But if I select it, and then I want to extrude it along z axis, vertically Watch this, we would have mean we won't have satisfying result. The reason here is that at the vertical directions, we got two control points which are aligned with each other, so we cannot extrude it along z axis. But how can we fix it? If you wanted to extrude your semicircle along z axis, you should select it, and then by using Gmbol, you can extrude it this way. So you are not able to extrude your semicircles along z axis, but you can use the gobol for extruding them. However, we can click on the Gmbol and then import the value of extrusion distance. So guys, you're at the end of this session. I want you to practice the given lessons today so that we can go for the practices and other examples. 114. Example: Bench Design: At this session, we're going to model this desk as our practice or table, actually. But here I'm going to give you some points about the table. At first, as you can see, the top face is tapered, and these are the legs of the table, which are straight as you can see at both sides. Note that when you are learning some commands in rhino, it is common between the learners some of them make the process of modeling too complex for themselves and complicated, actually. Right now, I want you to go through the easiest and the quickest approach and method for creating such a table. And even you can ignore the new learned command. For instance, for the top face of the table, I can use extra tapered. I select the rectangle, and then extra tapered. I choose shop for the corner. I specify the draft angle, or even I could draw another rectangle and then of but if I did that, it would be like this, check this out, and then I hold down Alton Sat. I maximize it then creating the copy by this way, and then I consider the distance between the two curves. As you can see, it takes more time than before than the previous method. After that, we should cap the openings, check this out. So it did take a long time. So extra tap is the easiest and quickest way here for creating a table, and for the legs. That it could be somehow tricky that the cross sections of the legs are not equal to each other. One of them is greater than the other one. So you may want to use taper, extra taper. But as the two ends are straight, you can open the front view and then pick the curve and then enable the project. I also enable the gritty snaps. Following that, shake this out. For instance, this is one of the legs of the table, and even I can narrow the base of the leg, like this way. So right now, we're finished. And then we extrude the curve, check it out. By this way, as you can see, we're done with the leg. Following that, at the top view, I select it, and then I position it, check it out. Well done. So it was very easy. And there was no need to operate more complex and special extrude commands. Simplify this case to show you that sometimes there is no need to make the process complicated while we can move the process forward at the most simple way as much as possible. I position the legs and I create a copy. Like this, I rotate them. Well done. Check it out, guys. However, we should modify the position of the legs. Well done, right now, it's your turn. 115. Example: Waffle Roof Structure: And then here it is our next practice, which is a waffle roof. At first, I want you to analyze the model. Here we've got some holes or openings which have been crgated on the face of the surface that we previously talked about the related command, which is exactly boss. So let us create it together step by step. Here at the top of U, and then I draw a box like this at the perspective view. Here we can specify the extrusion distance this way enough. Here it is approximately, actually. Then at the top view, following that, I want to model the holes or the openings, a hold down shift to draw a skewer like this. Let me maximize the size by scale. However, we are drawing them approximately. We do not have any dimensions. Then I array the square. For the numbers, for instance, I specify 30 to try 18 at Y and zero at Z. Let's check it out. A leather, we do not have the exact spacing. So here I should reduce the numbers in x direction 229, and I should add one align the Y direction. Let me adjust the spacing, 2.42, 2.45. I think this is great. And then for Y spacing, 2.42 or 2.41, I think it would be great. Well done. Inter, check it out. In the perspective view, we got some skewers, and then I want to select them in the front view from the main by crossing from left to right, and then I move them upwards. I mean, here I can specify the extrusion distance. The more value for the extrusion depth, the more should I move it upwards. For instance, I position it like this. I set it to go to display mode. Then I start boss, I select the curves, in two steps by crossing from left to right. After that, I should specify the bottom face or the boundary. We're done. Let's check it out. Should wait for a second, since here we got multiple squares, so it takes some times. Be patient. Well done. Here is the result. We're done. And as I showed you the steps, it was too simple and easy by using boss command. If you haven't done it yet, let's give the try. 116. Example: Curved Roof Villa: And for the next practice, we're going to model this building. Here is the simple version of the building, as you can see on this screen. Here we got a surface, as you can see, and there is an opening at the top face, and here is the plan view, and there is another surface which is joined to the bigger one. And there is another roof. Check it out at this image, and you can see the plan view as well. Here, as you can see, the roof is joined with the wall like this way. So in general, you have to model the roof and also the valves. They are simple, the stairs and also the other roof as I'm pinpointing and the valves and the back roof. So please put some time on creating this. After that, you can come and watch the continue. I'm going to start from the plan view. I want to draw some curves to complete the plan view. So back to Rhine nuh, I'm just drawing this curve as you can see, back to Rhine 35, and then I extend it toward left. For instance, 80 meters inter, well done. Here we got two curves and then for the other two sides by using three points arc and then, for example, this one, and then the fourth one, great. Here we got the plan view of the model. Great. Then it's time to create the roof. In perspective view, I want to draw a vertical for the left and also right parts of the view. Then in the front view, as you can see here, we got two vertical lines. I pick arc with three points, project is enabled, and then I start. Then I enable the Smart track. I specify the endpoint, and after that, the second point for the continuity of the arc, check it out. I remove the two vertical lines. Then at the top view, I move it, and then I specify the distance, and then I want to extrude it. In order to cover the roof, check it out. To cover the curves, as you can see. By this way, as you can see at the perspective view. Then here we got two approaches for creating the valves. Let me join these curves, and then we will continue. So what are the approaches you think? For example, either we can extrude it like this and what is next? Exactly, we can use shell to remove the top face, and then we can trim the extra parts as we did this process before. And what is another approach, you think? What do you suggest? We want the curve to be extruded and also joined with the surface. Exactly, we can use slab. Which was combination of the commands of offset and extrusion and also cap can extrude it, and then we can trim the extra parts. So this is our second approach. Then in the continuation, we're going to form the roof. I mean, we're going to cut the roof. So what should we do? For instance, I want to offset the edges. I start offset, and then I select the curve, check it out. I specify one or the offset the stance, check it out. The right, here we got the curve on the construction plane. Then at the next step, we can split them or either trim. I select the reference point and then I click on the surface to trim it. Watch this. Well done, this is the result, and it would be like this. So we're done with the surface. Then for the opening on the face, which is so simple, here, again, we can use offset. And I select the curve here through points. Following that, for example, like this, till here and let me split it. Then I want to trim. TR trim, I keep this part of the opening. After that, again, split. I select it and then enter. Then I want to remove the splitted part. Then here even I can soc the material like this. Here it is and you can draw the curves on the opening by using section. Now it is very simple. Shake this out. I draw some lines by section, then press inter, and even you can see, you can separate them from the opening. They are grouped, and then I convert them to pipes. I set multiple. Watch this. Then I select the edge, and also the other edges. I select the four edges and also the section lines. To convert them to pipes and modeling the frames of the or mollons of the window opening on the roof. Then the pipe radius not 0.3. Here is the result. Great. However, the materials are not displayed in the rendered viewpoint. Then for the front plane, so I open the right view, and then I pick the arc. Watch this. I specify two points, and after that, the point on arc I turn off F eight, I position it there like this way, I move it here. And then in the continuation, if I extrude it, then we will have another roof, shake it out. Here, there is a point that you should put it into consideration. Here when we want to extrude this surface, we can't use the boundary. When you want to extrude your curve, the specified boundary, the path that you trace should be perpendicular to the construction plane. I mean, you have to extrude the curve along z axis if you want to extrude your curve to a boundary. So we draw it like this and we can pass it through the roof, check it out in a frame. Then we can trim it, we select the object to trim, and also the cutting object. Check it out. You can trim it by this way. Then for the back face, I open front view, and then I draw a curve, then I mirror it at the another side, joined. Watch this for another roof, and then I move it to there following that by using extra to boundary. As you can see, it does not work. So I pass it through the surface, and then I should trim the extra parts since the extrusion is not allowing the z axis. So that we are not able to extrude it to the boundary. Great, we're done with the roofs. And here as you can see, the roof has been trimmed with the interior face of the extrusion or the valves, actually. But if you wanted to trim it with the exterior valve, you should click on the exterior wire isocurves. And for the valves, I set it to wire frame, and I draw the curve here. Shake it out. And then I miror it at the other side. One more curve. Watch this. Then I connect the perpendicular, and then I select the curve to mirror it at the other side by picking a plane. Then I extend the end perpendicular to the another curve. Watch this well on the weight. Then I select these curves to extrude them and then create the vol, check it out to boundary like this way, and then I select the other curves to extrude them to the boundary, and then I click on the surface, as you can see. Right now, suppose that we're going to avoid this part as the entry of the building here at the top view, and then I pick a split. Then I select the surface enter, and also the curves of the alls. Then I press down Enter, check this out, and then I split them. And for the base base part of the all at first, I specify the surfaces and then the objects to trim to open the entry, as you can see. Then for the stairs, I open the top view. I hide the roof, and then we are going to draw theirs at this part. I pick the line, and then I start drawing. But when you are drawing the curves of the stairs, no that you have to enable the project, since we want the curve to be projected on the construction plane. And if you do not enable the project, then you will be encountered with such a result. Watch this. They are not projected on the construction plane. The ends are connected to the surface because of the gritty snaps. Even if you did not want it to use project, you can use the command of project to construction plane. So I search for project to see plane, and then I select the curve to project on the construction plane. Then you can fix it. However, from the beginning, you can enable project and then draw your curve on the construction plane, nabling project, and then I start drawing on the construction plane by this way. To consider these as the stairs. However, as you can see, I'm not drawing the curves regularly since I don't want to put much time on them. Well down, check it out in the perspective view, we got them deconstruction plane, and then I select them, then I isolate it. Then I close the curve by a curve. Here is the result. Following that, I should create a surface out of the exterior, the most exterior curve planear surface. Then I select the exterior curve and then I press down, Enter. Then for completing the stairs, we have to split them. So star split, then I select the object, press down Inter, and then choose in the cutting objects or the curves, and then press down Inter. Then we will have these. Well done. Then I select the three surfaces and then extrude. Let me choose the proper extrude command, extrude surface. For example, what the distance of not 0.5. Then press down Enter. I want to repeat. This time, I choose this two, not 0.5 as this extrusion distance. And then the last one, check it out, not 0.5. Check it out. This is the final result. So, guys, we're done with the building. And right now it's your turn, and I expect you to create it. 117. Pipe Tool for Tubular Forms: Then in the continuation of the solid commands, we're going to talk about pipe, pipe round caps. As you remember, we have talked about it before, but right now, we're going to go through details. I fixed the Duckable window here is solid creation. In pipe, if we want to select only one curve to convert a pipe, then we can specify multiple values or radius. Is that pipe command to create a surface with a circular profiler around curves. Then I specify two different values for the radius, and then I start. However, I can add more circles between the start and ends, check this out. I adjust the radius, and then I press down Inter. Let's check it out. Here is the shaded display mode. Well done, but here if I want to select more than one curves to create pipes, then I can only specify one value for radius. And meanwhile, here we should click on multiple since you are selecting more than one curve, otherwise, you are not allowed to cross a rectangle and then selecting the curves. So you should click on multiple and then selecting the curves, press down inter, then we can specify the value for the radius like four, and we're done. And as you can see, the radius is regular at all of the curves by this way. If we had a surface, suppose that here we got a surface. By this way, I want to give you a new point about pipes, and we haven't talked about this before. I move these curves. Here, for example, we got a surface like this by loft, and then I want to convert the edges to a pipe, create surfaces round surfaces. Here if I do not click on multiple, that we will be able to select only one of these edges. As I told you before, we can select the edge surfaces as curves. For example, I select one of them, and then I specify the value for radius for then the start and other parts of the curve, as you can see regular or actually irregular. If I click on multiple in order to choose all of the surface edges at the same time and then pressing down inter. Here I can only specify one value for the entire parts of the pipes. But here if I start pipe and then I want to use chain edges, then you can select the surface edges that are touching the selected curve. Watch this by this way and you can consider them as only one curve, not multiple curves. So that you can specify variable values for the radius. For example, at each side, I specify different value for radius for each of the edges. But when we use multiple, you're not allowed to specify variable values for the radio. So when you wanted to select the edge surfaces and then creating the pipes, you can use chain edges, since it allows you to select surface edges that are touching the selected curves. So I do not recommend you specify to set multiple for the surface edges, while you can use chain edge, and then you can select these curves or the edge surface. Meanwhile, you can specify variable values for the radio, this way as you can see, and another example that I can tell you about the applications of chain edge. For instance, here we got a planar surface like this, and then I want to draw a circle that I have started drawing the circle from inside the planar surface, and then I want to trim the surface by the circle like this way, a this out. Here as you can see, the edge is divided into two parts, so it is splitted since the sin point has been positioned on the surface. Check it out. The edge is splitted because of the sin point of the circle. And if I want to pipe the, here I can set sit it to multiple and then only specify a regular value for the radius, and we're done. Here if I want to specify irregular and variable values for the radio, I can't use multiple, so I click on chain edges, and then I select the edges. Watch this. And as you can see here, I can specify variable values for the radio of the pipe. This was the application of change edges in your projects and the other options that you can use for pipe is cap that we talked about it before, but we're going to have a review. We select and then start cap. We got different types of cap, for example, flat, press down inter. This is the flat type of cap, and the other types, let me open it is, for example, round. Then it cap with hemispherical surface. But in flat, we can cap with planar surface. And then you can remove the cap by setting the cap to none. Check this out. So these were the three types or three styles of cap. And when you are creating a pipe by a flat cap, let me show you a de rendered viewport. I mean the another point when we specify a curve to create a pipe out of the specified curve like this way. Here as you can see, we got flat caps at both ends, which is not like a pipe. Since at pipes, we got two openings, but no matter, since by using the option of thickness, we can specify the value for the distance between the inside and outside of the pipe, and the negative numbers make the first radius the outer core. Here as you can see, we got a pipe. Let's try again on the over the other curve. When we set thickness to yes, at first, you specify the start radius. For example, four. After that, we should have specified a second start radius. So if you specify the first one, four, and then the second 13, so that the thickness will be one. I mean, the subtraction would be assigned for the thickness. Take this out. The thickness is one because the start is four and the end is tree. And even if we select multiple curves, we can set thickness to yes. But we can't specify the pipe of the start and N, but here we should specify two values for the pipe radius. For example, four in the second radius, tree, for instance, check it out. Here we got the pipes. So when we are selecting multiple curves, we can set the thickness option to yes. So, guys, it's your turn to take a look on these examples, see. 118. Boolean Tools: At this part, we're going to talk about the booleans, that we can find the tools in solid til tap. Here there are. Here we got four types of booleans that we've talked about one of them, which is Boolean difference. But today, we're going to allocate this session to Booleans. So let us start. The first one is Bo and union. Boolean union command trims the shared areas of selected polysurfaces or surfaces and creates a single polysurface from the unshared areas. For instance, here we got two polysurfaces, which they got intersections with each other. And then I want to create a sphere there following that I want to unify these polysurface with each other, which got intersections as you can see in the ghosted mode, so we can use Bully and union to unify these curves. But we can't join these guys, since the closed surfaces cannot be joined with each other. Check this out. We cannot select these closed curves, and join I mean, does not accept these. But, for instance, if we had two surfaces, like these, check this out. These two are exploded. Then we can join these two surfaces after that we can have open polysurface. But here we got three closed surfaces, three closed polysurfaces that cannot be joined with each other. So how can we unify them? Exactly? We can use Bool union, and there is no option for it. We select all of the polysurfaces, and then press down into. Check this out. Here we got a closed solid polysurface. And it trims the shared areas of the selected polysurfaces, and then we will have a single object. Let us work on some example. I want to introduce another command. Here, for example, we got multiple boxes or solid poly surfaces like this way, that got some parts shared with each other or intersections. Like this way and I want to mirror them at the other side, check it out. Another copy. Well done. Here we got these poly surfaces that they got intersections with each other, and some parts are shared. So how can I create a single object exactly? Bolan onion, I select them and then press down Inter. Check it out. Here I can select them by just a one click. The top surface, as you can see, is not regular. Is not even. For example, if I hold Control and Shift, check this out, they are not plain R. However, it could be practical and useful. For instance, we can select some of the faces and we can extrude them this way. Watch this. Great. In the rendered viewport, it is interesting, but sometimes we don't want this. We want them to be regular, you know, not irregular. I mean we want the total top face to be selected in just one click. For example, I cannot maximize the height of these since we got multiple faces. Here we got a command which is merged to coplane our faces. The merged surface command combines two surfaces into one surface at untrimmed edges. Here we got two times merge two coplne our face and merge all coplane our faces. So we can merge them two by two or we can merge them all. And as you are concerned, the surfaces should be plane r at the same construction plane. So I write clique since I want to merge them all, then I should select the polysurface. I select them all and then press Inter.Fel done as you can see the faces are merged, undo the process. To show you again. So we talked about merge two and merge, which combines to serve two or more surfaces into one surface at untrimmed edges. When we want to merge merge to face, the mergers should be at a command construction plane, and they should be planar. So I should start the command and then specify the faces, which are planar and they are connected or joined, and then I can have them into a single surface. So in most of the times after unifying the surfaces, we merge the faces. Let me give you another example. That I want to use merge and we can learn merge deeply. Suppose that here we got these curves on the construction plane by this way. Well done. Then I want to convert them to planear surfaces which are connected to each other, and I assign them to different layers so that we can observe them better and distinguish them. Here, the question is that, can we merge these or not? I mean, according to dimension points, can we merge them? Okay, let's try. Solid tools, and then right click merge. Then I specify the faces. Well do Enter. Nothing has happened. As you can see, the four polysurfaces could not be merged further because they are not joined exactly. Here we got deplane surfaces, but they are not joined. Or if they are if there are some solids, they should be unified before merging them. So at first, I select them and then make them joined. Check it out. Then here for removing the Isaac curves and the lines between them, we can merge them, check it out, Inter. Great. We're done. As you can see here we've got a single face or surface. The other points here if I hold down Control and Shift, and then I choose the vertex and then I move it upwards by this way. Then I select all of these and then I make them joined. Can I merge this? Let's try. I click on Merge and then Inter, check it out. Here as you can see, only the planar surfaces are merged, and the surface which is not planear is not merged with the others. It is independent to others. I mean, it is still joined with others, but it is not merged. If I explode it, check it out. We got two faces, the merged and the not merged one. So this was the point about marriage. For example, we got an example about extrude face before, extrude face and move face, extrude face at first, extrude the top face, for instance, here as you can see, we got two solids. But when we use move face, here as you can see, even after moving the face, we got a single object, not two. Solid objects. But if you had extruded your solid object struth to face, after that, you can merge it. Watch this. Press down inter. Right now, these two are similar to each other. They are considered as single solid objects. So this was all about the Boolean union and also the side points. The next one is Boolean difference that we talked about it before. The boolean difference trims the shared areas of selected polysurfaces or surfaces with another set of poly surfaces or surfaces. After specifying the surface that I want it to be subtracted, I should specify the surfaces that I want you to subtract with. And you can set delete input to yes. That if you said it yes, it delete the input object. But if you set it to no, it keeps the origin or the input object. By this way. If you set it to no, let's try. I select them, and then I set it to no. Here, as you can see, the input objects are kept and the shared parts are trimmed or subtracted. Let us talk about the points. I'm going to exemplify some cases, and then I explain the points over the examples. Suppose that here we've got a surface like this, which is extruded. Following that, in the front view, I want to draw a box or create a box on the surface, and these two got intersection, got some parts shared with each other, and then I want to exemplify the cases over these geometries, well done. Great. Let us move on. I create some copies for multiple examples and considering the different types. Great. I select them and create another copy by this way. Let's begin with this. Here we got a surface and also a solid object, a closed solid object that we want to use Bolli and difference or we want to delete or trim the shared parts between these two objects. I want you to guess the results before starting the command. For example, some of you may say we will have an opening inside the surface or some of you may guess that some of the parts of the surface may be kept. So if you start the command, Bolli and difference, and then I specify the surface as the subtracted surface, I set input to yes, and then I click on the solid object. Watch this. This is the result. Okay, right? This was before, and this is after. As you can see, compare them. So, guys, when we use bullian difference between a closed and open surface, and you will see that this solid object will effect the surface and removes the shared parts. This was the first case, and the next one, first of all, let me explode them, and then I remove the top faces, the front faces, actually. I have put these two to show you the before and after. After exploding them and removing the front face, I join the other faces like this. I join them. Great. And then what would happen next if I use Bully and the friends, check it out, Enter. Let's check it out. Even if we have removed the front face, there is no difference between this one and the previous example. So it does not matter if we remove the front face of the solid object. The back face is closed as you can see or is filled, but it had no effect. The next one. This time, I select them and then make them exploded. Following that, I want to remove the back faces of each of these examples. Right, and then I join the rust of the faces of each other. So this time, I have removed back faces, then I want to start building D friends. Let's check it out the result. Check this right now as you can see, as you can see the front and back faces are removed. Remove both. And the next one. By this way, at first, I explode them. And this time, I want to remove the front and back faces both with each other. And then I'm going to start BuildNdFrins. As I showed you in the second example, removing the front face has no effect on the Bull and difference, but the back face was important. But this time, we have removed both faces back in front, and we're going to start the Boll and Difference, sick it out. Here we got the same results. Watch this. And the last one, let me create another copy from this, since we're going to consider one more example. Here in the following example, I want to remove the top faces of each of these boxes. Watch this and then start bully and dear friends. We will have a different result. I want you to guess what do you think? Check it out. Boolean difference failed as you can see, because there is not a closed curve intersecting with the surface. And as you can see in other examples, the top face of the box has been shared with the surface. And here as you can see, the boundaries for the subtracting is not specified, and as the top face of the box has been removed, the Boolean difference has failed. And normally, if we remove the top and bottom faces of the box at the same time, then the Boolean difference would be certainly failed. Let's check it out. And then there will be shown some warning messages. Let me see. Wait for a second, please. At first, let me join them after exploding down, and then Bully and the friends inter, shake this out since we have removed both top and bottom faces of the box. But note that here we got some objects, and as you can see the intersection curve, and that naked. After revising the problem, should delete these objects. And it is different from CAD. And then we made some problems through the process of modeling, and we will be given some warning messages. We should delete these and then check it out. They are objects. So after revising the problem and deleting these objects, you can start the bully and difference again. First one was closed. The second one the front face was removed. Then at the third one the back face was removed, and then at the next one, the both faces, front and back were removed. And the next, that the top and bottom faces were removed so that the bullion difference has been failed since they got no intersections. For example, we got the same process in our practices, too. For instance, when we got a clander here, which got intersection with the box, let me move it upwards. Well done, I fix the position and I create another copy by this with and I explode it. I remove the top face. No, it doesn't matter if you remove the top or bottom face, then the intersection will be removed. Join them again. Billy and your friends. I specify them, check this out. The first one. Well, done, and then for the next one. As you can see, the bully end defence has failed. So you should put this into consideration. And as I told you before, the intersection has been removed. Well, very well. Let me open the perspective view. And the following example, I'm going to remove the shared parts between a surface and a solid object, which is opposite to the previous one. For instance, here, we've got a sphere, and then I want to draw a surface like this. And these two objects got intersections, but I want to subtract the sphere with the surface. But it is, is it possible to trim the shared parts between these two with the surface, not with the sphere. So I start bullying the friends. I select the sphere, then the surface to subtract with. I click on the surface, then press down Enter. Check this out. This is the result, as you can see, we're done. So we managed to subtract the sphere with the surface, and the shared areas has been trimmed. And here there is a question that why the bottom part is maintained, while the top part is trimmed. Maybe you may say it is dependent to where we specify. Again, I select the sphere. I click at the top, and then I click on the surface. So the top part is trimmed. And this time, I want to click at the bottom part of the sphere by the way, press down inter, and then the surface. Check this out. Again, we got the same results. Even if I have changed the position that I click how can I trim the bottom part of the sphere? I want to maintain the top part? How can I control this? Actually, it is all dependent to the constraint normal of the surface, but how can we control that? For this, we can use direction command, DIR, check it out, and then we should select objects for direction display. Watch this. As you can see, it is to or down. So here as you can see, the directions are to or down, so the bottom part will be maintained. But if you want to maintain the top part, you should flip the directions. Let's try it again. Enter, check it out. The top part is maintained, like this way. And then we can use shell check it out and then avoiding the solid parts, or let me undo the process. I want to modify the direction again the IR. I select the surface. I want to maintain the bottom part, sphere enter, and then the surface. Then I want to model a chair. I can rotate it, and then shell watch this. As you can see, there is no limitation. We can model whatever we want by this way. The next one is bullly an intersection which trims the unshared areas of selected poly surfaces or surfaces. For instance, we got these two solid objects and I want to draw a cylinder here like this. We got three objects that they got some intersections of each other. After first, I select the first set and then Enter. After that, the second set, check this out, Enter. Here as you can see, the unshared parts are remained. Let me give you another example. For instance, at the top view, and then here I draw a rectangle. Well done, following that inside the rectangle, I want to draw some other rectangles like this way. I minimize it by scale, and then I move it. Then as usual, I want to array them, check this out 12, seven, and one in that direction. Then I arrange them inside the rectangle. Well done. Then I want to extrude them taperedly. So I found it from the menu, extrude curve tapered. I select them and then press Inter, check this out. They are tapered. I make them sharp like this very well. Here is the result guys. The bottom and top view of the model, Al Control G to display the ghosted mode, check it out. Then in the front view, I want to draw a curve, check it out like this way. Then I extend it to the I don't want to connect it to the curves. Check this out. Well done. Following that, I select the curve and then I extrude the curve, as you can see if we got a surface. Following that, I want to offset the surface. Well, then to down, I flip the directions, and then the distance offset distance not 0.7 for the offset distance. I said solid to yes and at both sides, let me try again. I don't want to say it at both sides, check it out. Want to minimize the distance to not 0.5, flip the direction, and press down inter. This is good, great. Check it out in the perspective view. So as you're concerned, I'm going to use Bolli intersection. Let's check it out. I select the objects. Watch this. As you can see, the unshared part is remained because it trims the unshared areas of the selected surfaces. Let me select the surface, and then I move it to set it apart from the curves. Well done, so sometimes we can use Dbolan intersection and then with our needs. Here in the new example, I want to tell you a point by using solid objects and also surfaces. So just let's check it out. Here we got two surfaces and also a solid object. The boolean intersection, I select the first set and then check this out. As you can see, it is somehow bullan difference and for the other surface, we will have this result. But this time if I want to choose or specify two surfaces as the second set, watch this and then press down inter. Here we got two solid objects because of having two surface. This is not often used and practical in your project. The next one is Boolean split. The Boolean split command split shared areas of selected polysurfaces, and creates a separate polysurfaces from the shared and unshared parts. Which is a combination of Boolean difference and Boolean intersection. Here, for instance, we got a solid object, the box, and also the sphere, and we're going to consider the examples of boolean split. Here, we select the surface or the polysurface. And in the cutting surface, which is the Sphere, let's check it out. As I told you, you know, it is a mixture of combination of Boolean difference and bollan intersection. Check this out. Here, as you can see, we got the shirt and the unshared parts both separated and remained. So as you can see, splits the shared area, and we got both the shirt and unshared parts. Let's try again, Boulet and sprit. Then I specify the first and the second. Check this out inter. I move the sphere apart. Here we got the shared parts and also the unshared parts which are separated. And here, if at the Boolean split, I specify two of these objects and then for the cutting surface, I specify the two solid objects, then we will have different results. Then we will see that both of the shared parts have been trimmed, as you can see, since both have been considered as the cutting objects, and we got two parts from the shared parts. Again, let's try Bolli and split. I select them as the surface is to split, and then again, both for the cutting surfaces. Then the both of the object would be cut. I mean the sphere has cut the box, and also the box has cut the sphere. So as you can see, at both objects, the shared parts are removed and trimmed, and we got two pieces of the shared parts between them. And let us talk about their applications. Here, for instance, I draw a box. By this way. And then I draw a surface which got intersection with the box. As you can see, it is inside the box, the curve. I move here, and then I rotate it. Following that, I pick combo, and then I extrude it like this way. Well done, here if I operate building a split. Upon this, the first one, and then the second one, check this out. I want you to guess the result. So as you're concerned, the surface has cut the box exactly. So as you can see, the box is split into two parts or has been divided into two parts because of the surface. However, here you may say that we could have used split instead of Boolean split. Here, there's a difference between this and split. Let's sick it out. I specify the polysurface and in the curve, take this out. Here, as you can see, both parts of the box are not filled. I mean, when we use Boolean split, the opening parts are filled, and it is difficult to fill these openings. So when we want to divide a specific solid object and we want the openings and holes to be filled, we can use Boolean split. One more example, for instance, here we got the rectangle or a box and these two curves, I mirror them at the other side. Check this out. Like this way. Then in the continuation, I move them and then extrude them. Here we got surfaces which got intersection with the box. Then Boolean split, I select the object, and then the surfaces as the cutting objects. Hack it out. Here we got four pieces of the box that all of them are solid. Check this out. The openings and their holes are filled, and this is what Boolean split gives us. In the continuation, I'm going to tell you a point about creating windows. For instance, here we got a box like this. I want you to watch this part carefully, shell. Then I select the top face of the box and also soak top and then I remove it following that I want to create a window on the others or lateral faces. I create some boxes, check it out. The size does not matter. I make two copies. Phil Don, here if I want to use Boolean deference, as you can see the shared parts are removed, that I want to place some glass falls here. But here if I want to use Boolean intersection, I select the object and then the three other objects. Then as you can see the unshared parts are removed. And as I told you before about Boolean split, Bolan split is the combination of bool and difference and intersection. I mean, I want to keep the shared and unshared areas between these two sets of objects. So it's time to use Bolean split. Bullion split. I select a set of bolls, press Enter, and then the three boxes and then enter. But after that, you have to delete the boxes. Then check it out as you can see these parts are split it, then you can either remove them or keep them. I select them, then at the top for you, I want to consider as the glasses, so I can use scale, and then I minimize them. Check it out as the glass panels. Watch this. Or even before creating the glass panels, we can move them or put them out. Here we can shell these at the thickness distance of 9.2, and then select both sides. I shell them, and then as the frames of the windows and then select lass created objects. Then I want to consider SD frames or the SD Mllens of the windows. Check this out. And then I pick the splitted parts, and then I move them, and then put them inside of these side of the opening parts, and then I minimize them to consider them as the glass panels. And then I change the layer. Watch this. So by boolean split, you can split the shared areas of the selected polysurfaces, and also creating separate polysurfaces from the shared and unshared parts, which is very practical and useful in your projects. And right now it's time to practice these items. 119. Exercises: Broken Roof House : And the next practice that I have considered for you, as you can see, there are two buildings in Mexico City. I want to give you some explanations about these, and then it's time to start here as you can se, get a slow proof, but I want you to model the roof like this image as you can see. Here is the drawn curve at the middle part, the vertex is moved up. I mean, the carriage is not straight while in the picture of the Mexico city, as you can see, the carriage is straight. So we want you to model the roof like this. And then you can model the windows and the glass panels, as you can see. We talked about the method that you're going to use at the previous session and also the facade. Here, we got a curtain wall, as you can see. We have some divisions and the Moll. Know that the thickness of the roof and also the base or a slab of the building are different with the vaults of the building, as you can see. And there are four columns at the base that if you're interested, you can model them. So let us start here and dry know I'm going to start with a box like this. Check it out. By this way, following that I want to model the roof. That as I told you before, I want to model it like this, which is very simple. So what should we do? Here I should draw a curve at this part. And then we pick the vertex and then move it upwards. So back to Rhino your concern here exactly, we should use split face to split the top face into two parts and then moving the vertex to upwards. I specify the pace, and then I want to draw the split axis just like the picture, the start of the axis, and then I extended. Watch this. Well done. And then I hold down Control ****, and then I select the vertex or I can select the box and then click and turn on solid Control points. I select the vertex, and then I move it upwards by this way. Shake this out. So guys were done with the roof, that they wanted to model it exactly like this picture. Then we can move on according to the picture, the picture of the projects in Mexico City. Following that, we're going to model the other surfaces and removing some parts. And as you are concerned, it's time to use shell. So back to Rhino, then I start the command of shell. Here I want to adjust the value of thickness. For example, two, and then I specify the front and back faces. Then I remove them. Check this out. Here we got a surface. Great. But as I told you before, the thickness of the base and top faces are different with the lateral se faces. So how can we adjust them? What do you suggest here? Since in shell, we cannot specify variable thicknesses. Exactly, we hold down Control and Shift buttons, then we select these two faces, and then by using the gumbo, I can move them and then thicken them. But no that for extruding the faces for most of the time, we can use the gumbo actually, since you can get access to them in the quickest way and then import your desired value for moving them and extruding them. Check this out two minus two. Following that, I hold down Control and Shift patterns. I select the inside interior face. I click on Combo, and then I move it at the length of two units. So right now, the top and bottom faces are thicker than the lateral faces. So let us work on the facade building. You need a surface to model the front face. So how can we do this? What do you suggest? Here I draw a curve or a line, and then let me move it forward. So I select the curve, and then I extrude it to the boundary. Watch this. For the front face, here there is. Then let us apply some curve on the surface. So in order to make the scene more organized, I isolate the surface, and then back to the right view, here I can select the surface and bend by using section. And then I draw some curve on the surface from the midpoints, as you can see, Cat, perpendicular, fell down. And one more. Let me delates one, shade a display mode. Following that, for the horizontal curves, again, I start section, start drawing the section lines. Check it out. However, we can use other commands of array, copy, move and others. Well done, and then pi, multiple. I select the sections and then press down inter for the pipe radius. For instance, not 0.2, check it out. Here we got the glass panel and also the millions of the front face. However, we can divide the part exactly like the building. Then for the windows, as we talked about the method before, great control edge to show the other objects. This time, I want to hide the other objects and keep the faces to work on the windows. So here in the front view l Control G to display ghosted mode. Following that, I start drawing the windows. For example, the rectangle like this. Then I create some copies by this way by moving them. Well done, check it out. However, I should minimize this one. Great, and others, check it out. I scale them Great. However, their positions are not that much important. You can adjust their positions based on yourself. I mean, based on your desires, it's all up to you. Then what is next? Exactly. As you remember, I introduced you a command which we used for creating the Windows, which was bullion split. I select the solid object Inter. Following that, you should set delete input to yes. You select the objects and press down Inter, and then we delete these. Check this out. Here we are given these objects. Following that, here, if I want to move them and put them out by this way, and then I create a copy. But at first, we should use shell at this condition to remove these parts from the surface. And then not 0.1 for the thickness, check this out. Here is the frame of the windows, as you can see, then select less created objects. Then I modify the layers, for example, to layer four, check it out, and then I select these objects. Boxes to move them, turning planar and project, and then adjust them in their last or previous positions and then I position them right there as you can see.G then in the continuation, by using scale, we can model the glass panels. Just like these in the modified layers. So here we have modeled the frames or the Mllons and also the glass panels. However, as you can see the glass panel so the frames got some parts of intersections, and it does not matter. However, these parts are very important in vet and these intersections cannot be ignored in Revit. But we've got no problem in. So if you're done with the glass panels, then let's go for the slab. We're going to model two levels. So for the slab, let me show all of the objects. Let me model the back face by drawing a curve, and then I extrude it, check it out, and then extrude the boundary. Watch this. Like this way. I want to postpone modeling the frames. And actually, for the level, I'm going to use section. Check this out. I select all of the objects inter. Then in the front view, I'm specifying the position of the level by drawing a curve. Then I isolate it, took it out. Here is the level. So I extrude it, and then also extend it, take this out for this lab. Well done. And later, we can delete the extra lines, since we don't need them anymore, At control edge. Watch this. Let me hide this to show you the interior parts. Watch this. I'm going to create it again with the process. So let's take it out. Here we got this solid object, and I'm going to position a slab or a floor for the building. So at first, I can use section to specify the position of the floor. I select the entire objects and then press down Enter. Then at the front view, I specify the position of the level here, for example, I draw a curve to position the floor since I don't want to I mean, I don't want the floor and the windows intersecting each other. Here we are given the intersection between the floor and the other objects. I isolate them. Here we need the middle curve, which is related to the curtain v and also the front face and the valves. So here if I pick the box and then I started from the intersection and then specify the next point at the other intersection. Watch this. Then we can create the floor and then we're done. And after that, I delay the extra things, fre do then d control edge to show the other objects. Let me show you the ghosted mode. Like this way. Great. Well done. Let's give it a try. 120. Exercises: Apartment: And the next practice, as you can see here, we've got a residential apartment. I'm going to explain it for you at first and guide you. And then as usual, it's time to create it. At first, let us look at the pictures closely. You will be share these pictures so we can check them out and analyze them. Watch this. And these the windows and the slanted curve, as you can see, and also the plan view that they are not required. Well done. And the elevations, which are much needed, right? So, and the descriptions. Here we got the back view of the building or the apartment. And let me open the front view of the residential apartment. Watch this. Front and back. Let me minimize these images or these windows since I want to show the flat views and elevations And let me open the flat views or the elevations. Check this out, and then I want to arrange these windows. I want you to look at the pictures closely and listen to my descriptions carefully, please. Go right. At first, let us start with the front view. As you can see, we got a U shape view. Here there is in the flat view. As you can see, these two lines or curves are aligned with each other, as I'm showing you, which are aligned and parallel. So we got the U shape view. We got a U shaped view at the front view of the building or apartment, check it out. But as you can see, these two curves are aligned with each other, aligned and paralleled. So we're going to draw a U shape, surface or object. Then let's follow the apartment, the other parts to check the back front. I mean back view, I'm sorry. And here as you can see at the back view of the building or apartment, the U shape building is being removed. Here I'm going to show you the corresponding parts of the building apartment at both front and back views. Here as you can see, at the back view, the top part is extended while the bottom part is not is fixed. So as the top part is extended and the bottom part not, we got a U shaped view at the front view that we got it in the back view as well. But the top part is extended. So guys we're done with the front and back view and the U shape, and then for the middle part. In the front view, as you can see, there is a rectangle at one of the sides, as you can see, is aligned and parallel with a curve in the back view, as you can see. I mean, the rectangle is parallel and aligned with the extended part at the back view. So you should put them into consideration. So we draw the rectangle, but it has changed in the back view as you can see. Here on the right view, as you can see, as it gets closer to the end or to the back view, the rectangle is getting bigger, that fills the gap between the rectangle and the bottom part. And near the back view, as you can see, the rectangle is extruded, as I'm showing in the right view. Here we got a box or the rectangle which is extruded. So if you're going to start, we should import these images into rhino, and then we can draw the front view according to the image and also the rectangle at the middle part. And then for the back view, we should put the extended part of the U shape into consideration at the top part, and in the continuation, we're going to align the two sides of the rectangles in both front and back view and the rectangle here at the back view, as you can see, as you can see the side edge is aligned with the side edge of another rectangle at the front view that we have totally explained the commands that you should use. Then at the next step you should create these, these curtain walls and the horizontal and vertical molons and also the glass panels and also the windows. I want you to give it a try and assess yourself, and then you can come and watch the continue. You create it together step by step. But here, you should not lose your hope. I want you to just be confident about your own skills. And even if you were failed in creating such a practice, I want you to try one more time till you succeed. Accomplish what you were looking for because nothing would happen if you just imitate from the videos and create these practices, you have to challenge your own skills. So let us start. As I told you before, we have to import these images into Rhino, and then we'll be from there. So back to Rhino and then at the front view. And then I want to import the front view, the front view photo. However, there are some explanations about working with the photos of the apartments and others that I want to tell you that they should be considered First of all, the scale at the beginning of the process does not matter, since we can fix the scale later, so there is no necessity for adjusting the scale of the images. Here, focusing on the front view, I'm going to start there are some points. There are some errors within the images. For instance, when you want to begin to draw, for instance, you start and then you hold down shift. You extend the curve like this way, following the top part, and then here. Here we should not extend the curve till the end, since there are some errors here. Since as I explained you extend the picture, the top curve is aligned with the bottom curve. So here we should use smart track. Check this out. Here, because of the visual errors, you should not follow the picture. As you can see, the axis is extended more than enough, but it does not matter, so you should have understood the model. I hold down sheaf and extend the curve. Again, I extend it vertically to or down. Then SmartTrack, great. And then I close the curve. Right now we are done with the U shape geometry. In general, I want to tell you sometimes there are some errors within the pictures or images that we should refer to the main geometry. And at the beginning of the video as I told you, the two ends of the U shape geometry are aligned. While here at the picture, the extended part refers to the backview and then the rectangle for the middle part. So we're done. And if you agree, let us make the image transparent. I want to increase the transparency, take it out. Well done and also I lock it. Then in the continuation, I want to draw the backview of the model. As you're concerned, the backview is dependent to the front view. And as we got some errors, here I create a copy from the front view. This is very important. These two are related to each other, so I have to create a copy from the front view. Following that, I want to mirror it by picking a plane, check this out. After that I position it here, you see if it wasn't matched with the image, it is not important. Here the point which is important is that when you want to extend the curve here and then create the rectangle, you should note that it should be aligned the rectangle, the edge of the rectangle. Since these two rectangle, I'm in the middle and the top part are depend, and they are aligned and parallel with each other. I undo the process. Here I select the control points, and then I move them, check this out by using SmartTrack, along with the middle rectangle. Watch this. This is very important. In south elevation of the model. Then at the port. We're going to model the rectangle, as you can see. I should move the control points to position them correctly at the intersections. Watch this. It would be like this. So all in all, we can't copy from the image or imitating from the important image, since sometimes there are some visual errors. And as we analyze the model at the beginning of the video, you understood that we should draw the plan or the front view by this way. And if I draw a curve, check this out, they are align each other. But about the extrusion distance of these models or about the length of the slanted part of the middle rectangle that we're going to calculate them from the west elevation. I pick the line and then I start drawing by this way for the top curve then in the continuation. As you can see, the middle extrusion is extended or you draw a curve along with the middle extrusion so that we can calculate the distance or length which is extended, which refers to the disc extrusion, as you can see in the picture. Let me show you the other pictures of it that it is extended. Check this out. However, we can check it out in the front views. Or, for example, here, let's check it out. As you can see, it is extended. I mean, the front face has been moved, which has been moved from the other parts of the front view. But how much should I extend this rectangle in order to reach to the another one and align with the rectangle? I draw a curve like this. And then for the extrusion, I want to use more track, check this out since these two should be aligned. So right now, we calculate it calculate the de depth up to each of the extrusions according to the views until now we are almost done, old control buttons plus L, and then I delete the image. Great. Let us continue. At first, I rotate this at -90 degrees and then another one at 90 degrees. Following that I want to assemble these at first, I want to specify the length of these two intersections, these two vertexes, this one, and then the another one. I mean, which one of these curves should I specify for the length of between these two vertexes? So here as you can see on the screen, it is related to the top curve or top line and disregarding the extra parts. So here I select this line and then I move it like this way. After that, the other one, the back view, I move it. I position it there. Got and let me move the other curves. Here it is. Then as you know, we need to model the extended part of the extrusion. Here, check this out as you can see. I mean, the depth of the extrusion is specified. So I move it, move. And then at the distance of this curve, I move the rectangle. I delay this curve, but I remain this one. I keep in the continuation, it's time to extrude them, and as you're concerned, you can use loft. I select them, and then loft, shake this out, and then I turn on the shaded display mode, and then by using cap, you can fill the openings, watch this, or the holes like this. But what about another approach? Here we can extrude it to the boundary or to another curve. Watch this. Then you can hold down Control and chief buttons, select the edge, and then move it to the curve as you can see. And also for the middle part. And as I showed you before, for the middle part, we had a complete extrusion, which was a box. Let me show you the picture. As you can see at the beginning in the back view, we got a box. Watch this. It is extruded straightly. But how much should I extrude it here at the length of this curve? Here we got the related curve. I select the rectangle, then extrude. Then how can I specify the extrusion distance exactly by using set base point? I click on set base point, then I specify the point on the curve. I extrude the rectangle like this way. Check this out according to the view. Then for the other part, which is related to this part, according to the photo, again, I can use loft, but we need this curve actually. We can create a copy or we can move it. And then I move it there to place it there. And then we can use loft. I specify the two rectangle, check this out and put the sin points into consideration. We're done. Here is the result. And then we cap them. And what is other approach? Here we can remove the curve. I'm talking about this. Let me remove it. And then I extrude it, and then I connect it to the another box. Following that, I isolate the two boxes. Then I can hold down Control and Shift button to select these edges, and then I move them, following that again, holding down Control and Shift and then moving the edge so that this will be the result. But I recommend you to do both of the approaches so that you can learn how to work with these two ways and expand your knowledge. So, guys, we're almost done. Then in the continuation, I want you to tell me or suggest me approach. To unify these two objects with each other. Do you have any recommendations? Do you recommend me to join them? As you can see, they are not joined. As I explained you, in Bole and nian, you can't join the closed polysurfaces. So in solitudes, we should use Boley and nian. We select both of these, and then we press down Inter. Check this out. They are unified. But how can I remove this curve? I mean, I want to merge them exactly. So I click on merge Merge A. I select the objects and then press down Enter. Check this out as you can see, these two objects are merged and the curve in the right view do not be removed since there is a straight section there. Great control edge to show the other objects. So, guys, we're done with these. Let us go for modeling the curtain valves and the horizontal and vertical lleons in the photo, as you can see. Actually, as you're concerned, they are very simple. Let me show you one of the photos that can represent the millions, for example, here as you can see. But note that we got the Mllons at all of the directions back, front and right. Let me show you. Here, even as you can see, we got them at the back view. I mean, it evolves around the building. So back to Rhino. First of all, as you can see on this screen or the photo, there is an offset for the Mollan. So back to Rhino, and then I drove on the edges and the edges of the top face. Check it out, and then I want to offset them. I select the drawn curve. Check it out through points. And then I specify the offset distance by point, cort, I delete another curve. Then here we need the offset curve that we're going to create the glass panels, and also I'm going to consider it as the path of the horizontal frames arrangements also we're going to use it for creating the horizontal mollons. Let us create the horizontal Mulions first, I want to draw a rectangle as the cross section of the vertical frames or millions by this way at the center. I mean the continuation, I'm going to place the glass panel at the middle part of the frame. However, I should maximize it. I draw another one which is greater than before, like this. I remove the previous one. This is better. Then it's time to array it, select, array. Array curve. Here actually specify a path curve, here there is, and then the number of the items like 40, shake this out. Then after arraying these objects, we should select the last created objects. And since we got 40 objects, it would be difficult to select all of them, so it's time to group them. I hold down Shift to select the input object, hold down Shift, and then selecting the input object, control G to group them. Following that, I can select them easily since they are grouped. If I select one of the objects, check this out, then the others will be selected, and then I extrude them, and there is no need to extrude them to the boundary, and select the face, watch this. I recommend you after extruding the vertical llens this way. Again, select them last crectd objects, and then group them. So that in the continuation, if you wanted to use other commands over these, you can select them easily. And then I select the vertical frames, I hight them. Then it's time to model the horizontal frames. So in the continuation, at first, we should offset this curve, the selected curve as you can see. So at first, we're going to offset the curve and then extrude it. But could you please suggest me a command, which is a combination of offset and extrusion both exactly slab which was the mixture of the commands of offset extrude cap. So we can either offset it and then extrude it or use slab. I search for slab in command line. I specify the curve, but don't forget to click on off of side since the selected curve refers to the center of the vertical frames, and you have to offset them at both sides. Then through points, then I specify distance of the offset. Following that, I extrude like this. Then in the continuation, I want to array the horizontal frame ormlon. Here it may come to your mind that our best choice is arraylinear, but there are better ways too. So at first, let us try array linear, and we will talk about other approaches too. Select it, and then in the front view, shade a display mode. Then array linear, I should specify the number of the items, for example, 15, and then by this way, I can array them. Check this out, well done. Here is the result. However, there is other better ways. What do you suggest? As you remember, when we were talking about the array array command, I told you a point which was when we are arraying in a specific object, align a straight axis, we can use array curve. Why? Because we're going to specify the number of the items. Want the spacing to be specified. We just want to specify the numbers, not the spacing. While when we are using array linear, we are limited to specify the number in order to fit them. Let us try again. Array linear, for example, 15, here as you can see, we are specifying the distance or the spacing. So they are difficult to be adjusted. When we use array curve, we just specify the empty space and then it would be I mean, it would array specified so I recommend you use array curve along the vertical axis or Z axis. So here you may want to specify or draw a curve and then consider it as the path because the edge surfaces can be used as the alternative of the curves. So here we can start array curve. I select the object to array. Then I should specify the path curve. I select the surface edge. But here there is a when you are clicking on the surface edge, the near end that you click on does matter. For example, if I click on the top end or the near top, then I specify the polysurface edge, and as you're concerned, these methods are very professional because you avoid or you avoid drawing in other caves. So save your time. But the end that you click on does matter. If you click on the top end, for instance, and I specify the number of the items 15, then this will be the result. But we expected the opposite. So all in all, we should click on the end which is near to the bottom undo array curve. I select the object, press down Enter. This time, I want to click on the end, which is near to the bottom. I click on it. I click on the bottom end, then I select polysurface edge. And here we can only specify the number of the items and then array in the object, for example, 15, and then the distance between the items would be adjusted automatically and even the distance even 1.32, or, for example, I specify 12, check it out. You can adjust the numbers. So I set 15 and then check this out then selecting less created objects. I select the input object by holding down shift, and then I group them and hide. Then let us model the glass panel, and we keep these curves, so we're going to model the other objects based on these curves like the glass panel, for instance. Here as we have kept the frames and the curves, we got the dimensions of the frames and millions, and we can use a slab for modeling the glass panel. I select the curve, and then I specify the value of offset at both sides through points. Check this out. And then I extrude it, watch it at the glass panel. Then I show the other hidden objects. Here is the result. But here you may see that there are some intersections between the glass panels and millions and also the other objects. So what should we do exactly? It's time to use Boolean. We have grouped them for these to select them all and then use them in the process of Boolean solitols Boolean deference. I select the panel, and also the frames and llans as the first set. And then I set delete input to yes. I mean, I should set delete input to no since I need the deleted input object, I coll on the extrusion. Watch this. I hide the extrusion. Here is the result. And if I wanted to model the frames according to the extrusion and match them with the extrusion, it would be very complex. So we created the whole part, and then we use Boolean difference. And then we remove the shirt. And for the windows, for the windows, I want to specify one of the faces as the construction plane, check this out. And then by drawing some boxes or extrusions, check it out like this way. Well done, I move them, and then I create some copies or making some duplicates by this way. Great. However, if they are not I mean, the dimensions are not equal to each other, we can scale them according to the photo. As you can see, they are variable like this way. By using scale, Great. We're done almost. Then let us take a look on the photo. Here is the result. Then we can use Boolean to void these parts. And since we got these objects inside a closed polysurface, there is no need to use shell, check it out. Here is the wireframe display mode of the project. Can select the curves, the Io curves, and then from the top view, you can move them inside or outside for adjusting the void depth, we group them. Then in the continuation, it's time to use Billy and the friends to remove the shared parts and avoid the extrusion. Check it out. Let us try again, pull the difference, selecting the main object. I should set input yes since I want to avoid the extrusion. So as they are grouped, I select them, watch this. And then by using extract, I select the back faces or the interior faces of each of these voids, and then I assign them to another layer for the glass panels. So this was the first approach for another way, let me undo the process. Then I delete these back to the previous mode and I return the construction plane to its default mode. And if you agree, let us move the whole object and then place it on the construction plane. I move it to there. What do you think about the another approach? For the voids on the faces of the object. Exactly, we can use boss, as in the previous session, I told you you can use it in creating windows. But for creating the boxes on the face, as I told you, before you can use UV curves. Select the face, then create the UVs like this. Following that, you can have the boxes or drawing the windows on your I mean, inside the boundaries, and I create some copies like this. On the base surface, you know, I just want to teach you different methods and techniques in creating different parts of the project. And in some of the projects, you should use either of these approaches. It is not possible to operate many methods. So the more techniques and methods you know, the more capable you will be in moving your projects forward. Great. The patterns and the UV curves, then it's time to apply them on the curve. Select and I specify the target surface. Watch this by this way. Following that, it's time to modify the construction object, the construction plane, actually. I set it to the face, and then I select the last created objects. Let me check them out from the top view, and then I extrude them like this way. Then I return the construction plane to the default mode, and then I start command of boss. Control G to set it to display to the Ghost to display mode. Then I select the curve, press down inter, check this out. Actually specify the boundary here there is check this out. Then it's time to extract, extract these faces the polysurfaces. So, which one of these approaches was better than another one? Which one do you prefer? Exactly, Bool and difference is better than boss. But if we were dealing with a curved surface, boss could be a better approach. I group them. These Group. Then for having your review, let us create the other windows for these two faces in the front view, back to Rhino. Then I set the construction plane to this face. Even we can isolate the object or the extrusion. And then I draw some boxes. I draw one of them, then I create some copies. Watch this, and then I scale some of them. As I showed you, we had variable sizes of the windows. Here there is, fill, and then I move them inside the right, pull the difference, selecting the extrusion and then the boxes and then enter. Check it out after that. We should select and then extract the front or back faces and then assign them to a new layer to the third layer, for example. So all in, in general, we are not limited to one approach to meet our needs. We got many options on the table, that always we try to choose the best one. I mean when we want to create the windows from the boxes which are placed on the extruded surface, by removing the shirt parts, we can use Boolean split. Let me give you an example. For instance, here we got box or a surface which is extruded, and we want to create the window. We can use Bolin split for creating windows and this. And when we get such an object like that and we want to credos and the faces, Bolin split is not our choice. I'll control H to show the objects, and then we can select these here in properties. Following that I want to control the transparency and increase and make it transparent. Watch this. And here is the final result. And if you haven't done it, I want you to put time on it and create it by your own so that we can go for the other sessions. 121. Editing Solid Volumes (Part 1): I hope you've done the projects successfully. So let us continue talking about the other commands, which you can find them in solid tool stab. The next command is create solid, as you can see, which creates a closed poly surface from the surfaces that bound regions in space. Let me give you an example. For instance, here we got these curves, and I want to create a surface out of these curves. Check this out loft. I select the curves, and then I create the surface like this way. Well done. Following that, I move them, and then I remove the curves, and then I create a copy or make a duplicate from it, and then I hold down, then I rotate them, watch this at 90 degrees. But the point here is that you should specify closed polysurfaces or closed surface, yet bound regions in a space. But still, as you can see, we got an open surface. So what should we do here if I hold down all and then I rotate them to close the surface, check this out. As you can see, we got a close polysurface. Following that, we can create a solid object from the following that I select these surfaces, inter, check this out. Here we go a solid object. Let me give you another example. For instance, here we got this curve, and then I mirror it and also creating a copy by this way, then creating a duplicate and I rotate this one buy it this way and one more copy, I'm going to move it, and then I love them. Well done. I want to modify the direction. Well done, I go left. Great. Then in the continuation in the front view, right, for example, I want to create a simple extrusion. Let's check it out. By this way. And then I extrude the curve like this way. And by scale, I minimize the opening part, move it down, check it out. I just wanted to create a closed polysurface, as you can see, since it is very important in create solid, and then we will be given the closed polysurface, and other parts are trimmed, so it can be practical in some of the projects. And the next part is wire cut like box, boss Wirecut is the combination of the extrudent Boolean or slab that I want to call it a blended command, which is made up of two other commands. Wirecut is composed by Extrudent Boolean, as I told you before. Let me give you an example. For instance, here we got a box like this, and then I want to add chamfers or champ for the corners. For instance, by using this cave. Like this way. I mean, I'm using this curve as the split object or cutting object. At first, at the top view, I pick a split. I select a box, and then I specify the curve as the cutting object, inter, take this out. As you can see, this part is splitted, and then I can remove it. But the box is opened. Here we got opening or a hole which is not capped or filled. So I start cap, well down. But if we had a curved line, and then we wanted to use it as our cutting object. What should we do? We won't be able to cap the opening or the hole. I split it like this way. Again, we got the opening, but as you are concerned, cap is not capable of closing or filling curved parts. Let's check it out as you can see. It is unable to cap the objects since the opening did not have closed planar loops about edges. So here, the problem is that we can't fill the opening, so it does not meet our needs, and it is not our chosen way. So what can you suggest? What else approaches do you know? Exactly. We can extrude this curve and then use Boolean. I mean, we should extrude it twice. It takes some time. Let us check it out. I select these two curves, and then I extrude these two curves, following that. And then again, extrude surface. Watch this. I extrude these two surfaces. I specify the direction of the extrusion surface. So I use extrusion twice. Following that, I want to use Boolean Boule and deference in order to cut the corners of the box. Then we will have such a result. And then I can remove the other parts. As you can see, we got no openings there, but the way was too time consuming was too long, and a split has its own shortcomings. We won't be we wouldn't be able to cap the openings. So it's time to prevail our no command, which I told you before and is wire cut. I just wanted to tell you these to make you prepared for our no command, and they were just introduction. So that we can understand the wire cut and its applications better. And also the services provides us FF. Well done, I have undone the processes. Here, we got the icon, wire cut, or you can try wire cut. I started, and then I select the curve as the cutting curve and then press Inter. Check this out, select cutting curve. And you can select multiple curves, and also the surface edges can be the cutting curves. Following that, we select the polysurface to cut. Then without pressing inter we can specify the objects to cut. I specify the box, and then you should press down Inter. Let us try again Wire cut. If I select the cutting curve, there is no need to press down inter, and then the object got cut and then enter. And then here we should pick the first cutting direction and depth for extruding the cutting curve. You extrude the curve at two directions, and then enter to cut through the objects, and then selecting the parts to cut away. Watch this, then you should press down. Then you will be given the splayed box which is capped in a very quick way. Let us have a review a cut. I select the curve and also the box or object to cut. In the first cut depth point, check this out. I specify the first cut depth point. After that, the second cut depth point. Well done, then we press down Inter to cut away the parts. Watch this, as you can see it is capped, so we can use it for trimming a polysurface with a curve similar to cutting foam with heated wire. Again, wire cut. I select the curve. After that, I specify the object to cut and then pressing down inter. The first option is direction, which has been set to normal to curve. Rection can strange the direction for the wire curve extrusion to world XY and Z. Normal to curve constrains the direction for the re curve extrusion to the curve plane normal. Now we can use X Y Z or we can picking a plane and C plane normal, which constrain the direction for the re curve extrusion to the construction plane that direction. That we usually use Z, normal to curve and pick. That in the continuation, I will give you some examples. Right now, I set it to normal to curve, and I talked about the dilate in boot, and also both sides you are familiar with it, and then Keep splits the object instead of removing part of it. As you can see, it has been set to no. So it removes the specified part. If I set keybll to yes and then press down into, then it splits the cut part and does not remove it, as you can see. Shake it out. It has divided into two parts, just like Bolan split. But if I set keybll to no, again, re cut. Following that, specify curve, how solid and then set it to no. Then I specify the first and second cut the points. Then if you want to keep the highlighted part, you should set cupul to yes. If you don't want it, you should set Kupal to no, and invert cuts away the non intersected or intersected part from the object. And then press inter. Let us try again re cut and specifying the object to cut and then if we set Kupol to yes, it keeps both of the objects, but it it splits the object, but if you said it no, you should trim one of these two parts that you can change them by invert. For instance, here as you can see, the object is highlighted. And if I press Inter, the highlighted part will be trimmed. I click on invert, so that I can delete the splitted part. And if you wanted to modify the direction of the extrusion, let us try again. The first, and then the second, you fill up the direction, take this out by mouse, by points. Then as you can see, the highlighted part will be cut away if you press Inter. But if you want to keep the invert the highlighted part, you should invert it. I mean, it is not related to the direction of the extrusion. Here at the last step, we specify which one of the part will be kept. Shake it out, invert, and then we press down Enter to delete the highlighted parts. Like this way. And then another topic is that you can specify the first and second cut depth point wherever you want. Again, I start a card and then curve solid, and then I extend the extrusion till the half of the object like this way. Following at the second second point, invert watch this. As you can see, can trim the desired very quickly that it is used for designing the entries and also the cut pipe and trimming the solids continuation, let us consider the direction options. So for instance, suppose that here, we got this box. Let me scale it this way, and then I draw a curve like this and the box. Alt Control G, as you can see, it is under construction plane inside the box. Here, let me extrude the box and move the top face a cut. Then I select the curve and then the solid object. Right now, we can extrude it. Then I want to specify the direction of the extrusion. I want to extrude it slantedly so direction, peak, want to specify the direction myself. So in the front view or other views that you can specify the direction for specifying two points like this. Check it out in the perspective view. I extrude it this way. And then the second point, watch this. And then pressing down Enter. As you can see, the parts are splitted and removed. Alt Control G goes that mode. At first, wire cut like this way, curve inter and then the solid object, Inter. Then I want to specify the direction myself. I click on direction, then peck. After that, you should open the proper view for specifying the direction. For example, right is not the convenient view. You should open the front view. So I specify the base point and then the second direction point like this way. Well done. I extra the curve at two directions, and then I said invert to yes or no. And I told about the kipal as well. And then you can specify which one of the parts you want to keep or wanted them to be removed or trimmed or position them like this. Another example. Suppose that we got a curve like this, like an arc, and then I close the curve by this way. Then I extrude it along z axis by this way. Here is the result following that in the top view. Then I draw a curve like this, check it out. Well done, like this way. Ghosted mode. I select the curve, and then I extrude it to the half to the half of the I I move it to the half of the object. Then I start a cut. I specify the curve and then the solid object. I want to set the direction to the normal curve or Z. As you can see, Z and normal to curve are both similar to each other. So I specify the cut depth points first and second, extruding them. Right now, Cupols has been set to yes. I move them out, check it out. This is the result. For instance, you can model the bolts by using wire cut. And as I told you before, it is similar to cutting a foam with a heated wire. But if you were dealing with a closed curve for your heated wire, then you will have only one step at the process of wire cut. For example, I want to consider this as our foam, and then it is our wire cut. Alt control G goosed mode. Here we got the wire, and as you're concerned, we got two steps. During this command, curve solid, then inter. As you're concerned, at first, we should specify the first cut depth and then this second cut depth point, the second cut point depth, then enter. So we are specified in two steps. I'm talking about the cut depth points. But if we had a closed curve as our heated wire, for instance, check this out. Here I draw a closed curve, then we will have only one step for specifying the cut points depths. Let's try wire cut, curve the solid, and then press Inter then inter, check this out we're down like this wave one more time cut specifying the curve and then the solid object, then pressing down inter, specifying cut depth point and the direction is normal to care. And when your curve is not parallel deconstruction plane, you can use that direction. This is normal to care but if I set it to Z, watch this. This is the result, which is perpendicular to thecstruction plane. If I set it to normal to curve, then according to the direction of the curve, normal curve constrains the direction for the wire curve extrusion to the curve plane normal, press down enter, and then I set it to shaded mode. And then by using shell command that we talked about in the homeworks, I can remove these faces and then convert them to volts, like this way. Well done, let me give you another example, and then I want to leave you these examples and practices for you. For instance, suppose that here we got this rectangle. I'm going to exemplify the closed and open curve. For example, this time, the open curve, Alt Control G for the ghost mode, and then I move it downwards in order to tell you the differences between direction and normal curve, I rotate the curve. Then I start a cut. I specify the curve and then the solid. Then it's time to specify the direction. As you can see, it has been set to normal to curve, shake this out, and then the second cut that point, well done, here it is. You can trim the box like this. If you don't want to consider the rotation of your curve and you want it perpendicular to deconstruction plane, and along the z direction, you can set it to Z by this way. Shake this out. As you can see, this is perpendicular to deconstruction plane. And there are some times that you want to specify the direction yourself. I mean, not Z nor the normal to curve. So this time, I click on peak, and then I should specify the base point for direction in the convenient view, which is right right now, like this way and slanted direction, well done. And then I extrude the curve like this. Well done. Check it out way. Or you can select the curve. Check this out. I extend it. I extrude it to this point, not completely to the half. And then I extrude it, check this out, a another direction. Well done. However, we can try different types. Look. This is another type of the cut depth points. And as you're concerned, you can specify different types of directions each time when you use wire cut. For example, I don't want to extrude the curve at the both side completely. Check this out. Well done. Then this time, I want to exemplify by using a closed curve. So back to you, and then I want to draw a curve, a closed curve. Let me try again for the closed curve. Shake this out like this way. And then I just deposition, well done, we cut, curve the solid object, and then enter. Here we should have specified the cut depth point only add one step. Here we should have specified the direction arsl. We should pick it. I set it to z and then I extend it to here, then Enter. Check this out by this way. Here there is a point. Here the curve that you want to use it or specified as the wire should be planar. Here if I move the vertexes and make it non planar, check it out. Right now, we've got a tree curve. This is not accepted by wire cut anymore wire cod. Then as you can see, I can't select the curve. It isn't accepted because it is not planar. Check it out. As you can see, the closed curve has to be planar. Nothing done. Command with the wire cut. So the curves that you specify should be Play R. Otherwise, you can't start the command. So, guys, I session recovered multiple examples. I want you to put time practicing them, and I want you to exemplify some new cases to learn the lesson deeply. 122. Editing Solid Volumes (Part 2): And the next commands are Fillet and chamfer. Here we're going to have a review on about different types of filllet and chamfers, and then we're going to talk about the new command. As you're concerned, we got three types of fillets. The first one is Fillet curve. Suppose that. Here we got two curves like this, and then I search for Fillet. This filllet is related to the curves, so I search for it. Then here we can specify the radius of your filet. And then I specify the two curves and then you can add the filet. So this was the filet curve or the first type of filet. The next one is fillet surface. As you know, we talked about all of these in surface tools, variable radius, surface fillet and filled surface. Let surface command creates a constant radius round surface between two surfaces, but we can only specify two surfaces. Let me give you an example here by interpolate curve. I draw these two curves, and then I extrude them. As you can see, these two surfaces got intersection with each other. And at the other example, there is a gap between these two surfaces. And at the third example, I can rotate one of the surfaces, shake this out as you can see the two ends are close to each other and got some intersection with each other and some shared parts. Let me rotate it Move. I mean, in these three cases, for example, the first one, there is intersection at second one, there is no intersection, and at the third one, there are both intersection and gap. So in surface tools, filled surface, and your specified radius does matter. For instance, I specify four for the radius, and then I specify the two surfaces, then you can add the fillet. Check this out and others. Watch this. These are the results. This is the filled surface that you can only specify and add the fillet on a small two surface. Right now after this, I'm going to talk about the third type of the fillets and chamfers for the first time, which is filled edges. The first one was filet curve or filet, and then the second one was filet surface, and here we got the filled edges. Fillet edges. I mean, you can specify as many edges you want and then fill at them. There is no limitation. So let us get familiar with fillet edges and then say the differences. For example, over this box, fillet edges. Here I should select edges to fillet. Here we should specify the fillets. I mean, the edge is not the surfaces. I specify the edge, and then I want to specify the radius. Let me try again. I click on the edge and then press down into. Following that, No, we talked about these. We can move these points to make them variable or another point at the other end, and you can import the radius manually. But up to now, it was very similar to filled surface. Actually, here, there are two main important Important. Important difference, I mean, here if you add fillets to the box by filet surface, then we will have such a result, as you can see. Well, if we try with filled edge, we won't have the extra parts after adding the fillet, and then the next difference. This was the first difference between flat edge and filet surface that make the fillet edge more practical than fillet surface. And in fillet edge, we can select multiple edges at the same time and then press down inter While in filet surface, we can only specify two surfaces. Not multiple or more than two surface and even we can select the whole edges, the entire edges of the box. Even we can specify the radius. Next radius, for example, 2.5. And then I select all of the edges simultaneously, and then press down in third. Check this out. Here is the result in the rendered view port, while we cannot create such a result by using filled surface. Fillet surface is unable to create this. And another example by using fillet surface, not 2.5 for the filllets of the box, check this out. As you can see, there are some extra parts that are not trimmed and another difference between these two. When you are using fillet edges, your edges should be connected to each other or should have intersections, violent filled surface or filet care surfaces can be distant to each other. In general, when you want to add filets to the different types of the edges of your box or your solid object, especially at the intersections or corner and make them rounded, you should use fillet edges. But when you got only two surfaces, you should use filet surface. Otherwise, I recommend you choose filet edges and about the command line options, fill it edges, and then show radius, which has been set to yes, it controls the display of the currant radius in the viewport. If you said it no, it won't be displayed, as you can see. So we set show radius to yes and the next radius. We can specify the radius of your flat. Actually, about phase edges, it is too practical, if I click on it, then I should select polysurface pass for filling all adjoining edges. I specify surface without specifying or clicking on the edge, and all of the edges will be selected automatically and they will fill it. So it is useful. Again, fillet edges, then in face edges. I select these two faces. In a way that if I wanted to select these edges one by one, it took a long time. While I can pick these in a very quick way, check this out. So it is useful and practical. And what else options? For example, preview. You already know what does it do? If you say preview to yes, the preview of the fill will be displayed. For example, face edges. I select them, the press down Inter, check this out. The preview of the filllets are displayed. But if I said it to no, they won't be displayed. So you're already familiar with this option, this option. And previous edge selection in cases where the command is canceled or ended prematurely, previous edge selection option re selects the previously selected edges. Or maybe, for example, you wanted to modify the next radius, so you cancel or undo the process, and then you start fill at edges, and then you modify the radius. It supports multiple sets of previously selected edges for up to 20 previous edge sets. So you don't have to put time on selecting the previous edges. You can save your time. I have talked about the chain edges before. I mean, you can select the edges which are connected or joined with each other chainly then you can select them. And as we move forward, we will be given more options, for example, inter here as you can see if we got more options. We have talked about some of them before, but let us have a review share radius and add handle. You can add handles and the edges just like filled surface. After adding the handles, press down Inter, then you can click on these handles and then modify the radius. Check this out. Control the radius, can create copy from the handles. Watch this like this way. And after creating copies, press down inter or you can remove handles. Or you can set a specific value for the radius of all of the handles and about the others, for example, trim and join if I set it to no, it trims and joins the resulting surface to the input surface. You'd better to set it to yes. If we set it to no, check this out. The input objects are still remained. Check this out. We can move them. Like the suit not practical. So we usually set it to yes. Undo the process. Yes. Let me check it. Everything is okay. I said trim and join two, yes, and then press down into. Well, Don, we've talked about this before. Invariable radius fill it. And was good since we had a review. And there is a point about the fillet edges that it enables you to record the history just like blend. For instance, here I click and record history, and then fillet edges, face Edges, I select the phase, and then I add the fill it like the sweep press down Enter, well done. But the history has been recorded recorded actually here in edit fillet edge. If I click on it, then I should select the objects that I have at the fillletson like this and then Enter. After that, we will be given the previous options, and we can add the fillets from scratch. For example, we can modify the value of the radius or copy handles or adding new handles and stuff like that. And as you are concerned, we got the same options of the filet in Chamfer too. For example, in hamper edges, you know, somehow they are similar to each other. You select some edges. You can specify the next hanfer distance at handles, copy handles, and other options, check it out. Let us try again Chamfer, for example, for the distance five, and then I selected previous selections and then Inter check this out. Right now, if I say all of the ten the entire edges, then this will be the result. Check this out in the render view port. Well done, shaded. So this was all about fillet and chamfer edges. That they were different with chamfer and filet surfaces. And I told you the differences. And the last part that I want to consider in this part are the holes. Round hole. Check this out. I mean, this command is used for creating the circular holes and surfaces or polysurfaces. However, this command got some industrial applications, but we're going to talk about the architectural applications. Suppose that here we got a box, and then in the continuation, I want to create some holes on the face, for example, round hole that we can create circular holes. For example, the round hole, which enables us to create circular holes. I select it and I should select the target surface. The target surface, I want to specify and click on the top face and there, you can place the circular holes by specifying points on the top face, and this is the final result in the rendered viewport. Let us talk about the options in the command line, round hole, then selecting the target surface, check it out. Here we can specify the depth, for example, four. Watch this. Radius. Mm hmm. Great. And also the drill point angle. Drill point angle sets the angle at the bottom of the hole, since it has been set to 180 degrees, the whole bottom is flat. And this is 90 degrees. Take this out, Enter. And then I want to explain it more. At first, I'm going to begin with the depth of the hole. This dimension is related to the depth of the hole, which is four, as you can see in this screen. And then this is the radius of the hole of the rounded hole and the drill point angle, which has been set to 90 degree is this angle, actually. Let me draw a curve and show you the related part. Watch this. This is the 90 degrees angle for the drill point angle. Let us create some more holes in solitudes rounded hole, and then the surface for the point angle, for example, 60, and then for the first depth point, I keep four great. And then I position them. Great. Check this out. As you can see, the depth and the drill point angle are independent to each other. And as I minimize the angle, the length of the hole will be maximized. Let's try again. This is the depth of the hole, which is four, as you can see, and then the radius, which is two, and then the angle, which is 60 degrees. Well done. What about the options, especially direction that we're going to talk about solitudes round hole. Specifying the surface, for example, the front face in direction, we got surface normal. This surface normally uses the surface normal direction. Check this out. This is the result. And let me check the other phase. For example, this one, for example, C plane normal. I C plane normally it draws the whole perpendicular to the active construction plane. And right now the constrte the current construction planes perpendicular to the z direction. Watch this. This is Construction plane normal, and it creates the holes, perpendicular to the construction plane. And then the last option, which is pick as usual, that we can specify the direction arsl by specifying a point to axis. Check this out, inter. You can create holes. Let us try one more time. Round hole, here is the surface, and then I want to pick the direction. For example, check this out by specifying two points, and then I create holes on the front or right face. So, you know, these got their own applications, but right now we are just considering these commands, but later we will talk about the application. We've got make hole and place hole by left and right clicks. You make hole command projects the selected closed curves to a surface or polysurface to define hole shapes. Up to now, we talked about round holes, but make hole. At first, we should draw a closed curve and then we'll specify it for defining the hole on the surface. For example, this closed curve as the defined hole a frame, shake this out. So I'm going to use this closed curve as the whole of the surface. And you should specify a proper position for the curve if you want to create holes on the surface. Left click make hole. Then here we should select the plain or closed curve. Note that your curve should be plain or enclosed. I select it, and then I press down Enter, following that I should select the surface or polysurface, the top surface, for example, for example, right now, we should modify the direction. I set it to Z, check this out. For example, what else? XY Z, nor multi curve or P line curve and others, nor multi curve, for instance. And then I create the hole on the surface like this way. And as you can see, there is somehow like boss bus command. Again, here, make whole. I select the curve ter then the surface following that. Here if I want to say some difference between this and boss, make hole and boss, here we can specify the direction while in boss, we couldn't and also both sides. Check this out while it wasn't available in boss. And I want to give you another example and give you an example by the directions, for example, like peak. This time, I want to specify the direction myself, like this way, hack this out of sides to No, at this direction by this way I the render viewport, check it out. Great. What about Place hole, which is more practical and useful in architectural disciplines. So let us talk about place Hole in the continuation. Here I create a all like this way, and then I want to create a hole on this wall. At first, I create a hole and then I want you to say the application of the hole. Here I create a rectangle here on the construction plane. Following that, a curve like this to the midpoint. Let me adjust the position of the curve. Well done, then I want to mirror it. But the other side, well done, then I explode them, and then trimming these parts of the curve. Well done joined. G here is the result. Then at the continuation, we're going to use place hole, right click. And then here we should select the closed planer curve. Just like the make hole, we should specify a closed plane R curve. And then we should specify your base point for the hole like this midpoint for the base point. Okay, I want you to check it out, and then the up direction of the hole, for instance, the end intersection, and then the target surface here there is. Then you can specify the face point or you specify a point on the surface for positioning and then the depth to one the rotation angle, I don't want it to be rotated and then enter to save the changes. And about the target point, one of the holes are placed. After that, we can place the others, press down Enter, check it out in the rendered viewport. By this way. Here the first question. What is the main difference between make hole and placehle? The difference here is that the position of your closed plane arurve does not matter in place hole. So you can draw it on the construction plane and then use it on your faces. And you can place them as many as you want, not just one. So in general, make hall is less practical than Placehol. Place hall is more practical. For example, this is one of the applications of Place hall, which is used for the building facade, as you can see, or for creating the windows of the buildings. Let me give you another example so that we can have a review from the process of working with M or Place hole. For example, in the following case, we're going to have a la and then creating the windows by split face. Check this out. I hold down Control and Shift, and then I make them sloped. In the continuation, I want to play some windows and the walls here at the top view, I want to design the windows at first and the construction plane like this way. Do windows like this explode? I remove this and then joint. Great. I want you to watch the process carefully. Great. Well done. Right now, I want to position it on the body of the bula so here in solid tools, right click place hole, and then we should specify the closed planar curve I selected. And then the base point for the hole that I want to use it for positioning the curve on the surface. For example, if I specify the intersection, then if I click on the surface, then we can have the intersection or the cordoner of the curve at the specified point on the surface. So be careful about the specified base point for the hole. You can use either the midpoint or the intersections, corners. I want to use the midpoint here from the x. After specifying a position for the hole, here, you should specify the updirection of the hole. Check this out. And then in the continua after specifying the base point and the up direction, it's time to specify the target surface. Here it is. I click on it, face point. And here as you can see, the marker of the mouse is positioned on the base point. I place the hole on the face. I mean, at first, you place a hole as a sample. As you can see, then we can specify the depth, radius, and others, and then we can duplicate the hole. For example, for depth, we can specify point, but I import the value too. And the rotation angle like two degrees, check this out. You can rotate it that it is not required right now. Then after pressing Inter, the sample is completed so that you can open the front view and then propagate the hole and the face. Even you can specify different rotation angles for each of the holes and even depth. I mean, you can make them variable to each other, not necessarily similar to each other. For example, for the next one, I specify three for the depth point, shake this out and the next one, four for the depth point like this. I recommend you to place them in the front view, since you may have some problems, shake this out like this way. Then press Inter to create the holes. Well done. But if your holes, the holes that you have placed on the face are similar to each other. I mean, the depths and also the rotation angles are similar, do not go through this way. I recommend you place one of them, and then duplicate it or array. So wait for a second. Suppose that here, we're going to have a different model right now. Here I create a world like this. Well done, and then I scale these. Great. Here is the result. And let me minimize it. Well done. Then I want to place the curve on the wall as the whole and then propagate it. So place whole. I select the curve and then the base point, the up direction, and also the target surface that I should specify. Well done, the face point here in the front. View, I specify the face point, and then the depth. For instance, I specify four, then the rotation angle, zero, and then enter. And then I don't want to spend time on placing the other holes. Since I want them similar to the first one. I press down Enter. Here we got the first hole. Then for propagating the hole, here we got some editing tools which are specific to the holes, for example, trim holes. In fact, it removes the holes. Check it out. Let me give you an example like this undo again or, for instance, move a whole. For instance, if I want to move the hole upwards, I select it, and then pressing down into. And then I move it upwards by this way. Great. And even rotate hole, I select it, and then at the front view, you can rotate the hole like this way. Well done. And let me rotate it like this way. It should not be extended from the vol. And let me check others. Here we've got array hole and array hole polar, that we use it for arraying the whole polarly. For the propagating the holes, I'm going to use array hole to array the holes linearly. I click on the hole and then the rectangular. You can array the hole at two directions, and it forces the second direction to be perpendicular to the first direction. But I said it to no since I don't want it to be this then the number of the holes in a direction like 12, and then in B direction one, after that, the base point in the two d view front view, check this out. The A direction and the distance, corate and then we array the others. Unfortunately, you can modify the number of the items and also the spacing, check this out. And also and then enter, check this out. Let us try one more time. If you agree, I want to extrude it more. And then a hole. I select the hole. And then if you wanted to force the second direction to be perpendicular to the first direction, you can set rectangular to and then the number of the holes in a direction. For instance, I set ten and then in B direction, only one. After that, you should open the front view or other two views for specifying the base point and then the direction and the distance between the items. Here I can increase the numbers 13 and then minimizing the spacing between the items. Watch this and then pressing down into. Here is the result. Here there are some points that I want to tell you. I mean, when you are placing the hole on the surface like this way, and if you do not specify enough value for the seal height, check this out. This is an opening right now. This is not a hole and we cannot select it. I mean, this is not recognized as a hole by array hole. You're able to select them nor delete them and also not arraying them. So be careful about the seal height, and you can place the holes on the curved surfaces, too. For instance, I draw an arc like this way. Let me try again. I want to draw a curve or arc like this way, and then I extew it. Well done. Let me minimize it by this way. Then the continuation place hole, base point up direction, then the target surface, and then the face point like this way. The depth doesn't matter. Check it out. You can position them on the curved or arc surface, and they are rotating with the surface, the target surface, as you can see, right. And here as you can see, as we do not have a solid object or extrusion, we got to only have a surface. The hole extrudes the surface just like Guan as you can see on the screen. And if you got a surface like this or actually an object like a ale, then you can have the holes on your surface with overlapping parts. For example, place hole, base point up direction, target surface. And then I specify the position of the hole. I minimize the depth 1.5, and then pressing down inter, check it out as you can see. This got some parts intersecting and overlapping as you can see, and then pressing down inter but basically, the advantage of the holes in Rhino compared to boolean are these options in the command line. I mean, after using Boolean difference or other Boolean split, you got no access to these options. But, for instance, right now, we can select these, move them. You can specify the depth or rotating them, arraying them. So, guys, we're at the end of this session. I want you to practice to given example. 123. Architectural Case Studies: Jubilee Church: Here for creating the Jubilee Church, at first, we're going to model these curved surfaces. After that, we are going to model the objects or the arch between these surfaces and then the end part. And for creating this project, at first, we can use the plan view and also the front view of the Jubilee church. So I want to import the plan view, the image of the plan view according to the scale here, and then import it to Rhino. Following that, I want to import the front view of the project on the plan view. In order to in order not to waste time, we have created a layer as reference as usual, that I have imported the images into rhino from before, and I have locked them by this way. Also I have made them transparent from properties, material, and then in object transparency, I have moved this slider to increase the transparency. I liked them and I then began drawing. Here in the layers, I rename one of the layers and then I name it curves by this way. And then I make it active after that in the top view, and then I want to draw these parts of the plant view. Here at the top view by using interpolate curve. I want to draw the main curves of the model like this way. For example, the bottom curve. After that, I can select them, and then by moving the control points, I can make them more precise like these ways. Again, interpolate care for the other parts. Shake this out by specifying only three points. Great. Again, I can select them and then moving the editing points since I want them to be matched with the line in the imported image from the plan view. And then for the last curb, I drop it like this way. I specify the point, well done. Then again, I select the editing point, and then I move them a little bit by this way. Great. Well, down here, as you can see, these three control points should be aligned with each other, so I can draw a curve this way, as you can see, and I can extend these three curves to the line since these three should be aligned with each other. And then at the next step, it's time to draw the front curves here in the right view. And then by using the curves here, I'm going to start drawing the cross sections or the profiles. Watch this. Interpolate curve, the next point, and then the others. Well done, and then the last one. So I model them the intersections, I mean, cross sections, and then in the perspective view, I'm going to activate midpoint Goody Snap and also the end. And then by using move command, I move it to position them at the right location. And then the other curves by this way. As you can see, I move them to relocate them. Their proper positions. So here we got the rails and on the cross section curves. Following that, we can create these surfaces by using sweep command. I want to consider another layer to sign it for the surfaces. I rename it, and then I start sweep command. Even here, we can consider these curves as the rails. For example, if I want to consider the bottom curve as the rail and then the vertical curves as the cross section, then we can have such a result, wait for a second, watch this. While if I want to create the surface in two sides, we should define more cross section curve. Example, we can position the cross section curve at the end at the first or at the both side. So by using sweep one rail, I select the rail, which is the middle curve, and then the curve on the construction plane as the cross section curve. And then here we got the result to surface. Again, I start the same command, sweep one. I select the rail and then the cross section for the second surface, well done for the last one by this way. So guys, we're done with the surfaces, and I have assigned them to the layer of SRF. So I make them locked and then get back to the right view. Then it's time to model these middle parts or these objects between each of these surfaces. So get back to the right view and no, I pick the polyline. Following that, I want to draw it in curves layers. And then I start drawing by holding down shift to restrict the direction. Watch this. I enable this snag snap of near and also degree snap of the perpendicular. Watch this. SmartTrack, and then connect them. And also for the next part, I start drawing the curve from this part. Check this out that I should extend it more. So I restrict the direction, and then I extend the curve like this way. SmartTrack, and then connect it. Wait for a second, please to the intersection. Well done. By this way. Then for the last part of the project, I mean, the last but not the least. I start, then I held down tap button. I held down shift to restrict the direction, and then by using SmartTrack, I close the curve, well done. Following that, at the top view, I select these three curves, and then I assign the new layer after that, the objects I select in the layer one. I select the objects in layer one and that and then I hide them. Following that, again, I select these tree curve, then I change the object layers. I place them at curves, and then I modify the position of these curves like this way. And then the continuation, I want to determine the layers of the objects. Let me see. For example, the second curve, I position it here and then the third curve here as you can see. Well, then I can rotate them this way according to the imported plan view to make them matched with the plan view, as you can see on the screen. Following that, I can use extrude curve. I start the man, I set solid to yes, and then at the top view, to extrude the curve to this part, like this way, and then the next one, well done, and then the last one. Wait. I have extruded the surfaces like this way. We got two objects. Then it's time to delete the shirt parts between these three extrusions or cut them. So by using the solid tools, and then by using Bullion split, I select these objects and then the cutting surface, which are these two surfaces like this way, then it's time to select the middle object or middle solid object. And then by pressing down Ctrl plus H button, I hide them or even I can change the layers and position or place them in a new layer. I select layer three, change object layer. And then I turn it off. Then in the continuation for the next part, again, I select it Bole N split, selecting the first and then the second surfaces, and then enter, and then I change the object layer like this way. Then for the last part, again, I can select the object, Bole N split, and then I select the surface, but nothing has happened, it should be a problem there. Let me check it out. So to solve the problem, I isolate these two. Here it is. I should move the object forward to fix the problem here, since the surface should be placed inside the object. Well done. Again, I select the object, pull split, and then the surface, well done, as you can see, it is splitted. Then I change the object layer. I set it to layer three, then I delete the splitted parts, I select them, and then I trim them. Then I turn off the curve layers, and I turn on the object layers or solid layer. So as you can see, up to now, we have created the main objects of the project. Then in the continuation, I can select these three surfaces. I can extrude these surfaces at the specified extrusion distance. After starting the extrude surface, I want to specify the direction so I click on direction. Then at the top. Following that, I specify the base point and I'll see the second direction point by holding down Shift button to restrict the direction, and then I specify the direction. And then I specify the exuding distance through points like this way, and then the next surface, D, to specify the direction, the base point, and then the second direction point, and then I extude and finally, the third surface or the next one. Watch this distance through points, well done. Then I select the input objects or the primary surfaces to delete them. Well done. Then by this way we created the surfaces. Then I turn on layer three and then let us check it out at the rendered viewport. G at the next part in the plan view. I want to draw the next part, so in the layer of curves as you can see the red layer, and then by using arc, I specify the points to create the arc or draw the arc, second point, and then the point on the arc Great. Then I pick the polyline by using SmartTrack. I disable the Smartrack. I extend it, and then I close the curve. Great. I select them and then join them after that in the right view by using extrude Command. I extend the curve to that part. Great. However, we should have trimmed some parts. Let me see. But don't matter, let us try again. I draw these curves, and then by using arc, the first and the end, start and then the point and arc, then I select these two curves, and then trim. Following that, by using joint command, I make these curves joined. After that, in the right view, I want to extrude them based on the imported image. I select the extruded object, then I change the object layer. I set it to surfaces, so we can check it out in the rendered viewport. At the next part, as you can see on the picture is this part back to rhino. Here in the plan view, I turn off the layers. Then I select these surfaces and then I change the layers, I set them to the surface layer. Following that, I want to draw this part here by using a rectangle by three points, specify the first and the second point, and then the third point, as you can see. Well done, following that, again, by using rectangle by three points, I draw one more rectangle like this way. And then by using copy command, I create a copy from the draw rectangle like this way, and then I choose the editing points and then I move them to shrink it, Gard, then select array linear. I specify four for the number of the items from this point, and then I array them this way. Check it out. Then in the continuation, I select these curves, and then at the right view, I move them upwards till this part. Then I start extrude curve, and then I specify the extrusion distance. Following that, by using make hole, I select the curves, and then I select this face or surface. You create the whole holes on. I mean, the holes that we got at this part according to the image back to rhino. And as you can see here, we got some columns and also a vol. First of all, I'm going to create the vol and then we're going through the column. Here I draw a box, for example, like this way. And then by using three points and then finish, I disable project. And then I extend the bikes through the box to this part. Following that, as I told you before it's time to create the column. For example, at this part, by using a vertical line, check it out. Then in the continuation, I pipe it Well done. Great. Following that, I select the holes and also these extrusions to change the object layers. Well done, you can see the drawings up to now and also at the rendered viewport. Great. Then at the next part, we're going to model the curve here as you can see, which is connected to the wall and actually is a pipe, and then we're going to model the other parts of the building. So here at the top view, and then by using Interpolate curve, for example, from this part, I extend the curve, and then I specify the next point, well done. And then I choose the editing points to move them like this way. Then the perspective view, I turn on the surfaces to show them in the scene, and also the round curve or arc. I move it to upwards by this way. By the way as you can see. And then I start pipe command for the start radius, for example, not 0.1. And then I pipe it as you can see according to the picture. And here we got a polygon that we can model it by using polygon, polyinomen. For instance, back to Rhino in the top view, I start rowing this curve. Check this out. Let me take a look on it. Great. Back to Rhino. Watch this. Done. And then let me adjust the position in perspective view. I want to extrude it exude I specify the extrusion distance through points. Following that, we can move it downwards and then adjust the position. Watch this. To connect it to the pipe. Well done. Like this way. I adjust it at the proper location, well done. Then I can create a copy for the other parts of the project. Then let us go for the next part, which is the building which is placed at the right side of the project. So for creating the building at the right side, we're going to draw this part and then the middle part. Again, back to the right view, I rectangle, and then I sketch it this way, another rectangle inside the previous one. Then by using trim, I trim this part. And then I make them joined. Here in the perspective view. I want to move the curve and then position it at the proper location as the start point of the extrusion, and then I extrude the curve like this way. Then for the middle part, and a straight curve for the middle part. So I start extrude surface. Then I select the surface, check it out. Then I extrude it to the boundary, following that I specify the boundary to extrude the curve to surface. Well, done, let me extend the back face following that, again, extrude surface. I select the surface and then to the boundary by this way. Great. At the next part, we're going to model these bells, as you can see, which are placed on each other. So I select this building, and then I turn off the reference layer, and I also turn off the other layer since I want this building to be isolated, following that at the right view. And then I start drawing the bells by using polyline like this way. And then from this point -45 degrees, check it out. As you can see, according to the picture, I'm designing the top part of the bell, and then I select this part to mirror it at another part. I set copy to no since I make it this way. And then trim, move, and then then mirror like this way. I set copy to yes, and then mirror. Then it's time to join them. So by this way, we created the top curve of the bell. Then for creating the bell, we can use the curve Interpolate from this part for drawing the cross section curve or the profile. For instance, at this part like this way, actually curve control point. The right. And at the perspective view, I select the curve, and then I want to extrude the curve. Following that, I extrude along the direction by gumball. Then I want to revolve the bell or the profile. Check this out. Full circle. Check this out. Then at the top view, as you can see, we need to modify the editing points. For example, we should modify the stretchingss. I hold down Control button, and then I position Gubl this part, and then I scale the bell like this way. Then at the Perspective view, I selected to create a copy or duplicate. However, before that, I can use sphere to position a sphere inside the bell. Check this out. I select the entire set of bell, Control G to group them, and then at the right view, I make some duplicates four. And as you can see, we are creating these schematically while you can put much time on them to model the details precisely. Then I select the curves. As you can see, I have selected the curves, and then I hide them by control edge. And then I select the other objects to change the layer surface. By this way, I turn them on. We have moved forward up to this point. And then at the next part, we're going to model these two balconies and the building. I select these two and then I isolate them, and then by using the polyline, at the plan view, I want to use more track to draw a rectangle at the empty part. Watch this. However it is snapped, I select it, and then I project it to the construction plane, well done. So we have drawn the curve of the balconies, and then by using box by three points, I model the base part or the slab of the balcony. Then I move it upwards at this elevation or at this height, and also the curve. Following that, by using vertical curve or vertical line by this spy then I select the vertical line to pipe it not 0.02 for the radius, then selecting the last created objects, array, curve. Then I specify the path, and then the number of the items. For example, let me check the items, according to the picture. For example, eight, well done. Then I select the curve. I move it upwards, and then I create ano copy, and then the last one copy. Then I select these curves, the horizontal curves. I pipe them at 0.02 for modeling the railings of the balcony. However, I can select control and shift buttons to select the front face and then move it forward like this way. Then I select the curves, and then I hide them following that, I group the set of balcony, and then I create a copy. Following that, I show these 24 hidden objects, and as you can see, we're almost done. Then at the next part, you're going to model these mullions and the glass panels between the surfaces. So I want to select these surfaces, and then I explode them. Following that, I want to select the front faces of each of these extrusion. And then I want to draw some curves on each of them by using section. Draw the network. I select these faces, and then I isolate these three objects. Then at the right view, and then I start section command. Then I want to create desired sections and these objects like this part. Check this out. The vertical curves, well done. Then at the next one, I draw these vertical lines for the frames and millions. Great. I add one more. However, we could have used the front view. Then at the next step, it's time to draw the horizontal ones, and as you can see, we should extrude the frames or the curves. As they are selected, I want to use gumbo. To extrude the curves or section toward inside, I cancel the process. I try again since the value of the extrusion was more than enough. Then I select the last created objects. Then by using offset surface, I set both sides to yes, and then the offset distance not 0.02, to offset the selected objects at 2 centimeters. Then I select all of the objects, control to group them and etch to height them. Again, I select the surfaces, isolate at the right view, again, section for the horizontal sections by using grit snaps. I draw the section at a regular order by this way. Well done two by two, let me remove one of these sections and then for more section for the top part, I select these two curves, and then I delete them. Then I select the curves, as you can see. Following that, extruding them to our inside, I turn off grid snap, and then I extrude them by gumbo, like this way. Then I select the last created objects offset surface at both sides and then 0.01 for the distance or one centimeters, then selecting the last created objects Control G to group these objects and then pressing down the control edge to show the hidden objects. So right now, we got all of the objects shown in the scene. Then I select the curves. I hight the curves, and also I select the balcony and then the llons of the panels to change their layers. For example, I assign layer four for them, and then I rename the layer four. For example, I name it railings, and I select the railings and I change the object layers, the weight. So as you can see, we can move the project forward step by step together, and then in the continuation, I want to select the front faces of the building, and then in properties, material to assign material to the glass panels, custom. I specify color for it. For example, this type of blue or light blue, and then increase the transparency, 54. Check this out, the glass panels so we can observe the inside of the project. So, guys, we succeeded to model the main parts or the general parts of the project building. And as at the beginning of the project or process, we imported the images from the plan and the front view. However, if you're interested, you can work on the details, for example, the roof. However, I would prefer to put some time, put more time on this project to make the project more complete, and you will be given the file, the second file in the folder in which the top part of the model I mean the roof are being considered in modeling. Guys, if you got any questions, you can share them with the other peers, and I wish you luck. See you at the next session. 124. Architectural Case Studies: Nestlé Building: At this session, we're going to model this project together step by step as usual. So at first, let us take a look at the pictures. And as you can see, we got the three main solid objects, we got some arcs in that they are subtracted from the solid objects, and we got the facade views of the buildings of each of them, and also the plan views as you can see and the site plans and some pictures from the perspective view of the buildings. Great. Check this out. So as usual, we want to import some of the pictures into Rhino. For example, we're going to set from these plan views. So let me import the specified picture into Rhino, like this way. Following that, at the top view, I select the picture, and then I scale it from this part, I hold down Shift, and then I specify the reference scale and then press down inter after specifying thecal factor. Then select as the picture is selected, I can position it at the origin point and then from material, I want to increase the transparency and locket. Following that. By using polyline, I want to start drawing the main curves. Check this out like this way. So we start the next closed curve from the edges, check it out. In order to draw the main curves of the plan view. Here we got the third solid object and the edges, hack this out by polyline. Well done in the perspective view. Following that, I can select these curves. And then I want to move them to heights. So here in the facade, as you can see, the height is 9 meters. So I consider 9 meters for the height of these buildings. And then I extrude them. I set solitude yes, and then I extrude them at 9 meters along z axis. I set them to shade at display mode. Then according to the existing pictures, let me take a look on them. The facade, I want to modify the height of the corners or intersections of the building or boxes. For this, I can arrange these two windows, the picture and also the ino. Check this out. And I minimize the windows or panels, properties panel. Then I start solid point on. Then I select the solid objects or extrusions. Inter, take this out by this way. Then in the continuation, we want to I want these solid objects or extrusions with two different heights at two ends. I mean, according to the picture, one side height is 9 meters and the another side is 8.5 meters. So in the extrusion A, I should select these vertexs and then I should move them downwards at the length of half meter. I click on G Bo and then I import minus not 0.5. Check this out. Then I move to the next picture. Then I select these extrusions or surfaces, polysurfaces. I turn off the Ia curves. And at the next picture, we got the facade of the at that as you can see, same as the previous one. One side elevation is nine meter, and the other side is 8.5 meters. So these were nine and the vertex -9.5 to decrease the height by this way. And the next adjustment refers to a three that one of the vertes is placed at the height of 8.5 and the other one is eight. So I select it, and then I import minus one. Check it out, and move it downwards. And the last facade is related to a tube which are eight and 7.5 meters. I select it and I import -1.5. So by this order, we manage to model the first facade like this way. And right now, the height of the vertex for the top face are well adjusted. Then at the next part. And here as you can see, one of the sides, 8.5, and then the other side is 7.5. And as you can see, the next picture is related to the B object that at B one, which is this part, and in the other parts, let me see. For example, as you can see, one of the parts is 8.5 meter, and another is 8 meters. So back to Rhino, I select the vertex, I select the -9.5. Following that, the other part vertex and then minus one to move them downwards like this way, I move to the next picture. Let me see in B two, for example, one of the parts is 9 meters, and then the another one is 8.5 meters, that we got both of them in Rhino. Great. I move to the next picture B tree. In B three, one of the parts is nine and D in other part is 8.5 meters. I select -9.5, like this way, and also I mean we're done with B. And then it's time to start the drawing parts. I want to explain the general things upon these two objects. And I turn off the IVs and as you can see, when I show the I curves, here we got two curves which are displayed in red and green instead of being displayed in black curves so that we can recognize the U and V directions easily. So if you wanted to do this, that actually it is necessary at this part, you can click on Options. And then in view, display mode and then in shaded objects. And then in surfaces here as you can see, I have specified the U and V colors for the Ia curve color usages. A clic and restore to default, so we can display them to the default mode. I turn off the Iacurvest as way as you can see, let me check other pictures. I move to the next pictures. Here, we got the perspective view, as you can see. We got the building, C, the roof is flat or planar, so we do not make any changes in the roof of building C. Then in the continuation, according to the facade of each of these buildings, we want to draw some arcs and spheres and then subtract them from the objects. But just in case if you didn't have the elevation views, you can import the images into Rhino and then consider the scales. Following that, you can draw the facade of the building. But here we got the elevation file. I import the file by click and drag and then drop it into Rhino, import file and okay. Which is, as you can see, I have imported the views, the different types of views of the project facades, and we got the guidelines of A, B, and C buildings. For example, I won that we got it at this part. As you wanted to use each of them, you can create a copy from them. And then at this part, you can rotate them at 90 degrees, so we can have them perpendicular to the construction plane, and then by using move command, I position them correctly, like this way. After that at the next step by using rotate, I position them at this phase of the building like this way. And if the curve and the box were not matched with each other, then you can fix them by scale one D by specifying the scale factor or reference, and then you can make them matched. So then the differences will be removed. And this is all because of the errors that we had while we were drawing the rectangles and the plan view. So we may have some mistakes. And the next one is A two facade A two. I select it, and then as you can see a two, I make a duplicate. Then I rotate it at 90 degrees to make it perpendicular. And the part, which is higher than the other part, X rotate, and then I position it there. Here as you can see if it was needed, you can use scale one D to match the curve and deface with each other, since the curve should cover the edges. And the next one is a tree, facade a tree. Create a copy, rotating and then moving, I rotate it from the higher vertex again, rotate, well done. Then I position it, get. And then for facade A four, Select, I hold down all, and then I create a copy while I'm rotating it, and then move from the intersection, check it out, again, rotate, and then position. Again, here we should use scale one D to match it with the surface edges. And then the last one, which is facade A five, erat selecting and then moving from the lower vertex. Check this out. Scale one D, and then matched. Well done. So, guys, we're done. And as you can see, we're done with the first polysurface. So let's go for the polysurface B, B one, facade B one. I select it, then I rotate it at 90 degrees, and then I move it from the intersection, and then I want to position it and B one phase. And then I rotate it. Watch this. Again, scale one D is required here. Watch this. I match the curve with the surface edges. Next one, facade Pt. I select them, create a copy, then rotate it, well done, move from the intersection, right there, and then again, rotate. Te it out. Scale one D. And then the next one B t rotating it at first, and then move and adjusting the position on the face. Scale one D by this way, far down and the last one, guys fact B four, as you can see, select, copy, rotate, and then it's time to move it. Check it out. Let me position it Well, don't rotate like this way, and then scale one D. Specify the skill factor, and then I make it matched with the surface edges, corre. And as you look at these facade buildings, attentively, you're not given any information about C. So I open the plan view top view, and then at this part, I want to specify some of the parts by using circle three points. And then I enable project. I specify the first point of the circle and then the second one. And after that, the third one, check this out, and then one more circle. And then we let me try again for the second circle like this way. Then next one like this part, well done. Following that, one more by three points. Great. So, guys, we drew three circles by three points, as I showed you. I delate these facades since we do not need them anymore, and then I move them and control edge to hide them for now. Then let me take a look on the pictures. Since I want to subtract these drawn circles from the objects, so I can select these objects separately individually. I select these, and then I change the objects layer temporarily, and then I turn off the layer. For example, at the first part, revolve from the midpoint, full circle. Check this out like a bowl and the next one, the weight, well done by this way and the third one, revolving a full circular or circular. Then in the continuation, I want to create some surfaces by revolve. Full circle, fully circular, and then I explain the other items. And for instance, the other parts that we should revolve them as our current task, I disable the project. Then I split this curve by using the another curve, revolve, check this out like this way. Again, revolve I want to check these if they are aligned with each other. So I start revolve at this point, full circle. Check this out. Create. And then at this part, I select it, revolve. I select the and then fell circular. Revolve and then specifying the axis and then revolve, full circle like this way. The next check it out. And wait for a second, please. For instance, up to this part here from the top view. Let me specify the position of the revolution angle. Check it out. And then for the next part, which is this part, this curve, I want to draw a vertical line then from the quad, and then I split it by using the auxiliary curve and then revolve again. I start the command. Great. Next curve, revolve and then full the circular. Well done. And also this part takes some more time because of the straight part, the straight curve as you can see that I can move it to make it more precise. And then let us work on these curves. As you can see, I've forgotten to use scale one D and then make them matched. So right now, I want to select the curve and then create a semisphere. I turn on the objects, I select the curve, and then revolve and this axis fully circular, great. Then at the next step, it's time to select the created revolves like this way. And then by using cap, I want to fill the openings at the bottoms. Check it out. Since we're going to use Boll and Difference, and we need closed polysurfaces. So I select the polysurface or the object, then Boll and Difference. After that, it revolves, the tree revolves here, and then inter watch it. And then the next one. I start the command. I select these revolves. As you can see here, we got seven revolves that we want to subtract them from the Geometry. Here as you can see, one of them is left, and the bullion defence is skipped. I mean, for this part, we should subtract it from the object. So in the perspective view, I draw a curve like this way, and then I connect it to intersection. I draw the curve up to here by polyline well done. Then I start edge surface. I select these curves and the surface edges curve. Well done. Following that, again, edge surface, I should select these curves to create these surfaces. Let me try again at surface and then specifying the curves and then the surface. Well done. Then I select these surfaces. I join them. Following that, by using cap, I want to fill the opening. Following that by using Bolli and deference, I subtract it from the object, as you can see, then at this part, we can subtract the spheres from the object as we did. And in order to save the time, I create the revolve at first and then cap to fill the openings and then bully and defence to subtract it from the object by this way. So, guys, up to this point, we created the objects and then the revolves, and then we used William and their friends to subtract them from the objects. And then at the next step by using the solid creation tools, sphere, we're going to create some spheres. So in the continuation, I select these curves. I calculate the centroids, by using area centroid. I specify the center points, and then by using sphere from the center point, check this out. I create these spheres like this way. Following that, I should select the object, and then I start bullying the friends. I select these three spheres and then subtract them from the extrusion, as you can see. Well done, sell curve, and then I select all of the curves, and then I change the object layers, and then I turn them off. I select the objects, and then I change the layer to default. I turn off the icy curves. Following that, we got them at the rendered view port by this way. Following that, in the continuation, we can work on the bridge, as you can see between these two buildings, and then we're going to work on the windows and the buildings, go right back to the top view, and I enable project. Then by using a curve polyline, I start drawing the bridge this way. Check this out like this here and by like this. Then I select the curve as they are on the construction plane, I move them upwards at this height and then by using extrude curve, check it out. I specify the extrusion distance for the centimeters or not 0.4, like this and then select, and then I create a copy from the extruded curves. I position them there. Let me adjust the position. Well done here as you can see on the pictures as we look at them catenatively, we can see these bridges, for example, this, we got a flat surface and the bridge, and there is a distance between the surface and the edges of the roof. So it is not necessary to use the roof edges. So, guys, we are done with these. Then we can select the surface edges, and then we'll start edge surface. Watch this. You can convert them into a surface, and then I move the surface forward or toward inside since they want to consider it as the glass panels, and then the last part that we're going to model at this part are windows as you can see, and the curves or sections and the extrusions. So for modeling the windows, we can set the construction plane to the object. I set the construction plane to this face, and then I want to draw multiple rectangles on the construction plane like this way. Well, then I select the draw rectangles, and then I start make whole by this way. After that, I should select the surface or poly surfaces, check it out. Then at the top view, I specify the depth by mean through points, and then as the curves are selected, without deselecting them, I start planar surface. Check this out. Then I select the last created objects. I change the object layers. Following that, I want to rotate each of these created surfaces. I hold down the control button and then I click on the Gbool and then I drag it to this point for relocating the gumbol and then I rotate it by using rotating by the rotation of Gumball, again, click drag, relocating Gbol and then rotate. The next one, click drag, relocating Gbol and then rotate. Watch this. However, we can consider variable dimensions or variable degrees for each of these surfaces as you want to rotate them. Then I select all of the offset surface. I offset the planear surfaces like this way and due to Ciplne change to return them to the default and then in the continuation, I want to explain the method of drawing these curves and the buildings. So I want to choose one of the parts and then, for example, this part by using creative curves. I specify the face, check it out. Here we got it at deconstruction plane, and then at the top of you, I pick the line polyline, and then by this way, I want to draw some curves. I explode it, and then I select the curve. I start array curve. I specify the number of the items or maybe distance between items 1 meter. Let me minimize it again. Not 0.7 for the distance. Better, I select the edges, and these two arcs, trim to trim the extra parts of these curves like this way. And also add another direction, I select the edge, and then I create some copies for the horizontal curve. Well done. Again, I select these two curves, trim and removing the extra parts. Then finally, I select the entire curves, apply the curve. I specify the target surface by a click. We don't need this part, select and hide. Let me trim these parts. Great. I select the last created objects by drag, select, and then I set the construction plane on this face. I select the curves, and then by combo, I extrude them slightly by this way. Even I can select the last created objects and then by offset surface, I set both sides to yes, and then for the offset distance, not 0.01 or it's okay actually inter. As you can see on the screen, Let us check them out in the Render viewport. So, guys, by the explained method, you can move the other parts of the project forward. And if you got any questions, you can ask us or other peers and share the final version of your projects with your friends soon next time. 125. Architectural Case Studies: Gym: At this session, we are going to model the sports. Hell, as you can see, let us take a look at the pictures by this way. This is the general building or general geometry model. However, we can analyze the model better from the diagrams like this, check it out. This is the object that the edges have been moved upwards. At one of the sides, we got the store front walls at the back, and this is the entry of the sports hell. Check it out. Et us take a look on other photos. Start modeling, I'm going to use this photo, as you can see, in which we got the different kinds of facades west and east and ulcer north and south. So let us start at first, as usual, weipot the image into Rhino, like this way at the front view, check it out. Then we selected scale by this way, by using degree snap from this part, I specify the scale factor that should be considered 1 meter, and then we can adjust the photo at the origin point and also increasing the transparency of the photo. And then we change the photos layer, and I rename the layer as reference layer, and then we lock the photo. Then polyone and then I can start drawing the main curves. Let me check it out. Look, this is the plant view. Well done. Let us start. So here we're going to start from this part. Check it out. I extended at the length of 8 meters 0.15 by this way. I unlike the photo, then I select the photo again, a scale. Then I want to specify the scale factor, check it out. Then I want to consider this part as 8.15 meters. Look, and then we like the photo. We pick the polyline, and then we hold down shift to draw the curve like this way. I hold down shift to restrict the direction, and then I continue the curve or the polyline like this way. Following that, again, I start drawing the polyline at this part, for example, the curve by which I want to split this part, let me show you in the photo, check it out. And I select the primary curve or line to move the control point. Let me select the curve and then I split it, and then I move the control point, check it out like this way. Well done. Following that, I draw another line at the other side, check it out like this way. Then by using the south facade, which is important too, I know, I draw the curve or line like this. Then I started from there, and then I extend it to the end. And I can turn off the photos layer. I turn off the reference layer, check it out. And then I select these curves or the front view. And then by using move command, I position it at the region point. Following that, at the perspective view, I rotate these curves at 90 degrees. Look. And these three curves, then remove these three curves. The three exploded curves, I position it there. Then I select this curve or the main curve, and then I extrude it up to this part like this way. So, guys, we have modeled the general thing, the general part, as you can see, following that, I start wire cut command. Then we specify the curve and also the solid. Then we should specify the direction for the wire cut along Y axis, and then we cut the solid as you can see, by this as you can see, well done. After cutting the specified part, we should deal with this important part that you watch on the photos. Here we got these two parts, which are these store front walls, which are at the same plane with the surface of the object, while the another part has been moved backwards. Back to rhino, I specify a point on the surface, and then I start drawing the polyline from the specified point. Shake it out, and then I extend it to the to this near, well done. Then by using vertical line, I draw this vertical line, check this out. Perpendicular. As you can see, let us take a look in the photos, and then we want to analyze the building. Here, as you can see, we got this part. Then we cut that part by using cup? Look. And as you can see, the front face has been moved backwards or toward inside. So at the next step, we select this curve to create a copy and then repaste it at the other part, e it out. By this way. And then we'll start drawing another poly line like this way. And then we connect them to the intersections. Following that, by using the drawn curve and also re cut command, we cut the object. We clique and direction to specify the direction, normal to curve. Watch this. Like this way, check out the results of the cutting, and then we select and move the cut part by this way. Until this part, we have cut the object, we hide the splitted part, and then by using these two curve, let me check it out. I should select this curve or this line and then start cut command. Then I select the object, and then the direction that I should cut the object along z direction, not normal to curve. I made a mistake. So by this way, we cut the object along z direction. And as you can see in the photo, we got a sloped part that we considered the slope and also surface that we are going to model the surface by using the curve. And, of course, for this part of the store front walls, here we can select this curve and cut the surface by using the curve. But before cutting the surface, I want to add some other details of the building. For example, here we can use shell command and then adjusting the thickness, not 0.2, and then selecting these faces, the front face, heck it out. We remove the face, and then we consider the thickness, as you can see. Well done. Here I have to select the bottom surface, and then I hide it. I hold down control and shift button, and then the base surface, check it out. I select the base surface, and then I delete it by this way. Book, and then control shift edge to unhide the splitted part, and then I select it. Here I did this, and the reason behind it is that I didn't want to create a slope surface. I mean inside of the building. The base is flat, not sloped. Let me hide the Iacre. So we can display them like this. And after that, we can press Control Shift Control Shift buttons, and selecting the surface, I isolate the surface, check it out to observe it, then holding down control shift patterns to delete the top surface of the surface, top face, actually. And then offset surface, I flip direction toward inside and then 0.2 for the thickness, solid, then we show the hidden objects. So then both of the surfaces got the same thickness. Roll down, which is to centimeters. Great. So up to this point, be very successful in modeling the sports hell. In the continuation, I want to model the store front wall before that I should split this pace from the object. So I want to use polyline, and then I draw the line like this way. Check it out. Well done. Then at the right view, we select the object, and then we split it by using the drawn poly line to cut the face front face, press down inter. Let's check it out at the respective view. So this way, we remove the specified part. I mean, we split it like this way. And then in the continuation, the curve polyline, I draw the polyline at the boundaries actually on the edges, and then I make them joined and then extrude curve toward inside at the specified distance through points. So as you can see, we consider this wall, the interior part. So it is okay. Let us check it out throw in the viewport. By this way. And the next part is the storefront, at the entry, and I'll sew next to it, as I told you before. So by using surface point, I specify four points to draw the glass wall, check it out at the corners. Let's check it out at the Render depot. Well, go. So, guys, we're done with the general parts of the project. And at the next step, we're going to create these frames or thesemllons of the glass walls. Check it out, and also we are going to model the windows. Great. So to do this, let me open some other photos to take a look on. For example, these, as you can see, you're going to model some frames. I select the object, and then I isolate it. Then in discontinuation, I pick Explode, check it out. And then I explode the faces. Then I select these three faces together, and then I join them. Since I'm going to consider this as these two front walls or the glass walls, following that, I start drawing a curve from this point or the intersection, like this way, and I move it toward inside, and then I extrude it like this way. Check it out. And as you can see, according to the picture, the Mllons are aligned with the surface, and here I should I want to thicken them by this way. Following that, I select it, and then I start array care, check it out. I specify a path, and then for the distance between the items at each 3 meters, check it out. Then I select all of the objects or frames. I also select the input object and then I move them to right side. Then by pressing down Control G, I group them, then we need to draw another curve. For the horizontal mollon, I pick the polyline and then I start drawing. Following that, I draw another curve, look. Then I select these two curves and then love to create the surface or the Mllon. Following that, I extrude them toward inside, check this out. By this way, select, and then again, we can create some copies. I start Copy and I move it and creating a copy meanwhile. Then finally, I want to change the surface layer. For example, I assign Layer three for it, check it out. And for the lateral faces, we can create the frames and the mollons by this way. But let me associate the glass material to these faces or with blue color, check it out. And let us check them out at the rendered report with the glass material and the frames. And right now, we're going to create the millions for the lateral faces and also for the entry. So, guys, let us create the frames of the entry, and then I want to leave the other processes for you. Let me show you the photos for the entry part. Check it out like this way. Let us start. Select the face, then we isolate it, and then I set deconstruction plane to the surface, check it out. Then I start section. Then I draw some section lines by this way. Check it out. I draw the curves or the sections. Bull down. The vertical ones and the horizontal ones like this way. However, in the future sessions, we will learn how to create such a curves, but up to now, we can move the process forward by using section. Here we can hide the surface. I hide the surface, and then I select these curves, the frames, and then I join them. Following that, by using offset, 0.05, sick it out. I offset the frame, and then we can select all of the curves, then curve booling. Then we click inside the closed regions. Watch this in order to create the mollons. Fell down. You know, this is the alternative way that for the previous part, we used loft to create the surfaces, but this time, we can use bullion. I click inside the closed regions like this way, and we're almost done. Great. Following that, extrude and I extrude the surfaces at a distance of 0.05. So, guys, you are done with the frame. Check it out. By this way. So I want you to create the frames for the other sides as the way that I did. And then at the last part or at the last stage, I want to create one of these windows, for example, one of these, and I want to let the others I mean, I want to let you to create others. So set construction plane to object. Check it out, and then I draw a rectangle like this way. Then make whole. I started. Then I select the curve, I select the surface, and then I specify the direction normal to surface. Following that, for the depth point, we can type the value of not 0.1, for example, check it out as you can see, in the continuation, we're going to create the frame and the malons. So I want to draw a curve by rectangle, three points. I specify the three points, and then I draw the rectangle. Following that I picked the polyline. I started from the intersection or from the corner. I held down control, toock it out. I draw the straight curve and then let me draw this cross section. After designing the profile, I adjust the position of the profile. Then I start sweep one rail. I select the curve, and then I specify the profile, and then I sweep the surface, check it out for the frame of the window like this way. Or even for other windows, we can use the same or similar approach. And for the curves on the surface, we can use some little boxes, for example, at the top of you, let's check it out. Then I want to show you here like drawing this box. Let me check it out. Something like this, I move it upwards and then I set the construction plane to its normal mode. Then here I'm going to use the profile and then array the profile linearly to any number of items or four D, and then I place them, check it out. Then I select all of these control G to group them. Following that, I do plan view to check them out. They are okay. So we can select them and move them outside. Let me adjust them again, the weight. Following that, we're going to use Bull and the friends. We select the objects to subtract the boxes from, and then the boxes, sick it out. Let's see it out. Pull and Difference failed because there are some openings, so I use cap. Since I want to fill the openings of the object temporarily, just in order to use Poul and Difference. And then I show the other objects. I selected Pul Difference. However, the entry is open too. Again, here we can select the object Pul and the friends, and also we select the objects or the profiles. Then after pressing down Inter, let's take it out. Here we got these. So again, I should select the object, then I isolate it to remove some of the faces. I hold down Control shift buttons, then I select it, and then I delete it, and also we should delete some other faces that da were added to the object at the process of cap all right. So in general, I just wanted to teach you the method, and I hope you'll find it informative. Let me assign the material of glass and then assign to object. Great. By this way. Then cell curve. We select the curves, and then changing the objects layers and then turning them off. So we can continue the project from now on, modeling the other frames, the other glass walls, and the other windows, according to the shared pictures. However, if you got any questions, you can ask us, and at last, you can share the pictures of your projects with us. I'm looking forward for your feedbacks, and I wish you luck. See you next time. 126. Curve from Objects Tool : Welcome to the Season nine. At this part, we're going to talk about some of the commands that creates curves by the interactions between objects. But what does it mean? Let's see. Here the commands that we're going to talk about can be found in curve tools, and then right here, let me open the list, which is curve from object tools or commands, which enables you to create curves from objects. By this tool bar can create a spaced series of planar curves and points through objects. So let us check them out. The first one is object intersection. Intersect command creates points, objects, or curves at the section of at least two curves and surfaces. Object intersection, then we should specify the objects to intersect. For example, I click and drag, and then I select these objects and then press down Enter. Here, as you can see, it has created a curve or point object at the intersection of the two objects. Let me give you another example. You can create the points in just one step. It does not have a specific option in command line. I extrude the curve. Right now, you've got a surface and then another curve, and then I extrude it by Gbol as you can see, we got the intersection between these two surfaces and then object intersection. I select these two surfaces and then press down inter. So that we got this curve. Or, for instance, let me delete this one, the surface, and then I keep the curve. Right now, here if I specify these two objects, I mean the curve and the surface as the object intersection, what would be the result? Exactly. We will be given a point. Check this out. I mean, the intersection between a curve and a surface is a point, as you can see. I got a question for you. Can we have the intersections between the curves. For example, that a set of curves, and then we want to apply object intersection upon these. Here as you can see, it has created the points objects at the intersection between the two curves. So this was all about object intersection command that you can operate it upon I mean upon two solid objects or curve the polysurface. The result will be a point or a curve. At the intersection between curve to curve was point, but the intersection between the poly surfaces was a curve. Ideally, the then in the continuation, I want to create a solid object or polysurface. Watch this. Here, we got two sine shaped curves. One more. Check this out. Somehow it is something like topography and let me move them. Position them at different locations by this way. Copy. Then I want to love them to create a surface. Check it out. Okay. Well done. You guys, we're done with the surface. Then suppose that we got two points on the surface. For example, on this topography, we got two points on a specific point, for instance, right there. Check it out like a villa or a house or whatever. And another region, for instance, right there. I specify it. I move it upwards, check this out. Then in the continuation, we want to draw a path between these two buildings. We want to have the shortest path between these two buildings and the topography, which is geodesic curve. However, we call it a short path as well. If I click on it to start the command, then we should select surface for creating a short curve points on the surface. Then you start up the curve or do you start point on the surface, for example, from there, and then the end of the curve, which is the in other building, for instance, check this out, build on. Then we will be given the shortest path between these two objects or points on the surface. Let us try again. I move them or we locate them, well done. Geodesic curve. Then I select the surface, check it out, and then I should select the start of the curve specifying the end of the curve, well done. Here as you can see, you are given the shortest path between these two objects or points. This is the shortest possible curve between the two specified point and the surface. However, by using the command of offset curve on surface, convert this to a path for the road. I type offset curve on surface, check this out. And if you're not familiar with it, don't worry it's not that much complicated. I'm going to teach you right now, first, we select the carvon surface, and then the base surface. Following that, the offset distance, even we can flip the directions as you can see, and we will have the offset exactly on the specified surface. You can use through points or even import the value of the distance, and you can flip the direction, check this out back this way. For example, two, and then Enter, check this out. Let's try again. I select the curve, and then the surface. And then this time, I flip the direction. 22 this out, another upset at the opposite direction. And if I delete the middle curve, watch this. Here we got a road between these two objects. Then I can split these and then assign them to a new layer like this way, like a ribbon, well done. And in order to have a review upon offset curve on surface command, I'm going to give you another example. Actually, the geodesic curve is not oftenly used, but offset curve on surface is more oftenly used than the short path. Here, we got a surface like this by left and then by this way. Then in the continuation, by using interpolate curve on surface that you can draw a curve on your surface, the surface to draw the curve on, and then you can start drawing your interpolate curve like this way. Here it is well done. Then I offset it on the surface by using offset curve and surface. Then I select the curve on surface. Here it is the base surface. Or the surface that the curve is placed on, and then the offset distance, even you can specify the number of the offsets. For example, three at this direction and the offset distance, 1.5. Check this out. We got three offset curves. I select the origin point. I mean, the input, flip the direction, and then offset it. Watch this at the opposite direction. Well down. About the point about I mean, related to offset curve and surface, let me draw another one to tell you the point. For instance, this one, we got this curve, which is not extended to the edges. When the curve is not extended to the edges, and when we offset it, sick it out. The offset curves are extended. To the edges, as you can see, again, at the opposite direction, as you can see, they are extended to the edges. So put this point into consideration, and the next command is silhouette and silhouettes create outline curves from a surface or polysurface. Let me give you an example. Here it is silhouette. This silhouette command creates outline curves from this selected surface extrusion or polysurface object according to the specified view. For example, here is our view. Then I start Silhouette. Then I click on the surface, press down inter, watch this. As you can see, we are given the care. Here is the outline curve, and the silhouette direction is based on the current view. So it is totally dependent to the current view. Let me try let me give you another example at a different view silhouette, then I select, check this out another I mean, a different outline curve. I mean, we will be given the outline curve from the very current view. Check this out. The outline curve from the selected surface. For instance, watch this. When you're looking at this surface from the current view. Look, we will be given the exact or the very curves that we are observing at the specified view. And the angle of the view port in the view is very important. And it got only one option. Let me try again, which is about the curves which are placed inside the polysurfaces, like this one. Here pole and difference, and then I subtract it. Here is the given result. And then, for example, at this current view, silhouette, the option is internal edges, which has been set to yes. I select the surface, and then let's check it out. Here is the result as you can see. And if I set it to no, then this will be the result. But if you set it to yes, you will be given the internal edges as well as I showed you in the previous example. But the next command is very important and often used. For instance, in Rhino, I draw a curve and then I want to revolve it fully circular, check it out. Following that, I want to give you some examples upon the revolve, create a copy. Here we got a curved surface. I revolve this. I rotate this at 180 degrees, check this out. Then at the top view, I draw a curve like this way. By this way, fire frame to observe it and I make a copy. So we got it at both surfaces. I move it upwards, and another one as well, move it upwards. Then here, the command that I want to introduce is project curves. Project curves creates curves or points on a surface that are the intersections of the surface and curves or points projected toward the construction plane. The continuation let us consider the function. I modify the layers so that you can compare the curve with the projected curve. Let's see. When we start project curves, it projected the curves on the specified surface perpendicular to deconstruction plane without scaling the curve. In other words, the project command creates curves or points on a surface that are the intersections of the surface and curves or points projected toward the construction plane. So the current view does matter, and it would be perpendicular to the construction plane. It does not scale the curve. Without changing the size, let's check it out. I select the curve, then I should select the surface, the project onto. So right now, as you can see, the construction plane is on the ground, so we will have the curve projected along the z direction. Check this out. It is projected on the surface. And if we look at them from the top view, as you can see, they are matched. Let me check it out from the top view. Even we cannot recognize the existing of the other curve since the two curves are overlapping and they are equal to each other. So this is what project does. And the other one, let us try, select the curve and then selecting the surface and then pressing down into. What is, I projects the curve exactly on the surface. Let us consider the options. Project. I select the curve and then the surface. Well done. The first one is loose, which has been set to no. It projects edit points toward deconstruction plane onto the surface. I mean, when you set it to, you let Ry know to add the required control points. Let me try again, specify Inter. And then it projects edit points to a deconstruction plane onto the surface. I select the curve and then Inter. Here is loose, which has been set to no. As I explained it for you before. Here when we set loose to node, it means that we let the curve to add the required control points or to project the editing points to the curve on surface. So here I select the surface, Enter. Here is the input, input curve that got a few control or editing points. But when it wants to be projected on the surface, it needs more editing points. Check this out. As you can see the number of the editing points or control points are more than the input curve. And this is all because that we have set loose to no. But if we set loose to, yes, the editing points won't be added to the project at curve on surface. Yes, inter. As you can see, here is the result, the final result of the project at curve on the surface. Since the editing points are not added, the curve is not totally matched with the surface. So if you don't have any limitations, you'd better to set loose to no. Well done, delete the input, that if you set it to yes, it deletes the inputs or the curve and the output layer specifies the layer for the results of the command. If you set it to current places the result on the current or default layer. If you set it to input, then it places the results and the same layer as the input curve. And if you set it to target object, it places the results on the same layer as the target surface, which is not that much complicated. I set it to current. Here we get the direction which has been set to C plane z. I mean, the default value here is C plane Z, which is perpendicular to the construction plane. However, you can modify the direction. For example, if you click on custom, then you can specify the direction yourself at the front view. I select the surface, enter, and then I specify the first direction and second direction point for the direction of the projection. Check this out. But we usually use Cplane Z. Let me try again, select, Inter, and then the direction, Cplane Z, that you can specify it or customize it, actually. I select the surface, Inter, then at the front view, and then draw a curve like this. Watch this. So they are overlapping on the top view, as you can see. But what does it mean? I mean, what does that eplinz mean? Let me give you an example here. Suppose that I'm going to create a surface like this and then next to the curve, shake this out by gon bowl. Following that, at the top view, I pick epulate on surface. And then actually not on surface, I draw this ellipse, and then I rotate it like this way. Well done, position it and there, check this out. Then let us compare them by this way. I click on project. I select the curve. I set direction to see plane Z or perpendicular to the construction plane. Then I specify the curve and the surface. Here is the result. Then at the right view, look then I want to move the curve downwards to place it on the curve on the surface, and then project. The direction is set to play Z or along z axis. I specify the curve on the surface, press down inter. Let's check it out. As you can see, the curve is projected, based on the current view, but another one is projected based on the top view or the perspective view. So the current view doesn't matter when you want to project your curve on your surface. And the next command is pull curve, as you can see. And as you can see, the icon of the pull curve is very similar to project. Functionally, it is somehow similar to project. However, it has some differences. I specify the curve, Inter then I should specify the surface, that pull. I click on the surface, that Inter. Check this out. Here as you can see the pull command creates curves and points on a surface that are at the intersections of curve or points pulled toward the surface in the surface normal direction. And it has minimized. In other words, the curve has pulled toward the surface in the surface normal direction, not z direction. I mean, we use project curves projected toward the construction plane, right now they are pulled toward the surface normal direction, and this is the difference. So the curve is exactly perpendicular to the surface. I want to try again and then explain more and then the surface, check this out. As you can see, the curve after pulled after being pulled is minimized. And then at the next example, as you can see, the curve is pulled toward the surface and it is maximized after being pulled toward the surface. And then if I move the curve downwards like this way, check this out here, I select the surface, and then inter, check this out. But how the curve is perpendicular surface. The target surface I mean. Here, we got a curve which is normal to face. I mean, it draws a curve which is perpendicular to the surface. I select the surface, and then if I specify a point and then draw the curve, check this out. It is normal to the surface, or, for example, another point, check it out. Right now, these curves are normal to the surface or perpendicular to the surface. Or let us check this. For instance, from this point, check this out another curve which is normal to the surface. One more, check it out. So these curves are normal to the surface, not to the construction plane. So when we are using pull command, the continuity of the surfaces do matter, and the size of the curve after being pulled toward the surface will be changed. And here I want to introduce one of the applications of pull in the following example. For instance, we got a surface like this. Check this out. I want to create a le like this way, left and then create the surface by this way. Following that, at the front view by using project, check this out, this curve. Following that, I start project command. Then when I want to project the curve on the surface, can I project it at the perspective view according to the explanations? I may want to project the curve on the surface. Can I choose the perspective or top view for the projection? Let's check it out. Absolutely not. Since our construction plane, as you can see, is underground and in project, the projection is normal to the construction plane, while if you want to project the curve on the surface, you should open the right view and then project curve on your surface. Watch this. So the current view that you specify for the projection does matter. General, we project the curve on the surface, and then we may want to rebuild the surface. And as you're concerned, when we rebuild the surface, we can simplify the curves, so we will have some changes. And here as you can see, the surface is not matched with these curves. After rebuilding the surface, I move them to check them out. Watch this. As you can see the curve and the surface are not matched with each other. So by using pull command to pull the curves and points to the surface in the surface normal direction so that we can fix these parts because the curve is normal to the surface direction. So that here, we can start a command of pull. And then we select the curve in the perspective view, following that we specify the surface, target surface, and then enter. And since the curve is pulled toward a surface in the surface normal direction, the current view does not matter. But in project, the curve will be projected, normal to the construction plane. So the current view do matter. I mean, the current view is important in the project, actually. Let me show you again, pull. I select the curve, Enter, and then I recommend you set Dilt input to yes, since we just need the results, not the input. And then I click on the surface, press down Enter. Check this out. It is pulled toward the surface, normal to the surface direction. And as you can see, the curve is pulled toward the surface. Know that when you are using Pool command, the current view has got no effect. Since at any condition, it is normal D. Surface direction while it was effective in the command of project. Here, I want to give you another example at the other surface, and then we're going to finish the session and then talking about other commands at this season. So pull curve, and then I specify the curve. Then I click on the surface, Inter. Check this out. It is pulled toward the surface in the surface normal direction. So, guys, as usual, it's your time, your turn actually to practice the given lesson. 127. Project, Pull, and Fin Commands: The next command is extrude curve normal to surface. And frankly, the name is too long, but what does it do? It extrudes the projected curve on the surface toward the surface normal direction, and our no command is not considered as the curve frame object commands. However, it is regarded as the complementary of the curfra object toolbar. For instance, if I want to project this curve on the surface, project, and then I select the curve and press Inter, then I should select surface Inter Great. I hide the input. Then in the continua, I want to extrude the projected curve on the surface at the surface normal direction. If I use extrude, the ordinary extrude, but I want to extrude it normal to the surface. The name of the command is extrude curve normal to surface, but the shortcut is fin FIN, which extrudes curve on a surface in the surface normal direction. So I type in in the command line, then I press Inter to start the command. Following that, we should select the curve on the surface. Now that we should select the curve on the surface. The curve is projected on the surface. Or maybe it is pulled toward the surface. We select it, and then without pressing Inter, we should specify the base surface. Then check it out. You can extrude the curve on the normal surface direction or tangent to the surface. You can pick the location on the curve for a height, or you can import the distance manually by values or through points check this out. Press Enter. Well, done, normal to the surface direction. Let us talk about the options. So again, I start the command, fin, then I select the curve on surface, then the base surface. Let me try again, Dcurve and then the surface. So here we can specify the height or distance. The next one is set base point, which specifies a location that serves as a first point when picking two points that set the extrusion distance. Check it out. You can specify different values for the distance of each of the parts of the extrusions. I mean, you can define variable values for the extrusion, like this way. As you can see, you can make it wavy for instance. Check it out. However, you can pick the point and then or location import the value and then press down into to save the changes. Let us try again, fin, and then select the Kerbon surface. Following that, the base surface, the stance, right now, as you can see, can specify the value after distance regularly, but in set base point, you can specify variable values for the distance by picking locations on the surface. Through points or importing values like this way and then press down enter to save the changes. I think this was the most amazing option. And the other option is direction, which is normal. I mean, by default, and other choice is tangent, which creates the surface, tangent to the surface. But the default value is normal for the direction. I change the layer check this out. Even here, we can use set base point for specifying variable values. Check it out. However, you may find it less practical, but it is used in special locations like this way. Can you specify different values like this way? Presenter, create. So for the direction. You can choose either normal, which creates the surface in the surface normal direction, and the other choice was tangent, which created the surface tangent to the surface. And you can fill up the direction. You can control it by the macro off the mouse, too. So when you have used project or pull commands, on command enables you to extude a curve on a surface in the surface normal direction or tangent to the surface. So, guys, as usual, I want you to practice every single example. 128. Exercise Explanation: The homework that I have considered for this part is this model, as you can see. Let's check it out. Here we got a mesh surface, and this is the plan view. We got the surface and the curves. Check it out. It is so simple. And the distances between these two curves are offset are specified. You can define the values and then designing them, following that for extruding them, you put it into consideration. 129. Exercise: Very well. Let us start modeling this here in Rhino at the top or plan view. And then I start drawing in square like this way, and then I change the object layer and I set it to the default. So for the continuation, I start offset, offset offset multiple since I want to specify multiple I mean, multiple offsets for distance two, for instance, and the count six. Then enter, check this out. And if you agree, let us add one more. But I specified a distance too. Check this out. Like this way and one more. Well done. Great. So, guys, as you can see, I'm defining specific values. Right now, I'm connecting these curves by straight lines. Well done. Following that, I pick the arc, and then I want to draw two arcs. I hold down control, and then I draw the vertical line. I don't want to increase the continuity of the arcs, and then array polar. Four, well done. Then again, I add one more arc, since I'm going to use netfork for the surface at the front view, I just did great. And then I hold down all to rotate it, and meanwhile, creating a copy like this way. I've done this several times with network. As you remember, network surface. So, guys, we're done with the surface. Great. Then what is next? Let me take a look on the picture. Watch this. Here if we project the curves on the surface, then we can create these profiles. So exactly it's time to project curves. I start project, and then I select the curves, press down inter, then I select on the surface. The project demand the surface G, like this, as you can see, watch this. Here we got the projected curves on the surface. So we select these curves. At first, we extrude them. Then I set solid tono through punch. Great. Check this out. Well done, following that for thickening the surfaces, we use offset, offset surface. I select all of them, press down inter here as you can see, both sides is not available, which means that we got polysurface in our model. Look, so what should we do? Exactly? We should explode them and then again, offset surface after exploding the surfaces. So both sides right now is available since we do not have any polysurface. I reviewed this point. I set both sides to yes, but here we should specify a few value, for example, not 0.1. Since you just want to offset it slightly, set solid to yes, press inter, check it out at the rendered report. Watch this. K some of them are extended. And if we define a higher value, we won't have a satisfying object. So, guys, if you haven't done it yet, it's your turn, give it a try. 130. Curve Extraction: So, guys, in the continuation, let us cover the other commands of the curve farm object tool bar. For Example, one of the important one is duplicate edge. Create a curve that copies a surface edge. Let's work it out. I start the command. Here, we should select edges to duplicate. Or here we should select the edges that we want them to be copied from the surface edge. For instance, I select this one, press inter, check it out. Right now, we got the created curve from the surface edge, while here there is no curves. Let us try again, duplicate edge. I select these three edges. You can select several edges at the same time and then move them like this way. And we got no specific options the next one is duplicate face border, which creates a curve that copies a polysurface face border. Here fi start the command and then select the phase will be given the borders. Let us try again. I click on the front face, press Inter, then we will have the curves of the selected surface. However, we could have created this by duplicate edge too. Let's sick it out, but we should select them one by one or drag in phase border, we can specify multiple phases, and then we can have the borders. So it is quicker than duplicate edge. And here I'm going to have a review upon the previous sessions, and I'm going to give you some explanations. Here, you may ask why should we need to create copies from the surface edges that we can use the surface edges in some commands like sweep, array, loft and stuff like that. So what is the necessity of creating copies from surface edges? Let us check it out. For instance, when we got a box like this and the scene and another box like this way. Then, for example, we can create a roof by using loft. And since we can use these surface edges. And as I told you before, loft and the other commands can use the surface edges as the curves. Check it out, right click and then selecting the surface edges, then you can have the roof by using loft. So what is the necessity of existing and using a duplicate edge? And even for aligning the curves after creating a surface by loft, here I specify two ends of the two curves or edge surfaces which are not aligned with each other, then we will have such a result that if we want to fix it, we should align the curves. Check this out. I mean, here we're aligned with the curves, but I mean, we are operated on the surface edges, not the curves. So this was an example in working with loft command. In the continuation, I'm going to exemplify another case by using sweep command. Let's take it out this box, since we're going to understand the applications, the main applications of duplicate edge. For instance, if I want to arrange a specific object around the surface edges of top face, and we want to consider the surface edges the path. So what should we do? At first, we set the sea plane to the face, take it out. I just a deconstruction plane to this face. And then I draw my desired profiler cross section curve, arc, then Ig line. Then I keep moving. Well done. Perpendicular. And then I close the curve or the cross section curve. Then in the continuation, if you reel, let us scale the curve to maximize it. Create. Then I set deconstruction plane to the default mode and then sweep. Here, as you can see, there is no curves to consider it as the rail, but I start with one. You should specify the rail. I select the edge. But as soon as I specify one of the edges, then it moves to the next step that I should select the cross section curve. So it did not let me to select the other edges. I specify the cross section curve and then I press inter. Then we will have such a result. At this context, it comes to your mind that we have to extract the other curves, other edges, actually, but certainly not because here is a trick. In sweep one, here we got the chain edges option, as you can see, if I click on chain edges, then I can select the first segment for the rail and the other segments for the rail, check it out. I select these four edges or the chain edges and then press down into. So that you can specify the cross section curve next. So in Sweep command, if you use chain edges, you can select all of the edges of the specified face. Then check it out. So as I showed you, even here, it was not necessary to use duplicate edge or duplicate face edges. But here we should put something into consideration. Here if we duplicated edges, we could have created the profiles quicker. But in general, we managed to create these profiles. In the continuation, I'm going to use array in which we are forced to duplicate the edges. For instance, here I create a box like this, and then I minimize it by scale like this way. Then I select the edge by control shift, and then I move it. And I also select these two top edges and then move them. And I change the bottom edge again like this way. Then in the continuation, I want to select the profile and then array arrayed horizontally that I should use array curve. And in array curve command, we should have specified the path. So here you may want to select these edges and then consider them as the I mean here as you can see, we got some edges, and you may want to specify them as the path of the array curve. Let us give it a try. We should select the objects to array. Here it is, press down inter, then I should select the Path curve. But before that, we should specify the base point since the object is not placed on the path. For example, the intersection and then the path that I specify the path curve. I click on the edge. Then here, we can specify the method or the number of the item like ten, check this out. What you wanted the object to be arrayed around the curve around the object. So as you are concerned, we didn't have chain edges option to select the chain I mean, other edges. So at this situation, we have to duplicate the edges because we do not have chain edges option in array curve command. So I duplicate the edges, check it out. As they are selected, I join them. Following that, I start array curve again, select the object, and then the base point at the intersection. Following that, the path curve. Check it out, then we can specify the number of the items, for example, 50. And then look, here is the result. However, we could have arrayed the object individually on each of the edges or on each of the faces, but it took a long time. And even in Swip that we got chain edges, we could have created or duplicate the edges so that the process of modeling would be progressed quicker. So in some situations, we have to duplicate the edges. And the other command was duplicate border. But what is border? What exactly border is? Borders are the edges or the surrounding edges. For instance, here we got a surface. Here we call the surrounding edges of the surface border that we can extract them from the surface by duplicate border. I click on the face and then enter, check it out. We got the border. And also, we can have the border of the holes. For instance, here I want to create an opening or a hole and by trim, check this out. I delete the curve by this way. Here we go only the surface and the opening or the trimmed part. Here I want to duplicate the border of the hole or opening. Check it out. We got both interior and exterior borders for the rectangle and the circle both. But another definition of border is the set of the edges that I mean, the border curves of the selected objects are created as separate objects. Let me give you another example. Here, suppose that we got a box like this way. I explode the box, and then I remove the top face. But then don't forget to join them like this way. Then here if I extract the borders, what would be the result? Duplicate border, then what will be given to us? Check it out. We are given the top face borders or the top edges or the edges of the opening or the edges that they are connected to the surface from one side and from the other side. At the another side, we got an opening. While these edges you can see is connected to two surfaces at both sides while the other edges, these two, this is the surface edge and the border. Here we got a command which gives us the surfaces or edges that is not connected to the other edge. I mean, to the other surface. These are called the naked edges. In edge tills show edges. We select the object, press enter to analyze the edges. The first one is edges. As you can see, all of the edges are highlighted. The next one is naked edges. As you can see, these naked edges are not connected to two surfaces at both sides. And even you can modify the edge colors and specify new colors for them. So that you can check the edges by using show edges command in vinyl, like all edges, naked edges or the open edges and surfaces, and also non manifold edges. And they are sometimes practical, for instance, you draw such a rectangle like this way. And then you make some mistakes like this way. After that, you join them. But you see that you got some problems in joining these surfaces. Let's check it out again. I keep on joining them. I select them, and then in properties, as you can see, you got an open polysurface, but apparently the object is a closed polysurface. But we were given an open polysurface. So there was an opening. Such a condition, we can use as analysis to find a problem to highlight the edges of the surfaces and the polysurfaces. Selected inter, here is the naked edge or the open edge. So if you had joined your object surfaces, and then the object was still open polysurface, here we can analyze the edges by show edges. Then by checking the naked edges and then zooming in, check this out. You can fix the problem and then close the body surface. You can explode them, then press down F ten to show the control points, and then move them, and then revise it. Again, joined well down. Here we got a closed solid polysurface. So we can use show edges for finding the naked edges. And the next one is extract isocurve. You're already familiar with the curves. You can use extract Ia curve for duplicating the surface isoprometric curves. So let's see what does it do? Here I'm going to create a surface. By using these three curves. Following that, I move them. Here about the curve from object toolbar and the commands, note that they are very significant, and they are very practical in the projects. I recommend you practicing them patiently. I love these build on. Here we go the surface. What does extract isocurve do? The extract isocurve command creates curves that duplicate surface isoparametric curves at specified locations on the surface. Then here we select the Io curves to extract, here as you can see, according to the IA parametric curves, and also the surface, we can extract the curves. And about the options, direction which has been s to, and is this direction as you can see on the screen that you can extract the curves. You can choose U, we or both like we check it out by this way. And even both. Then you can extract the curves at both directions simultaneously, like this way, and then press down Inter, check it out. Here are the extracted curves. Suppose that if I want to modify the material at the center of the surface, I use this. I click on the surface, Inter. Let me try again. I click on extract Io curve, and then I specify the surface. Then I select the isocurves to extract at direction. After that, we I extract these two curves, inter. Well done, and then I split it. Shake this out. I can trim that part. Well done, let us talk about the options. Extract isocurve, specifying the surface. We talked about the direction that we can specify the U or both directions and about toggle. It tagles the direction between U and V, which is available only on surfaces. Okay, now, you press Tuggle, or even you can inter T to tagle the direction between U and V. So you don't have to open the direction and then switch it. This is a quicker way and then pressing down Inter and another option is extract all that it extract all I curves in V, or both directions depending on the direction option. Note that it depends on the specified value and direction. For example, if I specify U in direction, then I click on extract O, then we will have all of the U curves extracted. Or if I set it to V, then we will have extracted all of the Iaurves at U direction or direction. And even if we click on both, we will have all of them extracted. As you can see, so this was the option of extract all and ignore trims, which has been said to know determines whether surface streams are ignored or taken into consideration. And when the marker misses the untrim surface, the no axis cursor is shown. Here it may comes to your mind that when we extract the y curves in, for example, your direction like this, it same as section? Or is it different? I mean, at both commands, we draw some curves. Certainly, these two are different. I change the object layer. Let's check it out. When we use extract Ia curve, as you can see, the curves are dependent to the isocurve. While I mean, when we use section, we are dependent to the I mean, I mean, independent to the isocurve. You can draw them freely and limit it. They are straight. So this is the difference between them, the extract and the section. Well done, the next one is extract wireframe. The extract wireframe duplicates surface or polysurface edge and isoparametric curves and mesh edges displayed in the wireframe view. It is considered as one of the most practical and useful commands in curve from object tool bar. Let's sick it out. It got no specific option. You just start the command and then specify the surface solid or mesh to convert to curves. Then it creates curves that duplicate surface as parametric and mesh edges. And the only option in command line in extract wire frame is output layer and group output. The output layer specifies the layer for the results of the command and group output groups the resulting objects. That we have talked about this before that you can choose input or current, that you can place the results at the same layer at the input or in the current layer, and you can set group output to yes if you want the resulting objects to be grouped after being extracted, it is not as essential as other options. So quite as usual, I want to practice the given lessons today. 131. IsoCurve Design: Up to now, we talked about the commands in curve from object toolbar. And as I told you before, one of the most practical commands here is extract wireframe. It enables you to create curves that duplicate surface and isocurve and then convert them to profiles. But there are two important points in extract wireframe, which are the number of the isocurves and then the direction of the isocurves. So at the beginning of this session, we're going to consider then how do we can control the number of do curves of the surfaces? The first command that we can control the number of the isocurves is revealed as you are familiar already with it, is a powerful command. Let us it out. For instance, I select the surface, and then I start rebuild command. Right now, I want you to monitor the Ia curves before being rebuilt. We've talked about rebuild before, we can specify two values for you and VT point counts. For instance, for, I specify 12, and then for V, I specify 122 and three, four degrees. As I told you before, you can control the curves of the surfaces rebuild and also make them regular. Let's check it out as you can see. They are made regular. This is before being rebuilt and then after, take it out. Well done. So we can control the number of the curves by rebuild and also make them regular and uniformed, actually. We cannot modify the direction of the Iy curves by rebuild. I mean, it got no effect on the designing of the I curves, only in the number of the isocurves and make them regular. And then rebuild, the U and V values were dependent to each other, as we talked about it before, and they got effect on each other. For instance, I said, one for V. Then if I set 200 for as you can see, it is not accepted because there is limited value specified for V. For instance, I can set specify three for V. Then check this out there. As you can see, 200 for V is accepted and operated, but the preview is not satisfying, it's not reasonable, it's not practical. But if I set ten for V, right now, check it out. This time is more practical. So when drawing a high degree curve, the output curve will not be the degree you request unless there is at least one more control point than the degree. So our first trick to modify the number of decontrol points is using rebuild command. What about the next trick, which is density here if I select the surface then in properties, we got the property of density, as you can see, here if I increase the value of density, then it increases the number of the Io curves at both directions, and also the divisions will be increased binarially. For example, if I want to focus on this part, let's check it out. Here if I specify two for density, I want you to check this out and then check the changes. Look, we got four parts. Three. Then here we got nine parts. So as we specify values for density, it increases the number of the items and also the divisions of the parts binarily or at both directions. So by this way, the density isocurve, we can modify the number of the isoparametric curves. But here there is a basic different or difference we rebuild. The density could no in fact, on the organization of the isocurves or make them regular and changing the number of the iso curves by density is not often used, but sometimes it is, we can use show surface isocurves. If I uncheck it, take this out. The isocurves will be hidden. Since, sometimes when we are working on some projects, we may mix up the curves with isocurves. So at that time, we choose to hide the iso curves. But however, we need the iso curves right now. About the third trick or technique for controlling the isoparametric curves, but we're going to use the Melting commands for controlling the number of the isocurvesF example, loft or swap. Got some options like rebuild that enable us to control the isocurves at the very time that we are creating the surfaces like loft. Check this out here, check it out, rebuild with ten control points so rebuild within. Ref it within notin 0.0 1 meter. I specify a value like 20 or 30. Not as powerful as rebuild command. It is the limited version of rebuild. So we suggest to create the surface at first, and then you can control the Ia curves by rebuild independently. Here refit that as much as you minimize the value, the parametric isoparametric curves numbers will grow. But all in all, I don't recommend use this. And as I told you, you should create a surface and then rebuild it since rebuild is more powerful and there you got no limitations. Then the another command that enables you to rebuild and refit the surface or Io curves is sweep. Let me give you another example like this way. Here I start Sweep two. I specify the rails and then the cross section curves or the profile, check it out, rebuild cross section with. Here we can modify the value of Ctrol points, which results in modifying the isocurves. For example, 50, look, by this way, can control the isoparametric curves and also refit the cross sections. So, guys, up to now, we talked about how to control the isocurves and how to refit them or how to rebuild them. But as you are concerned, the form and the geometry of the isocurves does matter, too. But how do we can control the geometry and the shape of the isocurve? In fact, we should answer the question that which of the modeling commands are able to design the shape or the geometries of the iso curves. For example, the first one is swip both sweep one and two. So just wait for a second, and then let's check it out. Let's check them out, actually. Suppose that here we got such a form or such these two curves, and then the cross sections and two rails. Sweep one or Sweep two. Let's check it out. I specify the rails and then the cross sections, and then we will have the surface. Look, this is the normal shape of the y curves without being edited or modified. For example, I want to modify the shape of the curves and then make them perpendicular or straight. So how can I do this? Exactly, we got two techniques in Sep that we can use them for controlling the Io curves. The first one is Ada slash. I click on ADA slash. Then by adding additional cross section alignments to control how the surface is created between sections, you can modify the geometry and the shapes of the isocurves. We can control them so that then if I want to extract the IG curves or wire frames, check this out. We can have the desired curves. Let me give you another example. I delete them. For instance, here, suppose that we got a deformable circle like this, then I choose these points and then I modify them this way, the weight, then again, undo. Let me again, I create a copy, which is minimized like this way, and then I select these control points, and then I deform the circle like this way. Correct. And I draw a curve like this, then sweep two. I specify the rails and I'll sew the cross section, which was the curve, and then I create the surface, check it out. Then add a slash by this way. As you can see, you can specify points, let us try again. Here, suppose that we got an ellipse by this way, and then a circle inside the ellipse and the curve or rail then sweep tube. Specify the rails and then the cross section, check this out. As you can see, some of the curves are slanted. So by add a slant, we can form the o curves or control the curves, by the way. Inter. Okay. Following that, if I want to rebuild and refit the isocurves, I start rebuild 50 and 30, and then I extract them via frame. Check this out, can extract the mesh for the roof profiles. Well done. So after this point, we'll learn that by using AASlash, we can control the directions of the Io curves. But the second technique in Sweep command for controlling the directions of the isocurs and also designing them. Watch this. Here we've got a surface, for instance, we start sweep to create the surface. Then by using Adi Slash, as you can see, we can come to the directions of the isocurves. But here I want to modify the form or the geometry of the iso curves, what should I do? For example, if I want to make the isocurves curved, what do you suggest? Exactly. We should consider some middle profiles and then add them to the directions of the isocurves. For example, let us check it out. I mean, normally, we do not need these curves for creating the surface, but I add them for making the Io curves curved. So I add these auxiliary curves, and then I start sweep. I specify the rails and intersections, check this out, as you can see the isocurves are shaped based on the cross section curves. Then we rebuild them. Watch this. As you can see, we got the I curves curved. So by this way, we could design them. But note that while you are rebuilding the I curves, you got some limitations in specifying U and V point count values because V point count should be more than you. I mean, there is at least one more control point than the degree. And let me exemplify another case. At first, I'm going to show the picture, and then we're going to create the model. Watch it. We're going to design this, the Io curves, as you can see, they are designed. Vertically, they are curved, but horizontally, they are straight. So back to rhino, and then at first, I sketch the frame a square, and then we design the Io curves. I draw these curves, and then mirror like this way. I explode the geometries. Here we got the rails and then the cross section curves. Sweep two rail, cross sections, well done. Then it's time to rebuild it. For example, in directions 50 and 15, we look, check it out in less than a 1 minute. We managed to create it. So this was the use technique that we use in designing the Isa curves by Sweep two and rebuild. However, you can use Sweep one. Let me exemplify one case again or another case. Suppose that here we got these curves like this say then sweep one. Here the rail and the cross sections well do on. Here, we do not add a slash, so how do we can control it exactly by using auxiliary curves or medial curves. Check this out. By these curves, we can shape the iso curves again sweep one rail and then this way. However, it effects on the geometry of the surface too. So, guys, we're done with Zeep and the next command that we can design the isocurves with is network. Let me show an example. I want you to think about these two objects and say the differences between these two models. Exactly in the second image, isocurves are curved at both directions while Zep is unable to do this, so we should use Network. Back to Rhino here if I draw this squer check it out and then throw out a curve inside this square. Here we can use sweep and then I mirrored it, explode. But then if I rotate this at 90 degrees, then sweep is unable. Let's take a look on the photo. As you can see, we got the two curved lines at both directions, U and V. So what's a context. It's time to use Network surface. I select them, enter, watch this. Okay. So sometimes network envils us in designing the iso curves at both directions and have them curved, not a straight. We only use it to be able to design the Io curves. Check it out, guys. We're done. So as you're concerned, you should use the tools or commands smartly. I mean, we are using these command lines, these commands which are in use for creating surfaces, but we operate them for designing the I curve. All in all we use sweep and network for designing the Iacurve and then by rebuild, we rebuild and refit the control points and also the degrees. Finally, by using extract wireframe, we convert the I curves to curves or ordinary curves. So we use network and see for the directions and the continuity and rebuilding and refitting them, rebuild, and then extract wireframe for converting them to curves. So extract wireframe. Then here we'll give you given some curves or meshes. But what can we do with this? For example, we can use pipe, check it out, pipe, and then I set multiple. I select all of them, and then enter not 0.1 for the radius. Check it out. Here is the mesh like this way. But most of the times we do not need our profiles. I mean, our curves, I'm sorry, we do not need circular profiles in our curves. For example, sometimes we need rectangular curves in profiles. Let me say that again. You know, after extracting, here we are given some curves. What can we do with these curves? For example, we can operate pipe. I start pipe, I set multiple, then I select the curves. I should specify the pipe radius, what not 0.2, for example. Check this out. Here is a given result built on. But here if we want to create rectangular profiles in the curves, since we can have only circular profiles by using pipe. But here we need rectangular profiles, not circular. The solution is to sweep these one by one individually. I mean, we can specify across sections and then rails, so it takes a long time. At such a condition, you can use a specific script that is able to create your desired profile or cross section simultaneously. I mean, at the same time, we can apply to all of the curves. I mean, just like pipe, we select all of the curves, and then we can have our desired profile or cross section. We got two scripts. The first one is multi rectangular pipe, which is similar to pipe, but the profile is rectangular. Let us take this out at first. So I click and drag and then drop it into rhino. Then here we should select curves to pipe with rectangular section. I mean here, the section is rectangular, and this is the only difference with pipe. I see it go of the meter. Then the length of the sides, for example, two, not 0.2, and then the white of the sides, 8.4. Even you can specify the rotation angle. Then let's check it out. Here is the given result that in which we got rectangular sections instead of circular rounded sections, and it is very practical. Let's try one more. Here our script which is multi rectangular pipe. We click and drag it and then drop it into Rhino to start the command. Then here we should select the curves to pipe with rectangular section. I select these curves and then enter by a drag. Finally, we should specify the length and wide of the sides. 9.3 and one, for example, check it out. Then wait for a second, we will have them. Watch this in rectangular section, as you can see, I have increased the height. However, as I showed you, you can rotate it as well rotation angle. Again, I click and drag and then drop it in no select inter length, not 0.3, one, and then rotation angle, for example, 45 degrees, and then wait for a second, please. Check it out. At the rendered viewport, as you can see, they are rotated at 45 degrees. Like this way. Let me exemplify another case and then explain the other points. For instance, here I want to create another surface to describe the other cases and consider the points. For example, here we got these curves. I position them properly to create the surface like this way and then loft. Watch this. Here is the result. Let me move this since I want the surface to be curved, Zoom selected, since I want to focus on them when I orbit the scene. Love well done. Then in the continuation, I'm going to create some curves. For the curves, I mean, the number of the curves are more than the Io curves right now, as you can see. So it's time to use rebuild. And let's check the preview. I should minimize the value point count. Two and two is proper. Okay. Following that, I want to extract the curves that use extract wire frame. We hide the surface, and then we're going to pipe them with rectangular section. But there is a problem with these scripts. That is when we click and dragon then drop them into Rhino, and then we use. You can't repeat or reset the command by right click in command line. So we have to drag and then drop it into scene every times that takes a time. But I'm going to tell you a technique to fix it in the scene so that you can start the command from rhino. So you don't have to look for your scripts in the folders and waste your time. By the trick. At first, you have to drag and drop the script and Rhino scene at least for one time. Following that, you should type run in the command line, run a script. Then if I click and run a script in here in the Run act subroutine window, and you will have access to the import scripts. I mean, scripts, click on and then use it. Then you can repeat the Commander run a script. Check this out. Then if you open the Run acrit subroutine window, you will display the imported scripts to Rhino. You can select it and click on Okay, and then start decommand easier and quicker than before. Know, this is a better way and looking for the script, clicking and dragging and then dropping into Rhino. So again, run a script. Then I select the multi rectangular pipe, I select the curves, and I specify length, width, for example, 0.2 and then 0.6 and zero for rotation angle. Let's check out the result. Here is the rectangular pipes or pipes with rectangular sections. But if you want to have them only in one direction, so in the top view, and then For instance, I want these to be hidden. So I select these straight curves only in one direction. And then I hide them. Here we got these. Run a script. I start the command and then select the curves, the length, not 0.5 and two. Watch this. Here we are given these rectangular profiles. So guys will learn this technique for importing these scripts and repeat them that we pipe the curves in rectangular sections. But let us use another script in which we can specify our desired section, which is profile multi pipe, profile multi pipe, I drop it into scene, and then if I type run run a script, check this out. Here we got it in the list. So next time we can repeat the command by this way or a script, actually. I select it to run it, and then we should select the curves to profile pipe. So at first, we should draw a curve or a profile and then specify it as this section. So in the continuation, at first, we're going to draw a profile or section like this way. For example, this one, a polygon, and then run a script profile multi pipe. Okay, you should select curves to profile pipe. I select the curves, and then selecting a close planear curve as a profile or section. So you should have already drawn a close planear curve to consider it as your profile or section. I cancel the command, and then at first, I'm going to define a well profile that should be closed and planar curve. So you have to consider these issues and features when you want to draw your profile and deconstruction plane. I draw it to consider it as the profile or section. Then again, I run a script, profile multi pipe, then selecting the curves to profile pipe, well done inter, then closed planar curve as a profile, ray rotation angle, zero. Then the scale factor of profile, if you want to scale the profile, you can specify value, but if not, you can ignore it by pressing Inter. Here is the result. Check this out. Here as you can see, it is weird. It is matched with the curves. As I told you before, there is a specific point, that is, you have to draw the profile and the origin point. Look, you have to draw the profile or section exactly on the origin point. Run a scrip profile multibribro. And then selecting curves to pipe, and then the close planar curve profile. And do not ignore angle and scale, check it out. We're done with these. Profiles. So, guys, I want you to regard this point when you want to draw the section and you are using profile multi pipe, the profiles should be exactly on the origin point. So, guys, as usual, I expect you practice every single examples and point and also the scripts. After that, we're going to start some projects. 132. Exercise Explanation: And the homework that I have considered for you is this a chair in mesh, a mixture, as you can see. Here we got the front, top and perspective views. As you can see, the top part is curved, and the back of the chairs, as you can see are curved too. And also the bottom part, which is placed on the ground, we got an arc as you can see, or it is curved. So, guys, I want you to put time on modeling this. And then for piping the curves, I want you to use the script at first. And then, secondly, I want you to create it without using a script by using the previous techniques. Since sometimes you may not have access to the script, so you should be able to make it even without the scripts. 133. Exercise Chair: So, guys, let us meddle the chat together step by step. Even rhino in front view, I pick the polyline or curve interpolate curve, and then I start from the origin point and then I draw a curve like this, shake this out. Well done. Following that, I want to move the control points to revise them. For example, I move it among parts like this way, and then I select these two control points, and then by weight, I want to modify the continuity by controlling point weight. I mean, by setting control point weight, like this way. And I delete this one, let me minimize the height. Then the continuation, I want to adjust to weight at this point. Look, I think right now it is better. Mm hmm, and minimize the height. Well done. So just don't be sensitive and the main curve or form of the chair, we're done. Then discontinuation, I create a copy like this and then mirror, watch this, folds on. Then I select them, Zoom selected to focus on these three objects so that I can orbit around the selected object. Then the viewport would be focused on the three objects. I think I should adjust the dances, so I select them, and then by scale, I minimize the thesis. And then for the curve or arc of the top part, here I select this curve, then I move the control point upwards like this way. Following that, for the arc the back of the chair, I select this, and then I move it backwards, and I select these two control points, move it downwards, well done. So we're almost done with the continuity and the curveness for top and back. And as I told you before for the end part, I select this part, and then I move the control point like this so that I can draw the curve by connecting these three ends, or? Then I want to love them, check it out. Great. So right now we get to main geometry of the chair. Then for the curves, I select the surface and then rebuild exactly. I want to rebuild the point count and also refit the curves according to the picture 30 in. Let me check the preview, and two was proper and four D and V. Okay, great. Click on Okay. And then it's time to extract the y curves, extract wire frame. I extract the curves as you can see this way, following that I select the curves, and here we're going to use two techniques, one with the script, and at another approach, we're going to pipe them without using a script. If you have dropped your script in Rhino, you can search for Run, run a script, and then click on multi rectangular pipe. Okay, I select the curves, Inter, check this out, then the length of the sides, for example, 0.5 and 0.5 and zero for the angle rotation angle. Check this out. Here is the result at the rendered viewport. Great. Let's try again. I want to minimize the white fun length. Want to script multi rectangular pipe. I select all of the curves inter, then for the length of the side, 0.2, and then 0.4 for the five. Let's check it out. This is the final result at the rendered viewport, so organized, well done. Just in case if this script was not accessible, what should we do? What is the solution? Exactly, we should extrude the curves twice. But once, let me open the right view. Once we should select these curves and then extrude them, I only select the vertical lines or curves like this way. And then I extrude them, check it out at the top view for the extrusion distance, I set the base point at first from this point, and then I set it to both sides like this way. Well done. Following that, I select the less created objects, and then I group them, roll on, and then I hide them. So at the next step here at the top view, I want to select another direction of the curves. Check it out. I select these curve, the horizontal curves or the opposite direction, and then I extrude them. But why should we extrude these curves at two steps? Because here we got two sets of curves which are U and V direction, we cannot select both of them at the same time and extrude them. Base point and then the extrusion distance, then Wait for a second, selecting the last created objects, and then I unhide them, shake this out. So, guys, this was another approach if just the script was not accessible. And then after surf then I select these. Let me start off set surface again. So then you can select all of the curves, press Enter. Both sides set to yes and the distance 0.05 and setting solid to yes enter. So, guys, we're done. Here is the final result. Check it out. So, guys, we could create this mesh using two techniques, extrusion and also using descript. So, guys, if you haven't sketched them yet, I want you to put on creating them. So then you can take your skills to the next level. 134. Contour Creation : One of the most important commands in Cerfram Object toolbar is Cantor, and due to its significance comparing to others, we prefer to talk about it separately because Cantor is the most interesting command here. So let's see what does it do. For instance, suppose that here I'm going to draw a permit like this way the region point like this way. At the shaded display mode, well done. However, before we have briefly mentioned contour, but here we're going to talk about it comprehensively with regard that you got no knowledge about it. Here, for example, if we want to draw some curves parallel with each other like some levels or floors on this pyramid, we should use section command, as you are concerned. So section, and then we draw curves like this way. Here we got some problems. Firstly, it take a long time. And secondly, we cannot adjust the distance or spacing, where contour enables us to create a spaced series of planear curves and points resulting from the intersection of a defined cutting planes through curves, surfaces, poly surfaces, and meshes. At first, let me exemplify just a case, and then I will explain the process. Here, for example, the direction and then the distance between contours. Check this out. Here is a given result. It is wonderful, guys. Too practical and useful. You see? Then you can use these as frames on your on the surfaces, or you can consider them as the levels or the floors of the buildings and so on. So it is too helpful. So let us explain the steps. At first, I start contour. Then we should select objects for contour creation. I select and enter following that, we should pick the base point for the cantor. However, you could have specified the base point at the perspective view, but you'd better to specify it in the front view. For example, here, I specify the base point. And then we should pick a direction perpendicular to the cantor planes. Then here the control planes will be generated in both directions from the base point and will be perpendicular to the peak direction. So we can held then shift, and then I specify the direction then the distance between contours that we should specify the value and press Enter. For example, 1.5, the specified direction. Let's see it out at the perspective view. It has created the contour curves where the control planes intersect the selected surface and where the contro planes intersect the selected curves. Let us try again, contour, then the object, enter the front view. To specify the base point, then it's time to specify direction perpendicular to control planes. The length does not matter here, only the direction is considered toward up, great, and then the distance to take it out. This is what contour does. Let us talk about the command line options and other points and details like different directions, contours, selecting object, then base point at the front view, following the direction perpendicular to contour planes, distance between contours, 1.5, hack this out. This time with different direction. And if you agree at the other direction, watch this. As you can see, we got decontour curves at two directions. I height the object. Watch this. Well done, so we can specify the directions and I'll see spacing or distance and then creating the contour curves. But a point about the base point here if we open the front view contour. I select the object for contours inter. Here if I specify a different point for the base point. For example, I move upwards at three units like this. I click exactly here. You don't have to click on the object, so I click outside. Well done, and I specify the direction. Then I specify a distance of the contours to then you will see that one of the control planes will go through this point, you specify point as the base point, and the contour curves and points are created from the intersections of a series of visible parallel planes cutting through the selected object. So as we have specified the base point outside of the curve, one of the control planes will go through this point. Here, check this out as you can see. We get the divisions of the contours. Let me give you another example. I start contour, I select the object and the base point. This time I move upwards at five units, right here, I specify the base point following that, direction perpendicular, here f I specify two. After specifying the distance, the contour curve will be created where the control planes intersect the selected surface head and points where the control planes intersect the selected curves. Note that the control planes will be started from the specified base point. Then the other point here is about range. And then sometimes you wanted to create decontroplanes at the specified part of the object. Here we got range. The specify limit for deconturs. Then here if I click on range, then we should pick the start and also the end of the contour curves. For example, the base point and then here we should specify the end of the control range perpendicular to control plane. Since here we are specifying the range. So the specified point a D start and end are important, like this way, the second point. And then the distance 1.5, check this out. Here we got the control planes at the specified range. But if you do not have clicked on range, you start and end point specifying the base point does not matter. Since the control planes will cover all of the object or the entire object. But if I start the contour and then specify the object, and then I clic on range here actually specify the limit. Requires specifying two points, start and end. For example, like this way, then press down, Enter. Check this out. Or you may want to start from the base, and then put the second one in the middle, select, enter the range, specify the start and then and check this out. Here we got the middle of the permit and in other options. The first one was range. Second one is about the layers and assigning layers by that we've talked about these current and input object, that it puts the resulting to the specified layers, and the next one is join curves. As you remember, we talked about it in section. Joining curves specifies how contour curves created from poly surfaces will be joined. In fact, contour is an automatic section. So again, perspective view, I draw a curve. Two for two surfaces. And actually, I have totally explained these in section, but some of you may have forgotten, so I want to explain it again. I extrude these two curves, so that you get two surfaces. One of them, the curves are joint and the another one is not. Then in the continuation I want to add a text object. To make them outstanding to show that these two surfaces are joined. I scale it. So this one is joint and the other is not. Then I start contour. I specify the base point, the direction, and the distance inter. Let's check it out. Here as you can see, we got two surfaces, two exploded surfaces, the contour curves are exploded too, and at the joint surfaces, as the surfaces are joined, the contour curves are joined too. So having the contour curves where they're joined or unjoined or exploded depends on the surfaces. And at the other cases, which is bictroplane, if I set it to biontroplane, all curves in the same contro plane will be joined. At none, no curve joining. A polysurface curves in the same control planes created from a polysurface will be joined, and by contro plane, all curves in the same control plane will be joined. Let's check it out. I mean, we will have the control curves joined at any condition. So at both surfaces, the control curves are joined. So, guys, this command was very important, so I dedicated this session to it. 135. Examples: At this session, we're going to talk about the differences between creating the curves by contour command and also creating the Io curves and curves on the surfaces by rebuild and then extracting them by extract wireframe. In fact, we're going to consider at which occasions we should use contour and at which occasions we should use rebuild and extract wireframe. So let us begin this session with example. Here we got a surface as you can see on the scene. Perspective view, then I create a copy from it like this way. And then I want to rebuild it and I want refit it, and then add another one, I want to use contour, and then we're going to compare them. At top of you, I want to start contour, check it out. I specify the base point and the direction and distance between contours, 1.5, check this out, and then at the other directions for creating a network. Well done. Following that I select the surface, and then I move the surface in order to observe the curves. Following that, for the another one, we're going to use rebuild to rebuild the isocurve. For example, I want to keep the specified values, okay. Then as you are concerned, it's time to use extract wireframe since we get only Io curves, not the curves, extract wire frame. And then I extract the curves. Check it out. I want to compare these two curves. These are the extracted curves, and these are the contours. So, guys, let us compare them together. When should we use contour, which is the right one. Here at the top view, let us observe them and then explain them. Firstly, when the curves on the surfaces are straight, and we need the straight curves, we use contour. But in rebuild we got curved lines too. As you can see, but in contour, as you can see, all of them are straight always. But they are only straight at the current view that you have contour them. Or you have created the contour curves. For example, from this view, as you can see, they are curved, but at the top view, they are straight. This was the first factor that they are always straight. Secondly, they are always paralleled with each other, as you can see, and they are straight and paralleled with each other. So when you need paralle lines, you'd better to use contour. But note that the created contour curves by contour are dependent. I mean, independent to the isocurves and also the geometry of the surface. And they are always straight and parallel, independent to the surface, so it does not depend on the surface and the shape of the isocurves. At any conditions, the created curves by contour are straight and parallel. Usually use contour when our surface has not rotated or has not revolved. Suppose that we got a surface like this, which has revolved, as you can see, we do not use contour at such a condition like this. We do not usually use contour for these curves or surfaces which are revolved. For example, if we had such a surface like this, as you can see, the surface is curved and also revolved. We do not use contour usually at this occasion usually use contour for the straight surfaces and for the straights surfaces, contour is more practical. All in all, we use contour when the curves are straight and parallel and independent to the geometry of the surface, and the surface had not revolved. What about rebuild? Rebuild exactly is opposite to contour. I mean here as you can see the isocurves and curves are dependent to the geometry of the surface. And if you want the curves to be dependent to the isocurves, you can use rebuild. And right now, the extracted curves as you can see, are curve just like the isocurve. We usually use rebuilt when we got a curved surface or a revolved surface like this one, that we usually do not use contour upon it because rebuild is the alternative and is more practical to wrap it up, I should say that we use rebuilt when the created curves from the Isa curve are totally dependent to the geometry of the surface, and we usually use rebuilt the curved and arc shaped surfaces. And, you know, rebuild and contour are almost opposite to each other. We got a straight curves in contour, but in rebuild, we got curved lines. In contour, the lines are dependent independent to the surface. Volume rebuild, they are dependent to the surface. Let me give you another example, and I want to explain this to more so that you can understand them deeply. Because it is important to recognize the correct approach, whether contour or rebuild. For example, here again, I want to draw a deformable circle like this way. Suppose that we got this, and then I select every other points or editing points, and then I scale them this way. Following that, held down shift and As buttons, creating a copy and scaled. Watch this. Following that, I want to draw some curves between these two curves. Since by these curves between the two circles I want to control the icy curves. I mean, I need the icy curves formed, and as you are concerned, when we rebuild the surface, we will have the curves just like the icy curves. Then the continuation, I select these curves, and then I form them. For example, I move them downwards and upwards to make them non planar and treat like this way, corre. Check it out. Following that, I want to create a surface out of these curves. Right? So which command do you suggest? Exactly. When we want to I mean, we want these curves to be involved in creating a surface, we should use either network or Swip because as I explained before, these two commands enables us to design or control the Iocurves. Here, I prefer to use Swip, check this out. Then I check closed Sweep. And then, okay, well on, check it out. Following that, I create a copy from the surface. Since I want to use contour and rebuild and compare them, copy and then comparing contour and rebuild with each other. Well done. In fact, you exemplify in other case for the revolve geometries or surfaces or the rounded or circular surfaces, actually. Following that, we're going to use the contour and rebuild commands and then compare the functions. At first contour, check it out. Base point direction, watch this. 240 distance. Again, I select them at the other direction. Watch this. We got these curves like mesh. Then I separate the surfacing curves from each other. Here is the result. We get the straight parallel curves, as you can see. Then I want to use rebuild for another one, rebuild, and then I specify a value for U 30 review. 80. Check this out. And 15 for the V, lets me check out the preview. Okay. Then it's time to extract the Io curves, wire frame, check it out. Here we got the curves. As you can see, they are matched with the surface exactly like the surface. So this is the first difference. At the previous part, as I mentioned before, Cantor gives us straight and parallel curve lines, and also disregarding the iso curves and their forms in the directions while rebuild has considered the geometry and the shape of the isocurve. According to these two examples, up to now, you should be able to analyze the geometries and models in order to recognize the best approach and even specifying the used command in creating curves. Let us check out some other examples that we're going to analyze them. For example, check this out in contour. Watch this. As you can see, all of them are straight and parallel with each other. Here we got a surface. Contour, check it out. They are aligned, parallel, and straight. Even this one. However, some parts are curved, but if we change the view, we can observe them straight or, for example, check this out straight and parallel. And so on. Following that, let us check rebuild. Look, here rebuild has been used. We got a curved surface. They are not parallel. They are dependent to the form of the icy curves, and also they are dependent to the surface. Or, for example, here we got a revolved and curved surface or this in other words, the curves are matched with the iso curves and surfaces. So you can understand that there is not a regular network or an organized network with a straight curves. And here as you can see, the surface has revolved and it is irregular. But in the examples in contour, check this out. As you can see, the curves are organized, regular, straight, and parallel in one direction. Watch this. And at this specific example, we got two contours that the contour curves has been created at two times here I got a question for you. I mean, why should we create de curves with contour only at one step. For example, contour, and then we specify the base point and direction, and then we will be given decontour curves as you can see. Look, I mean, we only used one command. Meanwhile and rebuild, we should first rebuild the surface. Following that, we have to extract the curves. However, Contour create curves directly. And when we are creating curves, we specify the distance between the curves. But when we are rebuilding a surface, we do not create any curves. We are just adjusting the degrees and the point counts. Rebuilding and refitting the surface so that we have to use extract wire frame to convert the curves to curves. So after rebuilding a surface, we are not given curves, but we can use extract wireframe to convert the isocurve to curves. In fact, contro is an independent command and adjust the spacing or distance directly and creating the curves. But rebuild and extract reframe are considered as the complimentary of each other, and they need each other. You can adjust the point counts and the degrees by rebuild and then use reframe to extract the curves. So, guys, please work on these two examples. I want you to analyze the geometries while you are working with these two commands. I'm especially talking about the parent signs being straight or curved and other features and try to improve your analysis. See. 136. Exercise Explanation: The first assignment that I have considered for you is this mesh, as you can see. Here my question is, which one of the cama should we use for creating this rebuild or contour. So I want you to think about it? Exactly, contour, because the curves are straight and also parallel and the geometry is not revolved. It got a specific direction. But note that when creating the curves, extrude them and consider the thickness of the curves. 137. Exercise: So, guys, let us create this together. At the first step for creating such a mesh, we should create the surface. So for creating the surface, here we can start from the curves and then draw these profiles. Following that, we can loft them, or even we can create a planar surface, and then by moving and modifying the editing points, we can consider the curveness and continuity that I prefer to go through the planar surface, rectangular plane. Then I set it to deformable, then I start creating the planar surface. But for the U point count and V, I specify seven for both. Then I start from the origin point, but you'd better to specify rounded values for the dimensions of the surface. So that you will be given rounded values after creating the contra curves. For example, I want to specify 40. For the units, I enable Grey snap and then right here, for D. And then for the dimensions of the meshes, I'm going to consider two and two. Following that, I select the surface to move the control points, press down F ten. Then if you want to drag a rectangle and then choosing the control points, display you have to set it to wireframe display mode. But if you set it to shaded mode, you won't be able to choose the control points by dragging. So I set it to wireframe display mode, and then I select these control points. Following that, I move them downwards like this way. I select this one and I move it downward again more than the other one. And then at the corners, I move them upwards like this. Downwards and then the another one upwards, well done. And you don't have to model it exactly like the picture. Let's check it out at the shaded mode, well done. Then at the next step, what should we do? Exactly? We should create the contour curves at two directions, shake this out at two vertical and horizontal directions. So I start contour, and then I select the object surface, and then enter, specifying the base point and direction as I specify 40 units, then for the distance between contours. If I set it to two, look, then we will have rounded value or a rounded number of units. Then I do another direction, check it out, too. Then I select the surface. I hide it. Here we got the contour curves that we're going to extrude them. I select them, and then extrude. Then you can set both sides to no and also solid no. Then for the extrusion distance, if it was difficult to specify the distance, you can set the base point from this corner intersection and then specify the extusion distance like this way. So guys, what is next? Exactly, offset surface, offset surface, and then I select these curves and then enter, check it out. And just in case if both sides was not available, which means that you got a polysurface that you should explode them. So after that, if you start the command of offset surface, you will have both sides. So I set both sides to yes, then I specify the offset distance, not 0.06. Check this out. We're done. Here is the result at the rendered report, like this way. Great. If you haven't created yet, I want you to put time and create it so that you will be able to create more complicated projects. 138. Exercise Explanation: Hi, guys. I hope you are feeling well. Here is the first homework that I wanted to assign for you. But should we use contour or rebuild for creating such a model? Exactly, we should use rebuild. First of all, as you can see, the surface has revolved, and secondly, decaurs are not parallel with each other. As you can see, let us tick out others. No, the direction is not fixed, as you can see. Let us take other images. As you can see, it's clear. The direction is changing. So when you want to model the surface, you should use the commands that enable you enable you to model or design the Ia curve. That those were network and sweep, as you remember. So what should we do here? What should we use? Exactly? Certainly, we should use sweep. We got the rail at top and bottom, and then the cross section curves, as you can see, and the two ends of the surface. Note that, you have to create this le too or opening, and for these woods or timbers, you can use that script and then pipe them in rectangular sections. And as you can see, here we got rectangular sections for these curves. So, guys, give the try. I'm sure that you can make. 139. Exercise Vaddegio: So, guys, let us create it together. First of all, I'm going to draw the bottom brail or bottom path back to rhino. And then at the top view, I pick the Interpolate curve, and then I start from the origin point, check it out, and move on. I curve it. Let us take a look on the picture, as you can see. I just wanted to show you how it continues or extends. Following that, I move on. Follow. And then, however, after drawing the curve, we can move the control points and revise it. Let us check it out at the other views, as you can see it is somehow straight, and then it is inclined to inside like this way. Inter, well done. Then in the continuation, we can revise the curve if it was needed by modifying the editing points. I move this, extend it, or stretch it by this way. And then even I can remove this editing point or control point like this way, I move these upwards. You know, we can revise it. It is not that much complicated. For example, this is good, proper, accepted. And then I move this a little bit, then I stretch the and Well done. So, guys, we're done with the bottom rail. Let's take a look on the photo. Check it out. As you can see, we're done with the bottom rail, following that I want to create a copy and then move it upwards and then edit the top rail. So back to rhino. I select the rail, and then I hold down s, moving it, and then create a copy like this way. Then the third thing that I want to do is to connect the two ends to each other like this way, and then I select them and then move them downwards like this way. Very well and slides and then at the other side. Take it out. I connect the ends, and then I move them like this way. Here is the result. Great. Let us work on other parts. Let us take a look on the picture. Watch this. Here, as you can see, it is inclined to outside, and here it is straight, and then other parts are slanted. They are inclined to interior inside. They are slanted. So let's sick it out. Then I move these. I incline them toward outside, and then these parts are almost straight. But then this part, as you can see, let me show you the photo. They are slanted toward inside. Let me show you other photos. You see? Like this way. So I move the top rail by this way, and here as you can see, at this point, they are straight. But the other parts, they are slanted. I move it a little bit, and other parts, as you can see, they are almost straight. And then at the other end, they are slanted. But don't be that much sensitive on these issues and details. I want you to do your best in considering these issues and using rebaled command, but don't be sensitive on these details. So, guys, we're done with the two rails. Great. Then, in your opinion, can we create a surface by these two rails? For example, by using loft, check it out? Absolutely not. But why? Because we haven't designed the curves. Check it out. Because the geometry of the curves are not close to the curves like the picture. So it is not practical at this project. Same as I told you before, here we should use sweep. Since we can add some auxiliary curves or auxiliary sections or profiles, we can create the surface. I hide it, and then if you agree, let me show you the photo as you can see the move to upwards. So I rise them like this way. And also this part, I move them upwards, well done. Then it's time to add the middle or axillary profiles or cross sections. I pick the curve, and then I'm going to start from the end. For example, according to this, they are slanted toward left. So I add a slanted curve like this way, inclined to left. Then there we go straight curves. Here as you can see, the curves are almost straight, and then the other parts, again, they are slanted. Check this out. Slanted inclined to right side. Let us take other photos, and then these parts they are straight, as you can see. Well done, check it out like this way. Afterwards, as I showed you, they were slanted slightly like this way. And then at the ends which are slanted. Like this way. So by this way, you can model the icy curves. Then if I stretch them, I think it would be better like this way. Then I start Sweep two command, find the first and the second rail, and then the cross section curves. Like this way, check this out. So what should we do with the ends and we got no access to close sweep exactly. We should put some points there. So I put two points at the two ends to specify the first and end of the sweep. Let's watch this. It is fixed, and okay. You see, according to the auxiliary curves or auxiliary profiles, we could control the directions of the ic curves. Then at the next step, let me move the surface and then height the curves. Certainly at the next part, we should rebuild the surface in order to rebuild and refit the icy curves of the surface. Since we can adjust the point count and also the degrees rebuild 200 for we can specify ten. Let's check out the preview and five. I do not specify a value, for example, less than seven. Since as you lower the value, result won't be satisfying. Great. But still, we don't have any curves. We just have revealed and refit the curves. We have adjusted the numbers and the spacing between so curves. Then it's time to start extract re frame like this way, and then creating the curves like this way. Hake this out. I height the surface. Here is the result. Then as you're concerned, we don't need the horizontal curves. So we height them. We only need the vertical ones. Since we don't have them in the picture as you showed as I showed you, then it's time to pipe these curves or convert them to some profiles. Here we got two approaches. We can either use the script, which is very simple and easy. And also, we can use extrude and offset surface. But I'm going to show you both of the approaches. I create a copy. We show you both approaches, script and extrufOfset surface. However, we will have two different results. At first, let's try extrude, and then I extrude them like this way. Following that, offset surface, check this out. I select the surfaces, enter, and then I set both sides to yes. After this dance, 9.5, check it out. Here is the result. Let me show you a the rendered viewport. Well done. And let me show you the other parts. Great. Let us create another one by using this script, run a script. And just in case if you haven't these scripts, you can click drag and drop them into Rhino, so that you can get access to them. But if you have already dropped them into Rhino, you can have access to them this way, by run a script. I select multi rectangular pipe, and then, okay, I select the curves, enter, then the length of the sides not 0.7. And then white, 1.6 and do not need any rotation angle. Let us at the result. Watch this. They are well organized with flat top faces, and let us compare them with each other. Here, as you can see, the top parts are sharp, I mean, the first one. But the second one that we used, the script that gave us some straight faces, especially when the surface has been revolved, extrude cannot be a good choice. I mean, you can create the profiles, but as we zoom in and check out the detail, we see that a script has done better than extrude and offset surface. Watch this again, compare them. I mean, the results of the script are more close to the timbers than the extrude offset surface. So I recommend you use script. And in the continuation, it's time to create the opening at the top of you. And then I create a box here like this way. Shake it out. Like this at this height. Then I move it downwards like this way to make sure that the box has covered the bottom part of the timbers, and then I select it, hold down all, move and create a copy, but don't forget to check the bottom part, well done. Then in the continuation, bully and defence, you can select all of these and then deselect the box. Enter, check it out. Well down, and then for the other side, can select them, and then the select the box and then press down, Enter. Check it out at the rendered view port. So, guys, let's give the try. 140. Modeling Bench: And here is the next practice. And as usual, which one do you suggest, rebuild or contour? Certainly, we should use contour, since the curves are straight and they are parallel. So at the beginning of the process, we're going to create the surface, and it seems that you can make it by loft can draw the cross section curve and then creating some copies back too in front view. Here, for example, here I can draw rectangle like this way, and then let me take a look. Then we can add two arcs at left and right side of the rectangle. Take it out by three points, meet, start and end, then I explode the rectangle. Then I delete these two sides or edges, well done. I join them. Great. After that, here as you can see, the top edge is held in common among all of the rectangles, but the arc is changed. It's just getting bigger. So back to where I know, I create a copy from this like this way, and then I explode it at first. Then I remove these two arcs, and then I increase the space or distance between the two edges. Like this way. Following that, we should add two arcs. I hold down shift between, I specify the two points to give the between, and then I draw the arc. Following that, I can mirror the arc at the other side. Like this way. Here is the result. And I join the curves, move, hack it out like this way since the top edges are held in common, then it's time to arrange them. So at first, we're going to start with the smaller one and considering a space between them and I mirror the smaller one at the other side and another mirror, a it out. Here is the result. Let me show you other photos. Take it out from the side view. However, I can minimize the space between the curves by using scale like this way. And then we love them. Check this out. You can keep the sin points unchanged, and even you can change them. I mean, you can specify the midpoints of the bottom edge for the position of the sin point. Check it out. Well done. Great, and then okay. In the continuation, here we go the surface by using loft. At the next step, I start contor, I select the object, and then I specify the base point. Here for the distance between the control planes, I specify 1.2. I move the control planes like this way. Following that, I select all of them like this way. Then extrude at this direction. For instance, one for the extrusion distance. Since we need not 0.2 for the distance between the panels, but if it better to set solid to no, let us try again. Again, extrude. I set solid to no. Since we need them just like panels, check it out. Here is the result following that. As usual, it's time to use offset surface. I select them. Following that, we should specify the offset distance. According to the picture, as you can see, I think one is proper. I flip to inside or interior, not 0.8, then inter wait for a second, guys. Great. Well done. Here is the result. So, guys, this was the first approach because in the continuation, I'm going to introduce two other approaches, too. I undo the process. Here if I select these curves or the contour curves. The following approach is related to the previous one, but I'm going to learn you a new thing. I mean, I'm going to teach you. I'm sorry. I extuded at the distance at 9.8, and I says it to yes. Then let's check it out at the perspective view. Then here if I use shell for removing the front and back faces. Then for the thickness, not 0.6. Then I select the front face and also the back face. Then we will have this, heck it out. Here, how can we select all of the faces? I mean, I want to select the front and back faces for all of these panels. I want you to teach this technique for you. So I start shell, then at the front view. Here, as you can see, there's nothing, nothing to be selected. As you can see, so the trick here is that at first, we select these, and then we explode them for once. Check this out. Here we got the Io curves. Again, we join them. Nothing would happen, but we can have the Io curves. If I undo the process, check it out. We got no Io curves to select. But if we explode them and then join them again, we will be given the isocurves. Check this out. Nothing has changed, but some Io curves have been added. Then it's time to start command of shell, check it out. Then after in the front view, by using these Iy curves, I can select all of the front and back faces, not 0.4 for the thickness. Then I select all of them. Check this out right now as you can see the back and front faces for all of the panels are selected. Then I press Inter, check this out. Look, we will be given this. And then this was another technique that I wanted to show you. Like this way. What about the third technique or trick? Could you guess and say what it is? Exactly, offset multiple. I select all of these and then at the front view, 0.4 40 distance, and the offset count one in the continuation. Press down ter. Then I click inside. Watch this. Here is the result. We have added in other curves. Since they are offset, then we can select them and then extrude them and setting solid to yes. Watch this. As you can see it is just like the previous one, but it is our third technique. So, guys, I want you to work on these three methods so that you can take your skills to the next level since at some occasions, only one of these methods are applicable. But I try to show you all of the methods, so then you can use them in your actual projects. 141. Exercise Explanation: And the next practice is Kimball Art Center that as you remember, we have worked on before, but right now we are going to work on the timbers as well. Let me show you other images. Check it out. For example, here, as you can see, as you can see, the timbers are extended and crossing each other as you can see, but they are not aligned. I mean, each of the timbers are positioned at the higher length, higher elevation at half of their length. So they are crossing each other, as you can see, and they are extended, and they are not aligned since one of the rows is positioned at higher heights. So, guys, I just want you to give it a try and if you weren't successful in creating it, that's the next video. 142. Exercise Kimbell Art (Part 1): Don't worry if you weren't successful in creating the Kimbal Art Center. However, I hope you have modeled it skillfully. Here I'm going to tell you other explanations about how to model these surfaces which are extended from each other and crossing each other. As you remember, we modeled the object. I just want to draw some objects to guide you and help you in creating the Kimbal art center. At first, by the rectangle from center point like this way. After that, the vertical curves like this way. Buy it this way, at this size, and then I copy them at the four intersections or corners. Following that, another copy, I move them upwards like this way, and then I rotated it like this way. Then as you remember, I shrink the vertical curves, and then I make them close to the base one. After that, it's time to rotate it this way, nearly 45 degrees by this way, and then we blended them, let me increase the space between them. Blend curve, by this way, tangency or grade two of continuity. And also other ends, I blend them, and then I select them, joined. Following that, loft. Check it out. And then straight straight sections and close. Here is the final result. After that, I can use cap to fill the openings. Well done. However cap is that necessary here. I got a question for you. Right now, what can we do with the edges of the surface to make them extended and cross each other? I mean, as you can see, they are extended through each other, what do you suggest? What should we do to make the edges extend through each other or in other words, cross each other. Exactly, we just need to offset the offset surface. I set both sides to know, and then toward inside, check this out. As you can see, it only did not work out. Still, we got no extends or crosses. So what should we do before? We explode them. Look. Then after exploding the faces and then offset surface, following that, the offset distance not 0.8. I set so let you know. Check it out. This is the result. As you can see, they are extended through each other, as you can see. So this is the method that you should use. Great. I select these faces, and then I move them, check it out to delete the extra curves. Well done, then I want you to continue the process from now on. But if you got any problems, don't worry. We can finish it together. 143. Exercise Kimbell Art (Part 2): Let us continue the process. Watch this. In the continuation, we're going to draw some curves on the surfaces. That the technique is certainly contour. I mean, clearly, we're going to use contour, since all of them are parallel and straight. So back to right after that front view, I start contour like this way. Then I select all of the faces, inter, I specify the base point, direction, and then the distance between the contours, for example, not 0.6, check this out. Well done or even you can minimize the distance. Now it would be better, for example, not 0.4. Check it out. Well done. This is better. Okay. And then I select these surfaces like this way. Since we should hide them and then work on the curves, we don't need these surfaces anymore. But before extruding these curves, these contour curves, here I should extend the curves and make them extends through each other that I have specified 0.4 for the distance. I'm going to half it. That would be not 0.2. Then I select these and then move them upward or downward. It does not make difference. Check this out. Right now, they are crossing each other. Following that, you should select all of them and then extrude both sides set you know, and then for the exclusion, this stands not 0.4, great. Check it out. This is what we need it. And then offset surface, shake it out. Toward outside, philip them. As you can see, we would better to philip it. It should be toward outside. And I set solitude yes. And I set both sides to no, and I set not 0.4 for DD stance. Let's it out. And as you can see, takes a long time, and then this would be the final result. Check this out exactly similar to the picture that I showed you in the previous session. At the pictures. Watch this. Then in the continuation, we can model the windows by using Bully and deference, which is not complicated. I want you to take this practice serious and work on it carefully. 144. Modeling Rocking Chair: And the next practice is this chair. I want you to look at the chairs carefully and analyze them and then distinguish the method, which is surely rebuild exactly. So at first, you should mid all the surface and then move on. Here we're going to start with an arc. You see, back to rhino, I do top view. And then from the origin point, I draw this arc very well. Following that, let me take a look. Then I should trim some part of the arc, as you can see, it is being rotated. So here into front view for the axis. I draw this circle. However, I should minimize it by scale, check it out, build on, and then the continuation. I just wanted to draw the axis. Great. I mean, I just wanted to complete the arc to create a circle. Following that, I select the arc and then I revolve it. Then for the start of the revolve axe, I should specify the center of the circle. Let me open the top view toward up, check it out, or along the Y axis. I set this to no, and then I revolve it like this way, check it out. Great. I just drew this circle as the auxiliary curve. However, it was not necessary. But here we're done with the surface of the chair and then rebuild. The indi number of the point counts 50, for example, in, let me minimize the value 30, corre. Okay. Here is the result. Let me take a look. Okay. Then extract wireframe to extract the y curves like this way. Take a look. But I do not remove the surface for now, I keep it, but I hide it. And then by using script, the imported script, multi rectangular pipe. I select them, and then I create the pipes rectangular sections, not 0.3, not 0.3. And then here we got the chair as you can see. Great. A very simple process. Here I have as I didn't have deleted the surface, I kept it. Maybe you wanted to use it on the chair, check it out as the kind of material on the chair. You know, it could be useful. For example, I can use offset surface right now here at the shade at display mode, and then I specify the offset distance. I specify at 0.3. Check this out, at the render to your porch. As you can see, the surface is covering the timbers or the panels like this way. And we can easily model the other parts. For example, the semicircle at the front view. Lo For example, I picked the arc, and then I started from here like this sway, the semicircle look great. By this way. Then I can select all of them and then move and then put this in a region point. And then we can pipe the semicircle or curve. And for the radius, not 0.3, I should maximize the value of radius, not 0.6. This is better. And then here we can draw some curve to connect the chair to the pipe, and then convert them to pipes. Well then, even we can delete the pipe to connect these two curves to the another semicircle exactly accurately. And then we can join the semicircle with one of these curves. Like this way, I join them, and then pipe multiple. I select the curves, not 0.3, I should minimize. Since they are just like cables, 0.05 would be better. Look, and then if I pick the cylinder for the base part of the chair, like this way, I adjust it at the base, then check it out at the rendered viewport, like this way. Here is our chair by using the method we've rebuild. It's your turn, guys? 145. TweenCurves Command: And the next command that I want to talk about is twin curve. Let me search for twin curves. The twin curves command creates curves between two open or closed input curves. But how, for example, here as you can see, we got two curves like these two. I rotate one of them, and then I move it, and then I make it non plan art by moving the control points, so it would be more interesting. Then here by using twin curve, we can create curves between these two input curves at the specified number. Curves. Here we should select the start and curves. For example, the start. And then the, check it out. Here we got one curve between these two because the number have been specified as one, but I specify 20, check it out. Here we got two N curves between these two curves. As you can see, we got two A curves between the two open input curves. Then let us talk about the other points. When we start the command of twin curve, by specifying the curves, the end point that you click on does matter. For example, if I click on this end, then for the top one, I click on the other end as you can see. As you can see the directions are not aligned. How can we change it by flip? Check this out. You can use Philip to fill the direction. Here you can specify the numbers like ten, Philip, and the output layer for the results, and then the method. But let's talk about match method. Match method specifies the method for refining the output curves, and when we set it to none, it uses the control points of the curves for matching or the first control point of the first curve is matched to the first control points of the second curve. So it preserves the number of the control points. And then the next one which is refit, it refits the output curves like using the fifth curve the input curve and output curve will have the same structure and the resulting curves are usually more complex than input unless input curves are compatible. As you can see, it increases the number of the control points, so it automatically recognize the proper number of control points and then assign them for the curves. And then the last option, which is sample points, then we can specify the number of the sample points to use them in the curves. For example, ten, so the three match methods were none Refit and that none does not changes the control points. It uses the control points of the curves for matching for the input curves. And as much control points we got in the input curves, they will be assigned for the outputs. But refit would increase the number of decontrol points for the outputs totally automatically. And in sample point, it enables you to specify the number of decontrol points. Filed on. In the continuation, let me give you an example so that you can understand the applications of these. For instance, I want to draw an arc, this out. For example, for example, at the front view, and then I pick the arc, take it out from the origin point like this way. Following that, in the perspective view, I draw this arc, and then I move it, take it out, then I rotate it like this way. Well, done. Following that, I move it upwards. Then I want to connect these two curves. So let me move it more. So let us consider the different cases twin curve then I specify the curve, check this out. Right now, the default value for match method is refit because if you set it to none, then this will be the result. Check this out. Because if it uses the control points of the cures for matching, then the result won't be satisfying. But if you set it to refit, as you can see, control points are increased, we got a reasonable result. And the number of the control points are acceptable because the result is satisfying, let us try with sample point. For example, check this out. Sample point, it does work out, actually, but there is a limit value for specifying the sample number like two, check this out. As you can see, it is not satisfying. So on some occasions, none is not a good choice. And always I recommend you use fit because comparing to others, it would be a better choice. And it's interesting to know that you can use twin curves, even for the closed curves. Suppose that here we got a rectangle like this and another rectangle inside the first one by this way. I move it upwards, and then I want to use twin curves. Then I select them, check this out. This is the result. And for the number of the curves to any, for example, well done. And the point about the closed curve is that while you're working or dealing with the closed curves, the position of the sin point doesn't matter, just like loft. I mean, while we were working with the open curves, we clicked on aligned endpoints. For example, here we got two open curves, the two endpoints that are aligned. And if you flip them, but here in the closed curves here as you can see, we specify the direction by the position of the sin point, just like loft. And as you can see, so by this way, by adjusting the sin points, you can match them. But when we use loft for creating the surfaces, we were capable to adjusting the sin points. And then we will have such a result, for example, Look, but are we capable to adjust the sin points in twin curves ourselves? I mean to adjust the sin points ourselves. It seems not, check this out. We can only flip them not changing the position. So how can we modify the SIM points closed curves? As I remember, it had its specific command which was curve seam. Look, curve seam curve seam. Then I start the command, I select the rectangle. Following that, we can direct the same point to adjust, check it out. We can click and drag it. And after positioning it, press Enter. So that in twin curves command, as you can see, since we have modified the sin point, the result is changed. And this is all because of the adjustment of the sin points. Another example here, for instance, here we got this rectangle, and then I want to draw an oval or an ellipse, actually, like this way. Following that, I rotate the ellipse, like this way. I move it upwards like this. Then twin curves. First of all, let us out the sin points. Cort. The sin point is well adjusted as you can see. But we should flip it. Check this out exactly. Right. Right now is correct. But if I want to readjust the sin point to revolve the curves, I should start curves in. Then I select the ellipse. Following that, I drag the sin point to adjust the new position, press inter well down. Again, twin curves. Then if you just wanted to observe the preview, you can just flip it. If you click on Philip, then the preview will be shown so that if it was any problem, you can fix it. After revising it, press Enter. So the trick for displaying the preview in tween curves is to deal with the option in the command line, like modifying the numbers, flipping the direction. After making changes in the object will be updated so that the preview will be displayed. Solar right now, we learned how to adjust the sin point enclosed curves and also how to show the preview in tween curves before saving the changes. But here, if an command of curve seam, let me start the command at first. Here if I select these two curves at the same time and then start curve seam, and then I set it to automatic, then it chooses the two closest sin points which are aligned and then adjust them as the two sin points automatically. I mean, it could be helpful since it adjusted the same points quickly by just setting the adjustments to automatically to automatic because it will be given the right result. Otherwise, you can modify them manually like this way, check it out, buy this way, check this out. But if I set it to automatic, chooses it adjusts two closest points and aligned for the sin points. If you said it natural, it specifies the natural sin points for the curves. And here there is an interesting point that I want to tell you. Maybe you imagine that when we want to use twin curves among two curves, the two curves should not be aligned. They should be at different heights. But this is not correct. Let me show you something different. Suppose that here we got a squeer or a rectangle. Then at this top view and this construction plane, here we got a circle like this. Check this out. We can use twin curves between these two objects? What do you expect? Look, this is fun. Again, let us try. Here, as you can see, it is somehow like more frll minimize the number. Check this out ten or five. As you can see, they are inclined to each other to convert to each other. But this time, eify modify or readjust the same points, caresm, check this out like this way. Then tune curves. Check this out. As you can see, they are not rotated. They are straight, and the rectangle is converting to a circle. Again, curve SEM. I select them, and then I readjust the seam points. I modify the circle this time, and then I save the changes. I want you to check out the results of the twin curves. For example, six, check it out. And if I flip them, they are being rotated. So the position of the sing point doesn't matter. Even if the two close curves are at the same construction plane, the sin point controls the way these two objects matched with each other. If you wanted to match them straightly curve seamed then you should adjust the sin points aligned, for example, both at the right side of the objects. And then we use twin curves. Look. I should have flipped it. Let us try again, Philip. I flip the direction, check it out like this way. So the position at the same point is very important. Another example. For instance, here if I draw a star like this, check this out. And then I want to draw another star that I want to inscribe the sides like this way, then twin curves, check it out. The same points are okay. Five is the number or four. Look, they are matched. And this time if I specify ten and so on, if I philip them, check it out, like this way. This time, if I readjust the sin points by using them like this way, let us see out the results after twin curves, six for the numbers. They are rotated, Philip, it is interesting because the sin points are not well adjusted. So we can use twin curves if we want to convert one of the objects to the another object. But don't forget to adjust the sin points properly. And another application is that we can use it instead of array. Suppose that here we got a curve like this, and then I hold down out, and then I click on it. Following that, I move it at the length left two units. Then at the other one, I click, then I move it three units upwards. Let me move it more two units more. Then in the continuation, I want to create 15 curves between these two curves just like array. But if I want to use array curve, I should add another curve, while we can use ten curve. I select these two curves, sack it out, and they are not converting to each other since they are totally similar to each other, but I used it because I just wanted to array the curve. Look 12, as you can see, this way, you can arrange them, and then you can convert them to stairs, se it out, extrude. I specify the direction. I set the base point. Watch this. Here is the result. I select all of them. Again, direction, sin point, and direction. Let me adjust the direction again. I hold down shift to restrict the direction, let me set the base point like this way. Great. You see? You can use them simply in creating stairs, as I showed you, instead of array. So, guys, it's time to practice all of the example. See you. 146. Exercise Explanation: I have considered this practice as the latest assignment for twin curves. Here as you can see, we got a chair that I have ton a photo in one of the parks because it was a proper practice that we can make it by using twin curves. But note that at some of the practices, we should use twin curves twice like this one. Example, here we got the twin curve between these two curves, and then we got a curve an arc here and one more curve, and another one is placed at the top, as you can see. In fact, we should use three times, and the art is in drawing the curves properly and correctly. Here, we got the arc and a straight curve at the ground on the ground and another arc here and one more at the next. I recommend you use this curve. I mean, I mean, you should draw this at first, and then corresponding to this profile or cross section, you can add the arc. 147. Exercise Bench: As I mentioned before, here back to Rhino, into the front view, I want to draw these two curves because this can help me to control the proportions and the dimensions of the arcs from the origin point, by this way and then for the approximate dimensions, by this way, SmartTrack, check it out. Well done. Like this way. I mean, at the end part, as you can see, we got the arc, let me show you the photo, check it out. Therefore, here I pick the arc, and then from the end, I started. Then at the right view. And then, according to the picture and the approximate dimensions or sizes, and then I draw this, check it out. By this way. Look, so we're done with the first arc, which is started from the ground that I'm showing. And here we got a straight curve. Let us draw the most important ones SmartTrack, the straight curve like this. Let me create a copy from this to position it at the other ends of the curves. And then we need two more arcs, which is here with a slight continuity back to rhino. And then from this point, check it out like this swing and then the third point at the top view to control the continuity of the arc. Let me adjust it, and then specify the point on arc, by this way. Well done. Then here as you can see, the arc is getting aligned with this curve. I mean, it should not be straight like this. It should be aligned with this slanted curve. Am I right? So here at the right view, front, I select the curve and then rotate. Then then I align it with the curve like this way. Check this out. Following that, I want to draw the next curve that I'm going to start it from the midpoint. So here in right now, arc and then from the midpoint, check it out. Then I specify the point on arc. Watch this at the top view, and then I draw it like this way. Well done. Following that, I should rotate the curve. Look, as you can see, the arc should be rotated in order to consider the angle. So at the front view, I select the arc and then rotate. Following that, I rotate it like this way by specifying point, check it out. We're almost done. Then let us try and then start the twin curves. And if it was any problem, we can revise it. Right now, we got these curves, and then it's time to use twin curves. Check it out twin curves. I select these curves. Then I specify the number, for example, seven to show the preview, seven is okay, inter, and then the other curves well on, and then these two, check it out like this way. Great. Following that, we should pipe down. I click on multiple, then I select the curves, press down into, and then I specify the radius, not 0.2. Let's seek it out at the Render Duport. Here is the final result. It's your turn to give the try. 148. Tween Surface: And the next command is to surface, which is entirely like in curves, but you can create objects between two surfaces. Let me give you an example. Here, suppose that I want to create two surfaces, by these two curves, and then I connect them. Following that, we're going to use two in surfaces command. And right now, I want to create a surface by using Sweep two. I select these control points, and then I move them this way, check it out, and I move the upwards. As you remember, we can create untrimmed surfaces, but Sweep two command, which is suitable for twin surfaces. However, we will consider the twin surfaces, too. Sweep two specify the rails, and then the cross section curves, well done. So right now, we got this surface, well done. Then in the continuation, at the right view, here I want to mirror this surface like this, and then I just the position. Following that, I want to start doing surfaces, and then I select the start surface and then surface to show you the results. For example, the number of surfaces, ten. Check this out. And we talked about the match method. If we set it to none, the no refinement of the input of the output surface is done, and then the number of the icy curves are fixed, as you can see, they are not changed. If you set it to refit, it refuts the output surfaces like using the feat surface command, and they are more complex than input unless input surfaces are compatible. And in sample point, you can specify the numbers, but they usually set it to refit because it is more practical and when the surface is deformed, we can use theft. We do not I mean, we do not specially use sample points. Check it out. Here is the result. Here we got some intermediate surfaces between the two input surfaces just like twin curves. But this time, I want to try the trimmed surface as the input object. For example, suppose that here we got this circle. We move these control points like this way. Then I'm going to use patch, which creates trim surfaces like this way. Fell down. Here, for saving my time, I mirror the patch. Then in the continuation twin surfaces. But this one is different, since we are dealing with a trimmed surface, not untrimmed. Check it out. I specify them. As you can see, the output objects are untrimmed. I mean, twin surfaces, considers the untrimmed version of these two input objects which are these two rectangular surfaces. And these two are considered by the twin surfaces. Again, twin surfaces. I specify the surfaces and then down. And as you can see, the untrimmed versions are considered. Let me give you another example. For instance, I draw this circle and an opening inside the surface and one more, check it out like this way. And then opening inside the circle, let me try again like this way. Following that, after drawing these, I start planar surface to create the planar surfaces by using these curves. Right now we got trimmed surfaces. Probably they do not work out properly. Twin surface, then I specify the surfaces here as you can see, the untrimmed identities of these two surfaces are considered for creating the intermediate surfaces between these two surfaces. As a result, if we wanted to use the input an object as the input object in tuned surface, we should model them with the commands that creates untrimmed surfaces, not trimmed surfaces like loft, sweep, network, and a surface. So you won't have any difficulties by using these commands since you can have the untrimmed surfaces. But right now, check this out. Here I'm going to give you another example with the untrimmed surfaces, I draw this curve as the cross section curves like this way. Following that, I want to create untrimmed surfaces by using sweep, sweep to rail, like this way. Well, down here, as you can see, we got the planar surface, but it is untrimmed, not trimmed. Again, the rails and then the cross section curve. Check this out like this way. However, here we can rebuild the a curves by adding slashes. Look, you can fix it. Great. Okay, Inter to save the changes. So, guys, here we got untrimmed surfaces, and we can trim them, untrim them. And certainly, we behave correctly with twin surfaces. Take it out, specifying the first and the second look, I minimize the number of surfaces, seven. Well done. Inter. Here we got this since we have used untrimmed surface. I'm going to tell you another point and then talk about another example. Suppose that here we got two rectangles inside of each other or even a circle like this way. Following that, if I want to create surfaces by using Sweep two or planar surface, then we'll have different results. But these cases are not usually practical in the project, check it out. Here, we got the surfaces by planar surface, which are trimmed surfaces, as you can see. Well done, but if you use this technique for creating your surfaces, then you will have some problems. Sweep two like this way, specify the rails and then the cross section curves, check it out. Here, as you can see, we got four surfaces, and even we can explode them, L four straight sections. But another one Sinsin does not have corners in which we got only one open surface, not a polysurface. Check it out and we cannot explode it. And we got the same problem at the circles too. Sweep two rails, check it out. Right now, we got a polysurface and if we even explode it, and since we got two polysurfaces, we cannot use these two polysurfaces in twin curves in twin surfaces. Let me show you twin surfaces. I select them, check it out. The result won't be satisfying, but in the circles here, if I draw a deformable circle, then we can have the problem fixed. But we can fix this problem in the geometries in which we got corners or straight sections. Check it out. Sweep two, specifying the rails and the cross section curve fell down. So you can fix this problem by drawing a deformable circle. And the problem is all with the cross section curves, as you can see the circle, but everything is different in the deformable circle. But we got nothing to do with the rectangles. Well done, I delete this, and then I want to exemplify in other case. But before that, let me give you a background about the example. Wait for a second. So, guys, check this out. We are going to draw this, which is like a tower. And here we got the front view and also the perspective view. And here we got solid objects. But at the process of this, we should use twin plus other commands because it's not enough to only use twin and then expect to have such a result. So we need a set of commands. Let's take it out. And probably you have understood what we're going on. First of all, we need to draw the surface or the solid object like these two circles. I'm drawing the profiles, the top and base and the middle profiles like this way. Then I just the positions properly like this way. Well, done. By this way, great. Let me scale distance between them like this way, great. And then I love this. Watch this. Great. Let us take a look on the photo. Following that, we need these surfaces, as you can see. So I do top view or even the front view, interpolate curve. And then I draw such a curve. Like this way. Following that, I want to draw another curve at the top part. Like this way. So here we got the base and the top curve in the scene. Then I can use the gumbol and then extrude them. Shake it out, like this way. I make them solid, so you can understand them better. Let me adjust the positions and then rotate like this way. Well done, check it out. I make it straight. And then I place them exactly on the loft or surface. Then I want to fill the openings of the loft. Following that, I'm going to use twin surfaces. Between these two, it did work out. Then 15 40 numbers. Great. Then offset surface. I select the surfaces, enter. I set both sides to yes. And I specify the offset distance, for example, not 0.6 and set solid to yes. Check it out. Here is the result. Then what is next? Exactly. Boolean intersection, Boolean intersection. I select the solid object, Inter, and then the surfaces like this way. Then let us check out the result. Watch this. Here is the final result by using this method. So somehow for creating special I mean a specific surface. We need to combine two different commands, and we cannot consider the continuity and curveness of the surfaces by ten. Twin surfaces just arrays. The surfaces between two specified surfaces straightly. We created some surfaces, and then we use twin surfaces. Following that, bullian intersection. So, guys, it's your turn to give it a try. 149. Practice: Hello, dear friends. I hope you are feeling well for modeling this project. At first, we're going to create these two important panels and then array them. Following that, using mirror, and then by using twin curves, we're going to create the middle parts. Following that, we're going to surface between them, and then by extruding them, we can draw the facade. So let us start. I get back to Rhino, and then at the top view, I pick the rectangle by using Goody snaps from the origin point, for example, ten and 20, as you can see, again, I draw these two rectangles like this way at the four corners of the rectangle, and then I select one of them, and then by using area centroid, I calculate the center, and then following that, polygon I set number side of four, and then I create the diamond. Then I select the create a diamond. And by using copy command, I create some copies at the four corners of the rectangle. Then at this part, I select it. I select these two control points, and then by using scale, and then I narrow distance between them or make them close to each other. Then I select the edited diamond, then I make a duplicate to the another corner. Then in the continuation, we do not need these small rectangles, so we can select them and then delete them. I hide them. I start twin curves. Then I select the first or the start and curves, and then the specify the number like eight. Check it out in the continuation, the first or start and curve and then enter to create the curves between the specified curves. Following that, we got 20 curves between these two curves. So they specify 18, so we can have them like this way. I repeat the command, and I specify the start and end curves, check it out to fill the rectangle with these items like this way. Well. Then at the next step, we can create the base surface by using planar surface and specifying the edges. Check it out. Following that, by using split and selecting these curves inside the rectangle, we can split the planar surface and use these arrayed objects or curves as the cutting objects or we can select all of the curve, and then I start curve, and then I click at the empty spaces, so we can have them split it, check it out. This method, I think, is better than the previous one. Then I move the new created curves by using extrude, extrude curve at the length of 2 centimeters. I extrude them like this way. Then I select the last created objects. Then I move them, place them here. I rotate them at 90 degrees like this way. Then I set it to shade at display mode, and then here even we can consider the other details on the surface. Here we can hold down Control and Shift buttons, and then I select the surface. I move it backwards at 10 centimeters and also this part like this way. Following that, at the next part, I move it backwards at 5 centimeters. Again, next row, not 0.15. I move them along via aces. However, we can select them and then apply some other works. For now, let me move these splated faces. To make it more interesting. So right now by moving the faces to backwards and forwards, we can design the facade, and here even we can select this face and then rotate it at not 0.5 degrees. And then another part at minus not 0.5 degrees. Check it out at the rendered viewport. Get. So at this session, we learned how to create such a modle by using twin curves. And, of course, you're able to create such a model. I mean, the more professional version of this model by using the paneling tools extension or the grasshopper plug in so that we can control the track points skillfully by the mentioned mediums. But at this session, we just covered a simple example from the application of twin curves in facades. 150. Practice: For creating such a bench, according to the picture, as you can see, we need to model the one to eight part of the bench, as you can see, and then mirror it at the other side. And then again, keep mirroring the other parts to complete the bench. And then for modeling one of the parts, we need to draw a curve at this line, a curve and a straight line. And after that by using twin curves, we can create the intermediate curves between the two specified curves. So back to right now at the top view, I draw a line from the origin point like this way, check it out. Following that, I create a copy from the selected line let me take a look. Here, we should edit the curve and then move the control point upwards, so I start rebuild command. Then I select the curve, and then I specify eight for the point count, check it out, three, four degrees. Then I select this control points, and then I move it upwards like this way. And even I can move it, I disable degree snap and then I select the other control points and then I move them this way. Check it out, move, well done. Then I want them to be inclined, since according to the picture, as you can see, I mean, at the surface, the opposite side are inclined. So back to Rhino, I start to curves. Then I select the star and encaves for the number of the curve to any two. Watch this. Like this way. This is proper. I press down the Inter to save the changes. Then I need to select these curves, and then by using the comb or extrude, it doesn't make different. I extrude them this way, as you can see and the scene. And then the empty spaces between them are just like the picture as you can see, and then I select the last created objects. And then by using extrude surface, check it out. I extrude the surfaces at not 0.02, and I said solidu yes. Watch this. Great. Then at the continuation by using mirror command, and mirror them at the other side. Following that, you should select the mirrored curves and then clicking on a scale. And then I import minus one. Since I wanted these curves to be opposite of each other. I mean, at one of the sides, we got the curves at the right side. And at the another one, we got them at the left side. Then I select the curves by using cell curve and height them. Then according to the picture, some boundaries are considered here as you can see. So to do this and muddle the boundaries, I pick the box, check it out, and then at the top view, I draw it like this way. Then for the length, for example, 5 centimeters, and then for the height, I want to consider 0.04 perimeters, then select, then I move it at 0.02 centimeters. And also, I move it forward like this way. Then I select all of the objects. But before that, we should select this, select the box, and then I want to mirror it for the other part at the top view, project, mirror. Check this out. I picked the plane mirror plane, and then mirrored. Well done. Mirror one with the boundaries. Then at the next step, I should select these objects, and then at the front view, I start mirror command for the bottom part, check it out. And then, again, I select them, mirror, for the other parts. Check it out. Here at the rendered viewport, we managed to model the bench that I showed you at the beginning of the session here in display, I turn off surface edges, so we can display the bench at the rendered viewport like this. And even in material, we can assign new material to the bench, for example, dark gray, and then for the glass finish or reflectivity, and then assign two layers. Defold. Shake it out. So guys, we model the bench successfully, and I hope you will model it skillfully and you can use the today's techniques for your other projects. And if you want to, you can share the pictures of your model projects with us. And if you got any questions, ask us. I wish you luck. 151. Practice: At the session, we're going to model this restaurant, the interior design, as you can see. But as usual, let's take a look on the pictures. As you can see, we got a surface at the roof. Then we got these even on the columns. Following that, for the other parts, contour command is involved, and the curves are cut in layers in layers, and then extruded. Let us analyze the pictures. And here we got the plan view. We're going to use the plan view and also the front view as you can see. And as usual, I want to import the plan view into rhino. And then according to the dimensions, we can see in the plan view. For example, according to the threads of the stairs, we can scale the plan view, and also the front view or the section view is going to be imported into Rhino, perpendicular to the plan view. That as you can see, I have already imported the I have considered 30 centimeters for the three threads of the stairs, and I have scaled the plan view based on the dimensions of the threads. And this section view is positioned perpendicular to the plan view, and then I have increased the transparency from material, as you can see, so we can have them transparent and then in the continuation. We're going to start with the curves of the roof. So to do this here at the front, viewport, interpolate curve, and then I start drawing these curves. I draw the curves this way. Following that, we can revise them by editing the control points to make them more precise. Check it out like this way at each part, I place the Control point, and even if more control points were needed, we can add them later. I select the point and then I move the control points back this way. Then by moving the control points, we can control the continuity or the curveness and make them close to the picture. Then at the perspective view, I select one of the curves and then position it there and I locate the other ones as you can see, then at the top view, then I draw a car line like this to specify the boundaries of the needed parts of the plan view, since I want to trim the other parts. So after specifying the boundaries, I start trim. I delete the extra parts like this way, and then I can turn off reference layer. At the perspective view. Following that, we're going to revise the control points and then control the continuity. I select these three points, and then I use scale, and then I make them close to each other along the axis. And also these two control points, check it out. Well done. Then at the next step, I draw some curves to connect the two ends of these two curves. Then I select the new created curves, then by rebuild. And then I specify 540 point count and 340 degrees. And I check let input to delete inputs. Okay. Then by pressing down F ten, I show the control points, and then I move some of them to revise the continuity, check it out. And then at the other part, watch this. And move the control points this way to consider the waves of the roof, check it out. So guys, we have drawn the curves approximately. Then by using network surface and then selecting these curves, I create the plane surface, check it out. I select the plane or surface, and then I change the object layer. For example, layer 01, and then I rename the layer SRF surface. And even we can rename the default layer, and then name it CRV as curves. Then I turn on the references. After that, in the reference layer, we don't need this section view, so we turn it off. And I also turn off the surface. Then at the top view, check this out. Then for the columns, check it out in the picture. We got one, two, and two other columns. However, other columns are not. However, they are not well recognized, but according to the picture and plan view, we should draw them. Here we got three columns and the storeroom, as you can see here. Which is related to actually this part, as you can see. So for modeling this part, I'm going to use the rectangle, check it out, and then draw the rectangle. Following that, we have to rebuild it for modifying the corners. But even here, we can use the deformable ellipse or ellipse deformable like this way, from the center like this. Then at this part from the center at the other ellipse. Following that, I want to make the control points aligned so we can select them, and then you can use set point command by which you can align the specified objects at the specified direction. For example, I select these points and then here I can specify in a specific direction or axis and then make the selected control point, aligned at the specified axis. For example, I want to make them aligned along Y axis, or even we can work on another method that we can make them aligned without using the set point by clicking on scale arrow. Here, I click at this point, and then I import zero. Here as you can see, they are aligned along x axis. Following that, for the other parts, I select them, then I click, I import zero to make them aligned along x axis. Move them downwards, and also for the lateral parts or edges, I clique, and then I import zero. Great. So as we knew that, we could use minus one in a scale instead of using mirror. Right now, we learned that we can select a set of control points and then import zero. We can have the selected control points aligned at the specified axis like X or Y, check it out. By this way. Then at the next step here at the top view again. I select the curve. I hold down Alt and Shift. I minimize it and create a copy. One more copy at this size, and then the last one, I maximize it. Well done. Following that, I hold down Alton Shift, holding down Alton shift patterns and creating copies, and then I can create some other copies from these three curves or even deleting the middle curve. But I copy, and then I place them for other columns. One more copy. Look, but I should rotate it at 90 degrees, check it out, and then position it and scale well done. So, guys, up to now, we have drawn some curves for the roof columns and also the storeroom. I turn on the surface like this way. Then I select the exterior curves for the columns in the storeroom. Then the top view, I trim command, and then I select the surface to trim the surface at these parts, check it out at the perspective view. Have split it or trimmed the surface by using the exterior curves. Then I create a copy from the exterior curves and also the surface. Since I'm going to explain a topic for you. I mean, here we're going to create a surface at this spot, which is started is going to be started from the surface smoothly and then reach to the ground. Here I'm going to use different kinds of methods, and then we're going to choose one of the methods for moving the process forward. So for instance, I select the exterior curve and then I move it upwards and then I start loft command. I select specified it. So we model the base of the column. Then again, I create another copy from these. Then the first method that we're going to go through for completing the process is using loft command. So I started. I select the H surface and also the surface of the other part for the opening, then at the top view, then I want to adjust the sin points. Lo I align the same points totally similar to the previous explanations about loft, you press down into. And then I check matches start and gent and also match end and gent. And here as you can see, as we check match end and start and gent, we can control the continuity at where the two surfaces connect to each other. While I uncheck matches start and and gent, then the two curves or surfaces will be considered individually or separately. So that lofted surface maintains tangency with the adjacent surface at both start and end by checking matches start and and gent. So the first method is using loft and then maintaining the tangency with the adjacent surface. And the next method that we're going to talk about, again, let me create a copy from this for the third method. But here we're going to use p two rail at the second method. Or approach. So by using interpolate curve, I draw the curve like this way, consider it as the cross section curve. Then I select the control points to revise them like this way, however it is not needed, and then sweep to rail. Then I select the surface edges as the rails, and then the cross section curve. Okay. Then in edge continuity, we can adjust the grades of the continuities. We can see the tangency for both A and B. As you can see, you can control the edge continuity and also the cross section. But I'm going to give you an explanation about how it changes the edges and the cross section that this was the second approach that we used sweep to rail. I create a copy following that, here I want to draw a curve here like this way, from the midpoint to the another midpoint. Then I start extract Ia curves. Then I specify the surface. I specify the direction, and then I draw the curve, the I curve, following that, and other surface, I take the direction U by this way. And then I select the created curves here. Finally, I match them with each other. And then for the continuity, I set them to tangency. As we specified the other surfaces to tangency. Well done. Again, match curve. I select another end to match it with the other end of the curve, and I set it to tangency so, guys, here as you can see, before starting Sweep command, we can adjust the tangency, I mean, the continuity of the curve or the cross section curve. Following that, we can start sweep to rail and then creating the surface. This time, if I set A and B to position position create of edge continuity, it can meet our needs. Okay. So we can consider this as another method or approach, but I delete it. And I'm going to introduce you the last approach, which is using blend surface. As you remember, in the previous sessions, we could have used blend curve for blending two curves at the specified continuity according to the input objects. But here we got blend surface as well that I can select this surface edge and the other surface edge to blend them with each other. I do top view, and then I adjust the same points like this. I make them aligned with each other. Like this way. And then following that, I press down Inter. Here, as you can see, it has created such a surface there that you can use these two sliders to adjust the continuity for first and end, as you can see, for example, I just them like this way, check it out. Following that, I click on Okay to save the changes, check it out at the rendered view port. And as you can see, we could have modeled it even by using blend surface successfully. Then I select all of these, and then I change the object layer, and then I turn them off so that you can have them for your practices. Then back to the project, here I select these and I can minimize them by scale, and I revise some of the control points. I move it upwards and then the column, I select these three curves, and then I move them upwards equally following that by loft. I started. Then I specify the closed curves to create the surface by this way, I move on. So guys, we specify the surfaces through the love command. And then I select the curves, control edge to hide them. And then by using blend surface, I blend the edge surfaces. But note that before pressing Inter, open the top view and then adjust the sin points properly to make them aligned and then press Inter and then blend the surfaces. And then I move the sliders to control the continuity of the blended surface like this way. However, I could have moved the curve or the edge surface upwards. But no matter I can move the other ones, I hold down control and shift and then move the top edges, check it out. I extend the columns, then blend surface. Then I blend the edge surfaces, check it out, at the top view. Then I adjust the sin points and then make them aligned. Check it out by click and drag. Well done. And following that, by pressing Inter, let me try again. I should adjust the SIM points. By this way. And then we should fix them. And then I set them to tangency or grade two. Watch this. We can control the continuity. However, for increasing the quality of the results is that you can open the top view like this way and then select the curves, control dE dg to show the curves. Check it out. And then even we can maximize the curves of the columns. So I select them, and then I isolate them by this way, and then maximize by scale by this way. Maximize right now they are better. I show you other objects. Following that, I want to trim the surface by these new curves. Check it out. Since I have changed the size of the curves, then I set them to shaded mode, and then I start planning surface command. Then I choose the surface edges like this way. I just the sin points, they are well adjusted and then enter. Then I set them to tangency grade of continuity. Then you can use the slider for controlling the edge continuity. Check it out. Well done. For the others, I select the H surfaces and then blend surface, adjusting the sin points and then moving your slider to control the He continuity. Check it out. Well done. And the last one or the last column by this way, as usual, let me adjust the sin points at the perspective view By this way. And then buy this way. Great. We're done. So, guys, we've done the project up to this point. We have created the columns and also the surface, el curve to select the curves. I hide them. Then I join the surfaces with each other, check it out. Then in the continuation, we should cap the top face or fill the openings and also we got something to do with the base part because we're going to use contour command for creating such a roof. We want to create these layers and then extrude them. So I select the surfaces. Then I use cap to fill the openings at base and top and for the top part. And then for the top parts for filling the openings here at the top view, then I start playing command. I click on Project to enable it. And then I start from the intersection or corner. I draw a surface like this. By this way, check it out. Select the surface. Then I turn on the section view. Following that, at the front view, I move the surface upward. Check this out. Like this way. Following that, I start at surface, and then I create some faces at the lateral sides by this way. And then I select them and then Control J to join the surfaces. Right now we got a polysurface. I turn off the a curves. Then in the continuation, I want to measure the dimension in the plan view, and then we can hide a distance to measure the distance. And then I want to measure the distance between the two contor curves like this way, which is 0.08 perimeters. And if I measure again, nearly 14 centimeters and the thickness of each of the panels is 5 centimeters. So I select the object, and then I start contour. I enable project. Then here I specify the direction of the contour, and then distance 15 centimeters. Wait for a second. Great. Here, the contour curves are created. I change the object layers, and then I turn off the previous layer, and then I select them. Then by using extrude curve, check this out. At 0.05, I stood them at the length of 5 centimeters. As you can see, then at the top view, I start self curve command to select the curves, and then I change the object layer, and then I turn them off. So, guys, by this way, we managed to create the general parts of the restaurant. And in order to move the process forward and have more progress, Let me see. I want to change the object layers and then turn them off. Shade a display mode, and then I hide the main object by using control edge like this way. Following that, at the plan view, I pick the polyline, and then I'm going to start from here to draw the boundary curves by holding down shift to restrict the direction. Check this out and the other parts. Well done. Look, I extend it to the here we can use more track. Look. And then like this way. Well done. Control Shift edge to show the objects, select the surface. And then I want to move the selected curve upwards. So here I can use offset to control the thickness of the vault. Following that, we can use extrude curve or even we can we can use a slab, which was the mixture of offset and extrude for creating the vols, for example, not 0.18 for the distance or not 0.2, and then I extrude the curves, shake it out. Do you consider them as the valves. Look, and then here I can minimize the plan in order to adjust it exactly under the roof. However, we can keep going and move on like this without adjusting, adjusting the size. Again, a slab, and then I move them upwards. Look, and the next part that I'm going to explain for you is creating these windows. So I want to set the construction plane to the object onto this wall, and then I'm going to draw the windows on the wall. So at this part, I draw rectangle, for example, like this at this size, or even we can minimize it. Look, I select it, then at the top view, and then I create some copies. I hold down all, and then I make duplicates at the desired number. Then I can select all of them. Then at the prospective view, take it out. Then I return the construction plane to its default mode. Then by using make hole to make some holes on the wall by this way. We are done with the windows. And then for modeling the interior parts of the restaurant and also chairs or the furnitures, we can begin modeling them from scratch or even we can use the prepared models and then import them into rhino that you'll be given these prepared models and then locate them in the all in all, as we were supposed to model the general object, we do not put time on the details, and we have created the vaults to specify the boundaries. However, if you were interested, you can put more time, especially on details like the furniture, chairs and tables in order to challenge your skills. And even you can share the pictures of your projects with us. And if you got any questions, you can ask us, and at last, I wish you luck. 152. Twist Command: Hello, we'll come to decision ten of the course of Rhino. At decision, we're going to work on some of the commands of deformation tools toolbar. Following that, we're going to practice the countless applications and several examples. So at the beginning, I maximize the perspective view, and then I open the deformation tools toolbar. And then the continuation, we're going to talk about the commands here, so I fix it here. As you remember, we have talked about flow long surface, the first command in the previous sessions, actually in the Season seven, and at this session, we're going to cover the others. For example, the first command that we're going to talk about is twist and as the icon and as the name shows, twist command deforms objects by rotating them around an axis. For instance, here I want to create a box from this part, corner to corner. Then I click on Center, and then I draw it from the region point, check it out like this way. Then I set the display mode to shade it. Control Alt S or control Alt G to ghosted mode. Well done, after activating the ghosted display mode, I want to start to, then I select the object. Following that, we should draw the start and end of the twist axis. Then here we can pick two reference points to define the rotation angle like this way. As you can see, this was the whole process of twist command. Control Z. Then right now for the axis, I draw a curve like this from the origin point vertically. By this way, I draw a curve, and then I change the object layer. And I just have drawn this curve to tell you that the two axis that we specify in twist command that I mean, the axis is held in common. Following that, I click on twist to start the command. Following that, I select the object following that press inter the start of the aces. I started from the origin point and then just like the end of the vertical line, check it out. After that, you can use a click for the first reference point and then move your mouse and then specify the second reference point. And in other approach that we got in twist is importing the rotation angle manually. For example, 180 degrees, check it out. So after typing the angle, we can have the specified object twisted. Well, D control that. Then I start twist again. Right now, here if I specify the object like this way, and then for specifying the axis, I do not extend the axis to the end. I specify the end point at the middle part, and then I rotate it. As you can see, only the specified axis is twisted, as you can see. And also I can specify a range or I can specify a part of the box for two east. Then I rotate it at 45 degrees by this way. As you can see, only the specified range of the box or the object is rotated while others are straight. You know, it is something like the previous sessions examples that was the project of Kimbal art. As you remember, remodel the, the timbers and the building by using some specific commands, again, two east to check out the other points. Example, the first point, for example, I specify the start point at the origin point, and then the middle part of the box at the end end point. But I want the object to be rotated totally. I mean, I want all of the parts to be twisted. So here we can use infinite. We can set it to yes, and then if yes, the deformation is constant throughout the object, even if the axis is shorter than the object. However, the result right now is different with the other results at the previous examples. So let us consider the differences. Here I create a copy and then I start twist. I select the object, then I draw the axis along the box, 180 degrees. Then for another one, I draw a shorter axis, then I said infinite to yes and I type the angle 180 degrees. I mean, at such a context, the twist applies only to that part of the object that we have a specified the axis. But when we said infinite to yes, it assigns the rotation angle or the unspecified part two. And as we have specified 180 degrees, and since the specified axis is half of the object, and the specified angle is 180 degrees, so the rotation for all of the Object would be 360 degrees. So when the length of the aces is shorter than the object, then the angle of the twist applies to all parts of the object. But note that if we set infinite to yes, here at the next point, I extend it to the midpoint. I set infinite to no. Here we can set copy to yes. Here the copy option specifies whether or not the objects are copied. Then here the plus sign appears at the coursepen copy mode is on. Then check it out. You can click and then create some copies. Following that, let's check it out at the perspective view. Look, this is the result. Like this way. And for the straight section parts, here we can open the Rhino options and then mesh custom and then control the density, check it out. So we can control the display displayment of the objects to the extent, control that, goes that mode, and then move on. I remove this object. Following that, I scale one D. Then I specify the object, then the base point, check it out. Like this way. Great. Following that, I select the object to array linearly, eight as number. Then I array, check this out. As you can see. Following that, I want to extend the x. I mean, access to the top part. Following that, I select every other objects to change the objects layer. So that we can display them in different colors, and then I create a copy like this way. Here I start twist. Then I select the objects to rotate them. Then I specify the axis for the whole objects. Following that, the angular, first and second reference points. I import 90 degrees. Then here if I press Inter, we will have such a result. Check it out. But let me set copy to n. Again, the axis, setting copy to no 90 degrees, check it out. As you can see, all of these objects are considered as a single object. I mean, even from the beginning to the end, they are considered as a unified object, and the rotation angle has been assigned to the entire objects. So the point here is that when we use twist for rotating a set of objects like these, then according to the specified axis, the first and I mean, the start object and the end object are twisted according to the specified rotation angle, and they are unified. And in other case, that it may happen with twist. For instance, the objects, the access, and then I said rigid to yes. Following that, the rigid option specifies that individual objects will be deformed as they are transformed. So if you specify 90 degrees, then individual objects will not change, only their positions will change. As you're concerned using rigid option or not is based on your needs. I mean, sometimes you want the individual objects to be transformed as well as they are positions, but sometimes we don't want them to be changed, but their positions. That indictinuon for the assignment, we're going to talk about, we're going to work on and practice, and we should set rigid to know. I mean, when we create the floor, we array them, and then we twist them. Sometimes we don't want the objects to be changed. So it is totally depends on our needs and what we want to model. And about the specifying axis, you can draw a slanted axis like this way. I set rigid to no, and then 90 degrees, check it out. This is the result according to the specified axis. Or, for example, this time, I specify a different axis, and then 90 degrees, look a different result. So as you're concerned, we can model different types of geometries by using twist and specifying different axes. In the continuation, we're going to talk about some practices and then expound our knowledge about using twist here in twist. Here, the first practice that we're going to do is modeling such a form for example, we can work on this and other similar model geometries. For example, to do this, we should start drawing these vertical curves which are twisted back to rhino. And then I draw a circle like this way, following that by using a vertical line. Check it out. I draw the vertical line. Following that, array polar from the origin 0.16 at numbers and 360 for the field angle, and I can place one of these curves at the sim point by this way, and then I change the object layer red so that we can find it better easily. And at such a condition here, even we can lock the layer in which you work on. So as you can see, the red curve is not selected since it is locked, then you start twist. You specify the axis and then the angle, check it out. And then by using mirror command, we mirror the twisted curves, and then we will have such a result. So as you can see, just by twisting the curves and mirroring them, we managed to create these and then pipe, we managed to create such a form. And then we can extrude the surface or the curve, control that to undo the process. This time, I want to start twist again, and then from the start to the midpoint for the axis, and then at 360 degrees and then mirror, from the origin point, check it out. And then we convert them to pipes. Look, this time we got a different model, as you can see, you see, or even we can specify the start and end of the axis different from the previous example. For example, we can specify a range like this way, then mirror a hold down shift to restrict the direction, check it out, and then pipe as usual, so that we can observe the dal and then extruding the curve well down. Check it out at the rendered viewport. So by using twist, we can create such a model easily. And if we wanted to maximize the size of the openings between the pipes, then we can specify a fewer value for the rotation angle. Check it out, for example, 90 degrees, and then we mirror it. Let's check it out. Then the openings of the pipes, as you can see, they are greater than before. And then pipe check it out. So by just modifying the rotation angle, I mean, decreasing it, we could have modified the density or even if we do not create the pipes, we extrude the surface by extrude curve, actually. And then we're going to split the surface by using these curves, check it out. Then in the continuation. I want to select every other splitted surfaces, check it out. And also for the bottom part, I select every other slited parts opposite to top part offset surface. I do not flip the direction, then 30 centimeters for the distance. Let's check it out. You see? Then we will have such a result, as you can see. Let me select some other splitted parts, these diamonds, and then we can assign some new materials, for example, here at the front view, you can click and drag and then select these diamonds. Following that material, cast them. Then we can specify simple material, blue, and then this into transparency. However, at the future sessions, we will talk about the materials and how to specify them. So I just want to tell you don't worry about the lighting materials and rendering. We will talk about them later. But today, I just wanted to talk about the twist applications in the projects. I delete these objects, and I unlock the layer so that we can delete the vertical line as well. So we talked about Twist command comprehensively in the continuation, we're going to talk about another practice. For example, let's check this photo that we're going to model it. Wait for a second, please. Look, or for example, this one, we're going to create one of these. So to create these here a different view. By the polygon, inscribed polygon. According to the picture, we had a square, but here I specify six for the number of the sides. Let's check it out. And then from the origin point, I draw the polygon with six sides, and then by using offset, then by through points, take it out, like this way. I offset the polygon like this way, and then extrude curve. I specified a distance. And then by using array polar, I went to array the polygon or actually polysurface at the front view, AI polar, take it out. Reaching point number of the items 16 at 180 degrees. Here as you can see, all of them are overlapping each other. So if you want to consider a space between them, the offset, then I import type 15 or ten, ten is better. Eight in. We got such a form, and I increase the numbers to 26 for this at offset. Well done. Following that, I want the base part to be straight, so I can create a box and then position it at the base part of the polygons, like this way. And as I'm going to cut these polygons, I just position like this way, following that I select all of them, and then bully and the friends and then check it out. And I remove this curve for the box. So, guys, we're almost done. And then at the continuation, we can assign the material. This time, I want to assign more professional material here from the library in VoD. Let me see. And as I told you before, at the future sessions, we will talk about the materials. So for now, it is not needed to be worried about materials. Well, then, this is the result. Check it out. And here even we can show the surface edges, check it out. Right. This is the first example that we modeled it by using offset, extrude, and then Ara polar. And then in the continuation, I want to create a plane R surface for the base part. I move it like this way to place it at the construction plane. Well done. Very well. Let us continue your lessons. Up to this point, we talked about twist command, which enables you to deform objects by rotating them around an axis. And the practice that I want to assign for you is this building that you are supposed to model it by using twist command. And as you can see the name is turning torso, that we will Talk about it comprehensively. And then as usual, it's time to model it together step by step. But before that, let me check this. For example, if we want to model such a geometry in which we got three cables which are rotating or they are twisted. So to do this, back to rhino, and then I pick the curve, and then I draw it vertically on the construction plane, and then by using ARA PLR, from the origin 0.3 as a number at 360 degrees, let me specify zero for that offset. Check it out, we're done. Then in the continuation, I place one of them at the center, and then I convert them to pipes 1.2 for the radius. Check this out. And then we can select all of these, and then we start twist. Then the axis from the region point to the end at 360 degrees, check it out. This is the final result at the rendered De port. Full. I'm going to repeat the process from doing from dealing with A polar, orgonPoint number of the items. This time I want to specify four and I want to delete the center curve at 360 degrees, and then this at offset five. Then I select them to pipe them, 1.5 for the radius, and then finally, twist from the original point for the axis. And then at the front view, I enable project, then I extend it to the end, check it out. Well done. Let me try again at the front view for specifying the axis, check it out. And then the rotation angle 360. Following that, this is the final result. Look, we can model such a geometry by using twist, pipe, and the vertical curves, and then assigning the material, and I want to create or customize another material like this way, check it out. Three different colors that we used twist, pipe, Aripolar and vertical curves. So simply 153. Bend Taper Command: So we move on to talk about the other commands of deformation tools toolbar. For example, the next one is bend and the bend command deforms objects by bending align a spine arc. For instance, if we got such an object, and then we start bend, we select the object, and then the start and the end of the spine. Following that, we can bend it or specify another start and ends of the spine. Following that, we can pick a point to bend through. Check it out here at the right view. Look, buy this way. This is the result. Let us talk about the options of band. So to explain this part, I want to draw some skewers this way. And then by using array linear, check it out eight for the numbers, and then I array these skewers this way. Check it out. Following that, I start bend command. I select the curves, and then start end of the spine that represents the original orientation of the object like this way, take it out, and then you can pick a point to bend the object through like this way. And then in angle, you can enter an angle to set the band amount. For example, 180 degrees or 90, check it out. And this is the result of the object which has been bent at 90 degrees. Again, we start the bend command. But this time, I want to specify a different spine, for example, to the half of the object. Following that, I bend the object. And here as you can see, even the spine is shorter than before, but the objects, I mean, all of them are being bent, while we have specified the start and end of the spine to the half of the object, but the spine applies to all of the objects. Here we should set limit to spine to yes, which determines how closely the structure obeys this night limitation. And we set it to yes, it only I mean, only the region of the spine is bend. And let us take out resi. Set it to yes, and the individual objects will not change and only their positions will change. As you can see, the positions are changing, but the forms and geometries are not. And here again, we can modify the angle, for example, 100 degrees. Check it out. While if we set rigid to no, the individual objects will be transformed as well as their positions. As you can see, only the region of the spine is bend because the spine was shorter than the whole objects. Control Z under the process bend. But this time, I want to start the spine from the midpoint to the start, check it out. Then we will have this. I said reach it to no, or yes, he it out the differences. Then if you want the bend the spine start at the middle of the objects to bend symmetrically around the center, we can set symmetric to yes, which determines how the band is formed. So if we set symmetric to yes, then the bend spine starts in the middle of the object to bend symmetrically around the center. But if we set it to no, only one end of the objects bends. Again, you can set copy to yes if you wanted to create some copies. Following that, again, I draw the skewers this way. Following that, by using bend, I specify the start and end of the spine, and then I bend the objects, which it has been said to no. And as you can see the objects are changing, look. This time, a different spine, hack it out. And here as you can see the curves control points has increased after being deformed because at the first time, we got only five control points. But if you wanted the control points to be preserved, you can set preserve structure to guess, which specifies whether the control points structure of the curve or surface will be maintained after the deformation. As you can see the control points, structure of the surface is maintained the curves, actually. And one of the special applications of bend command is creating rounded stairs. For example, I draw a stair here. The threads of the stair like this way. Following that, the other parts of the stairs like this way. Look, I adjust the positions, and then bully and the friends, check it out. D then for the numbers of the array linear, 12, and then I array them, check it out. Great. Let me scale the white like this way. Following that, I'm going to use bend to create the rounded or circular stairs. I select them, bend and the start of the spine, following the end of the spine, like this way. Following that, I bend the set of stairs like this way. You can see the results is somewhat like helix or spine. And here, even you can specify the angle B, then specifying the spines following that angle, the bend angle, 270 degrees, check it out, and then Enter. Let us try again. We specify the stern spine, then the angle, check it out. And then we press down Inter or we click. So just wait for a second. Following that, it bends the selected or specified ester at the specified angle, as you can see. However, we should decrease the angle rotation or the bend angle. Let us try again and try a different angle, angle, and then 90 degrees, check it out. This is the result. Here we got around the stair at 90 degrees like this way, which has been created by bend, well done. So you can use the bend command to deform objects by bending, alging a spine arc and the next one is taper that we're going to talk about. The taper command deforms objects. To ward or away from a specified axis. So right now, we pick the start of the axis line to taper the objects around, and then the end of the axis line. Following that, we pick the start distance, and then the end distance. Following that, it deforms the specified object, toward the specified axis by a way as you can see, through the command, we have specified the start of an access line to taper the objects around, and also the end of the access line and start and end distances. And you can click on flat to create a non directional or non dimensional taper. 154. Cage Edit Command: Very well. In the continuation of talking about the commands in deformation tools tool bar, it's time to talk about the cage edit. The cage edit command deforms objects smoothly using two and three dimensional cage objects, and cage editing allows smooth deformation of surfaces with dense ctrl points, so we can have both overall deformation and partial deformation of an object. As an example, I draw on a sphere, and then I start cage edit. Following that, we should select the captive objects or the objects to edit. Press down in third and we select or create a control object, which defines the region to edit. Here we got some options for the cage control objects like bounding box, line, rectangle box, and others. Then I select bounding box, which uses the object bounding box to determine the box location. And here in coordinate system, I set it to old, which bases the object creation on old coordinates. And then engage parameter, we can control the point count at different kinds of directions and also degrees along different axes, voy and z point counts and degrees in each direction. For example, four and 34 degrees Inter. And then at the next part, I press Inter again, and we're almost done up to this point. From now on, we can select the control points like this way and whatever we done or we do with the control points, it will be applied to the objective. For example, I hold down shift, and then gumbo scale, I minimize them, check it out. As you can see the object is changing too, or if I extend them by combo, check it out, or even for the lateral points and even rotating the object, check it out. There is no limitation like this way. Let me show you a photo here in cage edit. For example, we can create this by using cage edit. But here as you can see, the object is composed by two part, the frames ormllons and the surface. So suppose that we got such a sphere, and then we're going to cut some parts here at the front view, and then by using interpolate curve. And then I want to split the object, check it out. Well done, we have separated the object into two parts by this way. And for creating such a geometry, as we got to at previous session, we can use extract wireframe to extract the isocurves of the object. So we want to use extract wireframe. We select the surface and then enter, then we extract the curves. And if I wanted to refit and rebuild the isocurve, we could have rebuilt the surface, and then in rebuilt surface, we can adjust the point count and degrees by the specified values, for example, two and four. Following that, extract wire frame, and then we pipe the extracted Ia curves, take it out at the specified radius by this way. Then another part of the surface, we select it and then offset surface toward outside not 0.2 for the distance of the offset. And finally, we will have such a motto as you can see, I delete all of the objects, and then I'm going to exemplify another case by using edit cage or cage edit, actually, by using rectangle from derision point. And then I draw this scooer following that by using blind. I draw a slanted line by this way, and then I selected mirror. I selected at the other part. These two lines are crossing each other and then ArapolR from the zero. And then I array these two curves polarly at the specified zero offset, which is zero, check it out. Continuation, we are going to model this part or this image, as you can see. I mean, we're going to array these curves by using array linear like this way. And then we're going to use the cage edit to model such a form, which is something like Eiffel tower. So I get back to rhino, and then I select the created curves, array linear, and then I specify the number of the items 14. Then at this part, I should specify the reference points. I specify the intersection. Following that, I select all of the objects or curves and then cage edit. And then I'm going to use bounding box, volt, inter, inter. I want to use the default settings. Then for modeling this tower, we need to select the base control points, and then by using scale, we can maximize them, check it out. We pick them, and then we scale them like this way. However, let's try again some of the points we're not selected, cage edit, selecting the points, bounding box, and then check it out, selecting points and scaling them, and we're going to extend the top part. And also, we're going to scale the middle part. Look. Or something like a pole. I adjust them, build on. Then I can create some copies by this way. And then by using Interpolate curve, we can draw some cables like this way, check it out. Just like poles. We can connect these objects by some cables like this way. And then we adjust them, check it out. And then this is the final result. And then let us see out in Render view port. Since here I want to pipe these curves, pipe, and then specifying the radius, like this way. In the continuation, let us talk about the other options in cage edit. Here when we start cage edit, and then we select the object, for example, some rectangles like this way, and then I want to array them linearly by this way, and then we select them in the cage edit here for the control object. The first one is bounding s which creates a rectilinear box object. Encloses the selected objects. And the next one is line. In this draw, you can draw a line to be used as the control object so that it enables you to deform the specified or selected objects. So here from the command line options, I choose line. Then in the continuation, we're going to draw the line by this way, following that in line cage points, can specify the degree of the line and also the number of the control points. And then by moving these control points, we can deform the objects by as big as you can see. So this is all about line that you use it as the control object to deform your object smoothly. And the next one is rectangle. That you draw a rectangle to be used as a control object and also drawing a box, you can practice all of these options, I mean, as your control objects. For instance, in box, you can draw a box yourself instead of using the bounding box about the option of deformation, which has been set to accurate. Here, the accurate option makes the deformation slower to update and may result in denser surfaces when deformed objects are refit. For example, at the current example case, we've used pipe with different radius, and then create a copy and then cage, bounding box. Then I want to deform the object by using bounding box. Then as we make the changes upon the specified object, then you will see that the points counts or the control points counts will be increased after the addition if you didn't want it to increase the value of point count, you can change the deformation option and then set it to fast because the fast option creates surfaces that have fewer control points and are therefore less accurate. So bounding box, enter, and then we should select the control points and edit the object. For example, just as before, we move them upward, as you can see, we got the same point counts, and they are not changed and they are fixed. But the result is less accurate comparing to the previous example. While accurate, the result is denser and deformed objects are refit. So all in all by cage died, you can deform your specified objects smoothly using two or three dimensional cage objects by using bounding box, line, rectangular box. 155. Flow Command: And the next command in the deformation tools toolbar that we're going to talk about and also we got some related practices is flow along curve. But as you remember, we talked about flow along surface in the Season seven, and we exemplify different types of Kset at Mr objects from a source surface to the target surface. But this time, we're going to talk about flow or flow line curve that realigns an object or group of objects from a base curve to a target curve. And we can use it to map a flat, straight shape to a curve shape. In order to explain it more. I want to draw a rectangle here like this way, and then I array it linearly by this way. As you can see, following that, I want to draw a curve to consider it as the base curve. And I select the base curve and then I change the layer. Following that, I want to draw another curve like this way. Check it out as the target curve, I select the object since I want to realign them from the base curve to target curve. So I start float and I should select the objects to flow along the curve. So these are the objects. Following that, the base curve. And here I said copy to yes, which means that we need the input objects, but we will make some copy in the target curve. Select the near matching ends at the base, and then the target here as you can see, the objects are realigned and deserve on the target curve. And as the base curve is shorter than the target curve, we got some extra parts, but if I want to modify the direction of the aligning object, here we can choose the other matching end or if I wanted to realign them at the top, we can specify the right end matching curves. So the place that you click on at the base curve and also on the target curve is important. Again, we start flow, we select the objects and also the base. But this time, I want to cover the target curve while aligning the objects on the target curve. So we set a stretch to yes to stretch the objects in the curve. I mean, in the target curve, and here as you can see the dimensions of the objects has changed in order to stretch the object along the target curve. I set a stretch to no. The next option we're going to talk about is rigid, which has been set to know. And as we talked about rigid in other command, it specifies that the individual objects will not be deformed as they are transformed. I mean, here if I set rigid to know, the individual objects are transformed as well as their positions. As you can see, the number of the control points has changed and skewer has changed as well, and the four edges are not equal to each other anymore. Follow and then set ridge it to yes. And then you will see the individual objects won't change, only their positions are changed. Check it out. They are not changed. They are not deformed, but their positions are changed, and it is clear, as you can see, here you may ask if we set rigid to yes and we set a stretch to yes as well, then what would be the result? Actually, at this case, the individual objects will be arrayed on the target curve and the space between the objects is changing. I mean, the objects are not deformed, but the positions are changed. Despacing is changed, so that they are being stretched to cover the target curve like this way. So by this way, we can use the flow command to map a flat straight shape to a curved shape, since it can be easier to draw things when they are lined up than to draw a complex shape around the curve. For example, here I want to draw a stair like this, check this out. We got the profile of the stair, and then I extend it this way. Following that, array linear twelve's number, and then I array these stairs like this way. Following that, I want to throw a straight curve, and then I move it downwards, fell done, and then I close the curve like this way. Wait for a second, please. Following that, I joined them. So we are done with the curve, the cross section curve of the stair. Following that I have an open front view. I start remap C plane to remap the stair at the front view. You open the front view, and then I click on the front C plane or construction plane. As you can see, we got the curves mapped here. Then I select them, extrude curve. Then I extrude them at the specified distance or through points, then we can select them and move them, well done. And then here where you want to draw a circle by this way. Here I want to calculate the perimeter or the length of the circle, which is 81 meters 0.68. I I measure the length of the stair, I draw a curve and then I measure the length, which is 24 meters. So these are not equal following that I want to realign the stair and the circle. So here I start flow and I select the object. Following that, I want to select the base curve, but not that we should set rigid to no and also stretch to yes. And then we select the target, check it out. But here, if I check it out, if I have modified the position of the curve and then again flow, check it out. Watch this. Well done. We got them at the interior part of the circle. As you can see that the asters are realigned on the circle. So the position that you specify for the base curve is important. And if I just the base curve at the center of their, then we will have theirs at the center, the center of their. Check it out. Let us check them out at the top view or plan view. Circle. So as I told you, you can map a flat straight shape to a curve shape like this example, which is one of the most important applications of flow. Here I draw a curve like this. Check it out following that flow. Then I select the esters base curve and the target curve. Check it out. So this shows the practicality of the flow at this context for mapping a flat straight shape to a curve shape, since it can be easier to draw things when they are lined up than to draw a complex shape around the curve. For the, the flow command is at hand since it can realigns the objects or a group of objects from the base curve to the target curve. In general, if you had a curved shape and you wanted to model it, at first, you can model the straight and flat version or addition. Following that, you can flow it or realigns it and the curved one. It can be very useful for us. In the continuation, we're going to add several projects by using flow. And in the continuation, I want to talk about some other topics. Suppose that here we got a ramp at the length of 10 meters, and then I want to adjust the slope of the ramp, which is 12%. I mean, at each 10 meters, then the height of the slope would be 1.2 perimeters. So here as we got a flat curve, then we can move it at this specified height and make it sloped, following that we extrude it by cobol. By this way, check it out. And here, even we can consider a cross section curve or profile, and then by using Sip rail, we can create your drought ramp. Or even, for instance, by polygon, we may have a different curve. For example, I draw a curve like this way at the length of 74.86 randomly, which is the length of the ramp. I want to measure the length, as you can see, 74.86 perimeters. Then here if we want to just slope the value of slope of the ramp. At first, we draw a curve at 100 meter, and then for the slope percentage, you can specify 9% or 15% or even ten. We move the point at ten, 10%. Following that, we draw a curve like this way from the end and then finally, we can trim the curve, shake it out. This is the ramp and 10% 10% slope. So at this part, we got no problem. And I can admit that we could have created such a curve, even at the first season, too, and then extrude. Here I got a question for you that if we had such a ramp, then what should we do? For instance, suppose that here we got the ramp, and this is the plan view of the ramp. Previously, I told you, I mean, if we have the things lined up, then we can have them in a complex shape around the curve. So first of all, we should line up the ramp at first and then realign it on the curved line. I measure the length, which is 87.57 the rate, we draw the curve, and then at the similar size, 87.57. Following that, we can draw another curve at the length of 100 meters by this way. And then for considering the slope like 12% by this way, then we can draw a curve from the end to the intersection, and then we trim the sloped curve and then we select the slope curve flow and then realign it on the curved line. Check it out. Here as you can see, we got the sloped curve. And even if I wanted to start the curve from the other end, here we can specify the other matching ends, and then by using ribbon, take it out, decide to offset 5 meters, and then we can create the ribbon by this way. Or even by using other commands that we have covered at the previous sessions like Sweep, that we can draw a profile and then create the RAM. 156. Advanced Editing: SoftMove, SoftEdit Surface & Curve: And the next command that we're going to learn at this part is soft move. This soft move command moves objects relative to a base, reference location of the move with a fall of curve, which is similar to soft selection into DimX. Here, suppose that we got a surface like this, a planar surface, and then I'm going to use rebuild and then I want to control the point counts 34 and 34 for you and we following that 40 degrees, I do not change them, I set tree. Then if I show the control points and then move them upwards like this way, as you can see, they are not moved smoothly. I mean, the other control points are constraining the other parts of the surface or in other words, they are controlling the stretchness. If I select this and move them, take it out. By using soft move, I started, then we can select the control points of any specific object like this way. And then here we can define a range. And then it allows smooth editing of dense points. After picking the point to move from, here we should pick the radius of influence. And also picking the offset, check it out. And even we can pick the point to move from or click an object type option, as you can see, and even we can scale the size, check it out or modifying the radius by this way, and also check it out the fall off point. Here, by the fall off, you can edit the dance point smoothly on all of the objects with the fall off curve. I mean, here we are designing something like a bell that you can point I can pick the point and then move it. For example, I place it at the corner, fell down. I start the command again. I select the control points and then at this part, I specify the ofsend point, the radius, and also the fall off. Here, check it out. We can pick the radius point. And then by using this part, you can adjust the fall off point, take it out, and then by using the next point or the center point, you can pick it and then move it. Take it out just like an object that you're moving it under the carpet, under the sheet, check it out. Well, done in the continuation, let us work on some practices. But before that, we're gonna deal with the options as well. Very well, here again I start the command. But this time, I want to draw this curve, for example, as you can see, and then relative to this curve, I mean, I want to modify the control points relative to this curve. And we got this similar version of this at this picture at this model geometry. Here as you can see, the surface has been moved relative to the curve with a fall off curve. So back to Rhino, to do this, here we can start soft move, and then we select the control points. Following that, we should specify point to move, which is curves, and we select the curve as the point to move. And then here we should specify the radius point, just like an offset at both sides. In other words, this is the radius of influence of the curve. I specify, tack it out, and then the offset, take it out. And then we can pick the anchor point and move it like this way, as you can see, we can create such a model geometry by this way. So it allows you to move the anchor point, and then by right click, you can save the changes, check it out. But for the example, let us model such a surface or facade. Here in Rhino, I want to scale this curve, check it out like this way. Then I start off move, select, and then I click on curve. Since I select curves as basis for the fol off curve, then I should select curves to move from. The follow up is applied radially along along the curve creating a tube shaped volume where the move is active. And then the radius of influence, for instance, by this way, I pick the radius and then the offset point, take it out. Okay, this is enough. And this is what we expected. And then by using rotate at 90 degrees, I locate the surface vertically by this way. Then at the next step, we should create some curves on the surface and then converting them to planes or surfaces. Here at the first side, you may want to use extract y curves, and then along this direction, for example, I mean, am sorry, and then extract all to extract these curves, check it out. As you can see, we got the curves, and then we can use Gumbal to extrude them. Following that, I extrude them along Yax, like this way. Then after extruding them, if you want such a form, let's take out the back. If you want such a model, this is this way is okay. But also, if you want the back part to be straight, here we can use the plane, the vertical plane, check it out. And then we consider the plane our surface here at the back of the facade or the cas. And then by using extrude surface, we select these surfaces, and then we click on to boundary. But before that, we should specify the direction like this way. And following that to boundary, buy this way. So we extend the surfaces through each other. And another approach that we can go through and use it is creating a copy from the surface, and then we scale it zero along voy axis, following that by using loft. And then we select the surface edges, and then we close the openings, check it out. And after filling the openings, we can use contour. Here, we select the surfaces or the objects and then contour, then specifying the direction and also the distance 1 meter, check it out. Following that, we select the created curves, and then we want to extrude them. By this way, we can convert them into these surfaces by extrude. Check it out. And here I turn off the surface edges. So, guys, we managed to create such a form simply. And the next point that I should mention it about soft move command is that we have to locate or position the point we want. I mean, we are not able to apply or move the surface by using soft move only by the four or five control point. Check it out. The results are not satisfying because of the few number of control points while we could have choose the control point by holding down shift and control. So you should note that we should increase the number of control points by using rebuild. And the next point is that soft move is not necessarily for controlling or editing the control points. I mean, I will give you some other explanations about the control points. But we can use soft move for other poly surfaces as well or other objects. And then by using array for the in four d in one, we array the box like this way. Following that, we got 100 and we got 1,600 closed extrusion and then soft move then we select them. Following that, the point and the radius, and then I pick the anchor point, I move it. Watch this. By this way, you can even move the extrusions with a fall off curve. Look, this is great. By this way. I can modify the radius of influence, fall off point. And then this will be the result. As you can see, you can move these boxes by this way. So, guys, just let us try again to start soft move and then selecting the objects to soft move, press inter and the point to move the radius of influence, and then the fall off point, check it out. Watch this. This is the final result. You can use these in landscape or even in facades or other positions based on your needs. And at the next case, I want to draw some planar surfaces and then array them in the construction plane. Here, I select it, and then I array at the same numbers at each directions. Then we select the, the soft move. Following that, the point to move radius, offset point and fall off point. Watch this. You can move them smoothly and edit the dense points, all it works on all of the objects. Here you can use this curve, soft move. Watch this. And then I want to use curves, and then the radius of influence. Watch this. And then the fall off point and offset, and then we will have such a result. Check it out. But right now, if I want to make them close to the construction plane, what should I do? So here we can draw a rectangular plane exactly beneath the surfaces. By using project, check it out. I draw the surface under the surfaces, and then I select them, then extrude surface following that to the boundary, check it out. I want to extrude them to the boundary, check this out, buy this way. Again, I select them, and then extrude surface, and then to the boundary, check it out. By this way. So by this way, we can have such a model, check it out a wavy surface at the render viewport, check it out. By this way. And the next point that I want to mention about this command, I delete the objects. Then I'm going to start drawing some new objects. I'm going to talk about the option of point. So here I draw a planar surface, and then I rebuild it to increase the number of decontrol points for D and four D, a it out. Like this way, following that, I position some points at the corners. I place four points at the four corners and even at the center. I use the snap of center. Here, as you can see, I have located five points on the surface, and then I can move them downwards like this way, following that. I turn on decontrol points and then soft move. I mean, selecting points. I select all of the points. I sell PT. After that, at the right view, I hold down Control button, and then I deselect the added points, the five added points like this way. Then it's time to start soft move. But this time, instead of clicking or clicking on curves, here I can click on point so that I can select point objects as the basis for move. Then at the front view, I select these five points this way, and then the radius of the influence by this way. And then we can move them upward at this specified offset point, watch this. And then we can increase the radius of influence, check it out, and also this part, watch this. Great. Let's check out the result so that we can create such a surface by move, soft move. However, we can have a practice upon this surface. I extrude the surface at the length of 4 meters word up. Let me try 1 meter. Well done. This is proper. Then by using contour, check it out, like the object and from the origin point, I specify the direction and then the distance between the control planes, 80 centimeters, check it out. Then I isolate the selected curves. And then by using extrude curve, I extrude the selected curves, at the distance of 20 centimeters. Then I select last created objects, Control G to group them and isolate. I mean, after grouping these surfaces, I isolate them to hide the other curves like this way. So I hold down Alt button. I click on Gumble then and then I imported 90 degrees. Following that, I select the last created objects. I select the rotated objects, and they are newly created. Select last. I hold down Control, and then I want to select the two last objects in contour, but they are grouped, actually. So we should remove the two of the axioms from the group. I'm going to use remove from group, and then I select the first group. Following that, I select these two to remove them from the group, shake it out. And then again, I start the command to select these two surfaces from the another group. Then I select all of them. Then I hold down Control, and then I remove the ungrouped items. So here we got two groups, and then here we can change the object layers to observe them better. I select this layer, and then I move it upwards. For example, at the length of half a meter by this way. Following that, I'm going to use Bolli and Du friends to subtract from the red items or red objects, and also to subtract the red items from the white items. So I start Bolli and Du friends to subtract them and then subtract from, check it out. I specify the white objects and then subtract with the red items will then enter, check it out. Following that, I want to split that part. Then let's check out the result, guys. Have removed the surfaces, but the grooves are remained like this way. I select all of the surfaces, Control C to clip I mean to copy the clip board, and then Control Z to undo the process. But this time, again, I want to use Boy and difference. But this time, I want to subtract the red objects. I mean, I want to subtract the white objects from the red items. Let's check it out. Wait for a second, please. Check this out and then Control V to paste the previous result, which we had copied. And then here we select it, and then we want to move it to downwards at minus half a meter, like this way. Check it out. They are well organized and neat, and the two surfaces are matching with each other here at the rendered viewport. By using soft move, pull and defense and contour and other commands, and this can be a waffle structure that you can use the same technique and method to create the waffle structures, and then by using the commands that we will cover them at the future sessions, you can project the curves on the construction plane. For example, you can use laser cut to create the curves on a specific material and then locate them on proper positions and then create such a form. But here I'm going to show you another photo. Let's check it out. Screenshot. For instance, we can model such a project by using soft move command by this way. Let us continue the process. The next command that I want to teach you is soft edited surface. Actually, this soft edited surface command moves the surface area surrounding the selected point smoothly relative to the distance from selected point. But before that, you have to rebuild your surface. 40 and 40. Okay. And then I start soft edited surface. Check it out. Following that, we should select the surface. Check it out. It requires a surface, and then we click the base point. For instance, here, I specify a base point, and then we pick a point to move to. Following that, we can specify the distance in the direction influenced by the move. For example, for U distance, I specify for D. As you can see, it moves the surface at both U and V distance or distances. If I set it to 25 and 25 for both U and V eight and 18, take it out. So the type distances will be influenced in the U and V directions when we move the point. And here we got option, which is fixed edges, which has been set to no. Let me adjust the distances. Here fixed edges keeps edge locations fixed here as you can see by this way. As you can see, it keeps the edges fixed and the construction plane, and they are stretched. Again, we start the command. We specify an or point to move upward, hack it out. Following that, by using contour and specifying the direction. And then we create the contour curves like this way, the distance of half a meter. I extrude the created contour curves like this way. So we created such a form from the previous surface. Well, now, let us talk about the next command, which is similar to soft edited surface, but I mean, it is applied to curves, not surfaces is soft edited curves. The soft edited curve command moves the curve area surrounding a selected point smoothly. Relative to the distance from selected points. For example, here we got a rebuild curve in which we got too many control points, and then we want to modify the continuity of the curve and we cannot select some of the or several points and then move them smoothly. So in order to move this curve, this curve area, surrounding the selected point smoothly, and relative to the distance from selected point, we can use soft edit curve. Let's check it out. We specify the curve, and then the base point that we should click on the curve, check it out. Here we can specify the offset point, and here the distance in metal units along the curve from the editing point over which the strength of the editing falls of smoothly. Here we can enter a value like five, and then let's he it up at the top view. Or 15 as distance or 25, watch this. By this way. And here, even you can click on the curve to set the distance instead of entering the value. So by this way, you can control the distance. And here as you can see, I have a specified 35 since it has been increased at 35 units on the curve. Here we can set fix and two yes. So then the end of the curve will not be allowed to move. And also, we can set copy two yes in the options of command line and holding the uncontrolled button model such a curve. 157. Modeling Ring by Using Splop: Hi, guys. I hope you are doing well. I'm going to begin this session with talking about the next command which is spill up in the formation tools tool bar. So as usual, I'm going to give you an explanation and then we will talk about some examples and then talk about the applications. So firstly, I pick the circle and then from the reaching point at the front view, check it out. Following that, by using ellipse around curve, I create or draw the ellipse around the circle like this way. I just the size of the ellipse. Great. Following that, by using sweep one rail, I'm going to create the ring, cross section and the path. Check it out. So we model such a ring like this. Then I want to put some patterns on the surface on the surface of the ring. Some specific patterns like leaves or flowers and stuff like that. So here at the front view, then I start drawing a curve like this. Following that, I select it, and then I rotate it at 90 degrees, check it out. Following that, I move it this way. Then by using revolve, here I specify the angle 180 degrees or even -180 degrees by this way. And then I want to use cap to fill the openings of the object. Look, or even I can start revolve again. I specify the axis, and then I revolve it fully circular. And then by using array polar, check it out from the center or from this point, I want to use more track. And then I array the object polarly check it out. By the sway like a flower. And then I enable the record history, and then I move one of the objects to apply the changes and the other items. Watch this. Then I select them Area Centroid to calculate the center of these objects, as you can see, so I can use sphere and then start to create the sphere from the center point or centroid, take it out. Then I select all of them Boolean union to unify these five polysurface. L, and then spill up. The spill up command copies, rotates scales and wraps objects on a surface like pottery. Sprigging or a pliqeF example, I select the surface to slop on, and then I pick the spill up drop point like this way. And here as you can see it copies, meanwhile rotates and scales the object, and also wraps them that you can put the surface and the ring by this way at different sizes, check it out. Here I'm going to use Bull and Difference, check it out. I select the ring, and then I specify these two objects to subtract them, check it out. And as you can see, the flowers void the ring. Again I spill up. I select the object by this way, and then I put it on the ring and other parts. Well done, Bully and deference to void the ring. Like this way. So we can use it to wrap the objects on a specific surface like pottery, springing or applique. 158. Volume Creation: So, guys, let us go for the next command, which is smash. The smash command flattens surface without restriction to single directional curvature, it makes an approximate to the development of surfaces that have compound curvature. For instance, here we got a box and I have started smash command. Following that, I select the box to smash, press down into, then we select the faces to unroll. And as you can see, this is the exploded version of the box. And let me add some other boxes and solid objects to the scene by this way to make the object more complex to work on some other complicated examples. By this way, I unify these objects. Following that, tack it out, and Bull and deference. Then I want to use smash to flatten these polysurfaces, to single directional curvature. By this way, I make some changes by moving the edges by this way. Then in order to flatten these surfaces, I start smash. Following that, I said explode to yes so that the resulting surfaces are not joined after being flattened. Have a verify set explode to no, then the resulting surfaces are joined along the same edges that were joined in the original polysurface. Again, a smash, I set explode to yes, select, and then enter and roll, check it out. Then as you can see, we can have the surfaces in a linear direction. They are flattened. And as you're concerned, if I want to make this prepared for laser cut, should use the command of D border in order to extract the borders of these surfaces and arranging these and the sheets and creating some lists out of these are the topics of the future sessions. But here you may ask when we smash a surface or polysurface. I mean, sometimes we are dealing with a complex and complicated model geometry that we need some labels to determine whether or not matching number dots are placed on the edges of the selected object and the resulting objects. So we can set labels to yes. Following that, we can have the edges labeled in labeled with unique numbers. And as the edges are being held in common between two surfaces, we got two items of edges, I mean, of each of the edges because each of the edges are connecting two surfaces to each other. For instance, here we got the edge two, which is connecting two surfaces to each other, and it is not a open edge or naked edge. So we got the labels and the input object, and also on the flattened surfaces. As you can see, 159. Clipping Plane Command: Very well, let us go for the next command. And today at this session, we're going to talk about the other interesting commands that I want to introduce clipping plane. The clipping plane command creates a clipping plane object that represents a plane for visibly clipping wave geometry in a specific viewport. At first, I use shell to remove one of the faces, and at first, we're going to work on this simple box and then clipping plane. Following that, we should click and drag a rectangle like this way. And as you can see, the rectangle is cutting the box along this axis as you can see, or this that direction. And as we move it upwards and then section the specified object as you can see, by this way, as you can see, by this plane, well down other directions. In the continuation, I want to show you one of the prepared files to understand clipping plane better. So then I want to continue the explanations. I open the file, clipping plane, check it out. And right now, I want to start clipping plane command. Then I draw a rectangle to represent the clipping plane. And here even I can use the options of three points vertical center, and around curve. For instance, I click on vertical and then draw a vertical rectangle as the plane, clipping plane like this way. Following that, as you can see, as you can see, the clipping plane is represented by this way. Then I click on this part Gumble, as you can see, and then I click on line to object. So then I can move the clipping plane like this way. So as you can see, we can observe the different parts of the metal, like a section view. But this time, I draw the clipping plane or the rectangle and the construction plane like this way. Then I can observe the metal floor level by level. So then we can consider the changes and deconstruction at each of the levels. Check it out. You can use it. But for now, I want you to put time and practice in clipping planes. Since in the continuation, I'm going to teach you another command that following then, we can combine these two commands and have wonderful results. So for now, I select it and I press down Control H to hide the model. So then I can instruct the next command. Here at the next part, here by using the succeeding command, we can project geometry to the construction plane to make it to the drawing, and you can create curves from the selected nerves objects as silhouettes related to the default construction planes, and the silhouette curves are projected flat and then placed on devolved XY plane. I make these objects prepared to give you an example. I unify the, and then I subtract these by bully and defense. Following that, it's time to introduce the next command, which is m2d, that you can find it here in the toolbar, make two D drawing, I start the command, and then I select the objects, following that press down into at first, in viz, you should specify the view that you want to project the geometry to the construction plane for making it to the drawing. For example, in the list to go perspective top front and right, so you can choose which one you want ore you won't like right view. But before that, if you wanted to use the views, you should check viewing projection, and then Okay then let's it out what would happen next. So here is the two D drawing of the objects that we got it at the right view. Check it out. Check it out. I mean, here is the two D drawing of the right view. I delete them, and then we're going to give you another example, make two D, and then at the perspective view. Then in the projection, we can choose one of these. We plan third angle projection and first angle projection. For example, the first angle projection or third ok, then wait for a second, please. And finally, we will have the two D drawings from the third angle projection, check it out. Right now, as you can see, the time to make TD was 8.11 seconds. Sometimes it may take more time. So sometimes you should take your time and wait for the command to create the TD drawings. And here as you can see, we got the third view projection. And if you wanted to draw the hidden lines or hidden curves or the back curves of the model, here here we can check hidden lines into the drawing options like this way, hidden lines, and then we try again. Then we will have the hidden lines in the project to the drawings at the construction plane, as you can see. At this example, we got some new curves and after creating the two D drawings out of the specified objects, you can even modify the displayment of the curves. For example, to modify the displayment of the curves here in Rhino options that I will talk about it. Here in line types, let me show you. You can specify your desired pattern for displayment the curves. Take it out, okay. And here in make two D and hidden lines, the line types are pre specified that the type of hidden line is being used. By this way. Then in the continuation, I want to draw a profile or a cross section for an architectural construction. So we're going to learn the treaty section and the ordinary sections. Control A edge to show the hidden objects. And then by using clipping plane, then vertically, I want to draw the rectangle for specifying the clipping plane like this. Following I can select the clipping plane, control edge to hide it, and then show the section video of the model. But note that as the clipping plane is hidden, but if we draw or create some other objects at the back of the clipping plane won't be displayed as you can see until I select the clipping plane and then I remove it, then we can have the created objects. By this way. For instance, here, at first, I want to adjust the view and then create the T D section from this, this model. At first, I adjust the viewport or the angle of the viewport and then make two D. Then I select the object and into the drawing option. In view, I set the view to perspective, and then I check view in projection. Following that, I click on, Okay, let's see it out. We should wait for a second. And as you're concerned we are working on a complex model, so it takes some time. Take it out. The process is getting done. We should wait until 100%. Let's check it out. So, guys, it's done. Here, even we got the two created box that we can select them and remove them from the Toti drawings. Look, here is the Tot drawing of the selected objects in perspective view, because we have checked the hidden lines to display them, it took a long time to create the Toti drawings here as you can see, but here we got an option named clipping plane intersection, and this is available when we have sectioned or cut the model by using clipping plane. And then if you check this option, it selects a layer or the visible clipping plane intersection and then assign the intersections to that layer. So then we can use, for example, hatch to create a pattern of lines to fill selected bounding curves. I click on O and then I want to observe the processes and the results. Here at the top view, and then I move it, check it out. This time I have unchecked the hidden lines and we don't have them to the drawing. You can find the clipping plane intersections at the layers. Let me show you here in m2d and in clipping plane intersections, here you can show the layer and you can observe the clipping plane intersection curves, and it can assign a layer for the clipping plane intersection curves and put the curves all in that layer. I start hatch and then I select them to create patterns of lines to fill selected bounding curves and display them in solid curves. Check it out by this way. We delete these, and then here I'm going to talk about creating a two D drawing or a two D section drawing. Here I press down Control O edge to show the hidden objects. So then we can show the clipping plane as you can see. Then I want to just the viewport or the angle of the viewport. And as you can see, we got this view in the perspective view. But I want to enable or show the isometric preview. Here I click on the viewport to open the list of viewports and then set view. And then I choose one of the isometric views. Like this way. Following that at this part, I draw a curve, check it out from the corner of the clipping plane straightly, like this way. Then I extrude it, extra crumbol create a surface like this way. Following that I want to set the camera or the viewport, perpendicular to this surface. I start orient camera to surface. I start the command, then I select the surface. Following that, I specify the direction of the arrow. I pick the point on the surface to point the viewport camera toward myself. By this way, I hide the clipping plane, then I select these objects, and then by using make two D, check it out. View, I specify parallel. View and then I check clipping plane intersections and okay. Then let's check out the results. You should wait for a second until the process of creating two D curves finish. So then we can check out the results. By this way at the top view, and then I want to consider the results. Here as you are concerned for the clipping plane intersections layer, I can select the objects and then starting hatch, then I click inside the regions to keep. By this way. Well done. I keep on clicking inside the regions. By this way. And also these parts. Wait for a second, please. Well done. And here like this press down inter and then Okay. So right now, we have created pattern lines to fill the selected bounding curves from the clipping plane intersections of the model, and also creating some two D drawings from the tweet model. I select these and then I delete them. Then in the continuation, we're going to talk about the next command. 160. Creating Layout: And the next command that you're going to learn or somehow we're going to have a brief review upon them are the commands in Align tool bar. And as you're all probably familiar with align tools, you can align the specified objects with each other, for example, a line top or a line bottom or down, a line left. Then we align them at the left side and also line right. Check it out from the region point and also horizontal and vertical and align centers. Let us check it out. Align centers by this way. And distribute objects. I distribute, here we specify the objects, at least three. It spreads object out evenly between the end objects. And following that, here we got some options in the command line directions and mode and spacing, for example, align ax, and then it spreads them out. And one of the no famous applications of distribute. For instance, here we got a curve. Following that, we're going to use array linear to array an object and this curve linearly. For example, here I specify the number of the items 17 and then the reference points, and I adjust them, check it out. But here, you may want to use array array curve command. We may have different results. I create a copy from the curve to exemplify in other case by using array curve. I mean, the items will be arranged differently. I specify a path curve, then the number of the items 17, check it out. The last one is not placed on the curve while at the previous example, I can select the last item, and then I move it, check it out. Then I select the other items, then I click and distribute, and then I distribute them along x axis to adjust the spacing between them. So this puts one of the applications of this command that it could be useful. And then the next, which is orient. In the command of Orient, here as you can see if we got two objects, but actually I should remove or delete the clipping plane. I show the clipping plane, and then I delete it. And now the objects are displayed, fell down. Then here I start orient the orient command moves or copies, rotates and scales objects using two reference and two target points. Here at first, we should select the objects and then picking two reference points in order to move the object at its now position. I specify the first and the second reference point. Following that, it's time to specify the target points first and second, at its now position like this way. Again, I start the command, I select the object. Here we got the option of a scale, one D and three D scale. If I set it to one D then it scale the object, only along the axis between the target points. And here, as you can see, can scale it only along the axis between the target points. So it is just available at this axis. But if I set it to a scale three D, then the second target point defines the direction of the transformation and the scale factor for the objects. At first, the reference points, and then the target point, check it out. Second target point is the scale factor for the object. So, guys, we learned how to work with orient. And the next that we want I want to explain it is orient, three points. In fact, the orient points, I mean, this command moves or copies and rotates objects using three reference and three target points perspective view. And then I set the gumbo aligned to Cplane. And then I move these edges. By this way. Following that, I want to orient the smaller object and the bigger one at this low surface. Let us try orient. Here, as you can see, we get orient orient points orient camera to surface that we've talked about it in previous session, and also orient care. And just previously, we talked about orient. For example, here I specify the object to orient. And then the first and the second reference points. Following that, we should specify the target points and let me set a Scalet no since we don't need it. But as you can see, the object is not connected to the face because the reference was not defined. So this time we should use orient three points. Then here we should specify three reference points, the first edge, second one, and then the third one, white length and height. And then we'll specify the three target points, and then the third target points, check it out. Here as you can see the object is well oriented on the face better than the previous one. So here in this set of commands, we learned two new commands which were orient and orient points. We delete these objects. And then I'm going to talk about two other commands that you'd better to know them. Here, suppose that we got a curve, following that I want to continue the curve or extend the curve. Here we've got the command of continue curve and also continue interpolate curve. Continuan curve command continues to draw the selected curve using control points curve. I mean, the selected curve is considered as a control point curve. So then we can continue the curve but another one which was continue Interpolate curve continues to draw a selected curve using Interpolate curve. Check it out. Can continue the interpolate curve by this way. And the point here is that when we move the curve, the previous points change too. So, guys, we're done with this two. Then in the continuation, we're going to talk about the dimensions and measuring distances and also chop chop settings. I mean printing settings, and in order to print a plan view, there are some issues and effort that are required. For example, we should adjust the layoding the line weights and also the color of the print and also the line type. So in general, we should put these issues into consideration. After that, we're going to measure the dimensions. And we can have the dimensions and measures in different sizes or different types that we should be able to specify the types at each parts too. So the first thing that I'm going to talk about, which got the first priority to be learned is about layout that here from the name of the viewports, you can click on plus sign and then click a New layout. Following that a new layout dockeb window, you can create a new sheet or a new page. For example, you may want to print the data or information or play plan view in A four page. So it just the size here, and then I specify A four, or you may want to customize the size of the page or the size of the sheet. Following that, you can specify the white fin height of the sheet, but I choose a tree as the size, and then you can choose the portrait and landscape and also the printer and assigning the name for the page or the sheet. For instance, I name it sample 01. Check it out. Following that, initial detail count. Here you should specify the detailed counts or the number of the details that you want to import to the plan, or in other words, the number of reviews that you want to adjust them on the sheet. But here, if I create the layout, you will understand the detailed count and the other topics. So here you can specify your desired initial detail count and then modify it later if it was needed. To. Before creating a new layout, we have to model, and we have to have modeled an object or a solid object or a model before. For instance, here I'm going to open a project, and then I want to create the layout, and I'm going to place the documentaries on the sheer layout. Let me open import the file since I don't want the layout to be deleted. For instance, here we got the freedom tower in Tehran. Let us check it out at first. Then in the continuation, I'm going to have this model into the drawings in the layout and then place them on the page. And here as you can see, we got one of the views, which is the top view on the page. So here in perspective, then make two D. I select the object, I click on the object, and then into the drawing options, here note that you should not click or check hidden lines, and then I check third angle projection and don't forget to group the output, so I check it. And then I specify the layer name Also the tower and the okay. Then here we should wait for the process of creating two D drawings until it finishes. Then we continue the explanations. Let's check it out. Well done, we got these two D drawings from the model, imported model. Then here in sample one, I want to remove the imported drawing and then I mean, delete the imported drawing and replace it with another one. And here we can add three details as you can see, which are the initial detailed counts that we've specified. Here we can select the control points and then modify the size of each detail. For instance, for this what I select them, and then I shrink the size and also these by using scale, and then I move it to here, check it out. Then we can add one more detail at the empty space. So here in drafting, here I click on at Detail View. And then I draw the interview by using SmartTrack, check it out aligned with the other details. Well done. Following that, for placing each of these two D drawings at each of these detail views, we can double click at each of the detail. And then here by using Set View, we set it to perspective, check it out, and then Zoom extent. And then I adjust the camera viewport like this way check it out. And even we can modify the viewport, for example, rendered viewport, check it out. Go shaded, ghosted and other viewports. And whenever you wanted to cancel cancel and then save the changes, you can double click, check it out. And then here at the top view, and then I move these to the drawings, and we can hide this for now. So here we got the treaty mean perspective view. Then you can choose to show the edges or displayed or hide them. Then I'm going to place the solid here. I'm going to place the plan view here, double click, and then I set it to the top view by this way, and then I adjust the top view like this. Then at the other detail view, I set it to the top like this way. And I adjust the another different, another view by this way. Then at the last detail view, here I can mention some features and other details. So here we can delete these. And then we can mention some features and details about the project. So this was the way that you can create the layout and then adjust the detailed views. And the advantage here is that you can specify the dimensions of each of the members or each of the item. For example, the size of the page is a t, and the size of the detailed views are specified. But here you may ask that we haven't specified the scale factor. Here, for specifying the scale factor for each of these detail view, we should at first double click. And then from properties scale, I click on Edit. Then in the command line, we got the distance on layout, as you can see. Right now, the specified unit for layout is per millimeter, and the specified unit for drawing is perimeter. So here at first, we should have specified a distance on layout per millimeters. For example, I want to relate 10 millimeters in the layout. So 10 millimeters, distance on layout. However, I will tell you how to modify the unit. I import ten, and then I press into following that, the distance in model, for example, 1 meter. I mean, right now, the scale is one to 100, but it is not proper. But note that when we zoom in or zoom out, we ruin the scale factor. Again, I click on edit and this time again, distance and layo five, and then one, check it out, which is one to 200. So by this way, we can use try and error for specifying the proper scale factor. But this time, for example, I want to specify one to 200, but I should maximize the detail view like this way, and we can remove the another one and maximize the other one, check it out. And then by click and drag and holding down Shift, we adjust it in the detail view. So right now, the skill factor is approximately one to 200. However, some of the some parts are not positioned in the frame or they are out of boundaries. And then here at the perspective view, if I click on Edit Edit scale, as you can see prospective details cannot be scaled, it shows that that scaling perspective view details are not available. Well done. And let us talk about the other topics. Right now, we just learned how to just scale of the detailed views and also how to create them, how to add detail view. And then in layout properties, we can get access to the details and modify them, the size, the custom, printer, name. For example, you may want to set it to a two not a three by this way. And then I maximize the detail views, boundaries, I extend them, and then 161. Creating Hatche and Measurement: In the continuation, we're going to talk about the other commands in drafting tool bar, which are being used in measuring the distances and the dimensions, actually. So to do this, let me show you this plan view that I have opened it before, and I'm going to use it and then measure the dimensions. Here in drafting. The first one here is linear dimension and also horizontal dimension and vertical. As you can see, linear vertical and horizontal dimension. Here in horizontal dimension, we can specify the first dimension point and then the second dimension point horizontally and then measure the dimension or distance and then specifying the position. Here as you can see if we wanted to modify the value of the dimension. Here we should open tools, and then write options, and then in document property, I click on annotation styles. Here as you can see, we got the annotation styles that we can associate them to the dimensions, and we can modify them while we want to place the dimensions from annotation style, check it out, and then in the select annotation style dtable window, and then we should specify the desired one like standard. Following that if I measure the dimension again, then we will have a new value, as you can see. By this way. So we want to move forward by using standard annotation style, and then it will tell you how to modify them. But the first thing that we got it in placing dimensions here, should specify the dimension points first and second. And to do this, we usually use the greedy snaps. I mean, if we disable these snaps, then we won't be able to select a point, as we talked about it in Season two. The next point that you should put it into consideration if you want to measure some dimensions sequentially like this way, by using near and then able to move on. Here if I measure the first one, check it out. Here, I can click on Continue and set it to yes. Following that I can continue dimension. Let me show you this option again. For example, here I want to draw some polygons. And then I want to create some copies from these polygons. Check it out. Like this way, and I want to scale them to have them in different sizes and dimensions. Following that, I want to measure the dimension horizontally. So I pick the dimension. I specify the first point of dimension point, check it out. And since continue has been set to yes, then I can continue measuring sequentially after specifying the second dimension point like this way. Or we can set it to no and have some no dimensions like this way. The distance between these two edges. Following that, I set continue to yes. Then the dimension will be started from the second dimension point like this way. And even you can and in the continuation, I will talk about the decimal places and also prefixes and suffixes in dimensions. And the next item that we got it in dimensions, is measuring the dimensions of object of an object. I click on object, then I click on the, check it out, and then I measure the dimension horizontally, repeating the command, object. Watch this. And here as you can see the dimension is considered zero. I mean, the dimension of the curve because we're using the horizontal dimension. So if I want to measure it vertically, we should click on vertical dimension. Look by specifying two points or object, and both are equal. But if you do not want to get involved in vertical and horizontal dimensions, I mean, sometimes you want to measure the vertical and horizontal dimension sequentially, so we can use the linear dimension. At this command, we can measure the dimensions horizontally and vertically. It does not make difference, but you should specify the first and second dimension points. Following that, we're going to measure the length of slanted curves. I mean, they are not horizontal nor vertical. For this, we can use align dimension. You start line dimension and then measure the dimension. Or for the other parts, check it out. By this way. And for instance, for this sloped roof, check it out. We measure the dimension by aligned dimension. And for these parts, the dimensions between these curves this way sequentially. And then as I showed you, you can use these aligned horizontal vertical and linear dimension only by specifying two points two dimension points. And the next one is for when we want to rotate the dimension. Here I want to use rotated dimension here. And then we should import the rotation angle, for instance, 30. Following that, we specify the dimension points and then the location, check it out. We can measure the rotated dimension. And then the next one is angle dimension by which we can measure the angles. You select two edges or two lines. Following that, we can calculate or measure the angle between them. Watch this, and then you can place the dimensions, for instance, 35, 75 or 225. Check it out. Well done. The next one is radial dimension, which is used for measuring the radius of the circles. Vi select the caveat first, and then gives us the radius. By as way as you can see, and also it gives us the center of the circle. For example, here if I draw an arc like this way and that then I pick radial dimension, I measure the radius, as you can see, which is 1.03, and also the center is given. Let us move on. The next one is the diameter dimension, which is used for measuring the diameter of the arcs or the circles or the curves like this. Next it create text. Here by using create text, we can add a text. I mean, as you remember, we've talked about text before. For instance, you can add some descriptions or explanations to the project. For instance, you're in sample control Z to undo the processes that we've done with these detailed views and the size, I set it to a tree, then in the continuation, I'm going to add some details and mention some descriptions by using text. However, we can do this and more professional with other softwares like Illustrator or Photoshop. But here we can add some descriptions so simply as the object. Check it out, for instance, totally random, and then I position them in the sheet or page. Here I should just the size. So here in style, we can specify the style and then the height. We will talk about a tie later and also for the mask, background or solid color. For instance, for the mask color, which you specify the color at first as the background like this, check it out. Here we got the mask at the specified color, and we can select the text as an object and then modify the text here in the description, and you can change the type of alignment and even the phone, check it out. You can modify the font by this way. Again, at the top view that we are work on, we got to create text here that enables us to add some texts as objects. However, it provides us with some other capabilities. For example, if I want to calculate the area of this rectangle, so I start area, then I select the surface or rectangle. Here we are given the area value, I create a copy. And then after copying the value, I add it as a text. Following that, if I maximize the size, modify the area, the text of the area is not changing, is not being updated, since it's not parametric. So at such a condition, we can use text, and then without importing the value or typing the value, here we can use text fields, and then we can associate the text to area and even others like block instance count or the curve length, as you can see, watch this or notes, page name, page number. For example, I set it to area. I select the object, and then after clicking Okay, a value is given to us here, and then I place D area. Then if I modify the size or extended edges, as you can see, the value of area is changing is being updated since it is associated to D. This time, I want to calculate the curve length and then select Object. I select the curve, check it out. Here we are given the curve length that it is totally parametric, and as we modify it, it will change too. Watch this. By this way. Or, for instance, this time, I want to say it to model unit. Okay, check it out, which is perimeters. This time, if I modify the unit project units, check it out. For example, per centimeters, then the model unit area and length will be updated and they are changed as you can see. By this way, control Z to undo the processes. So we can use create text in adding some descriptions or calculating the perimeter area, length, model unit, page number, and so on. But what is the difference between decreate text and text object? Here in text object. Here we can adjust the output or de text as a solid object or as a curve or as a surface, poly surface, and so on. At first, let me specify the font of the text, and then I write or type something, for example, no soft no soft school. Then I said the output to curve. Okay. And here in text, I mean, if we have written this by using create text, not text object, we could have modified the text even after writing or typing the text or modifying the font or others. But this is not available in text object, since when you click on O and then add your text object, it is created as an object as a curve, and you won't be able to modify. Here we got the closed curve and even we can rebuild it. Check it out 16, like this way or even etch a closed curve. So even we can create interesting phones for ourselves like this way. I select each of them, and then I rebuild them one by one by this way. For example, as we have typed Rhino, and we have them as curves, closed curves, we rebuild them. And the intake object, you can create them as soft surfaces. I'm sorry, and also solid objects that enables you to specify the thickness of the solid. Check it out. 1.2 by this way, you can adjust the thickness. Here at the shaded display mode and then at the rendered viewport, delete and then get back to the top viewport and continue the commands. The next one is ordinate dimension. Hereby ordinate dimension. We can specify or determine the X and Y ordinates, for example, at the sample or layout at the top of you and then I want to explain the command of orient dimension. I hide all of the objects. So then here we go the grid lines, as you can see, and I enable the grided snap, and then I start ordinate dimension. Here, for instance, I specify a point, a dimension point. Following that, I want to determine the X and Y coordinations. For example, X is ten and Y coordination is 102, or, for example, here, coordination 12 and the Y coordination 20 by display. Then at the base point, here we can specify the base point. Then we will have the coordination relative to the specified base point. Check it out this time, three and five for Y, since we have modified the base point. Again, I set the base point, the origin point. Following that, inter, I delete this. Well done. Ctrol to show the hidden objects, and the next one is leter. With leader, we can create a polyline, and then at the end of the polyline, we can add a text. Check it out, the leader. After drawing the curve, then we can add the text, it will be added at the end of the polyline. For example, detail 01, and then it will be added as the leader of the polyline, serve again, leader, then drawing the polyline and then typing the text or description. For example, help or check it out. By this way. Help is added. I delete them. And the other commands that we've been using them, for example, Hatch. Here we can start hatch and then select the curve. We create a pattern of lines to fill a selected bounding curves, and the region that you specify should be closed. And then here we can specify the pattern in hatch. Check it out different types of patterns. For example, I pick this that here I should modify the pattern scale. I minimize the scale, check it out by this way, 0.01. Feeling that I want to start the bricks from the corner, so I set the base. I click at the intersection or corner. I can set the base of the pattern. Or let us try again, check it out. And then click on Okay. Great. Even for the color of the hatch, I mean, the color can be modified by the color of the layers. I mean, if you modify the object layer, then the color of the hatch will be changed. So we can specify your desired color for the layer and then associate it to the hatch. After creating the hatch, if I select it and then in properties hat, we can modify the patterns, and then the pattern scale. Check it out one, and then I set the base well done, and the next item that we should know, and we have to talk about it about hat, and we want to add hatches to a specific part or region, for example, this part or this region to do this, I start Hatch, and then I should select curve the command line options, I set boundaries to yes. Then I select all of the curves, then I should click inside a closed boundary to hatch that area. For instance, here there is the region or the closed boundary that I want to hatch at the hat and then press inter look, and then the pattern. By this way, check it out. The pattern scale, not 0.01 or 0.1. So by this way, you can add the hatches to closed areas. And the next item, which is related to hatch, and I want to talk about is using Hatch and other commands like apply curve and so on. Here are the perspective. I pick the circle and then I draw it. I create some copies, and then I scale some of them. Here we got them in different sizes. I select them, and then we loft to create the surface, as you can see, I move them, and then by using create UB curves, we select the surface, and then we create the Ub curves and the construction plane, and then by using hatch, check it out. Then I specify a pattern for the hatch. And then we set the pattern scale or 25, and then we set the base at the corner. Well done, here as you can see, I select this and then in object, the type of the object is hatch. So here I can select the hatch, and then I explode it. So then we will have 67 open curves instead of hatch. Again, we select them, and then apply care, check it out, and then we apply them on the target surface, which is the loft, we select the surface, and then we start split to split the surface by using the applied curves. Check it out. We're going to use these curves as the cutting objects. And then we select some of these faces and modify the object layer by this way. At the top view, we select this part, these faces. Let me deselect some of them. Well done, and then we change the object layer. Look. The color is changed. Let me associate the color to another one. And the other command that you should learn at this session is annotate dot and stuff like that, that we call them non scaling objects. For instance, here we got some rectangles or some objects, some closed curves. Following that, I want to place a specific value on each at each of them. Here in annotation tool bar, then I add the values or numbers. Then if we wanted to select and maximize the dimension. We can select them, and then in object, we can increase the height, for example, for D, like this way. But we do not use these set of commands usually, since they bring us some difficulties and some problems in printing. Here we can use annotate dot, for instance, 14, and then we position the annotation here by using add or remove arrowhead on curves or arrowhead, we can draw a curve by this way by arrowhead, and then we can add the arrowhead at the specified end, check it out. By this way. We delete these objects, and then in layers, here I want to give you some explanations just before the settings of annotation styles and the settings of printing that they should be considered. 162. Line Styles: Here in layers, we can associate or assign two colors for each of the layers. For example, one of them is the color display or the color that we displayed in the scene like red, as you can see the curve is displayed in red by this way, and we may want to specify another color for the print. And usually do not use the color of yellow in displaying curves in the scene. Since the yellow is the color of the selection of rhino, that I will tell you how to modify it. But for now, when we select a curve, it will be highlighted in red and yellow. So if we specify yellow, we will be mistaken. And here as you can see, we cannot differentiate between the selected and di selected objects. Since the display color is yellow. And here in line type, we can specify the line type or the type of the audio style of the displayment a line like dashed. For example, I have specified dashed as the line type of the curves, and then I zoom in and I zoom in, as you can see the scale is too low. And in order to modify the scale of the dashed or the line type, here in option, Rhino options, document properties in line types, following the line type scale. Here, for example, I set it to 50, a type 50 and let me increase it 150 or 200, let's check it out. Here we got the dash lines for the curves. And even we can click on these line types, for example, dashed. For example, in the line type of dash, we can specify the pattern, five, I mean, the distance of the curve and distance of the empty space. We can specify five, two, and then the preview will be shown there, five and two units, or, for example, 15, e out the preview. So we can customize the line types here, and even you can create a copy from one of the line types, select, and then I add a new line type following that copy and paste, and then customizing the line type two and three, for example, the length of the curve and the length of the empty space. 163. Measurement Setting: Let us talk about how to create an annotation style. I want to keep these dimensions in curves, and then we're going to talk about print settings here in tools, then rhino options from document annotation styles, I click on the arrow, and then I open the subcategories which are the annotation styles. So you can select one of them, and then you can edit it. Here you can click on new following that, you can copy the settings from each of these styles and then assign a new name. Following that, you can select it and then apply it. For instance, I want to choose Amir, and then I want to make some changes or A one here in a style name. We can assign a new name for it and also in font at the first part. You can specify the font for the text here as you can see. I scroll down, check it out. Here we got different kinds of fonts well done, and we can make it bold or not. And then for the height and also the text gap. By this way. Let me specify the font aerial, and I increase the height to not 0.8, for example, by this way. Following that, in text, here we can adjust the text alignment. We can align it to left or right, or at the middle, by this way, and bottom, top or center. And then in dimension text, here I check horizontal to view, then I can display the dimensions horizontally, not vertically, check it out. And also, we can place them above the line or underline or in line. Check it out. These are the options or aligned or horizontal. Great. And then the other options, extension line extension, and we can specify the value for the extension. For instance, here I specify 2.5, check out the result in the preview. So here we can specify the value for the extension line extension, and even extension line offset. Check it out. One, for instance. 0.2 and not 0.2 for others. Then the next option, you can check suppress extension to remove these or even suppress the extension two and even specifying the length of the extension by typing the value like not 0.2 or 1.2, check it out for the length of the extension. The subtraction between length and line extension would be the offset by this way. So, guys, by these options and settings, you can adjust the alignment, takes alignment, and also the apparent setting like phones, sizes, dimensions, and then in arrows, as you can see, here, the size of the arrows should be maximized. So in arrow size, I import 1.5, and here we got the type of the arrow heads. Let me minimize the value. No 0.25 or not 0.8 is better. Well done. Then I specify the two types of arrowheads for the two ends. Take it out like this way. Here we can modify the type of the displayment of the arrowheads, and also we can specify the liter arrow size and the liter arrowhead. Then in length units, we can adjust the units and the formats for the displayment the round off or the decimal places, actually decimal places, and adding perfixs and suffixes, like L and M for the suffix. I have added L as the length and perimeter. Following that, a quotation mark after L and start before M, take it out. Like this way, we remove the suffix and Perfet set. Let us talk about others. For example, in angular units, here we can control the displayment of the angles here in the resolutions, I mean, units of decumal degrees or degrees, minutes seconds or even radians by this way. The next one, we can set the leaders, for example, the curve type of the later, polynine on a spline or non. Following that, the landing in other words, the length of the liter curve, which is straight at the end of the curve, like 2.4. As I'm showing you in the preview, this is liter. I click on Okay and then get back to Rhino to continue the process. And then the next topic that you should put into consideration, your VGto dimension 2.07. Here we're going to modify the decimal places. Or in other words, we want to round the value. And here the quickest way for rounding the value is to select the dimension and then in properties in linear dimension and removing these two greater and less than symbol and then typing your desired value. By this way, but not that here we should consider the same decimal places for the newly typed value. For example, the decimal pass, decimal places are four, not only one just in case, if you wanted the previous values, you can type the less than great and symbol. Then here in the next one, I can select the dimension, and then changing some of the features I'm in, I'm going to introduce you now way instead of opening the no options and then modifying the annotation styles. We can go through another way. For instance, I want to modify this dimension. So I select this and then in arrows. Following that, I change the arrow head, check it out. And as you can see, the change has not applied on others. And only, we have modified this. But if you wanted to make the changes on others. But before that, let me change the arrow size. I increase it. Then in the continuation, for the height, I want to maximize the size or height and also add a mask by this way. Then I want to select another one, and then I click and match, and then I click and D another one. So then these dimensions will be matched with each other. 164. Print Setting: So it's time to talk about print settings right now at this session. I select these objects here, and then I delete them, check it out. Following that, for printing, you press down, Control P buttons, or you can get access to print from standard toolbar and clicking on Print. And then the print setup, deductable window will be opened, and in destination, you can specify the printer or the installed or connected printer to your device. And export them as image files or PDF files, no PDF, OBPDF, SnagIt, DPDF and stuff like that. So I specify the destination no PDF and then the size of the page a tree. Following that, here we can choose either portrait or landscape of the page or layout, and then the resolution or print resolution. In output type, you can choose vector or raster output. But the differences between these two, let me show you a photo that wants to tell you the differences between Vctor and raster. Let's check it out. Vctor versus raster. And here as you can see at such a picture, you can understand the differences between raster and vector. And raster is based on the pills, and Rag Vctor is based on mathematical drawings. For example, in vector, the edges are sharp and smooth. I mean, the curves are smooth, and as we zoom in, the quality won't be decreased. Raster, which is a two dimensional picture as a grade of square pixels would lose its quality after zooming in, as you can see, also in raster modes, we can display the projects graphically, I mean displaying the colors and the different kinds of viewports or displayments, while they are not available in vector. And raster files are generally larger than vector files, and they are not scalable, while vectors are scalable to any size. Meanwhile, vector got the higher quality than raster files. And we usually specify the vector output for the output type, and then in output color, we can associate one of the colors at the layers as the output color. For example, you can choose to print the color display or print color, check it out, print color and display color, and also black and white for the output color of the print. Following that, we could view and output scale. Here, you can specify the view that you want it to be printed. And if you have created a layout, the layout will be added to this list, the list of views. To give an example, I create a new layout by this way. Following that, print Control plus P patterns. And then in views, as you can see, we got the page or the layout one. For example, I choose the top view, and then I check Windows. Then at each of the views that you've specified, you can check window and then click and drag a window at the scene. Following that, it will be considered for the printing. But if I wanted to print several files at the same time, we should have put these files into different kinds of layouts and then specifying the layout name. I check multiple layouts. I set it to top. By this way. I click and drag a window like this. File. Following that, we can even choose to print all of the layouts to click on all layouts. And then at the next part, we should adjust the scale on paper centimeters and then I'll layout per meters. So here we're going to specify CL factor. For example, 1 centimeter on paper is equal to 1 meter on paper. I mean on layout, I'm sorry, Ekill factor is one to 100 or 2 centimeters on paper and 1 meter on layout. ECL factor is one to 50. Or instead of getting involved with these parts, I'm going to scale, here we can open the drop down list and then specify the skill one to 41 to 25, one to 200, check it out and stuff like that, buy it this way. And then in margins and position, we can adjust the margins of the specified paper size, which is a tree. For example, the margins at top, left, bottom, and right per centimeters, like 2 centimeters for the top margin, one for left and right, and two or 1.5 for button. Margin. Right now, we have specified some boundaries for the printing by specifying margins. And then in line type and line we, we can specify the line white in scale B. Let's check it out. For instance, I type not 0.5 to have the white or multiple them in five. And here we got the default line, as you can see. I mean, here when we are creating the different kinds of layers, most of the layers as you can see the print f has been set to default. Here I can click on the print f and then specify the value for white print white, 1.24, or here I can select it again and then choosing one of these whites. But while it has been set to default, the default value is getting adjusted with the default line here. The default line here is not 0.6, that it can modify the value. Or even you can choose not to print the default ones. So if we set it to no print, they won't be printed. And the next one is for non scaling objects that you can specify the point object sizes or arrowhead size this way. And then as we talked about the non scaling objects like these numbers, that they are not oftenly used. Here I have placed this here, and I create a copy, following that here. I want to change the height. Check it out. Following that, here in print, as you can see, both of them are equal. And here, the maximum size for these non scaling objects is 50 or 60 PT, since we are limited in changing the sizes, and we usually do not use this. And then at the last part, we can print even the background color, check it out, which is gray like this way. Or even we can select some objects in the scene and then check only selected objects, so we can have them printed. Or even we can have the grids or the grid access. Here, nothing is displayed. I cancel the process. Let me move these objects and then place them at the origin point. Zero move, check it out. Right there. Then I select these non scaling objects, Control P, and then window, I drag a window like this way. Then as you can see, we got the grid lines at the page. So in visibility, we can control and choose to print the background grid, grid axis, the lights, the clipping planes, only selected objects, wallpaper and other options. So, guys, you're almost done with print setup. And then if you click on print, we can have the file printed or export the fine as PDF or image or other format. Great. And then at this part, we talked about the print setup and setting, and at the next part, we're going to have a review upon the Rhino options, Cu. 165. Software Setting: Hi, guys. As I told you before, at this part, we're supposed to talk about the Rhino options. So here we can click on options to get access to Rhino options or from tools, and then opening Rhino option. Here in Rhino option, we got two main parts, the document properties and Rhino options. We've talked about the document properties and the next onein is Rhino options. What are the differences between these two? I mean, the settings and the options that we got in document properties will be applied on the file and we'll be saved only upon the file. So if you export the file and then use it in another device, the adjusted settings will be transferred with the file. For example, we can specify a single type of grid, hatch line type location, mesh or others, and then transfer them to other devices without any changes. For example, we're going to draw something by mesh, and then I export the file, and then I use it in other devices, and even the specified unit will be fixed at each of the files. So in document properties, the settings would be saved on each of the files specific Rhino options, we got the settings that they are being saved on Rhino and your device. For example, in Document Properties, it gives us a briefly summary information about the file, for example, the file has been created by this and the date and the time of the created file, check it out. The name, the date and time, the last save, and the date and time last save. Following that, the revision number, the application name, which is in six. For instance, I open a file with my own personal device, then the name of my device will be saved there. And I will the date and time that I have firstly created the file and save the file. Then if I give the file to one of my friends, for instance, he can work on it and save the file for multiple time. Then the name of his or her device will be set here as last saved by and also the date and time for last saved file. And then the revision number well done, and we talked about annotation styles in previous sessions. Let us talk about grids, and I want to give you a brief explanation. First of all, we should specify the view that we want the grid changes to apply to. For example, all of the viewpoints are on the active viewports. For example, right now, the perspective view is active. Take it out perspective, active view only, but I want to apply it on all of the viewports. Then we're going to specify the grid properties like grid lines, minor grid line and major lines. For example, 12 or 40 or 80, take it out. We can define the size of the grid lines or the number of the grid line, and then the minor grid line. Here as you can see, I'm showing you on the scene. We got some units and the grids. Here we can specify the length of these, for example, 1 meter for each of the units. I mean, here are the minor grid lines. Each of them are 1 meter. We can set it to 2 meters. Check it out or 5 meters. So this part is 5 meters. Set it to one usually. Then we're going to specify each of the major lines, major grid lines, as you can see, the boundaries are highlighted. I mean, at each of these major grids, we got ten minor grids. We can set it to seven or 12. We set it to ten or, for example, show grid lines. We can control them or the grid axis then in grid snap, you can specify the snap spacing. For example, here I pick the polyline and then enable the grid snap, and then I start drawing the curve. As you can see, the mouse is snapping at each of these grid grids, and we can maximize the snap spacing like 7 meters. Then it will be snapped at each 7 meters. Check it out at each 7 meters. Like this way. I set it to 1 meter for snap spacing. And the next one, we got the hatch patterns. And as we talked about hatch, about how to create a hatch. And I also modifying the scale of the hatch and setting the base. But right now, I'm going to talk about how to import new hatch patterns. For example, here I got some hatch patterns, and you will be given these files. Check it out. We got nearly 800 patterns, and you can import these patterns one by one from Import hatch pattern. Look. And then select the desired hatch. Can check the preview, so we will have it, check it out. Or even we can I mean, here, you may want to use one of the most useful hatch patterns which are more than one, and it takes a long time to import them one by one, and we cannot select them by holding down Control. Here I have provided another file. If you open it. Following that, you can uncheck the unwanted patterns. Check it out and then click on Okay. Following that, all of the patterns will be imported to Rhino. As you can see, and here in Line type, as we talked about it, we can create our new line type and even importing a new line type, check it out. We can import them to Rhino. Just as the hatch patterns, and the next one is location. Check it out. Here in location in search, we can search for our current location, Paris, Tehran, Stembol, New York, or London or others, and then click on Okay. But what is the significance of specifying the location? Here, if I create a solid object here like this way, I draw these two boxes, check it out. And then B and D friends, check it out. I subtract the shirt parts. Following that, another object by this way. Then I rotate it. Well done. Following that, here I enable the rendered viewport, we do not have any shadows. Here in order to associate shadows to the objects, here in options in the right side of the window, here we can enable Son. Following that, I click on on, check it out. Then in display, I enable shadow. Following that, in sun options. We can adjust the sun position or the time check it out. And you can even choose to adjust the time by your current location. I create a planar surface for the base part. So then we can have the shadows, check it out according to the sun position. And then if I click on now, then the current location, I mean, time and base I'm sorry, I mean date will be associated to the current object like this way. And even you can import or type your desired date and also the desired time like 12 30. So then we can check out the shadows, based on the imported Time. And then in the continuation, here we can even click on manual Control. So then we can control the end position manually, check it out like this way. And for the directions of the shadows, they can be controlled here in sun option. You can modify them manually, check it out to modify the shadows directions by this way. I turn the sun off and I delete these objects. Then I get back to Rhino Options to continue talking about the document properties, which is mesh. Here we can specify the render mesh quality. In the continuation, I want to talk about the meshes and then different types of outputs for meshes and also the render mesh quality and how to saving the mesh files cancel Control that to undo the process. For example, here we got object, the solid object. I rotate it more like this way. Then here at the rendered viewpoint. We got some straight sections here, and we want to make some changes and the mesh, we're going to use extract render mesh. The extract render mesh command copies the render mesh to create a separate mesh object. So we can select the surface or polysurface and then have the rendered like this way, check it out. As you can see, we have created a separate mesh object by selecting the surfaces for mesh extraction. The entire objects that we create in Rhino addition to the dedicated Nerbs memory or the predefined formola for each of these specified objects. And they use these meshes to display the object. Wait for a second to exemplify a case. For instance, I want to create a sphere here like this way. And then if I use extract render mesh, then we will be given these meshes, check it out. As you can see, the number of the meshes are too high. Here in option, render mesh quality. I set it to jag it and faster. Following that, I'm going to extract the render mesh again. Then this will be the result. Check it out. Here as you can see, the quality has changed is weaker than the previous one. But let us open the options. And this time, I want to set it to custom and I reduce the density. And if I set it to render preview, you can check out the quality of the surfaces, check it out. And then by using extract render mesh, as you can see, the density of the meshes is decreased here in custom options as much as we increase the density. In fact, it got no effect in modeling the objects. I mean, we usually use smooth and slow for better resolution at the expense of longer meshing time, while we can use jag and faster for general visualization purposes. Finally, we can increase the density. 166. Saving Tips: So guys, I pick the sphere, and then from the origin point, I create it, and then in o options, I want to as you can see, the density set to the minimum value. I select the sphere, and then by using array, check it out. Array, the sphere, at direction and two Y direction, and turn along the Z direction, take it out like this way, again, two, 20 and ten, take it out. Like this way. And even we can minimize the value, for example, ten and 15 for spacing and ten for numbers in each direction. Check it out. Here I press down in te to save the changes. Here, as you watch, we created them as fast as possible. Following that, I want to save this file as or saving the file. And then after specifying the location, I assigned the name 01 or one. As you can see, the size is only 4 megabytes because of the lowest density of the render mesh. Then here no options, I maximize density with maximum value. Then again, you want to array the sphere, check it out at the same value at X Y and Z directions like this way. Then as usual, as you can see, takes some time to create these spheres. Following that, we're going to save the file as this time, I name it oh two and zero save, I'm sorry. Here, as you can see, it takes a longer time to save the file than the previous one. In a way that Rhino is not responding as you can see, because the size is too high, at least higher than the previous one. So wait for a second, please. I'm sorry, but it is taking a long time. I am thankful for your patience, but check it out. Here is the new size which is 416 megabytes, nearly ten times or 100 times more than the previous file. And there is no difference between these spheres and the previous ones. Here we are working with a higher resolution. So this was the differences between those that we usually use jag and faster, which is fine for general visualization purposes and for moving the processes and projects forward in Rhino. Let me minimize the density. Then I set the display mode to re frame, then I save the file as. Stick it out. Here I check save small and save geometry only to activate them tree. And by activating these two options, it does not save the render meshes because only the geometries will be saved. Then let us sick out the size of the file. As you can see, it is 1.4 megabytes. So let us compare these two files with each other. Teck it out. The differences in their sizes. I mean, the file 02 is, I mean, the size is 400 times more than the 03 file. Okay, let us continue. And if we want to minimize the size of the file more than this is to convert into objects to a block by placing CentrolPlus B buttons. Check it out in block the phentian properties. You can assign the name sphere, and then by using array, the same numbers, specified numbers. VRA the sphere or the block. Shake it out like this way. Can create the objects and then save the file as and don't forget to check save a small and save geometry only. Then let us out the size of the new file, which is 400 kilobytes. I mean, the size of the file is halved, which is highly less than 400 megabytes and easy to be transferred and to be updated. And about the box, for example, we can select one of them and then apply the changes on others. You should double click on one of them, and then in block edit Dockbll Window, and then we modify the object. Following that, the changes will be applied on all of the objects. Again, double click and scaling, check it out and also rotating the object, inter, it out. The changes are applied on all of them fast as possible. So, guys, by using the mesh settings that we usually set it to jag on faster. And also, by using the options in save like save small and save geometry only, we can minimize the size of the file of the saved file. Or in other words, we can optimize the file. And let me tell you the difference is when we check save small and save geometry only, take it out. When we check these two options, the render meshes would not be saved. The difference behind it is that when we want to open the file, it may take some time for the files and objects to be updated. And actually, it depends on the complexity of your file or the size of your file. But afterwards, there won't be any difference between using save small or save geometry only or do not using. So if you want to share your file with somebody, you'd better not save the vendor meshes. And finally, you can use a compressor tool. For example, I compress this file by rare. So then we can have the file in lower size. And, you know, as the size grows up or increases, it would be difficult to share it with others in renderings in uploading and downloading. So, guys, we're done with mesh. Let us talk about notes. Here in notes, you can add your descriptions, or you can type some information, take it out, and then click on Okay. Following that. When we save the file, these notes will be transferred within the file, and you can get access to the notes by typing notes in Command line. And this is used for sharing or preparing some descriptions or notes within the file for the receiver of the file, that the receiver should be informed. And when you save your file, the notes will be saved, too. And as I told you before, in document properties, you can adjust the settings for the specific file, and they will be saved only on that file till you save it. And then in the continuation, we're going to talk about the rhino options which are related to the software itself, not to defiles. The first thing that I want to talk about is the aliases that we've talked about at the first season that we import some shortcuts or Ss that belong to Autocat. We imported them there and then to use them. But here I'm going to tell you how to create new aliases. Before that, let me talk about macro editor and Rhino RS. Here I want to maximize the in RS macroator to fix it at the right side of the scene. Here we can create macros in Rhino to automate many tasks, customize your commands, and improve your workflow. For example, if you want to draw some circles, you can type circle. Following that, the center, I mean, the circle will be started, then you can specify the center point and have the circle. Then in the continuation, you can specify the position and also the radius zero and 16 for radius. If I click on play, check it out, we will have the circle. It is cool. Following that, if I want to select it, check it out. I type last. And then I want it to be extruded. Check it out extrude curve. And then the value of extrude distance 12 meters, check it out. I mean, we command Rhino to create this. And here, what we have written in MacratdT can be used as a command in aliases. So here I click a nu, then I name the command test, for example, or the alias. Then in command macro, as you are concerned, when we are using the commands in Mcretd we press down Inter, but here in the command macro, we press down spacebar. For example, circle space bar at the origin point at the radius of 14 and then see a last. And then extrude at a distance of 13. Okay. Then if I'm not wrong, if I start test, then if I type test in the command line, we will have the extrusion, check it out. Then we can get access to the object very quickly because of them or command micro. Again, I start test, check it out. Well, as you can see, we got the circle at the specified position and radius and extrusion. Then I didn't export in my appearance. We can specify the language used for display, the command prompt, detect size, background, color, phone, and also the background and viewport color like blue. Check it out for the background or gray like this way. And even dete size, I increase the size, check it out. However, we can hold down control, and then by using the scroll, the scroll of the mouse or the wheel of the mouse control the size, det sight again and take size, and then I set it tonight. And here, in order not to get involved in changing the settings of the appearance, I have provided a file for you Rhino themes that you can import it to Rhino by click and dragon then drop. You can have the themes toolbar, check it out. Here we got the different kinds of themes that we can apply them to the rhino appearance like eclipse, check it out. FT to return the properties. Here I'm trying different kinds of themes or the dark, for example, take it out. So by using the rhino themes, you can change the appearance to your wanted appearance because this is, you know, simpler than modifying the colors manually since we got some prepared formats. We set it to default, and then we move on. Great. And the next one is files. Example, the first one we specify the location for the template files and also the location for the default template file. When we open a Fi and Rino, the welcome message will be shown that here a fi type about in the command line, we can display it here, check it out. Here in templates in new tool bar. We got the template files of the Rye that one of them, which is large objects meters is selected as the default template. Or here you may want to to change the template file, the default template file, and then choose it to set it to large objects per centimeters, so here in to options, and then in files. Following that, we open the list of template files and then choose the default one. And then the next one is save that you can choose to create backup files when saving, you're exporting your files and you can adjust the autosave or save every 20 minutes or 5 minutes and so on and the file path for the autosave. And then in general, you can set the most recently used commands pop up menu. The limit list has been set to two commands. I mean here when you right click on the command line, these are the recently used commands that you can specify the you can choose to show some of the commands always if you mentioned them there. For example, I type extrude curve since I want it to be displayed in the command live pop up menu. As you can see, we got the extrude curve. So one of the ways that we can get access to the commands quickly, I mean, addition to the pop up menu here on the scene is defining these commands in the command line by right click and get access to them, you can define the most ofly used. Even you can define the never repeat commands or the commands that you want them to be not repeated. And when we press down Inter, right click or space, the mentioned commands won't be repeated like delete, snap, cancel, undo history, inter multipas. Let me give you an example. Here, when I draw a curve like this way polyline, then the last command was polyline, as you're concerned. Here if I delete, check it out. Here we have used delete command. But if I press down Inter, then we will get back to polyline. The let did not repeat it. Depet because in the no option, we have defined let to never be repeated. And that in undo the max memory used. I mean, it shows that the amount of undoing the processes is limited. That here you specified the max memory used for undoing the processes. Suppose that you have placed several points that the size of the memory is not too high, so we can use undo for several times since still we got empty space or empty capacity, we can move on undoing. But sometimes in some of the commands, since the process is too heavy and complex, it does not let us to move on undoing. And in the isocurve density, the default value is one. I mean, when we draw a surface or create a surface like this, here we specify the isocurve density value for a default value. So here in Rhino options, we can set it to four. And then we create the surface. We will have four isocurves at each of the due actions. By this way. And the next one refers the keyboards. We got some shortcuts that we talk about them, which is ***. It enables you to type the first words of each of the commands and then get access to them by pressing Inter. For example, you can type CP and then start Copy, or you can type F Inter to start Fillet. In keyboard, there isn't press down into. For example, F one is related to help command or F three is related to properties or F ten for the control point, F eight for Ortho and other. F eight, check it out. Ortho is activated, like this way. So here we got some commands that we can activate them without pressing in there. And here, even we can have new commands by typing the command in front of the keys to associate the keys to the desired command. For example, for Control plus Shift plus x button, I type the exclamation mark, and then circle. Then if I get back to scene and then Control plus Shift X, check it out, circle would be started. Let us continue. And then in modeling aids, for instance, in notch part, we got the notch keys, notch direction and steps. For example, by using the arrow buttons, arrow down or up and holding down control and hit button, we can use these to navigate in the scene, take it out. Like this way. And then at the next part in modeling ADs, for example, in SmartTrack and guides, you can specify the max number of Smart Points or the colors, the appearances related to these smart tracks or the amount of time that we should wait for the SmartTrack to be activated. Or when we are moving the courser of the mouse, or drawing a curve, which information do we want to be displayed when we put the cursor of the mouse on a curve, for instance. For example, the stance. Then when I draw a cur check it out. As you can see, this dance is showed, which it could be useful and practical. Again, in options and then in Gumbo, then you can specify the sizes in pixels and also the colors along each of the directions. For example, instead of red, we can choose purple or sign. Right now we have changed the color of Gumbo. Check it out along x axis, red. Well done. And the last thing that I want to talk about is in viewport in display modes. Here we got some of the display modes turning red, displayed in red in blue, actually, because we have made some changes upon them, so we can select them and then restore them to the default mode, so we can have them to their default mode. And then here back to the scene, if I create a surface like this way, and then I want to show the changes of the display modes upon the surface, for example, shaded in shaded and then objects. I open surfaces in surface edge settings or surface icy curve settings. Here we can specify the y curve color usage in shaded display mode, red and green, for example. Okay. So this shows that we are at the shaded display mode, since the Isaac curves are displayed in red and green, but they are black ghosted mode. Since we have only I mean, made that changes and display mode of shaded or like in shadows, we can turn on office shadows and the grids, the grid settings, and some other settings, as you can see. And if you wanted to restore the default settings, can select the blue item and then click on Restore Defaults. So the default settings would be restored. And in Rhino options, and each of these items or parts, we are available. I mean, we got access to Restore Defaults. Here in Rhino Options, view, I restored the Shada to default modes. Okay. So, guys, we had a briefly review upon the Rhino options and also the document properties. I hope you have enjoyed this session, see you and D next session. 167. Practice Turning Turso: At this session, we're going to model Turing tour show, as you can see. But first of all, let us take a look on the pictures. Check this out. By this way. As you can see on this screen, we have to model one of the parts of the building, and then by creating copies and rotating them, we can complete the tower. Well done, so to do this, at first, I import the plan view into Rhino, but click and drag and drop it into Rhino. Then image options, I check picture, then I click on Okay well done, after importing the image into Rhinos sulfur, then by using layers, I want to change the object layers. Following that, from the material, I want to increase the transparency of the picture. Then by using circle three points, I draw a circle at the center, take it out like this way. And then I select the object, move, and then by using the Snap center, then I type zero to position it at the origin point like this way. Then I can select the image and then lock it, or I can lock the layer from this part. And then I pick interpolate curve, and then I start drawing the curves like this way. Check this out, the boundaries, and then I pick the polyline, then I keep drawing by this way. Well done again by using poly one from the origin point, I draw a straight curve, and then I trim the previous line. Then I select the drawn lines, mirror. Then I mirror them at the bottom part like this way. And I haven't drawn any line here because I wanted to draw a straight curve and then wanted to move the control points to control the continuity of the curve by this way. So, guys, as you can see, if you are done with the plan view of the project or the general curves or the boundaries. And in the continuation, I want to create the reference. For example, I draw a circle here, well done. Then the next part that I want to talk about is the number of the levels or the floors. And also the general dimensions. Here, we got the front view that we can import it to Rhino. The height is 195 meters, and the height of each of the level is three points and stuff. And as you can see, the building has been divided into nine parts, and each of the parts got six levels. So in general, you got 54 levels, as I showed you, so back to Rhinou and then by using the line, I draw the line by this way in a straight line. And then I import the front view of the project like this way. And then from options, I click on vertical, and then I position the front view on the drawn curve like this way. Check it out. Then we should select the image or the photo and then increasing the transparency from material by this way. Well done, then I want to move the picture from this corner as you can see on the screen. So here in the front view, I select it from the corner, and then I move it this way. Check it out. And after that, I unlock the locked layer, then I scale the picture. Let me specify the scale factor, and then I scale it by this way. Following that, I select all of the pictures and the drawings, and then I start scale. Then at the front view. Start the curve from the region point. I'm specifying the scale factor guys, and then I type the height, 195 meters by this way. So after this point, we have a scale, the plan, and also the front view. Then at the front view, at this part, I position a point. I draw point like this way and another point at this part, as I showed you, well done. Here we can select the picture and then changing the object layer, we can rename the layer reference, and then turn it off. Well done. Then at the next step, we're going to select these curves and pressing Control J to join these curves, check it out, and then extruding these curves. Up to the specified point like this way, then shade a display mode, check it out. And then we're going to use the auxiliary point that we have positioned there. Let me take a look on the pictures. I want to draw the truss here. So back to rhino, I turn on the layer. I want to start drawing a curve from the center of the circle and then I extend it till here. And then when I extend the care to this point, I hold down Control, and then I click to draw the vertical curve to the specified point, as you can see, check it out. So we drew the curve to start drawing the truss. Let us see out other pictures, for example, here, and we got another truss, which is vertically, vertically created. We pick the vertical line, and then we started from the center of the circle, and then we use the axillary point for specifying the height of the curve like this way. And then finally, we are done with these two curves. Check it out. I mean, if I want to show it in the picture, here is this curve that we just drawn. So for this part, as you can see, we got a pipe, which has been created horizontally. So let us draw this curve by this way. As you can see, we got a triangle here. And we have created the trusses up to this point, and there are some pipes that are connected to the buildings. And as you can see at each of the parts, we got nearly six pipes. But before that, let me turn on the photo. And then I pick the ply line. I draw the line like this way. And then mirror at the other part like this way, then I turn it off. Again, let's take a look. Great. Following that, I'm going to start array curve command. I specify the path, number of the items, seven, for example, by this way. We delete the last ones. Then we select these created parts and Control G to group them. Then at the next step, we select these curves, and then starting pipe command, then it's time to specify the pipe radius, not 0.05 or 15 centimeters, a it out. Then we select the curve, the vertical line pipe. Following that, the pipe radius. Not 0.5 or even we can select the circle and then extrude it by this way. Check it out. And then the last curve that we're going to draw as the truss is this slanted part and the bottom and top parts. And as you can see, according to the pictures here at the center part, the radius of the cross section is greater than the ends as I showed you. So pipe, and then I select the curve. Single curve, and then I specify a radius, at the end, 20 centimeters. Following that, at the other end 20 centimeters, and then at the midpoint, and then I import 0.8 for the radius. But as you can see, this is the final result for the radius of the pipe. Again, I select 0.2, two, and then at the midpoint for specifying a different radius, 0.65, the rate, this is better than before. The dimensions are proper than before, and then select the other curve, 0.2 for the ends, and 9.65 for the center or midpoint, like this way. So, guys, we're done with these two pipes, we select them, and then mirror them at the other side. Check it out like this way. Then at the next part that we're going to muddle and talk about it is creating the windows on the face, as you can see. As you can see on the screen, we got some modules or a box. As you can see that the window is voided in. So back to Rhino and at the top view, then we turn on the grid snap, and then I draw the rectangle like this way, and then I draw another rectangle inside the previous one by this way, then we can turn off grid snap. Then according to the picture, we can shrink the top part of the window like this way. Following that, for the lateral faces, we select these control points, and then we scale them, following that the to consider the bottom part or we can throw a curve at this part by this way, check it out, and then we create a copy from it. Then by using trim, check it out. Well done. So, guys, we managed to model the window following that. We select the curve or all of the curves like this way and then extrude curve. And then for the extrusion distance like this way, not 0.2, well done. Then we select the curves, we join them, and we select the curves in the continuation, we're going to hold down Alt and Shift buttons and then scaling them to minimize them by this way. Again, we can select these two curves and then extrude them at the distance of about 0.15, check it out. Or we can do something else. But for now, let me close this part. I mean, I select the boundaries, check it out. Following that, extrude, at the distance of. Let me deselect the points, not 0.2, for the extrusion distance, watch this. And then the rectangle, you select it, and then you join them. I hold down ten shift patterns, and move them toward inside. And I want to extrude the center part at a distance of not 0.12 or 12 centimeters. For this part, as you can see, according to the picture, then these two curve, these two parallel curves or even we can draw a box. I start box command, then we draw it this way, check it out at the length of 12 centimeters very well, as you can see. Following that, we can create another box after this part, and then I import the height, 0.05 or 5 centimeters, check it out. One more time, I draw the rectangle for this part, not 0.50 0.05. Great. At the end part, we can select these two panels, controls you to group them. And then we want to change the objects layers, check it out, and then we change the layer glass, and we group these as well and assign another layer for them. We rename the layer as you can see. Then let us estimate number of the windows. Let me check it out. We got nearly 88 and five. So we got four the windows. We select the set of windows, the glass, and the frames, and then array eight along each direction and five along wide direction. Check it out. We array them by this way. And at the end part, we're going to model the bottom part, which is straight and flat surface, and also the lateral faces. According to the picture, the bottom edges of the first windows are extended and also the top part that are extended. Hold down Control and Shift patterns, and then we select the edges. Let me select the surface edges. So I click and drag, and then I select these and I ungroup them. Following that, by holding down Control and Shift patterns, I select this face of the boxes, check it out. I select the bottom faces like this and also the edges. Check it out. And the last one. Great. Following that, I click on Gbo and then I drag them to extend the bottom part, well done. Also, we're going to do the same thing with the Top part at first, we should ungroup them and then selecting the top top face by holding down Control and Shift buttons. And then we extend them, and then here we can delete these parts, and then we select the extended frame and array. Array linear, take it out. Then we specify the path, eight, check it out. Well done. And then we create a copy from the glasses. Great. So the top and bottom part are extended, just like the picture. But the parts of right and left are left. So again, I'm going to draw a box here at this part to this here to this part at this size 20 centimeters for the height or extrusion distance. Check this out. Finally, we change the object layer. Then we select the box, we draw the next box, check it out. Again, I create another copy. I move on creating copies, and I select the front face of the last one, and then I extend it by this way. Then select changing the objects layers and then select all and grouped creating a copy for the other side by this way. So, guys, we're done with the windows of the building. Then we can select all of them. Then selecting curves by using Sell curve. Following that, control edge to hide the curves. Then we select these objects or windows, control G to group them. Then I open layer one. Then I draw a flat surface or a planar surface to consider it as the base surface like this way. And then by using the command of flowing surface, we specify the objects following that debase surface, and then let me specify and then the target surface. Let's see it out why this way. As you can see, they are flow on the surface properly. Again, we start the command. Then we specify the near matching corners. Wait for a second, please. Well done. We repeat the command by right click, check it out. We specify the target surface. Wait for a second. Great. As you can see, up to this point, we have completed the windows by this way. Then according to the picture, we got some parts here as you can see that as you can see, the dimensions of the windows are different to others. The reason of this difference is that between the empty space between each part of the building, we got some levels there. So in the continuation, we select all of these, check it out, and then no select them. Following that, we'll start Aa linear we specify the number, which is nine because the input object is considered in this calculation. Then we specify the reference point, check it out. Then for the second point, we array these objects like this way. Check this out. As you can see, the general parts are created. And according to the picture, this part, opening is filled. So to fill this opening of this side of the building, you should select these pass and then we isolate them. And then by using polyline, we draw a curve or polyline by this way. Then I then, we want to extrude the created curve, check it out to feel the opening. Watch this part, please. By this way. However, we could have flow the surface on the wall. I mean, before arraying the objects. But no matter, again, we select it flow along surface. Then bay surface, target surface, hack it out. Wait for a second, watch this. And then again, we start the command. Then we specify the target surface, check it out by this way. And group as we have grouped them, flow them, can select them right now. And then we'll start array linear. Then we specify the number of the items nine, and then specifying the reference points. Check this out. Why this way. We array them, and as you can see, we have created the general parts of the tower or the building, and then at the top, control F one to set the maximized viewpoint. And at the reference, we could have draw a circle. We pick the circle and then from the origin point, check this out. Select the curve, as you can see, then we'll start shroud curve. Check it out. 195 for the height, press down inter. So by this way, we created the central core. We turn off the reference layer. So we can observe the objects. And also, for this part, again, we should array to fill the openings between the parts of the building, array linear, eight for the numbers. Then we specify the reference points first and second. Check this out. Well done, as you can see on the scene, right now, we delete these windows, se, and then we change the object clear and turn them off. And then the only things that are left are these circular holes, as you can see that for creating them, again, we can set the construction plane on this phase, and then we can isolate them since we can focus on them better, and then we draw out a curve like this, and we start drawing circle on, and we should check the number of the circles at each of the parts, control shift edge, and then I select one of the Masules following that. I want to create some copies from the circle along the drawn curve vertically, as you can see. Check this out. By this way, select height and then make whole, check it out. We select the circles, and then the surface. Following that the depth point at the top view, we adjust it, and then we adjust the depth points, fell down. We return this deconstruction plantig default mode, and we can apply these for other pass, just like a practice, we select these circles and then control G to group them, control show the other layers objects. We select these circles, and then by using array linear, we want to array these holes linearly at the number of nine. Check this out by specifying the reference points. Again, we can select them, make whole. Then we specify the surface, the depth point, not 0.2. Great. Next part, select, make whole, surface, and then not 0.2 for the depth point. We made a mistake. Let me check it out. Surface, not 0.2 and then click. In the continuation, I want to create the holes for one of the sides, and even we can array one of the parts after creating the group. I mean, we can array it on other parts. So I'm going to select these pass. And following that, I want to delete them, check this out. We select them, and then we delete these pass. By this way, we delete these phases like this, and even we can delete the other parts and keep the first one and also the circles, we delete them all. Following that, we select the first group and then mirror, origin point for the mirror plane for placing them at the other side, and then make holes. We specify the points and the depth points, e it out, not 0.2, and then click. Again, we can select them array linear, nine as the number. And then I specify the first and second reference points to array this part, check it out. Check it out, guys, by this way. We model the tower completely and in details by this way. And then I can open the top view from the reference parts to draw the circles of the parts by using clander. Check it out from the origin point. And then I should specify the end of the cylinder, which is at 190 meters height. And here even we can select it and then take it out, we select it, and then move it upwards, 3 meters. And I also select the top face 3 meters well done. And the final stage, we need to select the pipe here, and then we want to array, copy, and then we specify the point to copy to by this way. After that, let us take a look at the pictures and check the details, select mirror at the other side. By this way. We turn off the reference layer. We start cell curve to select the curves. And after selecting all of the curves, we press down control edge to height them. Then in the continuation, we're going to use twist in order to rotate the building. So we select all of the objects, and then we start twist the start of the twist axis from the origin point, and then the end of the twist axis, we hold down control, and then we move it upwards, check it out. Like this. And then I import the height of the tower 195. Note that you should move the point upward to this point. So note that you're not allowed to extend it more since here, we're going to specify the angle. And if the axis was longer than the length of the tower, then the twist will be applied at the specified axis. So be careful in specifying the start and end of axis. Talked about infinite option. I mean, we can't specify an axis which is shorter than the building and set infinite to yes and want to have the expected results. For example, if I extend the axis to the middle part, and then I set infinite to yes, and then I import 90 degrees, the applied angle would be 180 degrees. As you remember, we explained this comprehensively. We import 90 degrees for the angle of the twist, press down inter. And since here we got too many objects, it takes some time, and you should wait for a second. And as you can see, rigid has been set to know, and also preserved structure has been set to know as well. So note that you should have set these two options to know. Following that, we can have the object twisted. Let's check it out. Here as you can see, something has done, check it out after a while, buy this way. And then here we can use the layout or the layers to associate or assign the materials to the objects and then observe the project at the rendered viewport. For example, I click on the Glass layer, and then we specify custom for the type, and then we specify the color for the material like this way. Check this out. And also the purple layer for the walls that we're going to specify the white color. Check it out. Then let's check it out at the rendered viewport, control all our buttons. Watch this. Here we got the tower at the rendered viewport. We pick the box from the origin point for the base part of the building like this tow down. Well, done. Then Zoom extent, as you can see, the project is done in details, which is great. If you're interested, you can share the projects photos with us. And if you got any questions you can ask us, and I hope that you find this video informative, and I wish you luck. But, guys, before creating this model, you should have done the previous models and previous practices to prepare yourself for creating such a model. I look forward to your feedbacks. 168. Practice: And for creating such a bridge, here we can use the front view or the profile, as you can see, we can draw the curves or even we can import the image into Rhino, and then by using extrude, we can extrude it in a flat and straight curve. Following that, we can realign the object or the profile on uncurved line by following curve. So at the first step, I import the image into front view. By click and drag, check it out, and then I drop it into front view like this way, we got this section view. Then at the front view. I select the image and then in the material, I increase the transparency of the imported object. Then I started to drawing the profiler cross section care, a rectangle like this way, following that, one more rectangle by using SmartTrack, check it out like this, following that, one more rectangle at the bottom part. By this way. And then here by using a rectangle like this way, then I go for the next part from scratch, and then the last part. Great. I select the rectangle, and then I move it to downward, and then I adjust it from the midpoint, check it out like this way. Then I select these two control points at these two corners, and then I scale them by this way, check it out. As you can see. Then in the continuation, we got the control points selected, and then we scale them by this way. Following that, we select all of them, trim, and then we delete the extra parts. Watch this. Then I join the selected curves. Here we got one closed curve. Then at the next step, we can draw the curve like this way by using a SmartTrack holding down shift restricted direction and the other curves check it out. Following that, by using array curve, I click on the curve, and then the number of the items five or six. Watch this. And then I want to mirror them, mirror them at the other side, like this way. I remove the last one. Then I draw a curve at the top part, parallel to the bottom one, and then I start sub curve. Let me zoom in to a specified point. For example, here, I want to use the intersection snap. Great. Check it out. Then again, I start sub curve. Then I should select the curve to shorten. I set copy to yes, then I specify the curve. And then I move the shortened curve, and move it downwards. Following that, I use trim to delete the extra parts. And then finally, I draw the slanted curve, parle it with the slanted curve, sub curve, copy and move by this way. And then by using connect, we connect the two s. So, guys, we created the curves, as you can see, and then mirror. I set copy to to create a copy and also mirror them at the other side, like this way. And then we got the two middle curves. So here we can draw rectangle and then choosing the control points, check it out and scale them, select mirror by picking access, and then copy the weight. So we're done with the general things or main curves, control to unlock the object, and then I assign the object layer, and then I turn off the picture. Following that, we're going to select the set of curves and then extrude curve, check it out. We extrude the curve like this way, as you can see. For instance, at the length of 150 meters for the length of the bridge, shade it mode, check it out, and let us check it out. Here as you can see, some slanted curves are skiped, so let us draw these slanted curves, check it out. I draw these and also at the other part like this. And then after drawing them, I select them to create pipes, and then the radius, not 0.02, for the pipe radius, check it out. Then I select the less created objects, Control G to group them following that by using array curve. I want to array these pots and this path. Following that, I specify the number of items or the distance between the items. For example, at each 6 meters, and then I array them in the specified path like this way. So in general, at first, we managed to create the bridge on a straight and flat path. Then in the continuation, we're going to draw the curved path, and then we'll start flow along curve or flow. Then we select the profiles or the object. Following that, we should specify the base curve. So here we're going to use the option line and then flow it along the curved line. Note that you should set chin and setting a stretch to yes, since the length of the base curve and the target curve are not equal to each other, so we need to stretch the object at the length of the target curve, and we set preserve structure to no. And then I click on line to draw a line as the base curve from the midpoint, check it out. Then I specified a target curve to flow the object along the target curve. Wait for a second to have the object along the curved line. But at this situation, the suffer has not crashed. We should take your time since the process is loading. So then we can have the bread check it out on the curved line. By this way. Well done. Let us check it out at the rendered viewport. Look, the pipes. Here we can select the object, and then in material, custom to create a new material and then associate it to the object with a new color, gray, and then check it out. Let me hide the other objects, since we need the curve law. Then I select the curves. I hide them. Then in the continuation, we're going to select these trusses that we create them by curves, and then we convert them to convert it into pipes. So I select these and then invert to invert the selection, and then we select the deselected objects and the deselected object will be selected. Control G to group the traces or actually the traces. I'm sorry. Here I want to associate the material to the traces, like dark gray. Right, click and then assign to object. By this way. So, guys, by this way, you can assign the materials to objects after modeling the bridge and flow it on the curved line. And as I told you before, about the flow, flow is the best choice when we got a specific object which is on the complex and curved path, since we can firstly model them on a straight and flat curve and then flow it on the curved curved lines, actually, even on non planar curves. And I consider this as the main application of the want you to share the picture of your projects if you're interested with us, or even you can share the pictures with other peers. And as usual, if you got any questions, you can ask us, and I wish you luck. For instance, if you got such a curve and then suppose that we want to array in a specific object along the curve. Suppose that here I draw a vertical curve and then by using pipe, I convert it to such a pipe, check it out by specifying variable radius arrayias then it's time to use array linear, check it out. I array the object in ten items. Fell down. Following that, flow. We select the objects, you select the objects, and then the base curve. And as you can see, we do not have a base curve. So here we can use the option of line to specify it as the baseline of the flow line surface, flow line curve at the top view, I enable the project, and then I draw the curve from the midpoint, like this way. Then it's time to specify the target curve. Then I click on the curve as the target curve. Here, one of the practices that I have considered for you is creating such a form, and for creating such a model, at first, we should model or draw one of these in the construction plane. And then by using flow, we can transfer them on an arc here at the top view, interpolate curve, and then I enable grid to snap, and then I start drawing such a curve. Then I select the curve and then by using array linear and specifying the number of the items, ten, I array the curve, check it out, as you can see. Then I select all of the curves, and then I mirror them by picking a plane at the upside like this way. Finally, we select them. Then mirroring one more time. And here as you can see, in general, we're almost done. And after creating these, we can select them and then open the perspective view and by extrude curve. And then I want to set the extrusion distance for the centimeters and setting solid tone or at a distance of 1 meter, I extrude them, check it out. After extruding them, move this curve, and then I upward, as you can see. And then in the continuation, we're going to model one of these bubble shape images. I mean, objects can select curves, and then I isolate them, then trim to trim the extra parts, check it out. I hold down out, and then I click on rotate, check it out. Then I click on the red arc, which is related to the z direction. Then I type 90, we delete the bottom curve or arc. We don't need it. And then I select these curves or arcs, each of them individually. And then I select this control point, and then I move it downwards. But before that, I want to use rebuild for the point count five to minimize the count of point count. So then we can control the continuity of the curve easily. Then I start loft. I select the curves, and then we create the surface. I click on close to close the surface. Then I click on isolated object. I mean I right click to show the other surfaces. And then I want to use array linear to array the created surface like this way. Then at the next part, we want to realign, I want to realign these objects from the base curve or the straight curve to a curved line. At first, we draw a straight line here like this way. Following that, we draw a curve like this way, which is non planar like this way. And then we start flow. Then we select the objects, following that, the base curve and then the target curve. Then we will have the objects aligned on the curve line. Then we select the last created objects, then array linear, then the number of the items, 15, and then at the top view, we specify the reference point for arraying the object. Let us tick it out at the rendered view port. Look. And this is the final result. So, guys, by using flow, at first, we created the object on the flat curve 169. Creating Topography: Hello, dear friends. At this part, I'm going to teach you how to import the topography is into Rhino. At the plugin of and design, we learn that to import a topography to Rhino from the received data and information from the Open Street website. And at this session, I want to introduce two other approaches for importing the topographies to Rhino. First approach is using a sketch upp and then the second is using Cat Mapper website. Here at the beginning, I mean, at the beginning of the session, here, I can open a sketch up and then from File Menu. Then in geolocation, I click on at location. Following that, you can specify the location to add it into the software. You can search your city or the region. And when it was updated, you can zoom in and specify the region into the white frames or boundaries. And as you can see, by the heel of the mouse, you can zoom in and zoom out. After adjusting the boundaries, I click on Select Region. Following that in select provider. I choose highs near Map, which is not for free. And as much as you increase the import level, you have to pay more for it, as you can see, early 600 bucks. For example, for the specified region and import level as two e one, you have to pay nearly $600 to have the specified location and region and details. But we set it to DigitalGlobe, which is being used for free, and then I specify the region again, and then I click on Import. So then the location is being imported to software. And after that, look, we will have such a plan or map in a sketchop here as you can see, we got it in two the drawings. Here I can select it and then in geo location, and then I click on Show train or show terrain. Then we will have the plan with evenness and unevennesses. And also, considering the slope parts, I undo, control that. And then again, I want to add another location. I want to choose another region. So let me see and then check out the location and map. I select the region and then import by DigitalGlobe. Wait for a second, please. Well done. Following that, in geolocation, I click on Show train, check it out. Here, if I want to add a region to this, again controls it. And as the imported imported location is planer, I click on add more imagery, and then I specify another region. By this way, I select some other regions to import them to Rhino, and I move to the left side. And as you can see, the regions that were important to the software before are outstanding because the new region in some parts got overlapping with the previous region. By this way, I import it. Check it out. We got these two plans and then show terrain. Check it out. Finally, we will have the topography. So these were the primary steps for importing a topography or location into sketch upp. Then at the next step in adding a location, we want to transfer the topography or the location to Rhino. So wait for a second. I'm adjusting this part. We want to consider this region. I select it, and then I set to provider, DigitalGlobe, and then import, well done, show train, take it out. Following that, from file, export treaty model, then in Savas type, we're going to specify the type, FBX file, and then in options, you should uncheck scale, you should uncheck swabs that coordinates, okay then we assign the name for the file like 01 and then export. Wait for the export to progress. Then we will have the location exported from SketchUp. Then we can import it to Rhino. And by click and drag, I drop it into Rhino. Here in the file options, I click on Import File. Okay. Check this out. I click on Okay. And the specified unit at a sketch up and also the specified unit for Rhino is different to the specified unit sketch up. So here we should confirm the scaling of the FBX file. We click on yes, and then we will have the location like this way. Check it out. Then if I show it in rendered viewport, as you can see, we got the texture and the colors and materials in 02. And also here we can use Quad remesh command to quickly create a quad mesh with optimized apology from existing surface. May be used a unique algorithm to generate manageable polygon, actually polygon meshes, which is ideal for renderings. So we want to convert them to other polygon with more edges and also subtes but before that, I enable vertex snap, and then I measure the length or dimension here. For now, the length of each of these edges is 14-17, that here we can consider 15 as the average quadri mesh then target edge length, 15, then convert this up this and then okay. So we set the approximate edge length of the output mesh, and here is the created file that you can easily select it check it out, select each of the surfaces and then make your changes upon. And if you didn't want it to convert it to sub Ds and only mesh. I mean, when we check what convert to sub Ds, the results would be in a smooth curved surface. So we can convert it to sub Ds or not. These are D two approaches. Or we can convert them to nerve surfaces. And to do this, we can start drape command. And then I set spacing to one, and then I click and drag a window over the area to drape. Check it out. Like this way. And then I create the I mean, I select the surface, and then we can rebuild the newly created surface and increase the point counts to make it more smooth or even minimize the control points. For example, I set it 160 for both and U directions. Following that, we will have such a surface. Or the topography, in fact, then from material, we can assign the material to our new surface. Then we can use Project to C plane to have it on deconstruction plane. And then by using loft, we can fill the openings to make it solid, as you can see. Stick it out, then I hide this part or these objects. I'm sorry, these objects. And the other things that you can display them in the scene are the elevation lines and also the section lines of the topography. So I select the top surface, and then I copy the object to the layer in layer 01, and then I turn it off. Following that, I select all of these objects, and then I make them joined. And the reason of creating the copy is to keep the material, keep the assigned material. Since we want to replace it later, then I use contour. I specify the direction and also the distance between contour planes, for example, at each eight or at each 10 meters, 8 meters, for example. So we wait for calculating contours. And then finally, we want to replace the top surface with the surface of the plan. Here we select the object and then explode. Then we select the top surface and we delete it, and then we replace another one. And then we select the curves, we select the curves, and then we can modify the color of the lines, hack it out here in select layer color. Then after creating the contours, we can export them. For example, here in display, general settings, I set it to solid color, and then I specify the color like such a color, take it out, okay. For the background or, for instance, let me check others by the spy, dark gray. And then if I want to place them on the pages or layouts and have them in the presentations, and then here right click capture to five. Here we can specify the size of the view capturing and also the scale. I mean, in fact, the resolution of the captured view is mentioned, as you can see, pyramid pixels, but you can specify the scale index. So this was the approach for exporting or capturing the view graphically. And this was the first approach for importing a topography into Rhino software by using sketch up. Then the next one that I told you before is about using cat Mapir can sign in in Cat Mapper website. Following that, at the website, you can consider a region in location. Here in the map on the map, can search for a specific location like in Italy. Let's check it out. Then I want to consider a region at the city like this way, I adjust it into the boundaries. And just like adding locations in a sketch here we should pay for some details, and they are not all for free. So I adjust the region less than one kilometers, which is free. As you can see, up to 1 kilometer is free, and then I create the file or square meters, actually, wait for a second. Okay. And here are the exported file DXF file, as you can see that we can easily click and drag it and then drop it into Rhino. So then we import it by this way. DXF. Look. And as you can see, the map is imported to Rhino from Cat Mapper, and in order to export it specifically for Rhino, we click on Rhino five and then TWD Building and other options, contours and that falls height and also topography. For example, firstly, in TD building, they will be exported if they were any TD building within other details, create file, and then wait for a second. Since the file is being created and it takes some time, and then we download the file like this way, click and drag, and then we drop into Rino, import file, Wait for a second. Maybe it will be positioned on the previous drawing. Yes, exactly. We select it, and then we move it by this way. So as I explained, we exported the file from Cat Mapper, and then we import it to Rhino. And then here we got the details in different kinds of layers like paths, minor roads, buildings, major roads, parks, waters, and stuff like that. For instance, we can assign a new material for the buildings. Like, let us specify the color gray and also increasing the transparency by this way. Or let me decrease the transparency. It would be better like this. Or even we can assign another color for the topography here in topography, layer material and then selecting color, again, dark gray, and then assigned, take it out. Well done. Look. Okay, so addition to the topography, we can add other details such as the buildings, waters, baths, minor and major roads if they are available in Cat Mapper, so they all can be imported to Rhino and can be assigned with new material, as I explained. And I hope you find this session formative, and I want you to share the pictures and the samples of the topographies that you've been working on with us and the continuation, you can split some parts of the topography and even you can make them plan R and position some buildings on and then share the final results with the other peers or with us. I wish you luck, and I'm looking forward to your feedbacks. 170. Example Modeling Traditional Architecture: Hi, guys, I hope you are doing well. At this part, we are going to have a brief talk about Islamic architecture, since I just thought, if you may find it interesting and also about drawing carbandis and also about copying in architectures and some other topics such as columns, that we will talk about them at these exceeding parts. But for now, the first thing that we are going to deal with is drawing a simple carbnd. So, first of all, if I want to draw a carbndi at the first step, we should analyze the main geometry of the carband. We should have realized the geometry of the carbandy. You, first of all, I'm going to search for carband in Google's color. Like this way, I search for carbon D. Following that. Wait for a second, please. Then I download some files. Here we got an essay about the history of the carbandy as you can see, and some explanations about the different kinds of carband about the dimensions or edges. Here we got the treaty view and also the plan view of the carbandy and also the base of the divisions of curves for drawing a carbandy. Following that, let us take other images. Here we got a geometrical table in which we got different types of carbon dis, that they are sorted based on their number of sides. As you can see, from four sides to 20 sides. I mean, it focuses on the polygons. And then in the continuation, I want to model one of these very simply. Then along with that, I have imported, I have opened a cat file, as you can see, and as you can see in which we got different kinds of arcs that I have downloaded. And you will be given this file. So then you can use these arcs like this type or the other types, as you can see. All in all, you can use one of these arcs in order to make the process or the project more precise and also simplifying the process. For instance, here I want to choose this arc as you can see, let me select them. Control C. I create a copy, then I open a new file, Control V, I save it. Check it out. After pacing the curve, I save the file. By this way. Then in rhino, following that, I want to draw the base polygon, eight for the number of sides, and then I draw this polygon like this way with eight sides or edges as the basis of the geometry. Following that, I add the required curves to the polygon, like this way. Check this out. I draw a curve from each of the vertexes and then connect it to the front vertex, as you can see. And then by using Import, I import the saved arc in autocad like this way. Check it out. I select the last created object, and then move it. I rotate it at 90 degrees to make it vertical, and then I position it here at the intersection. Then we should scale it, scale. And then I specify the scale factor, and then I scale it, check it out. And here we got open curve since they are not joined ControlJ join these six curves. And after joining the curve, I want to draw a cross section curve or profile like this rectangle. Following then, by using sweep one rail, check it out. I create the surface by specifying the path and the cross section curve. I record the history, maybe just in case we needed to modify the dimensions. So we select the control points, and then we move to increase the dimensions of the cross section curve. Then after creating these, we're going to use mirror command to mirror the sweep, shake it out. Then we select these two surfaces. Then array polR from the origin point, for us number, and then this step angle. I specify the first and second reference point by this way. And this is what we expected. Then in the continuation, I select the curves. And then I isolate these curves. Take it out. However, I should have arrayed this curve or the arc, the imported arc too. Again, I want to mirror the curve again. After that yolR just like the surfaces for, take it out like this way. Then at the next step, we open front view, and then via start trim, I click online, and then I draw this curve. Check it out like this way. Check it out as you can see, then I select this curve and then split it by using the other curves. As usual, I move on splitting these curves by using the intersecting parts, check this out. And let me check this. I split this. It isn't splitted. Look. Well done. Let me check them out. Let me split this at the intersection part, explode. And I split these. Well done, four curves. Then at the next step, we should select these four curves for each of the arcs and then convert them to a surface. So I use patch. I select these four edges, and then I create a surface like this way. Check it out. By this way. Following that, I keep on select other edges to convert them to surface. And then by using ray polar, eight at the specified field angle, check it out. We array the surfaces. And then cell surface. I select all of the surfaces, and I turn off the Ia curves and have them make them grouped, control tE dgeT show the other parts, check it out. We're almost done, guys. And finally, I can create a copy from them and six at each directions and one in Z. Following that, we array them like this way. By this way. We're almost done. Artistic display mode. Watch this. So we manage to create such a form control Z, there is no need to array carbon control G to group them, and then I change the object layer and I turn it off. So let us go for the next practice. In the second practice, we are going to model a carbon D. So let me pick the rectangle from the center to draw a square like this. Following that, I want to draw a polygon inside of the square. Check it out that the edges are tangent to the square. Following that, again, I'm going to use one of the downloaded arcs in autocat. Let me select one of them. For instance, this or another one, can select them, create a copy, and then we paste it in the new file. Following that, we save the file, and then we import the file into Rhino. Look, arc open, then we can use the imported curve. Actually arc. Pat for a second, please. Great. So I select the arc, then I join it. I rotate up 90 degrees, and then I position it up there. Then it's time to scale it. I specify the scale Ly After scaling it, then rotate. I set copy to yes, and then after creating a copy, then I mirror it at the other side. Like this way. So we model the carbon D up to this part. And then I draw a circle by using three points. Following that, we select the top curve, and then we split it by using these two curves. Look, I have splitted this side of a circle. We only need this part of the circle, so we select it, and then I explode the arc. Check this out, and then again join. Since you need only half of the arc, then I'm going to create the surface here, select real revolve. I specify the rail at first. Following that, the axis. Check it out along z axis, and then we create the surface. Then we select the surface. We click on a split, and then we delete the extra parts. So, guys, we are done with the surface, and then at the next part, we're going to draw the curves. The curves that can pose the section parts or the sections on the carbendi surface. So to do this, I pick the polyline, and then I start drawing it from the region point, and then I connect it to the intersection or to the corner and to the midpoint, as you can see. Take it out. Then we should divide the angle according to the number of the divisions that we're going to have here, we can have different kinds of geometries according to the number of the divisions. For instance, I start rotate and then I set capital from the origin 0.45 degrees, but I want to divide 45 into four or five, I divide it into five L then I mean, here I should repeat the dividing 45 into five. Lo 18, 27, 36, and the last one, which is 45. We select the rectangle, then extend, then we extend these curves to the edges or edges of the rectangle like this way. Following that, we select these curves, and then we mirror them at the other side. Then we should connect each of these curves to their corresponding curves. I mean, right now, we're going to select each of these and then connect them to the corresponding curves. So at the first step, as we specified the number of these steps here, we got five steps, as you can see, and then we mirror the curves. Following that, we need to draw the curves. But how, for instance, if I consider this as the first point or A, point A, and also B, then here I should connect B, you B at the other side. Did you understood or understand? I mean, if it was point B, it should be connected to this point that I will show you in the continue like, such a line, check it out. We connect these two. Check it out and the others, and then I keep on connecting others. Look, by this way. We're gonna have such a drawing. So and we would rather to continue the drawings in a new layer. So we pick the curve and then from this point to the other point, and then I keep on connecting the other curves like this way, a disorder. Then we can select all of these curves, the new curve, and then we're going to split them on the surface. We select the surface at first, then split, and then the curves as the cutting objects, look. Then we will have the surface splitted, then selecting last created objects, isolate. And finally, array polar four at the 360 degrees. So, guys, we model such a surface. However, in the continuation, if you're interested, you can create some frames and mullions for each of these sections and move the faces forward or backward. But here, let us have a review. At first, we draw withdrew the base curve, which was the rectangle, and then the polygon inside the rectangle, and then we drew these curves from the center point to the intersection at the specified angles. However, we can consider different angles for these steps. Great. Let us remove these images I mean these objects and go for the next practice. Or let me change the object layer. We turn them off following that. We change the object layer at the next practice, in the continuation, we're going to create a column. I want to draw a simple column from the circle at the origin point and then specifying the radius, like 20, take it out. Following that, extrude. I extrude the curve like this way, as you can see, we got a cylinder at 200 meters. Following that, we select the base curve, the base circle, and then I move it upwards at the length of two imeters. Let me move it upwards again at the length of 160 and creating a copy, check it out. Right now, we got two curves at each of the ends with two imeters offset, and then by using a line, I draw a curve there. I select the curve pipe, and then the start radius at the top of, for example, one for the radius, and we set cap to round it. Check it out. We got such a form on the column on the cylinder, then array polar from the origin point, we specify third D for the pipe to array around the CylanderO four, check it out and then okay. Well done, we create a copy, and we select these. Let me record the history. I want to select them, but I don't want the curve to be selected. So we click and drag a window. Let's check it out. We draw the curve and then pipe at this part from the start to the end, check it out. A different version. Following the day polar from the origin 0.36, check it out at the top view. Let me increase the numbers 44. Great. Check this out. Then I select last created objects. Hold down sheet to select the input. Following that. Let me try again. Last created object, Control G two. I made a mistake. Control G to group them, not hiding them, well done. Then at this part, we select these pipes, Control G two, group them. Then at the next part, we select the input object, the cylinder, then the pipes, put it in the friends. Let's check it out buy it this way. Then we can have such a model geometry that the shared parts are deleted, create a copy following that. For the base, we need the base curve or the base circle, dub edge. Select the circle area centroid to find the center of the circle. And then by using twist, we select the column, and then from the center point, we specify you start and end of the twist axis. Following that, at the length of 160 units upwards, since I only want the groove parts to be twisted. I import the angle for the rotation 90 degrees. Let's check it out, guys. Here is the result. Here we got the twisted and the straight version, and at the last part, we select it, and then we can start to t and then specifying the start of the axis, zero, zero, 20, zero, zero, 160. Check this out for the end of the tiest axis. However, I should have specified 180, not 60, zero, zero, 180, and then the rotation angle this time, 120 degrees. Let's check it out. Well down by this way. Then we can have the pipes twist that, so this is the result like this. However, each of these, if I turn off the a curves, check this out, and I should scale them. However, we could have the pipes with lower values or lower numbers. We got 44 pipes, so we could have considered a fewer value for the number of the pipes. And then here I draw a rectangle like this way, here, then I select the column, and then I can consider this column as the columns of the building. Let me see. I want to select it. And move it from the center point, sack it out, and then position it at the intersection, like this way. Then I select these two columns as they are different to each other. But it does not matter. Watch this. We create a copy or mirror them, and then I'm going to use rectangle. And then I want to start it from the center point, center of the circles. For now, let me select this rectangle, and then I move it upwards at a length of 15 units, and then we left this L, and then by using cap, we fill the openings and then place them on the columns. And then array polar from the center of the rectangle to array this solid object on the other columns. As you can see. Then following that, we need an arc. So, so simply, I pick the arc, and then I'm going to start drawing the arc or let me try the semicircle. I specify the start of the arc from the center and also the center of the other column by this way. I move on I hold down Control to have it vertically, check it out, extrude cave like this way. I extend it to the columns, and then I want to use a scale one D. I specify the scale factor, and then I scale it, maximize it. Then I hold down all to rotate it and then create a copy. By this way, then we select these two surfaces, pull and union, and then we will have them like this way. I hide the extra parts and extra objects, and then I select the curves and then control to hide them. Again, array, we can array these objects four in X and Y directions, and then I specify the base base point for arraying them. Check it out like this way. Following that, let us check these columns out at the rendered viewport. By this way. This is great. So, guys, we're done with the columns. However, we can consider a fewer number for the number of the columns in array. I mean, we can place only one column at the centers, not two or four. In general, I wanted to dedicate this session to some of the architectural models that I hope you have find it informative. I wish you luck. 171. Introduction to SUBD and Comparison with Mesh & NURBS: Hello, everyone. Welcome back. I hope that you feel okay. I'm here again with another episode of Grasshopper Collection. In this part, we are going to talk about a modeling topic and learn some general concepts of it. In our upcoming episodes, we're going to consider it as a modeling tool and make progression in different projects with it. First off, let me take a brief look at the history of submoduling in Rhino software. Before Rhino seven, now here, as you know, we are using the version of sevenR 14. Well, before Rhino seven, the previous versions like five and six, the modeling systems that were at our disposal were nerve and mesh systems. We already elaborate on nerves, and in previous seasons, we were all talking about the nerves modeling. The non uniform rational Spline that generates the main lines of a surface for us, and with the help of them, we could proceed with our modeling. In no seven software, the submodeling or you could say submodeling tools are added. Meanwhile, in previous versions, I mean, five and six, we did this job with some plugins. In Rhino five, for example, we used TSP line plugin. And in Rhino six, that in this package, we dedicate a very short topic about it was Clair plugin. At the beginning, let's talk a little bit about the philosophy of subdmdeling. Then later on, we could talk about the different tools of submodeling. And as you can see, there is a submodeling item in toolbar standard. Okay, I just wanted to show you the submodeling, and now here, I'll start my job with a globe. And now I am drawing a globe with a radius ten in nerve system. And then I draw a mesa spear here with radioten again, okay, then a subdispear. And I move this 20 units. Minus ten, and I put this here. I put it on render mode, you see. And this way, I'm previewing these globes. Okay. I click on Display tab. I check the surface edge, sub diviers and mesh wires. As you can see, we have three globes here, three globes that are drawn with three different modeling systems. Nerves, mesh, and sub D. As you can see, in nerve system, we use some mathematical equations. When we order it to draw a globe, for example, the outcome is a smooth surface based on those hidden equations. In mesh system, in fact, we organize some polygons, and these polygons create us an outlook of the shape. In the first season, we talked about the difference between mesh and nerves, and now I'm going to mention it again. Actually, in mesh system, the only thing that is safe for us is the coordinates of this point. Mesh is created from some points which are called vertex. And those vertexes are attached together and create edges. And the surface between these edges are called polygon. The only things save for us here are vertexes. In sub system, we have something between these two, as you can see. You can see the smooth face here and there is a control point on every vertex. I drag at the control points so you can see the difference here. And what we are looking for here is the smooth moving in Subdi You know, we can use this advantage as a supplement to modeling. Now, let's talk a little bit about what is Subdimdeling. Consider that I have this part of this globe here. Just to show you how it works, I'll start using a line a line like this. You know, we want to change this line into a curve. In doing so, I'm going to explode these lines here or segment lines, and I change them into separate lines, and then I divide them into four parts. This part must be cut it. Now it's time to delete or omit the last quarter of each line here, except for the first and the last one. If we have some segments, I maybe leave the first and last one. Then here I draw a line again. Then I divide all these lines again. Four times, and I delete this part. Look, with the help of a line, I attach this part. See? Let's turn off grid snap. Okay. In the next phase, this line, this line. Okay, this line. Even these lines, okay, there has to be divided again, divide. Now I draw a line, but I don't omit it. Here this part and this part. If you keep doing what I'm doing here constantly, gradually that line, I mean, the cross line that we had before is changing to a curve would be changed to something like this. Am I right? Yeah. Something like this. Imagine that we do this to a box. We do this to any volume, A volume with some faces, and each phase has some edges. Those edges, I mean, those lines that attaches the vertex and divide into four parts. The first and second parts are omitted, and then they finally meet. The first thing that I wanted to show you in sub D is that the forms that sub D makes actually could be viewed in two states a smooth state that we're looking at now, and the other state is flat. And I can switch between these two states with pressing the tab key on the keyboard. Okay. After this introduction and some other explanations, now it's time to get to know the subtitols. In our nerves modeling, like the globe that I have here, as you can see, it's a closed surface. I cannot choose the surface between isocurves. This part cannot be chosen as a separate volume. See. But in mesh part, we're capable of choosing every one of these phases. I can hold Control and Shift keys and click on every one of these parts. Look. Or another method that we could use to choose these phases is actually with the help of sub objects. To do so, I activate the filter here. Look at the last option. There is a sub object option here. And when I click on it when I check it, there appear three more options here. Vertices edge and face. I do a right click here. And finally, now I can pick the edges, the vertexes. Now the edge is chosen. Or surface or you could say pace or polygon. Okay. After this, we know that in my system, we can use the sub objects. And while in nerv system, we're not capable of doing this. And in SabDi we also have sub objects. I mean, we can choose different parts. For example, I move this. So I hold Control Z. As we've learned until now that we have the same words and same terms like edge vertex in Subdi as we had it before in mesh system. The next thing is that in pre seasons in Rhino modeling, we learned some concepts. Like I learned how to make a curve. I learned how to make your surface with the love tool and with the help of one L and C two, I can create my surfaces. All these tools also in ABD would come to help us to create different forms. Let's now get a start with a simple curve. I start with interpolate curve, and now I'm going to start drawing. In Rhino seven, when I activate interpolate curve, we have an option SPD friendly. I draw a line simply with new subdifriendly, and another line with bright subi friendly. Now we have two line. Apparently, they're the same. They don't have any difference. I choose them and with the help of gumball. I extrude them. I turn off sub object. The page that is made out of a simple curve is an open extrusion. But the page that is made out of a Abdi friendly curve is open SABDi. So the first place that I can create a ZAPI is a ab line. A line that when I'm using my drawing tools like nerves curve or interplt curve, I can check abd friendly and start creating such forms. A very simple extrude, and then I can edit my work like this. Let's go for Sub the tools. Okay, up to now, we have seen Sub the tool in Interpolate and curve like what we saw for drawing a curve, I mean, there was an option in a tool that we learned before. In Rhino seven, there are more tools that these capabilities are added to. Okay, for example, I start drawing a circle. The next one a bit smaller and the last one maybe bit bigger. These three remind me of laugh tool. Okay, I make a copy out of it, and I wanted to change it to Azabdi. Okay, now I go to the ZabdiTols and now we have Abdi loft here. Okay, so I can here use Abdi tools, the tools that we used to get familiar with in a nerve system. So with this background that you have, let's get a start to know the tools that we have in abdi. 172. Plane Construction and Initial Form Editing: First thing that we wanted to mention here is a sub deface, a tool that looks like surface point that we already know enough about it. If I choose the tree face or subphase, it would create a page with putting the side points together, and then I choose a tough view and I start drawing my points. Okay, you can see, what am I doing? I put the display mode on shade it so I can see my work. I deloted and I choose the tool again. Okay, now let's look at the options that it provides. In the first option that it gives me, I should determine if I want my output a ZabDi or a mesh. As you might know before, many tools that using ZAPDi could be used also in mesh. As we said earlier that some of the tools might be the same as the nerve system. Now we should add that because SABDi dripped from the word subdivision surface, and it also borrowed from the mesh modeling. So the tools might be the same in some areas. The first to, I mean, the treaty phase that create a subdifaseF thing that it gives us in command option is that it says that if you might want to create a mesh that I here, choose the sub, about the second option interpolate. Just to show you better, I actually draw some points here, something like this, yeah. I make a copy out of it, and then I go to the treaty phase, and I activate it. Interpolate, no. And interplate. You can see the differences. If I activate the control points here in this shape, it would be activated on the points that I used to click on. I say that if I press the tab key, the corners my flat page would be exactly the points that I used to click on. But in Interpolate, yes, the smooth page itself is located on those points. It means that if I activated the control points or use the tab key, the shape is out of the points. I hold control Z, I delete all these. I activate through the face again, and Interpolate, no. Okay, the first thing that I wanted to talk about is polygon type. Look, guys, generally speaking, when we are making mesh or obviously when we use sub tools and we create such forms, it's better that each phase has an order in itself. If you know the mesh modeling, well, actually, you already know that the best mesh or we could say the clean mesh are those mesh whose faces or polygons are quadrilateral, or maybe one step lower are those meshes with triangle faces, and meshes with more than four size are not just always bad meshes, but, you know, in some cases, they put us in trouble. So from now on, we consider four sight phases for our forms while model making. In Trey phase two, in polygon types part, we have three states triangle, quad and go. I choose the triangle option, first point, second point, the third point. No, it come out of the command. You see? In actually quarter state, when I click four times, it comes out, and in gun state, it continues as far as I keep clicking. Okay, controls that. So according to what we need, we should choose one of these options here. I put the option on quad. Now I draw this shape, and I choose through the face again. The next option is from edge. You know, when I activate it, it identifies the sites. And you can expand the edges you choose as the edges of new faces. Look. As an example, look at this. Actually, I deactivated through the phase. Chose from edge, and I try this. I draw this up from edges again, and I tried this. And this part. It gives us such a pace, you know. Then I join them, so our face would be shown like this. Okay. The next option comes into two mode, multiphase and single phase. Let's first talk about the single phase mode. When we draw the phase, it comes at a command. But when it's on multiphase mode, after drawing one phase, it requires us to draw the next one. So this is another option that we can mention here. So now we know the first command here. So now here, with the help of this, I'm going to draw something. You know, something like this. When I'm drawing, I can use tab to continue my drawing in some simpler way. Like here. Here. Okay. And here this way. And I draw this. Okay. Now we've got this. Pages that we draw with the faces have separate faces. Now I can choose them and join them together. And after joining, I'll have one sub di. I press the tab and I show my form here. As you can see, all faces have four edges. All of them are quad. If I want to edit this, I can activate sub object. I click on it and write back. I push this forward. So now let's get familiar with a command that we haven't worked on yet. I can choose every sub object here, you know, like, for example, this face, and I extrude them. Okay, with the help of extruding, we're going to have a new form and look at the lower part. I press the tab so you can see. Well, I choose this part. I'm going to tell you how all these parts chosen together. I tighten this part, and I create such four. I can transfer easily from one form to other forms. I can drive phase, and step by step, I can develop my form. I deactivate the sub object and I go to the next tool. The next tool create a plane a plane that I can compare with deformable surface. A surface that we had here, and I could choose actually the degree and the number of control points. And in subitols, the sub plane is going to ask us about those options. For example, how many faces on the X or Y lines. I activate the sub object, and I say that the four phase should come up, maybe here this one phase. Then I choose the whole part and make it a little bit thicker and with the help of contour tools, I'll change it to these types of forms. So from now on, we could start making our forms with sub tools and develop them. Needless to say that it's much easier comparing to the rhino itself. Okay, pressing the tab would help us to move between the smooth and flat mode. Look here, I draw this up. Look, you can move easily. Now, like this part, I want this part to come out a bit. It's great here to review a bit about the gamble tool. I can right click on the gumball and choose a line to the object. See, based on how my face here rotates, it rotates the gumball. So here I can easily extrude. And I choose the faces. Now we are learning how to choos them misily then I escape this part, and then I press the tab, and it comes out like this. This part. Okay and this way. To choose different pass or edges, we have different ways and methods. What are these methods that I commonly use here except for choosing sub object. If I wanted to choose some edges and a drug frame, so some vertexes are also chosen. Then I order not to choose the vertexes here or not the edges and just take your pass. There is a very, very simplar way to do this, and maybe most of the time is more useful. I'm going to show this method on this shape, maybe with more parts and faces. Okay. I want to choose all these phases. So I activate sub object. I choose the first one. I should hold Shift when I'm choosing it. And when I want to choose the second phase, I should double click. And with this double click, it continuously chooses all of them. Okay, let me show you somewhere else. I choose this. I double click, and as you can see, it chooses them. Now I can choose between these two. Now I can choose this part and this part and double click here, so the space is chosen. But, if I pick up these two parts and I wrongly double click on this, it will rotate from that part. It's just the same four edges. Like I said, this edge and the second edge. Now, from this age to this age, then this part can come out. So if I wanted to choose these parle edges, we've got a tool SLEedg ring. When I type down SLEdge, it gives me two options SL Ege loop and Salge ring. Loop is the one that we've been using it till now. I mean, choosing the one, and the next ones are being choose with double clicking. Now let's see what ring can do for us. I pick up the parallel edges together. Okay, up to now, we understand that with a mixture of our filters like sub objects or tools like edge loop or edge ring, we can choose different parts of our faces like edges or I could say vertexes. It's time to take a look at the next tool. The next tool would create me something like cone, a cone that is being made with sub demdeling. In cone, we also have a cafe style. I choose this option to show you. Okay, I turn out the sub object. The difference between these two cones are about the lower parts. As you can see, here is a quad, and in this part, it's triangle. We got to know that having these two options is not about bad or good options. Each option has its own usage. It depends on how we want to use them. The next tool create an imperfect cone, again, in subdmdeling. For example, look here. In this tool or the previous one, we can change the vertical or around pass. How many actually division should we have in vertical state or rotational state? For example, five here and four. And it all depends on how we wanted to proceed with our job. Something like this. See? Okay, the next tool is gonna create us a cylinder. The items that I don't mention here about the previous items and the left items are the simplest one. For example, the same thing that we have for making a simple cylinder, we also have it here about how to make the base of the cylinder like two points or three points or side things. Like here, it's asking me the numbers of divisions like vertical faces or around faces, which is so obvious and clear. Like previous command in cafes style, we can choose our options and make our model with the shape of triangle or quad or other types. This is a quad, and this is a triangle. Let me tell you something here. When your sub object is on and you hold control and shift, the whole shape is chosen, vice versa, when the sub object is off, when you hold these two keys, the edges or vertexes are chosen. Okay, it's time to dilate this, it's time to get to the next command. The next tool is Sabi spear here we can choose the number or the density of subdifaces with the subdivision. And the type of drawing, whether it's, for example, a quad or a triangle or other types is going to be chosen with help of changing the style here. In a style state, I have a vertical face and a round face. I can have the division bilaterally in a quad or triangle state, I can determine the actually division times like this. Here in quad or triangle states, I don't determine the numbers of the triangle or maybe the squares, but I determine how many level my division should apply to them. In this estate, two times and in this estate four times. In triangle form that I drop before one level, and in this form four levels, you can see the detail here. So we should pay attention that in drawing a spear, we should note that which state we're going to choose. And based on my output form, based on how I want my face or their numbers, I change the style and determine the divisions. And okay, the next tools create me something like a lens. Again, I can also determine the cap style. It can be triangle or quad shape. The next one gives me something like a doughnut. Then I can choose the number of faces, and the next tool is subdibx. I delete this I draw sub box with one pace with two face here with like four pass again and maybe eight. Let's see here something together. Contrary to what might first come to our mind, when the number of faces would increase, the flat state would be more palpable instead of going for a more smooth state. You can see it clearly here. You know, as you can see here, there's one time, one level. It's don. But here it's eight pass in eight directions. So pay full attention to this point. Another thing that I should mention again, we actually change them a lot in model making process with pressing the key tab. We see our models in flat state and smooth states. As a matter of fact, we switch regularly between these two states. Okay, up to now, we've been familiar with our primitive or basic tools. In the next part, we're going to know some of our modifiers that could edit our work. And after learning them all, we're going to go for commands like revolve, Save loft or other types of tools in our jobs. 173. Complex Form Creation with Bridge & MultiPipe: In this episode, we're going to get familiar with some of the editorial tools in Subdi. The first thing that we want to talk about is inset. To start at work, I started drawing a box, maybe two faces in every direction. X two, Y two, and Z two, like this. Then I wanted to have a smaller phase in each phase. As you know, I can activate this sub object. I can choose this phase, and with the Gamblextrud, I can draw my job like this, like this. I press the tab and I can see my job in this state. Now imagine instead of extruding this phase, I extrude a smaller copy of it. In doing so, I can choose inset, then choose my face and consider the offset as five tenth. And now, as you can see, there is another phase, a per phase with the previous one, exactly with the number that I gave to it. Now I can extrude it in. This 15 tenth. This time, I extrude it out. I press the tab, and now I have a form like this, who control Z. Now I choose two phase. Two phases are choosen and then I turn on inset. Now, it's asking me if I consider the two phases as one and create a new phase inside them like this. Or I show you here. I choose the two faces, and then I turn on insets. But this time, from the command line, I put the mode on single. I mean, it's not the group anymore. I put it on single mode. And now, based on the distances that I gave it, it applies to the faces. And now I extrude these two. See the difference, it's completely obvious. Control Z, Control Z, tab and the next command. Now we know and set command. The next command that we're going to talk about is subdivide sub D. I can choose every one of the pass, and with this tool, I can divide it into four parts. You can see here easily. And I can keep doing this. We also know that I can choose a face and I can delete it. Like this form could be created for me. Whenever I wanted to choose the edges, the attached ones, I double click on it and I choose it like this. Look, and I drag it, and this part should come here a bit. I hold control to get back to the main state. Let's see the next command. The next command is slide. With the help of this tool, I can move my edge or vertex. Now, I choose this edge, and then I move it. As you can see, the edges that are attached to it are moving as well, which is so actually rational. And then I can choose this part and drag it up. And then I could extrude it. So in this way, I can move my edges so easily. I hold the Control Z, and now I choose the slide again. Again, I move a vertex. And as you can see again, we can move our vertexes so easily. Controls it. Now I could do the sub the flame, and I try to draw two planes actually with two times four. I draw it, or maybe three times four is a better option. In this part, my sub object is activated. Now I hold control shift. Now I hold out, so a copy would be made. Okay. The next command that I want to talk about is bridge. In this command, I can attach some of the edges or some faces. The important point here is that the number of the faces or edges on two sides should be the same and their time have to be the same. For example, I say that this phase and this phase should meet finally. Let's see how it works. I choose and I activate bridge, and I press the Inter. Look. And now I can actually increase the number of the segments of this bridge with changing this number. And here I can change the straightness. See what's happening. Okay. See? And then I press tab to see what is the output. Okay, now this time, I choose these two and these two, they should met. Okay. And now I change the segment number one or two, and now I change it a bit. About actually Kris option here, we're going to talk later. Okay, now imagine that I wanted to bridge this one to these actually two. To do this job, I mean, attaching the one to these two bridge is not useful. In doing so, I have to change this phase. I mean, upper phase into two phases. I mean that I need to divide this phase into two parts. So I make a copy now, The first thing here comes to our mind is that we use sub D. We actually divided it into four parts and then I delete this line and then this line. These two and these two, and then I bridge it. That was one of the actually method that we could do this job using subdivide and then deleting the edges and then making a bridge. We can delete them. Now this time, I use these two. C, or even these two, a form like this. Okay. So to do this job, I can use another method, and I can use a tool which is called insert SubD edge that we have here. And with using this tool, see, I can add another edge. And it can actually add another edge in parallel with the previous edges that we had before. And then we could use bridge here easily. Okay, so now I press Control and Z. Okay, let me give you another example. I delete this and this. And then with a bridge tool, I can bridge between these two edges. So I can bridge the edges as well as I could do it with faces. Well, okay. I delete that. Now I hear I wanted to draw a triangle with the center of zero. And then I draw a line here with the help of the array polar command, and then I array them within the hundred 60 degrees. To explain you the ritual, I'm going to introduce you a new tool. Similar to the pipe command that we have in Rhino itself. For example, I have a simple line here, and then with the pipe command, I made a pipe out of it. Similar to this actually tool, we have multi pipe in ABD. This tool cover some of the lines, for example, with a specific radius, and then make me a ABD pipe. A pipe that asked me if it's cap ended or not, and I say, got to be ended. And, we have something like this. Okay, now I'm going to delete this. I choose the three and with multi pipe two with, for example, radius one and the cap ends got to be on. Then such forms is created. Now I want to attach these three and make something like Y. To do this, I'd go and I choose this edge and this edge, and then this edge, and then I bridge them. And then I can change the straightness and okay, here, three or four. Okay. Now, again, I say this, these two, and this. And I brush them as well. These two. And again, these two. Maybe these two again. And these tools. And you can also do this to the actually lower part. Now, I try to do it fast with less attention. Okay. Now, let me introduce you some tools, which is called stitch. You know, in some cases, let me activate it. With the stitch, you can actually stitch two separate faces together. It's a really actually useful and practical method. Like this, they join together and like this. See? And then finally I can push here a bit. So a bit lower maybe. As you can see, we simply could create such form. Okay, now let me draw my two faces again and copy and then make it a bit, you know, this way. So now let's get back to the tools that we already know. We talked about bridge that can make the face met or somebody edges met. Now let me show you an example. I want this part to attach this part, look, and I can easily give them the segments that I want. And as you know, with this handle, I can change the straightness, see, and I can also change the number of the segments that fit my job. And we also learned something else. We want these two edges to actually meet. We did that easily with a stitch and then we can say that where she did locate 0-1. See, I can do whatever I want. So you see these two. I go to render mode. Look, within search Point tool, I can make a point, something like this and like that, and based on the points that I actually gave, it gives me some edges. To show you better, I draw a face in flat mode. And then I use this tool here, here, and here. Okay. See, for example, this phase, it comes out and this phase rotates a bit and like this and this part got to come out. Look, now we know the insert point tool as well. Okay. The next tool that we're going to talk about is actually bevel. It's Bevel tool. This tool can create us two or several edge loops, and we can now see, you know, several edge loops. Actually, to explain you this tool, first, I got to explain you the Chris tool and then I'll be back to it. And let's see, six, six. I draw something like this, I make a copy. Okay. So in this part, you know, the upper part, I don't want this part to be smooth, you know? And I can use AdCrisT and then yeah, I have a cut here, and you also can have it here. So we know that if we use At Cris tool, such form would be possible. Okay, let me show you something else. You know, I draw this plane. I choose all these faces, and I drag it up. And then I go to the At Cris, and I make a rise in this part. I put Ciplne like this and I make this part flat. Okay, that's enough. You saw how At grease worked. I delete this. Now, if I wanted to actually get back everything, I need to use remove Kris, you know, S. You know, this part returned. Okay. Or I double click and I use them, so the Kris is omitted. Now in this form, I use bevel and I choose this edge and see with the segments that I want, I make the one into different segments. For example, I make it into four. Okay, it made it smooth here. And so I can activate remove crease and I delete this part and that part. I want this part be smoother well. Look, actually, maybe it's better to say that it makes one edge into different edges. Okay, now here, I didn't double click here, and I didn't take it edge loop. See here, we have gone. One, two, three, four, six. So there's a hexagon here. And maybe we don't like it. In order to edit this part, I also can delete this and create forms. I use the treat phase and actually fill this part, or I can use Append phase. I put the polygon type on quad and from here, and again, from here, Okay. Okay, I first set up, see this part is made correctly. And finally, I can use remove crease and ok. Not a big deal. I hold control it. Another method that I can create lines here is using answer point, you know, from here, to this from here to this. See, three sides and four sides. Let's look at the other side. From here to this. I actually delete this so it could be four sided. I press the tab and I see my work. So now we have learned another command here. Okay, now, for example, we have an open part, and then I want to close it. I have a command that acts like Tree deface, but it attaches the new part to the subdi that I have. The name of this command is ApenFas and it can give me exactly the options that Tree deface had before. So let's delete this and get to the next tools. Now here we know about multi pipe, remove and add crease, bawl, insert side edge, insert point, up and face, inset, stitch, bridge, and actually subdivided. The next tool that we want to talk about is merge to couple in our face or we could say phase. Look here, I have several faces on a flat plane. Obviously, this tool merge two faces together. Or yes, this way or these two or these two, for example. Actually, we should note that I cannot merge these two, you know, because they're not on the same working play. So that's enough from this tool. One of the most useful tools that we have and it was called symmetric in previous software like Clo or TSVline. It is a reflect tool which is, in fact, creates the symmetry axis for us. Let me tell you how this works. I draw a plane here, and based on this axis, I want to reflect whatever I do would happen to the other side. I activate the reflect. I choose my shape that I consider a reflection plane. Now, one side is gray, and I make the changes on the side, which is not gray. And whatever I do on the right side, it would be done on the left side. I take, for example, this. I rotate it, I extrude it. And yes, I keep doing it. Okay. And I keep doing my job this way. And finally, after I'm done with my model making, I right click on this and then remove symmetry. And it would result in some simple and correct chip. I should note that when I use the reflex tool, I got to pay attention that, you know, this middle part shouldn't be moved. You know? Look at this. This center should not move. Maybe this moving may cause problems. You'd better go on the page up and down, you know, rather than going to the different directions. Moving to the directions may cause problems in actually some situations. Okay, now I remove symmetry, okay, and its color come back, and now I delete this. So in this session, we talked elaborately on different types of tools. Select sub the object. We talk about it. And we also talk about select edge loop and select the edge ring. We talk about them, and select phase loop. We talk about this as well. So now, let me draw something, you know, maybe like this. Yeah. The next tool is select by brushing. You go on the face, you brush an area, and then it would be okay, like this and it comes up. So it's simple. You choose an area with brush, and the faces and edges would actually be chosen in this way. No, in this tool, I easily can change the brush width or actually more options like polygons. And I think that you'd better use this tool with actually faces or with sub objects that the density of the faces and parts are so high. So with this brush, you can choose a vast area. Okay, now, we'd better go for another tool. The next one is sub deface edge vertex selection tagger. And as you can see, it's a long name for a tool. Here, Okay. I choose some of the edges here, and I can choose the vertexes and the faces of these edges. Let me show you how it works. I choose the edges, then I tagger. And I tagger it, you know? And maybe I choose some faces, and then I tagger. I say, I want their vertexes, for example. So as you saw, this tool is also a useful tool that we may use it a lot. Okay, now let's talk about these three tools convert object to nerves. For example, here, I'm going to have actually sub D and I wanted to make I wanted to change, actually, this sub d to a nerve. I click on this tool. I would be chosen, and then here, it gives me a surface. It changes SubD to surfaces as far as it can. But in some areas, it may change it to polysurfaces. I mean, some joint surfaces. The next tool is for changing something to sub D. It gets a surface or a mesh, and it changes to SubD for me. This is now my SBD a sub did that comes out of this surface, and the Tiger sub D display is the control key that we already talk about it. So now let's take a brief look at what we have covered in this session. And so then we could go for other types of tools for model making. 174. 4 Modeling by Loft Command and Creating a Simple Bench: So now, guys, let's take a look at what we have in actually Sabi collection. The first thing that we want to talk about is Sabi revolve, as we have it in Rhino itself. Actually, we needed a cross section like this one that I'm drawing here and rotate it to the axis. And I activated the command, and he asked me for a line, and I gave him an axis. And now I gave him the axis and the amount of rotation. Now I want it to be full circle. As you can see, it's exactly the form that we had it in Rhino itself. And now we can use it in API as well. In fact, we could say that when we give it a nx and rotation amount, we can determine whether it's ABD or a face. I mean, the revolve command would give us a API output. So now let's talk a little bit about this tool. Okay, I can give it an x in directions or in perspective area. Now, with the help of control, I draw a vertical x, and then I activate the four circle for rotation amount. And now, to show you the segments, I make a copy. Okay. And 20 and it comes up like this. You can see the different segments that creates for us. Now, I activate sub object and I choose some faces here. So some areas are chosen like this. And actually, here, I can use gamble in order to extrude the shape in their own directions. Okay. I extrude them. So finally, it would give me something like this. And now I'd better to turn off Zabi wire in this render mode so I could see it far better. So, to be honest, there is nothing new about the revolve in Zabi. The previous things about Rhino revolve is correct here. I can choose the edges here, and then, okay, I can pull them a bit here. Or I could actually choose some vertexes here and then draw them up. So I delete them. I delete this as well. So let's get to the next command. The next command is SABdloft and after this, I'm going to talk about Swip one and Sweep two. Actually, in SABIloft I got to have some cross sections. I'm drawing these cross sections. Okay. I activate a command. I choose the lines and then enter. And we have all those discussions that we had already about the loft in nerve systems. We have them here as well. And, you know, after this, we could have this shape. Now here, we've got a sub loft window, so I can give it the segments that I want to give my actually sub deface. And I can add these segments in different directions, vertical or my own cross sections, and then I can uncheck this option, and it can keep me naturally the segment that it has. And I can have these changes in also vertical direction. And now I can use the closed options, but we got to pay attention that we shouldn't have such a four and actually, the next option crease would give me broken lines where actually my cross sections cut. And we could say that it helps us Our Sadi to look broken or cut it from those parts. And now we're done with it. As you can see, different parts of my surface are being chosen. I tell you this. Okay, let's go to the next tools, Sweeper one and Sweep two. I know that you're watching this season, and you already know all about these tools, and we're just reviewing those topics. Okay, I take this circle and I rebuild it with eight control points. Maybe this part should go up, and this part should go like this. Okay, and then I activate sweep and I say my rail and my cross section, then I entered. And here I can change the segments or faces that I want in this subdi So, or I can choose the faces here, and I take them up a little bit upper and this part should go lower. And then I can edit my job like this and I delete them all. In Sweep two rail, I draw a line here, now, let me tell you something here. If we with the help of Interpolate Curve, for example, three degree and sub differently, yes, we draw a line. The added control point is not chosen here. And when I actually draw a line with two clique and three degree to have four control points, I got to notice that the sub referenty should be off. And now I'm drawing my lines. I make it a reflection. And a line like this. And then I give it a rail with swift to rail. And I have my surface. Okay. And you know, here, look, there is a distance here between my rails and the surface. If I check the corners, I got to have corners, and if I uncheck it, it would be disappeared and look what is happening. Okay, in segment parts, I can add up more segments to my work. And if I add up more segments, it would cover my cross section or my rails. And, you know, with these settings, I can fit my surface on cross section and my rails. And now I do this, okay, and okay, I leave the corners to be on. And then I want these points to be just right on the line. Okay, we already know about the set Pitt command, and I activate it. To be up and down in that direction. I can use that command or I could actually drop my face a bit, or this face should be here. And, you know, if I really want my subdi to fit the lines when I'm creating it, I should actually increase the segment parts and as far as it would fit my work, you know, Okay, that's it. So now let's show you some examples of sub remodeling. And now I'm here with using a flame. I put Y on one and on three. I draw a line here like this or, okay, in this direction. And now here this part, I do it again. I press the tab to have it flat, and I rotate this part and drag it up a bit. I choose the whole part. I dried up, and then I make a copy out of it. Choosing a bit of scale. Okay, that's enough. What I wanted to do here is that I wanted to these edges to meet this edge to meet this edge. Okay. Actually, I wanted to make a bench that this part should be the backbench. So I wrote it a little I put it here, and I push this a bit here. Okay, a bench with a seat here, and maybe I rote it here a bit, and then I go for bridge. And this part should meet this part, Bridge and then okay, inter inter. I press the tab so I can see my work in a smooth way. And it could give me a good form with one or maybe two. Then again, I go for the bridge, and this edge and that edge should bridge together. Okay. Now, I actually pick these *** and make it a bit thicker. And now I want the reflection here. I actually activate the reflect and I say, I want my shape from here that I be reflected. So now I can see the reflection of my work. And maybe here I actually move something gumball. Or, you know, here, maybe one vertex should come a bit lower. Now, it's up to you to make changes into it. It depends on your talent or taste. Well, now here I add another subi plane I choose it and I drag it up a bit. And then I should, should come here. And the form that I made here needed to be reflected on the other part. And to do this, I'm going to activate the symmetry for the new form. I put it here. Okay, now I actually have this part. I deactivated the symmetry, and maybe after this, I should, you know, do this a bit, you know, so now I can bridge these parts together as well, you know. To do this, I got to offset, you know, offset sub D, and then the solid got to be with, you know, density, and 2,500 could be a very good density. So now we have such a form. You can, you know, use or add up more details to it. And I said, it's completely up to you. And here, I can, for example, bridge these lines together. And you could bridge this as well. And you can rotate it and drag it a bit, push it up. Okay. And you can bridge it here as well. Look, I'm going to bridge it. That's it. Okay, I hold control zit, and I want my bench like this. 175. Modeling a Chair: Now let's take a look at our next example. To start a job here, I start drawing a flame with some random sizes, a plane, which is three in X on X and one on Y. I press the tab so I can see it as a flat and some object is on. Now I drag this edge from the left part and I draw such a face. And another face but with short hair, and then I go to the top view. And here I draw another face with YN X count. And I take this up here. Okay, I go to the front view and I activate rotate. And then I turn on the copy to have one more, and I move it here a bit. And then I turn on the grid snap, and this part got to be like this. So the height of these two parts got to be the same, actually. And, you know, these two got to be okay, got to be next to each other. Okay, it's nice. So I choose these two edges and make it a bit longer. And after this, with the help of bridge, I want these two edges to met each other. And now, okay, I have a bridge for this part and this part. Okay, inter inter Okay, the primitive form of a chair is now created. And then, again, I go to the reflect tool. From here, I want it to make a reflection for me. That's right. Okay, this part is too much. Oh. I could have done it. You know, I could have put it here, for example. And now I have this chair. This part got to come up a bit. And now I'm going to there must be some distance between back seats. I drag it. Back. And okay, this part. And I put the seed a bit lower. Now, I turn off the grid snap so I can control here, so easily. Okay. Now, you got to remember that after you're done with your work, you got to remove symmetry so that your job will be, for example, this. After this, with the help of offset sub D, for example, 310 and solid no so that my work could be offset in an open way. And then I can come here and bridge all this part and all this part. Now I can bridge all these parts to this part, so I can practice bridge again, and you can see carefully. And I double click on edges, so you can see the edges all are chosen, and then I first Enter and again, Enter and, you know, like this. So this is our work. So let's consider some material for it. Now, I go to the asset Edit. And as edit weary, I go to the own library. For example, I go to the wooden material, something, you know, like, let me see, like this, or we could use metal material. It depends on you. I choose the thing and I apply it to it. And maybe a you know, if it goes up, it must be better. And here on the back seat, maybe I want it to be a bit thicker. So, you see that we easily made a form like this. 176. Modeling a Tower: Okay, in this session, guys, we're going to actually make this model as a practice. I mean, something like this. Actually, as it is obvious, the joints of this shape could be made with bridge easily. To start a job, I come here and from the subdi tools, I start using Subdibx and now here three and three and one for height, that's enough. Okay, let me check it here. Yeah, one, two, three, Yeah, three times two, three. And here, let's have something 82 80. And, you know, and maybe ten here. Such a four. Sub object is on, I hold control sheave so that the whole shape is chosen, and then I hold out, so there would be a coffee up there. Then I say that these two should be bridged. I could drop this bit upper. Then I got to say that these two got to be bridged. And now, based on the form that we have here, okay, we have, as you see, I wanted to make some divisions, maybe one, two, three, four. Yeah, five is four is correct, sorry. And I start doing the same thing to these two, and again, these two. To make it a bit easier to use the bridge, it's better to first use the faces and then bridge them. Okay, so we have this shape. Let's look at the sample again to actually make these bridges. First, let me tell you some points about here. We could use the slide command first. We can easily move our shape, you know, see, for example, from a bigger face to a smaller face. We can move it with a slide. This part. Okay, it's moved. And then we could say that this phase, Okay, should meet this phase. And I put the segment on one and the straightness is, Okay, it's not important here. And then I use the bridge, this phase, and this phase. And finally, we could say that this phase on the left side I got to bridge this phase here. So it's a bit awkward. I wanted to do it again so we don't have this. Okay, I use a slide. I drag it down a bit, and then I bridge them. Look, I bridge them. I put it a bit down, put it lower, and see it worked. Okay, or maybe these two. I tried it. So finally, it gives me such a sample. And from now on, I use the contour tool. I'd say that this is my shape and I'd say 185 and 3.53 0.5. And after the contour, I can easily extrude it. Another thing that we could do here is using Atcres. So here, I use the Atcres on the base form. So it would end up yeah, this does something like this, you know? So it's flat on the base, and here on the top of the shape, it got to come up a bit. So as you can see, we were able to make such a forms with some simple, really simple tools. It was just a sav de box and a bridge tool. Good job. 177. Modeling Modular Facade by Karim Rashid: Hello again, my dear friends. I hope that you feel okay and you're having a wonderful time with this subject course. In this session, actually, guys, we're going to try to make this model, the picture of a motel. That you can see, which is a work of Karen Rashid. Just to do this, I bring the picture to the rhino front view, and I can use the trim tool and trim it easily. And from the beginning, I put it on zero, zero, and then I scale it, for example, to this part is like 80 meters. We actually consider a number, and actually, after this, I try to turn on the grid snap. I actually draw for myself one of these from 00 until here, 14 meters to 14 meters. I started from the top and I'd say like this. What I wanted to do here is that I wanted to make a model out of this part. And then after this, I'm going to mirror them and do my work. Okay, to make a model out of this, you know, I can make my work into half. I need to make the half of it. And to draw this part, I can use the subi plane with C four, y Count four, I can do actually draw this subi plane like this. Okay, what we have done until now is that we have drawn a subi plane like this. I take this here and I continue my work. The first thing that I got to do is that these corners should get out of the smooth state. I just need to choose the vertexes here. And then, as you know, I activate Atcres. And as you can see, in flat or smooth way, they're the same. So the next thing I'm going to do is, I wanted to make this window like shape. And then I can use Insert points to and from this part to here from this part to here. And then I could ooe this, this. No, it looks like an nie that comes out. And then I turn off the green snap so I can continue my work more easily. After scaling to the point that I want, I choose these two and make it here a bit bigger. And now I choose them, then I delete them. Then I choose the edges. I go to the perspective view and I can make gamble in sipule situation, and then I can extrude it like this and extrude, which is more like this and another extrude here. Okay, so it could be tightened. So finally, I made one of these forms. So it's up to you how to deal with this form and you can change it as far as you can. Now we have one of these, and I put it back now to its place, and I can use the mirror command so I can make a reflection of this shape. Okay, this part, something like this. And these two also need to be reflected here, L. I made them all. After making them, I turn off the sub object. I choose them. And now here with using the rectangular array tool and X two and Y one, two, three, four, five, six, and I actually make all these copies. Okay. They need to be scaled, but they're made finally. Now here, I choose it and I hold Control L. For the parts that are different, I actually delete them. You see here is a bit bigger, this part and this part. I draw again here, I can consider another sub plane for this part. And then I take the vertexes and corners and do Ad chris. And after this with using the add points. Okay, choosing the vases and then scaling, I make it look like the shape. Okay, like this, this part and this part. And then, again, I choose them and delete. And then I choose them and extrude. I screw it again. Okay, bit tighter. For example, look, such a fob, you can see here. So let's go to the first part and practice a bit on it. Then for this part, I'm going to draw face again, choose the corners, and then I use Atcres. And then I choose this line to actually edit my work. To do this job, I temporarily hide the picture. And I delete this. I press the tab and I start editing like this. Come here and come here. So in the first level, I move it as far as I can. Look what I'm doing. And I press the tab so I can do my work with more accuracy. And if I okay, return the picture, these parts should come a bit lower. I choose them all, and then I extrude them down here. So and then this part should rotate here. And this part should look Okay. I don't want crease on this part, so I use remove res. And then, okay, I use at Cris, here, and maybe here. And at the end, I choose all the vertexes here. Then I wrote it this part, and then I drag it a bit lower. So I actually organize my job as far as I can. And again, scale zero, so we can look at our work. And now I hide the picture and put it on render Mode. And then I go to this part and I extrude out, then I scale it. Okay. And finally, I choose these two points. I use my filter. Okay, and to drag it vertically. I drag this part a bit. Now I can actually look, choose these edges. Okay, this one, this one, and this one. So finally, I can extrude it in or extrude it out. Okay, I activate the cell curve and I delete the lines. And after this, with the help of other pictures that we have from our sample, we have just that window in the middle of our shape. Here I take an array here, and then I start moving it side. I draw rectangle here, grid snap, 28 to 28 and maybe 30 to 30. I take 30 to 30 and I move it one unit. Like this. Then I turn off the sub object. I actually activate cell SabDi and all my subdis are chosen. And with the help of AIPolar from the center of this shape, I'll array my actually faces. Now, I put it on here, zero, zero. I activate cell Subdi and AI polar from the zero center four to 360. Now here I delete this and then okay, I mirror something like here. And then maybe I continue this. And I can do the same job in other parts. For example, I group these four and I move it out and I change their places. Okay. Okay, we can do the same thing where we have a bigger window. Something like this. One of the thing actually, we should do here is to create the glasses of this part. Actually, to get those glasses, I draw a rectangle here and from here until here. Okay, let's see if it works. I choose the rectangle, I screw up. And now I just narrow my choice to sub D, and then I choose the SubD like this. And then I use trim to trim the page for myself. I shifted the perspective view to see my job. And then with the help of cell surface and isolate, I take a look at the output. All of them should group together and maybe go to another layer. I hold Control Alt H, and here I don't need the picture anymore. Okay, I put it to another layer and then I make it off. Okay, let me delete my line. And then after this, I choose the sub d on this side. And then I create a surface for it like this part. I shift it to the top view, and then I hide them. But before that, I should draw my rectangle first. And then I go to this part. I actually hide them, and then finally I extrude them up. All sub these are chosen, and then the trim command. And all part of the surface have to be omitted except for the windows. Okay. Now, I'm going to go to the perspective view, activate cell surface, Control G, and put them in this circle. Now, Control Alt H. So, you know, look at the outlook of the output is here, and then maybe I choose a blue color as a material for this layer. Okay, we can see it in a better way. The next part that we have to deal with it is the okay, corners that we have to make some smooth area. Okay, I'm going to show you two ways to do this task, but you can choose whatever you want. One of the ways is using the bridge command. For example, I use the bridge with several control points. And then I keep doing it. But, you know, this method is not rational because of the numbers. There are many of them. Let's go to the next method. I can actually draw to surface here. Like I say, from here to here and from here to here. And then I activate cell surface. I isolate them, and with the help of blend surface, I make the faces meet. I create the straightness and I delete these two control alt egigin and then I drag it and I drag it up to here. And then with using the AAPLR, I'm going to have four of these in four directions. Another thing that we could do, I'm going to hide this to show you. I could use a blend edge, for example, this agent, that edge. And then after this, I could extrude it up, control old edge, cell curve. And in this part, we should not see yes. Okay. And as you can see, if we use tools, simple tools like save the plane, insert point, and maybe gumball, we could make all these shape. Okay. That's enough for this session. Thank you. 178. Modeling Qatar National Convention Center Building: Hello, everyone. Welcome back to another episode of Rhino course. In this episode, guys, I'm going to bring up the discussion about model making and sub modeling the Qatar National Conversion Center. I'm going to explain it and show it to you. Actually, in this project, we're going to model this column that are at the beginning of the building entrance. In doing so, I use this picture from here. And then I'm going to teach you how to make the model into ways. I first make a copy of my picture, and then I like them together, and I start making my own model. And at first, I started using a Sabi box, Y Z are all one. Here I started drawing a box for myself. Look, let's look at our box. So let me move it here so we have it here. And then I'll start choosing the faces. I turn on the sub object, and then I start extruding and simple. You know, and this base down here should be omitted to have such a base. And I move the base here a bit. And then I start modeling. This part should be screwed and then deleted. And then I rotate it and then scale it. And then I keep doing it. Okay, like this. And when I get there, I start roting and I drag this up, maybe a bit. I rotate it, and then here and I extrude it like this. And then I could get back to the parts that need addition. I can change them with choosing the faces or edges. And from here, I wanted to extrude this part, I extrude it, and then I delete it again, and I scale it again. This part should rotate a bit and come up. And, okay. And I can rotate it here and make it bigger. Something like this. So let me look at it from this view. I don't want this part, so this part and this part should be scaled. Oh, as you see, I made my left side of work. Okay, I can do more addition. This part should come up a bit, and this line might come up. And here is the same extrude deleting. Okay, extrude. I put it here. I go back to another view, so I can do my job with more ease and now maybe I hold control, and I started again from this edge. Extrude, I cut it and I continue it. Bit upper extrude, rotate. So you can see, we easily can do this job. Okay, I can continue my job, rotate it a bit. Okay, put it here. Okay, to cover that space and to continue. Yeah. I scale it here, I can scale it here. Okay. Now, from here, I want another extrude. I extrude it, I cut it. And as you can see, you know, I'm doing this step by step. I bring it up and Okay. Nice. And then I scale them together. Look like this. And here I easily choose them, and I use bridge. Okay. It gives me such a look. You know, maybe it was better to draw a lawyer. And then I choose them. Okay, I put it down bridge. Okay, I bridge them finally. So now the form of the work is okay. Maybe if we don't have the upper parts, it would be better. Okay, well, and I can come back here again, and I continue my job with extruding, rotating and scale. Okay. And here I can extrude. Okay, let me extrude it from here. It would be a better idea. I rotate it, scale it, and drag it up. Oh, looks good. So now here, let's shift to the perspective to see our work. Now that I finally actually finish my job here. I choose curve and edges, and I choose the upper part. I give them scale zero, and I drag them up. And then I go to use the reflect tool, and I'll say that my shape would be reflected from here. So let's look at the result. Okay. So we can do some parts. You know, first, let me turn on the sub object. Okay. Then I can do my final addition to the work, the front view. Okay, a bit lower, I drag it down. After we are done with our job, we should remember that, activate the remove symmetry, and then we could see what is the final result. And now at last, I'm going to draw a box here for it. And then I make a copy of that box, and then I put it here. And in actually tofu, for example, here, Okay. And I dry a glass. And then I go to go to material part and choose some material for it. For example, this material for my glass, okay? And this material would be Okay, this material would be a metal material for my project. So easily, we could create the forms that we want. So now let's look at the second method that I used to talk about. Now here, I can use Interpolate curve. I can draw the main lines of this work. I look at it some branches, and this comes here. Okay. Okay. Maybe it was better to tell this and, you know, my main line should be like this. A main line and a main line and some other branches. And I attach the lines. Okay, I make the meat. And then I choose them all and I activate multi pipe here. 1.2500 radius cap is often okay. And now it's time to use the tools like a slide and edit my job. I put it a bit lower. I drag them down and I cut and to make a longer story short, I start actually modeling. I made a base, and then I can work on it, and I can edit the edges that I don't want. Okay, as an example, here and here, we make them a bit smooth. Okay. And then delete them. I choose the edge and scale zero. And then I can keep going to make it better. And okay, as we explained, you could use another method to modeling these types of forms. And thank you for watching this part. 179. Modeling Bedside Lamp: Hello, my dear friends. Welcome back to another episode. I hope that you're okay. In this session, we're going to muddle the laugh that you're seeing in this picture. Okay, to make a model out of this shape, I go to the rhino, and I start with polygon tool. I put numb size on 24, and then I use the star mode, and from the center, I hold a shift. And now here, I don't care about the real numbers, but the proportion is just important here. And now because I activated the star when I click, it gives me such a shape. Beautiful. And based on the number that I gave to it, it gives me such a shape. Okay, as you can see here, from a base, a circle goes up to somewhere, you know, bigger and larger. And now here some curves. And as you can see, there are, you know, smooth edges. So it is not ragged like this. Maybe it was better for me that Okay, to push it more inside. And now I activate the star, and then I draw it again. And now just to make these points with smoother, I can use rebuild tool, and I can easily use those control points and reveal the shape. But what we wanted to do here is using the SbT tools here. We have actually a command makes subdifriendly. In Rhino seven, when we actually choose it, it would give us such a line, okay? So that if I pick up an ordinary line and see its control point like this, it shows my sub the control point as well. The difference is when I extrude them, I put the perfs here. Ordinary line would be an extrusion, but the subdifriend shape would be something like open sub D. Now, I choose my line. I shift to the front view to this part to this part. Okay, I extrude it actually three times. I want to take the edges. I hold Control Shift. I draw a frame. Or I can go to the filter. I activate it here, and I choose sub object. When he puts a sub object on, you can choose edges or faces separately. And here, if I wanted to choose the whole part, I should hold control shift. So it is contrary to the normal situation. I drive frame, I hold shift, and I do this. Then I shifted to the top view. Now I hold shift. Now I come here and I start drying frames to choose the vertexes. I want to hold the shift after this to actually scale it. Look, yeah. See, like this. And what we have in picture, it's a flat state here. Okay, like this. I take them all and I tighten it and it remain in its place. I make the other part a bit smaller. I shift to the top view. Again, I start choosing the vertexes. And as I put some object on, I don't need to hold control and shift to do this. I just hold the shift to adapt to my choices. Okay, I keep doing it. Now I hole shift again and I scale it like this. And then I choose the whole and I scale it like this. Okay, we have the whole shape now. But now I can add up something else like extruding this part. Or this lower part, I extrude it a bit and then scale it. Now I go to one age. I double click on an edge. So all edges are chosen, and it gives me such a form, and I scale it up a bit. So other types of works that we can do, I hold control shift, I hold to make a copy. I can, for example, choose one of these faces I hold shift, and then I double click on the next phase. All faces are chosen, so I can rotate them. Do you see? Okay, or you can you know the previous command that you know like twist command. I activate twist and I say from this part to the top. For example, 118 rotate for me. I activate twist again until here and 90 degree. Or I can in twist command, I consider my x a bit upper for example, I say zero, zero, and ten and then zero, zero, and 20 and rotate 45 degree. I'd prefer to use the first method. I drag it down here. And here I rotate this, and then I rotate this part. Okay. Look, we can make such forms with subi tools. And based on our needs, we could actually keep it in subdifmO we could use convert to the nerves to, make it in nerve system, and finally, change it to a nerve surface. As you can see, this is my SubD and this is a surface from nerve system. We press the tab, and with pressing tab, you can see your work with its flat faces, and you can edit your job and then come back with pressing it again. 180. Grid from Lines: I in the name of God, welcome back, guys. In this episode, I'm going to teach you about paneling tools plugin. As I mentioned it earlier, that this plugin would help us to create four sided networks with the help of the points. And we can have those networks of points in two or three dimensional and then fly our patterns in those flat or three D networks. Actually, to use this plugin, the first thing, we should go to the setup. And based on the rhino that we use, whether it's five or six, we double click on the setup file, and after pressing next, we wait for the file to be installed, and then we press close. And then we should open and close rhino software, and now we can see the tab of this plugin is added here. And also, if we wanted to have it as an icon, we got a tool tab and then tool bar layout and to the file part, we choose paneling tools, and we put different parts of this plugin into our background. As an example, I bring create grid, and then I can drag it and put it here, or I can move it from this part to be completely separate thing for me. Now here, as we wanted to actually teach you and you got to see the names of the tools. And we prefer to see the names. Instead of icons, we use the menu here. In the first part, we're going to discuss different methods and different ways of creating our networks of points for this from the paneling tools part and then create paneling grid. And this part, we can create the networks of points. Now we're going to explain each of these tools. On the first part, we have actually RA option, and I can with choosing this option, let's go to the top view, determining the start of our point. For example, I turn on Gritty Snap and from the center, zero, zero, I order it to create me a grid network. I clicked once. There is a preview of that network, and there are options. The options that we're discussing now might be the same. In this part, create paneling grid, I mean. So I'm going to tell them once, and after this, then I will not mention them in detail. In number part, we have the number of points in UX. As you can see, we have now here U Number ten. We can click on it and change the number of it, like 15. As you can see, when we put the number in this part and we organize the numbers of points. 1-15. But the number of squares that is created is one less. I mean, in this situation, that our U number is 15 and our V number is ten. We have 14 and nine units of cells in which our pattern could be located on. Here is on the X line for us and V is on the Y line. We can change these grades from VPoint and U point. For example, I put number on 12. And as you can see, there are two rows of points. From US basing and Vpacing, we can organize the distance between points. I, for example, put US spacing on two see the distance is double or it could be 1.5. Likewise, in web spacing, we can choose favorable distance. In the next part, actually, we have U direction and V direction. As you can see, now in default states, we have direction on zx and direction on YX. I can click on every one of these actually directions. Like I said, the direction that I want U direction points on it should be like this. Like this, or even I can change direction like this. So I can change the coordinate axis. Now I am clicking on direction like this, so it doesn't need to be a right angle. Again, I click on direction, and I said it as default, and this should be like this. The next option that we're going to talk about is Z offset. Guys, as you can see, each row has moved in Z direction. For example, we could in Z, we could put it down zero, so then we can have it in two dimensions or other types of number like 25, 100th. And as we can see, each row changes the height according to the number that we gave to it. And in this barge, we put it on zero. The next option that we're going to talk about is the option of group. When I confirm the command by right clicking, we see that our points are created as a group. And if I put it on no group, my points would be separated. I highly recommend you to put this option on because choosing these points would be easier. The last thing is name of grid, which can organize the naming of these grids. And then it says that name of grid start with G, and we put this G here. I choose degree that I made here, and here in Tai part, it says that 180 points grouped. Then I ungrouped it, and then I click on one of these points. As you can see, the name of the point is G, and there are two parenths which is the number of run column. Is created. G zero and zero. The next one is G zero and one, third raw and first column, like raw zero and fourth column or G three and zero. Raw three and column zero. The names are important. I cannot say that the place of this and this got to be changed because when it wants to create a pattern and attach the different points together, it find the nearby points according to these names. And now I'm going to give you examples. I'm going to change the points. For example, I mirror them, I scale them, and then we will see the result together. If you wanted to look at this plugin in a general way, we create a network of points, and then we put a pattern into it. For example, some pattern like this or other types of patterns. So our work would be actually done in this atmosphere. Actually, we together already saw the array option. The array state that we had it before here, and it would come and increase our points in matrix way. We saw that we could change U and V directions. And now here, the next command is R polar. And now here I go the ARD polar and I choose it. It asked me about the rotation center. I put it on actually 00. First direction, there's supposed to be some points for me. And the second direction that should be some points in radius way. Now, I come here and I click on zero and zero withholding the control and clicking again. I consider the z direction as the second one. Now, here I put that offset on zero, so we see the outputs. I shift to the right view. We see that in one direction, I mean U direction. We can consider a number. For example, here I choose 14. I create numbers of points. And in our actually V direction, we can change the numbers of the rows. For example, I put it on five, one, two, three, four, five rows we have. We actually put this number on 20. We change the number of direction from here, and for changing the distance of every one of these rows, we can consider an angle from angle part. For example, here in V number, we have 20. We have 20 like this. And then if I want to be like 360 degree circle, and I can put number 18 in V angle part. And if I wanted each of these rows with its previous I could go into the Zoset part, and, for example, I put number two. See, something like this would be created, or it could be more like five. Now, here, I'll put this on 36 degree, so it would rotate twice. Or I put it on nine, so it would rotate 180 degree. And then it would create such a pattern for us. Look, or something like, you know, this. Now we don't want to talk about the making patterns. What we want here is to make you familiar with different types of making grid. Okay, let's go to the perspective view. Okay, in perspective part. We talked about the first and second option. The first and second option would create us grids without using any pre drawn points or lines. The next commands would create us grids using some lines. The first command is extrude long one curve. Okay, as an example, I'll draw a line here. Imagine that I have such a line here, and even it can come up in this point. And then I go to the options and I choose it, and then I select my curve so that the grid that I want would be created. In method part, we can have number, arc lengths, and core lengths that it could be in numbers, for example, like 20 or based on size, I can change distance of this bow like this. Or the direct distance of the points. But we now put it on a number mode. The next option is the number. How many points should we have, for example, in each point? I put it on 20, for example, and we're going to have 20 instead of ten. I put this as well on ten, so it could be not crowded. The next thing is direction. I mean, that I created some points on this line. I mean, in which direction these points should be put on the line. So I can click on direction, this part. I hold control, and I dried up, and it would be like this. So in redirection, we could change the direction. I mean, this green arrow, and U direction follows the line that we gave it to. It's obvious distance determines the distance between points. For example, two and the distance would be double. And I told you that this could be group and the name, it would be G. That's okay. Next thing is V method, which is now on parallel, and I can put it on polar mode. And it would be changed from low to high according to the angle. I put it on a rotation axis, for example, like this. We see that here, it would be increased degree by degree. We usually put the V method on parallel and we can keep this grid by right clicking. So then I'm going to delete this and let's go to draw the next line. Here I go and select interpolate curve. For example, I say, I have a line like this, and the next line would be like this. I select my own control points and with a bit of changes, and this part got to coincide, and this point should be like this. I created two lines that with the help of these two lines, I wanted to make a grid. Now I go to the options, and I'll select it. First line and second line. As you can see, it took out Euchar from one line, and it took out UCR from the next. In this part, we can change the number, and we should pay full attention to these points that we have number of span here. It means that here with choosing ten, I have ten square and 11 points. So we here C in U number of span and number of span, we can determine the number of our cells. We also have these numbers in our method, and we have also arc length and chord length as well. Let me first give you an explanation about these two lengths. Even though later on we would bring up this discussion again. I the next command is divide a of curves. Now, here I come and draw a circle, for example. And then I go and select this circle. And for example, with a number of 12, and then I array them like this. And then after this with cage Eddy tool, I can change a bit. The actually size of these circles. So we have some circles here. So I change these circles so you don't ask this question that why shouldn't array those points. In that case, we just have some points. And in that case, our points are not going to be organized with names and classification. So here, we're going to consider these lines, and then we select divide array of curves here. Here I select my lines now. Okay, and enter. So, as we can see, it creates some points. Now, you see, we have just one size here. We have one number, the number of vertical numbers that use our align. The numbers of the openings on each line could be changed from a number of span, for example, 12 or 20. So we can change these numbers. So here, if we have a number of lines, we should have two or more than two lines. We can create our grid like we did. Okay, as an example, Okay. I didn't put the group on yes, so I couldn't select it well. Anyway, we have created our pattern like this. So that's enough. Let me delete this and go for something else. Now, I'm going to draw a line again. Let it dry it and like this. So then I'm going to reflect it with mirror tool and then with the help of twin curve, and then like, you know, like 12 lines, I put here. I do the same job in another layer like this and then like this. Again, twin curve command. And now Okay. If you actually pay attention, we could have some points on the intersections. Now we're going to learn a command that changes the intersection points into a grid. Now we go to the options. We actually select the option to do the job. Now, I select the red lines and I'll choose the black lines a bit later. And as you can see, it selects some points for us based on the intersections of those points that if I ungroup them, we see that the naming would be done correctly. 181. Grid from Surface: So the next commands or tools are sort points or sort point surface. They actually enable us to change the points that we have already into ads, and we actually don't use them here. The fourth option of create paneling grid is all about using a plane to create a grid. And it's safe to say that this part is the most practical part of this plugin. And this job would be possible in different states. Now we're going to take a look at them. I go to the perspective view, and now here from the zero point, I draw a deformable plane. I hold ControlLS so I can put it on actually shaded mode. And then I select the sf edit surface command here. UD stands, for example, 30 and D stands 30 as well. And I want this page to be like this a bit. And now we'd better to make our layer and our surface black. In the next phase, we're going to look at the states that we can actually create grid on a surface. So we here have some options. The first one is surface doming number. Maybe we could say the most practical option here. And I finally actually selected and then I select the surface. Okay, and I press Enter. And here, as you can see, it creates me some points in U and V directions, and I can increase or decrease the number of these points. It's a great idea to learn something here. When I use a plane as a base of making a grid, it creates on U and V directions some points. In these planes, it all depends on the way that we've created these planes, or if we've changed U and V after creating them. Here, if we want to without using any types of command, if you want to determine the U and V directions for this plane, we can go to the actually option parts. Here, view, and I go and select display mode. Like shaded mode. And then I do care calorie sage here. Okay, like I would go for the third option. For example, here I would choose them to be red, and in direction, I would go for green, and then I press Okay. And here I come and actually apply that command, the previous command that we talked about. And now here the red part is known as U direction like ten so I could make our job a bit easier. So let me delete this one and keep this one. And then I make several copies from the surface. So now here I go to the tab again, and I activated the command for the third time. And now I select my plane. And now here, it asks for the distance between points and U direction. I give it two and V direction four. And we see direction. I mean, the red one. The distances here are two units by two units. And on the direction, I mean, the green parts. The distances are four units by four units. As you can see in this part, our last points just to fill the plane, they have distance less than two or four units. And I can select the start of the and I could say from where my points should start or it should start from here. And you could see the changes at both sides. So in this states, I consider a distance for U and V directions. And if the plane doesn't cover with that distance, I'll fix the last point on the edges. And the next command is surface diming code. And now here I select a flame. And again, you two and four, ask me again about distances again. And we also have the options that we had it before in previous command. But here is a difference, and now I type the distance command. In quarter state, I have exactly two meter. But in ex state, two meter and 1 centimeter or some other points two meter and 13 centimeters. So in lengths, I consider the distance of the surface. For example, I can choose interpolate curve on surface, and then I would say this is my surface, and I would say to select a line between these two points. I activated the length to give it the length of this line. So up to now, we know that I mean, the surface dumbing lengths would give us the distance between points based on the flay. But in dumbing code tool, it gives us the distance directly. Then here I make another copy. And now let's go to the next item, surface dumbing variable. Here with the help of this tool, we can change the distance between points here. You want to ask which base we should change it. I would say based on point attractor and curve attractor. You got to change it. Actually, with the help of the options that we have here in distance messed we easily can change distance of the location of these points. For example, with using a black and white picture and with a power that we dedicate to it. We give them a number. We consider a situation for these points. And then we say that in this situation, the points should be closer or not closer to each other. And we also determine the effectiveness of these points. We want to talk about different types of these states. Okay, I come here. I choose them, and I delete them. Then again, I make some copy out of my plane. And here, we're going to talk about surface I mean variable. And then I apply the command. And for example, I put the number of U and V on 30, and now in the stance method part, we can look at different states. The first state is Gazan curature and Min Caracure that puts the points based on the curacure of the surfaces. I activate the gazin curature here, and then the track method talks about closeness away or toward. And then I select the plane. And as you can see, in some points, points are a way or toward, and just make it more clear. I put the magnitude part on four, and then I select my plane again. So now it's more clear. So now here, let's say what does this gazing curvature mean? Actually, in analyse tab in surface part, we have option caratre analyse and from the styles that it could give me, I can select the one of these two. I go for Gaussian state, and then I click on Atonge. As you can see, there are some red and there are some blue parts and a scoop of color between them. And now, based on the minimum and maximum, it changes the distance between points for us, and it creates the red part with more actually density. And the blue part are with more descends. And the next state is mean, I select it, and then I activate out range. It gives me a different graphic outlook here, and it also has minimum and maximum, and based on them, I would arrange my grid points. Okay, I delete these parts, and then I go and activate this. Now I put it on Min curvature. Oh and I put the magnitude on five and then select surface. And now here you can see the different distances between the points. I changed the track method from a way to toward and magnitude five and main curvature. We say that those parts the curvature of the surface is different. The points should be away or the distance would come closer. They are each other's reflect. Control that to save the plane. Now, here I come here and I choose select interpolate care on surface. I select the plane, and I draw a line like this. And with the help of points for the next plane, I want a point here on this place on this corner and even this. Then again, I go to the tab and I select this and now I put it on point tractors. I select the plane and put the magnitude on one. We could try more numbers. I select the surface. Without pressing the Enter, I asked about tractor point, and now one point and another, and then Enter. Now, here we don't notice any specific change. Just to show you the tangible changes, I put the power on five and I actually select the plane and then points and now enter. As you see in this part, the distance to attract points from these two points starts from high level and actually to this border, that is the farest distance to this point. We have the most intensive part. So I make a copy out of this plane and then create the points that we had before. And then I go and activate the previous command again and then go to the attract method and put it on toward. I put this strength on five, and then I select the plane and the point. And you can see it's vice versa. Okay, let's look at it wireframe. Even we can here select our flames and we can turn off the yoke. We saw in previous state that the points that are further away from the track points become denser. But in this case, we see that the closer they are to our points, the denser they are. Now it's time to go for another command. I activate the command again. It's on care attractors state and like number three. I select the page here and then my tract line and you can see it like this. And as you can see, the more close you become to the line, the points are denser. The further away from the line, the more separate the points become. Just to show it better, I put the number on a bigger scale like ten. And select line and enter. Now it got crystal clear. The points are attaching to the line that we drew, and I hold Control Z, and I don't think that I need these planes. I just keep this one, and then I delete this line. And again, I go to the paneling tools and I take the same pass, and this time, I start using random state. I start with 44 and then 30 to 30. As you can see, it randomly close some points. So something network like this. And maybe we don't want such a thing, but randomly, it created it. And let's go to the next state. I apply the commanded. Again, actually, the next state that we're going to talk about is Bitmap. And based on blackness and whiteness of a picture, it organizes the points for us. Put it on number three, and then I select the flame. As we've seen before, in previous states, it asked me to select your point or maybe select your plane. But in this state, it opens up a window. It asks me to select a picture. I have some pictures here, so I select this. We see that the black bar became a blank space, and the points are here. And then I choose another picture. So here strength could be more to be seen better. We see that based on the picture that I had, gather the points closer or further. Now, the last thing that we have here is vector. And, okay, guys, if I type DIR here and then select a plane, actually, we see that here. The normal vector of the page is changed. See? We can here use the domain variable and distant method of vector. For example, three, we can select a plane and consider a line. The line that I take in this part, it actually considered as a baseline. You know, I want to consider a line, something like this. It takes it as actually a baseline, and it compares the normal vector of this plane according to this line. And then again, damming variable vector state and for example three. And page and our line. The points that it's a normal cture is close to this. For example, here and here. I actually take them in one way, and the places that are different, the higher are the angels of VictoresO actually others I can choose even a way plain line like this, and so I can put it on four. We see that the places whose normal vector that I could show with DIR are close to the vertical. It's the same as this line. It became denser and the places it's vertical vector has higher angle is actually more separated. The next state that we want to talk about is surface three D distance. And with the help of this command, I can select this page and then I can select a point. As a base, and I can consider the direct distance of points on U and V, for example, in U four and in V four, as well. It gives me a preview here. I keep the extend on, and I confirm this command. I obtain such a result. I do it again. Okay. Now here extend is off and the result is this. Guys, what matters here is the distance between points. You might say that in some points, it's a bit closer, but we say that the direct distance is the exact number that we gave. I mean, number four. So it is 4 meters. Whatever two points on this page, is 4 meters. Now, as you can see, when I divide four by four, my points are going to be finished somewhere. It asks me if I extend so that your points go out, or I don't take that, and it could be like this. And we had a state before. We had already an option called dumbing code here. I said that in this este, the distance between U and V, the distance between points are considered directly. The difference between chord and three d distance is the state that we see here. The end points, it's finished or it could be extended. But in actually this este, it puts points to the extended part. And here on the border, there are points with closer distance. So we elaborate on this state, I mean, extend. Now, I delete these pages, and I go for the last command in this tab for making grid. First one is one direction curve projection. Okay, guys, I drew something like this and then make two copies out of it. And then with the help of loft, I made them a surface, such a surface. I select the surface with help of isolate. I keep the surface, and I had the other lines. And then I draw a line like this, and maybe the control points of this line could be like this or could be like here. Or yeah, like this. Okay, it's now time to go to the paneling tool and activate the command. With the help of this command, I have a surface and a line. My line would be arrayed and then could be project on the surface. The lines that could be created with projecting could play the rule of the lines that I need in my grid. And then when I apply the command, it asks about the surface, and then it talks about Seelf curve. If I had the line, I select it, and if I don't have it, I can draw one. I select AD curve. Now there are here options. We have nothing to do with group and name of grip. I click on the curve option. Actually a number of cuts is actually the number of this line arrays, and I put it on ten. And the distance between arrays, for example, two, as you can see here, extra method should be parallel, and it's extradirection. I click on it, and I say, and here I hold control and go to it up. As you can see here and the projection direction, I hold shift now, and I organize the direction of projection, and then I confirmed it. As you can see, the lines that was arrayed for me in previous state falls now on the surface. Now here in reduction parts, I can organize the numbers of the lines here, like 20. And when I actually do this, the points are going to be created for me. Like, I select this, and I say, I want to create a point, and it should be located in the part that my lines are projected. So again, I delete the lines and points so we can have a practice with the option of this command. Before doing this, I select my surface, and I put the Ia curves of to see it better. And then I wanted to mirror it, and then here I clicked on it and type Minus one. I go to the paneling tool and I choose Discmmand. This is my surface. I don't have any line here, so I choose from the options line. And then I'd say from here to here. Again, in curve option, I put the number, for example, on 15, and the distance 1.5, and then extra direction in this way. And the projection could be like this bit up. You see a Okay, now the points are created for us. If we wanted to change the number, we could use the grid option. We change the number of span, and then finally with pressing the inter, the grids of points would be created for. And the last command that we have here for making a grid is actually two direction care projection. And with the help of intersections of two lines, I create a grid on actually surface. This is my surface. So the first line, I don't have any line here now. I draw my first line here and maybe the next line is from the center like this. In the first care part, I need to set the setting again. For example, I want actually 20 lines and 30 distance two meter extra direction go up and the project this way. Then I order it to project these lines on the surface. And now, as you can see, my lines are on the surface. And actually, for the second line, I can say it should be the polar. 20 and angle 18. And then I can change the project. For example, to the top. Okay, I ordered it to project these lines up. So to sum up, I had two types of lines. O line on the ground rotated that were supposed to project up and some other line like this that were parallel to the x axis, which were copied to the direction of Z, and they finally projected on the axis Y. 182. Create Panel 2D Grid: In a previous session, we learned how to make our grid. Now we're going to learn how to actually make a panel based on this grid. I draw a line here, and with the use of Gablxtrut, I make it as a plane. I go to actually Domin number. I give them a number. For example, 14 and 16. And now I have a planning grid. We can create our panel in different ways. Two dimensional or three dimensional panel. In a two dimensional panel, we can use the default panels. And we also can use the panel, which are custom. I mean, you can change the setting. You can set your own setting. For example, I can draw a line and I order it to be putted into the cells. I can also choose the two dimensional panel in a variable way. For example, some part of this grid could be in a way, and the other parts could be different or change. For example, I can have a tractor line, and then I rotate. Around it, or I can scale it. And we also are going to learn how to make some default panel for the first part. And on the next level, we're going to learn how to make a treaty panel. That we will talk about it later. Let's start from the very beginning. The first step is to make a grid of points. Now with the methods that we learned before, we can create our own grid here. With the help of surface D number on the surface that we had before, we actually created some points. Actually, we go to the paneling from grid part for creating panel. I actually select panel to the grid here. After selecting this, I need to select my grid here. I click on one point and then all points are selected. And I confirm with right click or Inter then it asks me about my base. If I use the commands like array or Ay polar or extrude line curve by the array of curves. I mean, the commands that do not have the base, and they were created based on lines or separated from the lines, we here instead of clicking on the page, we move on from this part by right clicking. Okay. Such an outlook would be apird for me. There are options here. In the pattern parts, I can choose one of the patterns. For example, square form or triangle or other types of state. We're going to learn how to add new patterns to this part. One of the things that we said is adding new patterns to the available pattern. In this episode, we're going to learn this. For now, I put it on box, and then we see the option in panel shape part. In panel shape, actually, it determines how lines are attached to create the panels. For example, in straight state, the points are directly attached. Maybe these lines are not on the page, as you can see here in the surface. In pull parts, the lines are on a page based on the actually curvature of the surface. And Isopart uses the available ISOCurves and based on Iocurves of the page in U and V directions attaches the points together. And in project, the lines are projected on the page, and the short pass take the shortest pass possible. Now here we put it on straight, and then later on we talk about other options. In the next part, we're going to determine what we need as an output. Add edge actually can create the line. For example, I put Ad edge on yes and the other options on no. I press Enter, and then I take out these lines. It is grouped. I ungrouped it. You see that the lines are created separately. And one line is considered on intersections. And this rectangle has a separate border. I apply the command again. PT panel grid, I select the points, I chose the plane, and now I put it on phase border, a difference between adage and surface border. And let me just ungroup it. As you can see, here, the rectangles are separated, you know? So in each border we have two lines. And now let's talk about the other states. Again, PT PL Grid and select my points. The adface can create the points as a page. I turn off the adface and at edge, and I select adface and then I ungroup them. And here, as you can see, it gives me some pages here. Now, I delete what I created here. Okay. And again, here Bt panel. And this time, I select at flat face. Actually, this option can create the pages in a flat way for me or like I wanted it excited and some flat pages here. Or it could be like, you know, diamond, and the result could be flat faces. As you can see here now. If you pay attention to the flat faces, you can see such things happening. Again, I apply a command. When I put a flat face on, yes, the flat face method is activated for me. Here, I can say how the flat face should be created, the best form that it can make, and then the fit base point. Zero, one, two, or three. What this fix 0.1, two, three mean for us? It means that if you wanted to take a look at the points that make a diamond or other types, they are going to be named as one, two, and three. And it says, on which number should I start making the flat face. As an example, I choose the 01, I press enter, and then I take out the pages that is created. I want to take a close look at it. As you can see, the zero points are considered for me, and then it changes the other points. Maybe we want, for example, such a surface, a surface in which we want some distance. I I delete them, and now again, I apply p panel. Let's see other types of states in flat method. And now we can turn off the flat face. As option creates the phases in mesh system. The grid planning on the page, and, like, you know, like this 98 Open mesh. When we are actually guys selecting the outcome, it's not necessary to turn one of these on. I can select every one of them that I needed. Like this, I taken out with my pages and then my lines, and finally, the meshes that I needed. So I can make the things that I need at the same time. 183. Create Panel Custom 2D: Okay, let me draw something else. I draw a square here, and then I exploded, and with the help of rebuild, I consider four control points. I turn on the control points, and I actually like this and I drag it up like here. I can select these points and do this. After this, with its surface, I make my surface, then with the help of Domin number command. For example, 15 and 16, I make my grid. I select them all. And with the help of isolate, I hide the lines. And in this part, we want to make a custom pattern. Like I want to have a circle here. I can even rebuild it. I increase the number, and I do this. The point that here we should pay attention to is that the size of the pattern has nothing to do with its location in the pattern. Whether it's this pattern or this pattern, it doesn't make any difference. Why? Because every one of them is supposed to be in one of these cells. Here I select the panel custom to D. Here again, I select my grid. And then again, I select my base surface here. I should select the line or the pattern that I want to introduce to the command. I select my lines and then inter. Here, there is a preview for me. I can organize the distance between Ras and columns. And the way of its placement. And after pressing the enter, we see that such a form is made. And the placement is we can use the bonary box. Then we select the surface, and then we can have a square around our shape. As a matter of fact, when I select this command, actually, I want all these to have a square around it. Look, and it can create a border for us here. Then again, I apply the custom to do and my points, my grid, and the curve that I wanted to be as a panel on this page. I press the inter, and so let's look at the options here. Guys in base U and base V, we can determine how many rows or columns should not be paneling at the beginning of the work. For example, I don't want to mirror the panel on the first or second row or column. I go to the base V and give it the number that I want. Base V equals two S on these two rows, there is no panty. I think that we can explain it here. We may want this panel to be located on the face in the different ways. I put phase B on zero part, I mean, Shift U and Shift B can tell you if your paneling would come in consecutive way or not. I put Shift two on two. It means that we have a raw and we don't have a raw. And I also put this on the number of three. See how it looks. But then I press Enter and I can see how is the outcome. We can create such form for us. For example, I can rotate this and then I make a copy out of it. I rotate it, and then I can go to the Pt panel gre custom. I can say my points and my face and my panel. And then I start setting the numbers again. For the new output. I can select the last shape that I made, so you can see how it looks. Oh, we can do such things render mode, look what we have made together. And I can even put another form on the third row whatever we want. Okay. I tell you this. That was another practice that we actually did together. Oh, let me draw this line again or some other lines like this. And with the help of sweep one rail, I can create this surface that I want. And then with the help of Damon number, I define the numbers of my divisions, for example, 20 and 18. As an example, I draw a square and then with the help of Area centroid, I can have the center of this square. And then I draw a circle over here, and then I apply Ay polar, based on the center for circles in 360 degree. Now, with the help of command a volan I select my lines. I select the center of these lines. So now here we have our panel here. Now here, I use beat panel Grid custom. I select my points, my face, and then my panel. Okay, I set some numbers for the panels here. I confirm the preview, and it would appear on the face. And now I can turn off the surface so we can see the pattern clearly. Let's take a look at another state. Imagine that we want a hexagon or something like a beehive. Now here, I put an upside on six. And I draw this shape. If I here actually activate the PT panel custom here, and then I determine my grid of points and I'll say that this line is supposed to put on this grid. We see that here, I can mirror them like a beehive. How can I do this? I mean hexagon and Diamond. To have my grid of beehives, let's take a look at something together. I now make a copy out of the line that I have, and then here I'll show how to. If I apply the array command in this situation, I can see that it's impossible to have this hexagon as I want. So what is the solution? One way is that I use Capital, and I copy it like this. And then after this, I apply array command. So in this state, we see that the shapes are made as we want. And let's get back to this. Okay, I make a copy, and then I apply the custom to do command here, and Okay, we see a distance between these shapes here. The reason behind distance is a rectangle around my shape. And now here, I have to with the sizes that is available in this command for me in this part, for example, 11, and here is 16, oh I have to change the sizes to gain a desirable result. You know that we always can't do such things. So what should we do? The method that I'm going to share it here with you is useful for most of the forms that you can see its increase, but you don't have its model. Here, I can use the Kapi command. Okay, in this part, and in this part, Okay. Something like this. I drew my line. Then all things that you need to do is drawing some lines again. I want to have such a line. And this line should be here. And the next line that we're going to have should be like this. Then we select our lines here. And after this, we trim, we trim it. And what we are doing is selecting a repeatable model of this. And now, I use the mirror command, and as you can see, I made it reproductionable. So we could draw our model. Now it's enough to apply the command, point, pace, and my line. See, it's completely created as we wished for. And without struggling with the rectangle around my panel, it became possible to create the model that I wanted to make. 184. Create Panel Custom 2D Variable: And again, here I choose the Domin number command. This time, I choose 14 and 14 to make the size of the cells a bit bigger, and then I press Enter. Now here we want to take a look at custom to the variable. With the use of this tool, we can consider the paneling on the face as a variable factor. There are some different states, and I'm going to draw some shapes for each state, something like this, something like that. We're going to talk about all of them. Now I'm going to draw some lines, and then I will explain it. Here. And other types of things. And maybe I'd better to select a point here, to put a point here, and maybe then a line here. And now here, I go to the tab and I activate the command here. Our job should be determined in two parts. I pattern method part, I have options like scaling, one dimensional scale, rotate, transforming, and list and mean. And now here in scale part, I actually go for actually let me see. A tractor. Guys here, we have in this part, somehow, you know, some sort of reproduction. I mean, if this hexagon has to change to this square, where should it happen exactly? Or if this diamond has to be smaller or bigger, where should it be big or small? But here, now I can based on the discussion that we had in Domin variable, I can generalize those discussion and have options such as Gazan curvature, in curvature, the tractors, curva tractors, and the bitmap and draft anchor. I put it on a tractor so that it could be scaled near to this line. I press the Inter. It asks for the tractor line. I say, this is my tractor line and then select unit pattern. I should give the pattern that I want to the command. And I select this diamond and then select the object to define the bounding. It means that some objects that surround the shape, guys, you got to pay attention that before applying the command, we should create our line and find out the central point. And with the commands that we talked about, we have to uh, determine the line around our shape. So in the part that ask for the boundary of your shape, I select the square and select the argin point once the certain point of the shape. And then says, What is your smallest scale? Means that when you want to scale it on what side it should be scaled. For example, one tenth to 95 100th. And as you can see, and now I got to select this and take it out. And then make a copy out of my line around our line, it scale like 19th or 18th. And the further we get it goes to the one tenth. And you saw that how beautiful we can do this job. You might see that some of the lines are not on the face. Here again, I go to the command, and then I activate the command again. And then I select the points, and by pull curve here, I click and I put it on and a tractor line, diamond and its boundary, and then its center. This time, we see that the lines are matched on the page. I select the page and I turn off the isocurve so we've learned that if we activate the pull curve, the lines are completely match on the page, and it might definitely get deformed a bit. So the first state that we've learned together here is the scale state. I select them all, and I make a copy, and, like, this. Then again, with the command of custom to the variable, we continue our work, but this time, I choose scale one D. Again, I select a tractor line and then I select my unit. My boundary is this square, and my origin point, I mean, the point that the scale should start from is here. And a point that determines the direction of the scale. Something like this. My minimum skill is one tenth and my maximum scale is 9500th. And now, as you can see, the scales are created for me from low to the high. The next option that we're going to talk about is the state of rotation. I select rotates, and now I'm going to make a change into this shape. This type of things, you know, I made it this to see its rotation better like this. And it can be a little bit smaller, so it can rotate easily I make a coffee out of it, and then I can make it a bit smaller. Like the way you see. Here again, I go and select the custom variable, and from the pattern method, I pick up the rotate. I press enter, asks about the tractor line. I select it, I press enter, and I'd say this is the shape that I want it to be a pattern. Boundary is a rectangle, and it has supposed to rotate actually from here, minimum rotation angle like five degree and the maximum has to be 90 degree. As you can see, the size of the rotation is five degree and here is 90 degree. And it scales the form that we had on this page based on cells. And actually, it fit them to the size of cells. The next option that we're going to take a look at here is the state of translation. In this estate, I'd say, for example, this shape that is supposed to move within this rectangle, and this rectangle is one of the cells of our grid. It has to move from this point to this point. And At the beginning and around our line and our pattern are placed on the left point of each of these cells. And you can watch them in these parts. And the more it goes away, comes to its corresponding point, the same thing that we have here. So let's make a copy out of this and bring it to this part. It means that show me where this rectangle is close to the line and this rectangle where it is away from the line. The next option that we're going to talk about is list. Okay, with the help of this, let me wrote it this bit. Okay, something like this, then I apply bonding box, and I give every one of them a bonding box. And then again, with custom to the variable I want to put some patterns on this grid. Now, I activate list. And then, again, I keep this attractor line. And then I select this attractor line again. And then it asks me to define my first pattern. I give him the pattern number one. And the bounding box is this rectangle and the pattern number two, this diamond and its bounding box is this rectang number three and it's bounding box. And number four, as I don't have number four, I press Enter. And now we see it creates me such a thing. We see that next to our tractor line, it put it our hexagons. And after that, those diamonds there, the diamonds are deform a bit as they look like rectangles. And on the third level, I'm in the furest place toward our line. It puts the last pattern, which was actually circle. So I can put different models in list. Let's see something else together. Suppose that I have a rectangle and then I make three copies here. The first one can be like this, the second one, this, and the third one, this one. And then I select the surface, the line. I activate invert, and then I delete others. With the help of actually custom to the variable, I select my grid, and after that, I keep the list option. A tractor lines. And then I go to the pattern, my first pattern, and it's bonding box, my second pattern, and it's bonding box, my third pattern, and it's bonding box, and then enter. As you can see, it creates such a thing for me. It also could be vice versa. I mean, the smaller one could be closer to this line, and now I'm going to select them and now we see the results together. As you can see, close to the line, the first pattern, our first pattern here and the second pattern after that and the third pattern on the furthest plate. Now let's talk about the last option here. Okay, I'm going to select this and delete. I would say I might have a circle as an example. And here, maybe actually pentagon. And then with the help of a bonding box, I'm going to create the lines around my shape, and here a circle should change into a Panagon. I go to the paneling tools, and finally, I will select custom to the arrival, and then I select them all and then from the pattern moon, I go with mean and tractor line. And now I say from this circle, which is into this square, change into this pentagon in this bounding box. Look at around the line, we have the circle and then the circle change into the Pentagon in different levels. We could say that the same job that Twin curve tools does for us occurred in this situation as well. You know that with the help of Twin curve command, we can actually change the circle into a pentagon. You see? Exactly the same thing that happened here. We don't have anything to do with the rest of the things. But just to show you a single example, I consider two points, for example, here, and I select here custom to the variable and now my points and then my page, I select point tractor here instead of catractor. And then I go for the points. Like I said, my first point and then my second point. We see that we can use the points of our grid. I want this Pentagon around my points. Okay. And it's bounding. And then the further it becomes, it should change into a circle. It means that on the four corners we have panagons and when you come to the center, you can see the circles. Now, we know here that how can we make our two dimensional panels with the help of these tools. Okay. Now here, actually, after we know how to use D three, I mean panel to degree, panel custom two D and panel custom to the variable. Here we are actually going to add up more panels to the panel to degree we discussed it earlier. Okay, here before we start doing anything else, I'm going to draw a line here. Okay. And I select the line in this way, and then I extrude it. And I do some changes into this, come here and maybe could be bigger. Okay, now I think that's enough. So I go to the panel and create panel in grid and then I select surface diamond number. And yeah, I think that's so good. Now we're going to create a new panel. For example, we want to have a panel like, you know, and now let me draw a beautiful pattern here. Okay. Yeah. Okay, such a panel. Such a pattern. Sorry, I want to have. The first thing that we should know that is that in how many units our pattern should locate in. Now I'm going to count them two, three, four, five, and then six. And also, in this direction, there are six units. As you might already know that when we have six units, we're gonna have actually seven points. Now let's go to see how can we create the pattern. And now I go to the paneling tools and manage library patterns and then manage two D patterns. I selected. I select new, and I'll say that from this point, you got to start a pattern for me. Select X axis reference. I reference on the x axis like this. And what we need here is seven to seven. And now here I type seven and seven. And I do I draw the exact thing here. Look, the exact pattern. And when you reach the end, you got a right click to have such a four. Okay. I actually shift and shift we say that how many units our pattern should have this stance toward the next pattern. We always abstract one from the number that we gave in the first part. I mean, in previous estate, we gave the number seven, and now we give it number six. And I also type six again in this part, and I press Enter and then again Enter. Okay. And the next thing that we should do is that we go to the paneling from grid, and then we select panel to grid. Now we select our grid and then our page and then Okay, we got to note that the number of points that we created on the page must be proportional to the number of points that make up our patterns. It means that it should be a factor of it. You know, we had seven by seven, and the points that we made were 14 by 14. When I go to the pattern, I see that p2d is added. Now we have a trouble here. Look. Now here, I got to delete this, and then I go to create a panel and grid, and then I choose a dummy number and I'd say my page. And for example, it span must be 18 and the other part 18. We must have three on each direction, or we put here 12, three and two patterns. We go to the paneling from grid and we select panel to the grid, and then we can select the pattern we made it before. And then at as border, we can have its result. And as you can see, some parts are not created. That's because in panel shape, we put it on straight. So we choose pull, and then we press Enter. And we see that the lines are quietly matched on our page. And then with the help of pipe command and to tenth of sickness, we're going to have this, and you can see render mode. Look. So we together learn how to make a new pattern. To create, actually the new patterns, we can actually use a square and draw a line. I just keep gritty snap and I turn off the other snap. I can create new patterns. I don't know what am I drawing. Okay. I can do it as a practice here, and then I got to transfer it to the paneling tools. And okay, now what we have here, one, two, three, four, five, six, seven, eight, we have eight. So the points should be nine by nine. So I can lock this, so it could be on the background of my work. So I go to paneling tools, manage library, and then new. And then I say from this Mars I put number nine, and our height should be nine as well. And now I can use my first pattern as a background. We can make our pattern simpler and with more ease. And we already told you in Shift U and Shift V sob one number. It was nine. So here we put number eight. The name got to be P to the 01. And what we had here was one, two, three, four. Okay, now I'm going to delete my grid here. And then I go to the Dumin number and I hear number 32. No, 14 is better. And this part got to be 32 or no, 24 numbers from the eight factors. Okay. And with the help of paneling to degrade my points. And actually, with the no pattern that I made, I create this, and I can actually create some frames with a pipe command. And Yeah, I create a frame here, and I put it on render mode, see how it became beautiful. On the next level, later on, we're going to learn how to actually take output from the pattern that we make. I mean, for example, I made this pattern, so I wanted to share it with you. How is that possible? To do so, I go to the library, and I select Save to the pattern here. And I click on the target file. Okay, I'm going to find a folder. I make a new folder. I name it pattern. And then I'm going to select the name 01. Okay. Now I can share this file with you. So if you wanted to use this file, first, you got to go and you got to choose the load patterns, then you can actually load it. So now you know how to create pattern, how to save it, and how to share it. So now, don't forget to share your patterns like this as a text to your friends. 185. Make Change to Grid: Well, before going any further in explaining our three panels, we want to talk about grid and making to the panel. Here, with the help of RA command, we make a grid for ourself here, and then we make a copy and we ungroup it. We already told that each of these points has a number. In its name, G zero and zero, G zero and one, zero and two, et cetera. We said that if it wants to attach a pattern, it attaches the g00 to g01, and G one and zero like this. It keeps doing it to actually create as a square. Here, we expect that if this part is routed manually, like this and the distance of the pattern changes or if it's rotates, we still have the same situation. We should attach to this and this. And the next one is the same. This is what we expected to happen. Here we go to the paneling tools, and we point paneling to the grid, and we select these points. From the pattern, we select box pattern. We see that what we expected is happening. I select scale, and then we press in control z, and then I want to explain something else. Guys, when we talk about two D panel, it means that they are attached with one line. If we have a three grid, I mean, three D panel, there would be no problem. And I here edit the grid as you see here. I mean, some parts should go up and some parts should rotate. Okay, I choose panel to the grid here. And as a result, I select the points, and I choose the box from the pattern. And as you can see, we have such a pattern here. Here, for example, I can activate at face and then deactivate border. And here you see that I create a surface with paneling grid. Okay, I hold controls it to see something else. We want to talk about how to change the placement of some points. And for example, this point is g60, and the other is 614. I select this line and then I click on scale, and I put minus one here. Now this point is 614 and then 613, to the six and zero. And now here with the PT panel grid command, I select my points. C 0.50 with attach 60. And 0.51 would attach 61 and likewise. And as this part rotates, it creates such a knot. Okay, then I hold controls it to get to the previous state, and then I delete the points here. Then again, I go to the pain grid and then RA PLR, and I select the first direction and the second direction. Like what you see here, I put spacing on, for example, like to to enlarge the distance, and then I press the enter. I shift to the right view, and then I ungroup them. And then I try to select the points like this. I mean, every other raw. As you can see, I hold shift to actually select the points that I want. And then I drag it. And then I use two degree to select the point. So then this shape is made out of it. 186. Create Panel 3D Grid: So now let's see panel three D grid. We before making our two dimensional panels, we created first our grids. But here, for treat panels, we should have two grids. This can be done in two ways. For the first state, I'm going to, for example, make a grid, something like this. And then with activating the control points, I can drag bit up. I make a copy out of this and maybe how could I scale it a bit, you know. Okay, and it could have more character. And then I hold Control out and D. And then I select surface dm in number. And here I organize my first plane here, and I do the same thing to the next one. So for the first way, we have different pages with different carvatures You can have two flames, and then you can create your paneling grid. Let's talk about the second method. Again, I use the Domin number to make a grid again, and then I copy this grid with holding out and gumbo. And in the second method here, instead of making copy out of the page, I use the variable offset surface command. I do this job, you know, this part, this part. This part. You know, it could have different characters. And again, we select dmi number, and we got to remember that the numbers of the inputs to each plane should be the same. And we have also another way. Okay. Let me do it on this. I can offset these points in different ways. Here I show you where this offset is. Yeah, I select it. But, you know, we don't have anything to do with this method for now. Now, we can create it with the manual method that we have here, like making a copy out of your plane and then create a grid or making a copy of our grid, or maybe I can offset my surface and then make a planning grid for it. Imagine that we have such a module here. For example, in this way and something like this and it could be a bit dragged up. I have such a module here, and the length and width of this module depends on one of these cells here. Maybe we have a grid here. We have a grid here that the length and width are here, and its height is the distance between these two points. So it could be such a thing when we use the custom panel. I hide it. I don't need it. So now I'm going to select paneling three de grid. Now, here you should remember what we said about to the panels. We can use the default panels of the software, or we create a surface, and we mirror them, or we have a surface, and then we want to mirror it in different ways. Like, we scale it, we rotate it, and we change it. We can create our patterns in three ways. And finally, we will learn how to add panels to its default panels. Like exactly the same thing that we did in to the grids. Okay, for the first thing, I select this And from this part, I mean, add edge, at face, at solid and mesh, I put the things that I want on, yes, here I just want to have solid. And then I go to the pattern part and I select what I want. Like, I want some filled boxes. I activate Box three D and first collection of points, then second collection of points. We see that boxes are made here for me. And again, I chose pile greeting, and then this time, I put it on partition. In a way that we have some walls here, and these points could be joined as a flame. First points and second points. Okay. There are difference with the previous state. They're not filled, and you can see it here. But about the previous state, if you wanted to see it separately, more detail, we can activate the isocurve. Or we can activate the surface edge from here to see the edges of this box separately. Let's shift to the shaded mode to see the other option. I select a PT panel three D, and then I put it on wedge mode, wedge state, and then the first points and the second points. And then I take it out and I put it on render mode. And then I ungroup them, and I can see it as triangle shaped. And now I'm going to show you the next item on this state. I select Speedy Panel three D, and here primate two and first points and second points. Okay, as you can see. And now here we want to make another thing. We apply PT panel, and we put this on. Okay, and first points and second points. And now I can make a copy here, and then I can apply the pipe command as I wish. Maybe we wanted to have it in a reflected way. I can select the points and make another copy. And again, I select Panel three and now I select the second points as a first, and then I drag these lines up, and then I isolate them. And with the help of pipe command, I make a volume out of them. And then I apply cell care, and then I put it on render and from the Smart, and then I activate ser H here. See what happened, what a structure, you know? Okay, then I do this to actually watch my work in a better way. Okay, then I'm going to actually select them. Okay, let me select them and delete them. And yeah, then I'm going to select these two surfaces here and this volume. So in the first part, we take a look at pal t degreed. Now here, we're going to actually take a look at the last state. Now, we'd better have a surface here with less character so that you can understand it better. And now I'm going to divide this flat flame. Okay. And then I make a copy, and I can put the points in another layer, and the color must be distinguished and the surface doesn't need its isocurves. And now I go to the paneling tools, and finally, I would select three D, and then I select primate one and first points and then second points. So you can see that it creates such a thing, you know, such primates. It was better to activate solid. Here as you can see if we consider a square here, the 0.1, two, and three, and they are located on the third point. I mean, that there was a base which was extrude to a point. As the same thing that we had before in our extrude commands, extrude curve two points. And, you know, we extra it like this. This is exactly the same method. Okay, let me delete this. And on the next part, I mean, the custom treaty, we are able to put a volume between actually grid. And for the first thing, I'm going to use this globe. I select Custom treaty here. My first and second points the, and then I select the surfaces that I had before and then my object. It gives me a preview, and now I can give it baseU base V, and Shift U and hf V like I wanted every other one. I put the shift on two, and then I press Inter. And here with the help of last created Object command that I put it on my pop and you can bring it from Select and select Less Created. Okay, now we can select the last thing that we have made, and then we can put it on render mode. We see that it creates a form like this. Okay. Again, we put it on shade mode, and we select this and our first points and second points and our surface. And this time, I put a shift on number one. I don't want any distance between them. As we said, the dimensions and the height of our panels are not important. It gets the height from the distance between two grids, and it gets the dimensions from you and we have the grids, and then based on them, we create it. And now we can see the form that it made for us. I select these and I activate inverts and I delete them. Here I draw a square, the same thing that we did in two dimensional panels, and then a circle and with the help of AIPolar and with the help of SmartTrack, I consider the center of the square as the center of AAPolar four into 360 degrees. And now I can here trim the lines. And then I use extrude curves to give it a bit of height. And again, I select Pity panel triti costume, first grid, and then second grid, and the surface. As you can see, and then I press Inter. And then I select the last created objects, and then I hide the other ones with the help of isolate. And then finally, I put them on render Mode. And finally, we could make such a form. Okay, now I am trying to select them, and then invert, and then I delete them. So in this part, we learned panel three Grid and custom treat. Now let's go to the custom three D variable. For example, I have a panel here and with the help of a tractor point, a tractor line, gazing curvature, min curvature, or other ways, I want something to happen into their distribution. For example, it could be scaled or it could be listed as some objects 187. Create 3d Weave Pattern: So now let's make some examples of making three D panels. For the first thing, I'm going to make a plane here. Like, I draw a square from the center point. I explode and with the help of rebuild, I change the control points. I put it on four and my degree on three. And then I turn on the control points like this, and then I select them every other one. I then give it a bit of height, and then I use service command to change it to a plane here. Here I select points off or I hold F 11 on the keyboard, and then I keep the plane with isolate command here. I can now move this plane here so I can use the cardinate argin for my drawing. Okay, the next thing that we're going to do here, I mean, our first step was actually creating a paneling grid. And then I activate the surface diamond number. I mean, with a number of ten by ten and 14 by 14, I create my palling grid. We already talked about how to have a three D paneling grid, just to make a copy or making the points offset. We haven't learned the points about offset now. And now I use the offset service here. To draw this plane up 25 centimeter, I offset it. And then I use the surface dumbing number. I divide the plane like the previous divisions. I put it gassed, so we can see two planes. And now it's time to draw. Like here, I draw a line from the cardinate origin. I activate oro here, or I can turn on Gritty snap, and I draw four units. I then make a mirror of this line to have it in this part too. And then I use interpolate curve from this part, here and here. And it could go down a bit. Then I mirror the curve that I made, and it has to mirror for the Okay, other time. We kid these curves into one of the facades. To drop this curve from top to play on front, I can actually rotate, or I can use remap plane command. And then I select my objects, and I click here. And now we see it is changed here. I can use the match command here. I select this line and this line and activating the average curve. Finally, I can put them as equal curves. Okay, now I'm able not to do this, and instead, I can use join, so I can just join these two lines together. And now I'm not going to join them as well. I just need to group them. Here, then I can make a copy with pressing out and clicking on it and typing 90 degree. And then I can rotate it and I can transfer from the middle of the blue line like this. Okay. And now I'm going to mirror this line again, and it has to be symmetric. And then I do the same thing to the next line, mirror center selecting and scaling for symmetry. I don't need these lines, so I can hide them to see my lines better. And then I can reduce the height scale, and then I can select them all here. And with the help of bounding box, I can make a boundary for it. Now, uh, paneling tools and then paneling from grid and then custom treaty. My first points and second points and then my planes. And then I choose my lines as objects, and then I press enter. It gives me a preview here, and then I press enter to confirm it. And then I use last created object here, and I select the object and I take it out. And now I can select them all, and I can use join and change 784 lines into 56. I mean this way. And after that, with the help of pipe and multiple, I can select my lines and then give it some sort of thickness. For example, we can try 20 centimeter to see if it's good. Let's see. In some parts, it might be mixed. Let's consider some other small number. Let me select this and pipe but this time, ten centimeter. So you can see it gives us the texture, I mean, wp and width that we want it to be. 188. Create Panel Custom 3D Variable: The next item that we're going to talk about is about some interesting objects. Here, for example, I go to the front view. I turn on Grid Snap, and I draw a line here. I select my line, and with the help of mirror command and zero origin, I produce the symmetry. And I draw these two lines, and I apply blend curve command and first line and second line. I put these two on tangency. I hold shift, and then I click on one of the control point and I drag it down a bit. And then I activate the join okay. And in perspective, I draw two lines, one of them from here with radius four, and I do the same on the other part. Now we're going to draw two lines with the Henix command on actually around curve I select the line and while holding Shift, I click on Quad just to consider a Quad snap for me, and I put the turn on one, and finally, I draw a line like this. I we click and I apply the command again, and now our line again quad and finally another line for me. I apply Sweep toil. First rail and second rail, I gave it to cross sections, and then the surface that I want is created. And then I activated this surface isocurve. After that, I actually activate the domin number to create a paneling grid for myself, like 20 by 60 or 15 by 22. The ways that we had for creating the second grid, we could make a copy out of that grid, but here in this surface, we can't do that. The other way was to make offset out of this surface. I applied the offset surface command. On round state, loose got to be no, and this stands 1.5 toward the outside. Now it created as a polysurface. When I have a polysurface, I have to make grid for each of the separated surfaces. So we'd better actually to learn the offset point in grid utility. And just to explain this, I'm going to draw a simple plane here. I make a grid here and like 20 by 20. And then from the grid utility, I select offset point. There are here options, and I can use Gazin carature or in carature a tractor point or a tractor line or a vector or random. I can change the distance between points in height. In some points, it could be five and in others, could be one. Now, we don't have anything to do with these states. Now for now, I just put it on fixed mode. 1.5 here, and then, for example, points enter and it's plain. We see that points are made here. So I repeat the command again, and as number one, I choose my points, and here it goes outside. The reason is that if I look at the direction of the surface with DIR command, it's toward inside. Now, here I can flip to go toward outside, and then I apply offset point, or I could even put minus numbers into distance. Now we have our surface, our paneling grids, and I don't need I make two copies, so we can look at some interesting objects. The first thing that I want to draw here is a circle, and then with the help of ray centrd, I find it center. And now here I draw a vertical line, and with the help of a quad like this. And then I changed the control points of this line. Okay, for example, something like this. And then I apply revolve command. I'd say, my line and my axis would be for circle. And then I activate Pal custom tt, first points and second points, and then the plane I have and the object gives me a preview of the object and I press Inter. And then I wait until it would create my panels. As you can see, now I can select the last objects that I made from a material part, from the custom part. I can give it a color, some color like this, some transparency, and it could assign to the object. And finally, I put it on render mode and we could see the work. If we wanted this to be a bit bigger, we can actually make our grid in a different way. As an instance, I select the surface. I take it out, and here I go and select them in number. This time, I'd say, for example, 30, 40 by 24. Like 36 and 22, 46 by 22. And after this, I activate the offset point and the size is two tenths. And now my points, the plane I have I activate custom TD the first point. Consider the first points on the surface, second points, my flame and my object, and then enter and enter. We wait until it would create the panels for us, and then I can actually give the last objects that I've made, the material that I want. And then I activate the render, and we see that such a form is created for us. And I also can consider another material, like, for example, gray for my main surface. Like the way you see this I hide the grid here, so we could have a more transparent picture. So now let's move on and continue I select them, and then I hide them. With pressing the control edge, I hide them. For the next thing, again, I'm going to draw a circle here, a point and a circle, a line in this part, and another line here. And then with the help of blind curve, I can join them together like this. And then I draw a line from the center, and then I activate the bland curve, and I put the blend start on BigPoint from this part to this part. And then I flip it to become like this, and I can make the second on position state. I activate the trim and then, okay. And I don't want this line, and I want this line to be mirrored when it's mirrored, Okay, with the help of match, I put it on average, and then Okay, we don't need this line, and we can join these lines together. And then I apply a revolve command and I say from this point and enter B. And it created such a form for me. And with activating my control point, okay, let's shift today right view, I can select the point and scale them a bit or, uh, select the upper points and then okay. Then I activate the panel custom treat here, and then I try to select them all first point. Second point my surface, and then my object. Now we have the preview here, and I press the Intern to confirm the command. Now, I got to wait to see the result. Maybe the grid is with more density here, so it makes it a bit heavy, but on the other side, it would get more beautiful when it's applied. You see the height is so low, so I delete the points, and then I delete these two. Then I select offset point here, and like 2.5, got to be offset. I make a copy for my ex level, and then I activate panel through the custom. And then Okay. Then I select my last created object. I gave a material that I want to it, and at the end, I'm gonna watch it in render mode here. Now here, we know that we are observing our surface. But in the next example, we're going to have the base as a rectangle so to avoid the surface. And now I hide it here, and then I hide this And now here I draw a circle and bounding box, and I drag it up a bit. And then a bit of a scale here, and it has to be scaled again. And while project is on, it should be put in this way, and again, another circle. And then I apply I actually love and I say these three lines together and eventually loved again and this line and this line. I activate Gary story, and then, okay, maybe because I wanted to drag this line a bit upper or maybe smaller. I select the surface and I hold F ten, and maybe I drag the upper points a bit upper, make it a bit bigger, and I drag it up. I select to plane, and then I join them together, and then I give it the material that I want. And, okay, you see here. And then I use BD panel three d custom. And here again, the points, first points, second points, and the surface. And finally, the object that I have here and then inter Okay. We see that here, there is a different form. Okay. You can see this. Now I press Control Alt H in order to show our previous objects, and we also can choose these and then delete them. And I can save this file for you with the name of zero. 189. Create Panel Custom 3D Variable Example: Oh, okay, now we're going to learn panel custom three D variable together. Here, we can use four methods list Mint surface, Mint curve and Mint mesh. We can create our three D panels. Here, we're going to make examples to learn the first and second method. So here I draw a line, and then I extrude it. And then with the help of Dubin number, I make my own grid on the surface. I, for example, I put number 30 and 20 in we number. I select now offset point from grid utility. Okay. And then I select the points and then the surface. And I gave 2.5 units to be offset for me. I can reduce it to 1.5. As you can see here. Well, the first state that we can use in panel custom treaty variable is a state of list. It means that we can use different patterns in a list state. In order to use different types of pattern, here I start drawing a square, and then I make three copies out of it. I select the square and I press out and shift together, and then I scale. The panel got to be like this and the next panel like this. I select all the lines and then excrude curve command and the soltan, and we consider the A height that we want. I even can change the layer of these objects, like one could be red and the second one could be purple. Here I'm going to select panel custom three from here. And now first points and the second points, such options are available here for us. In a pattern method, we can select the states that we talked about. I mean, as mean surface, mean curve, and mesh. In these three states is ask us a start object and end object. As an example, it changes a circle into a Pentagon or these types of examples. And in ist state, we can give it endless options to reproduce it for us. And in the next part, we said that you can determine the distribution pattern of these objects that I put it on a point tractor so that I can use the grid points. I press the Inter. It asks for tractor points, and I consider this point and this point as my tractor points. And now I select my first object and then it ask about a punning box. I don't have any, so I press the Inter Okay. And now, my second object and it's punning box and my third object, and it's punning box, I don't have the fourth one, so I press to enter. And now it's time to wait to see the distribution of these objects on the surface. And yes, here we go. And now I can go to the layers part to actually add up some material, maybe a red color to the red parts and a purple color for the purple parts. Now let's watch it in render mode. It uses the first panel to the points that were close to my tractor points and the second panel on the next layer. And finally, the last panel. 190. Create Panel Custom 3D Variable Example 2: Okay, let's move on. Now I'm going to dry surface. For example, a surface like this. I change the control point and then I extrude it. And here I pull it together a bit. Now, I go to the create panel and greed. I select dim number, and then I change the number 30 to 16 and here to 18 and then presenter. And my grid points, that's okay. I make a coffee here or maybe these parts. And now, with the help of a simple surface, I draw a square here, and now here, even we can enlarge our grid a bit. But now I keep on with this. I make a cop here. I turn one of the control points on, and then I select two points and I drag it up like this. And then I apply the bonding box here. And then I put my object on ghosted mode so I can see the inside. And then I make a copy from here to here, and I can put these two in layer three. I go to the paneling tools. I go to the paneling frame grid, I select customs variable. And then my first one and my second point. And from the pattern method, I choose Min surface. And I consider my tractor point, these upper corners. And then here, I say my first object, and it's actually a bunning box. And the second object, then it's bunning box. Okay. Now here, I can actually activate ll PT, and then I can hide it and hide the background and put it on render mode, as you can see here. It starts from a flat surface, and when it gets closest to tractor point, the actually planes, get some curvature. And now I put these two here, and I select the whole objects, and then I hide it. The next example that we wanted to take a look at is in is part, but the difference is that we're going to use bunny box. Now, here I am drawing a deformable plane and ten by ten, actually control points. I turn on the control points, and then with the help of soft mode commands, I select this part and I drag it up a bit. And then I do the same job here. And then I actually use self Adama number to create my grid. It could be 18 by 18, and then I make a copy out of my grid now, and I am creating my forms here. I go to the solid part and I select primate, a square and something like okay, something like this. And then I actually make three copies out of my object. And here I cut a part of it, and I drag it here, and I put it down a bit. And I do the same job with these too. I can delete them, and I can make a copy out of this to make it easier. And I push it down here, and I do the same job to this. I do the job, and then I'll explain it to you. Okay, this part got to be omitted. This part got to be omitted, and this part has to be emitted. And I want to have three types of this like this. And then I apply the shell command, and I select this part and this part, and I'd say, like, one, one is too high, one tenth. Then it could produce me a surface with open top. Now we want to put all these into this grid. Now I'm going to make a copy out of this and my first objects and my second objects. And now with the help of the bounding box command and for example, in blue layer, and now here, I put my object in a ghosted mode, and then I make a copy of this bonding box. If I consider actually, for each object, its own specific bonding box' like having no bounding box, and I press the Inter when it asks for it. What's the difference? So but now we can here see the difference. You know, when we consider bonding box separately, in fact, it changes the height of this part as the distance between two grids. And also this the height in this part would remain differently. And I select I go to the paneling tools, paneling from grid then through the variable, I do the job to this part, first points and second points and last state and the attractor point. I actually take these two corners as my attractor points. Now, my first object inter, my second object inter, my third object, my fourth object, and then ask for the fifth one, so we don't have it, so I press Inter, and then I go to the next part. My first point my second points and the settings are all the same as the previous one. And a tractor points. And here my first medal and it's punning box next. One and it's punning box, third, and it's bounding box, fourth one, and it's Bunning box. And then we got a way to put our objects on the flame. So here we go. I can select this all to delete it and now apply Sel PT here and control to hide them and then put it on radar mode. As you're seeing here, in the first part, the height is considered fixed. The cmpolt and the copoltPyramid have the same height. While in the second case, we see that the difference between the heights remain for us. Complete one level, well, second and third level. So we have the difference between the heights here. The first one, second one, third one, and fourth. The point here is that what sort of thing that we want here? Maybe we want something like this, or maybe we want some other types. It all depends on the idea that we have for our design. Okay, now I'm going to save this file. Must give it a name and Okay. I save it. 191. Additional Topics: Okay. Now here, we're going to add up some new panels to panel three the gray devolve panels. In doing so, we should go to the managed Library pattern where we actually adapt to the patterns, and this time, we should go to manage threereDPattern. When I select the points, here I select new, and here I start selecting a base for my grid. Like zero points, and I consider one for my X axis, and it gives me such an output. In making two D patterns, the points were actually displayed in a flat plane. But in three D, we have two series of points, and here I can change the different dimensions of these points. As an example, I give it five, so we can have four and five. What we should do here is that I should start drawing some closed pattern like this. Now I can put a shift on four and four, so I couldn't disturb my sight. So I can do the job easily. And I can start from here like this and like this and in this way, I draw some plane like this. Okay. And the panel that I wanted to make, for example, would be like this. Okay. The point here is that what we are doing here should be applied to actually other parts. The places of points may be at first, a bit confusing, but we can easily identify the places of points. Okay. Now here, I can continue it until here like this and Okay. Okay, here we go. Now, I drop this. Okay. And then I can actually attach these parts. Okay, finally, we made a panel with five by five. I mean, with force divisions here. Now, I drawing a line here, and I extrude it here, and then I got a surface diamond number, and I consider a number, which has to be the factor of four. And then I consider offset point to create our second grid, and then I activate panel three the grid here. Now, we see in the pattern part that we have a new pattern. I click on it, maybe I change that solid and first point and second point, the pattern that I made would be displayed actually like this. Here we go. And finally, it would appear like this for me. And finally, our pattern looks like this. If actually here, we take a look at it closely, it's because of the character of our plane because it wants to actually create a straight line in this care. So deformation has happened here, which is not important. And now, maybe drawing these types of patterns is a bit difficult in this way. So I highly recommend you to use custom three here. Okay, now let's take a look at the other setting that we have in this plugin. Actually, we wanted to go to the grid utility and then actually practice some of the useful commands here. As an example here, I can explain, for example, trim grid or change density or maybe offset. Okay, now here, I'm going to draw a very simple plane here. Okay, very simple plane, and then I rebuild it like six and six. I now select control point and change the plane a bit the way you can see here. And now I get the help from surface diamond number to make my own grid here. Okay. And now it's time to take a look at the options that we have here. And here I draw a deformable circle next to the first plane, and I start selecting its control point like this. And now I actually activated the Patch command here. Okay, I finally made a plane here, and now here I could create paneling grid and with the help of surface number, I create my grid on this plane. As you can see, the grid is created outside the surface. Why does that happen? Because if I click on the trim option or I click on this icon on the edge, we will see that our main surface is such a surface, and these points are actually considered on the main surface. If actually I wanted my panel to only be on this range, one of the ways that could help us to some extent is to use trim option. I activate trim grid, and I select this point and this plane. So it restrict the points to the plane here. Now I can go to the grid, and then I select points and then plane so that it could create such a pattern for me or maybe other types of models. So one of the useful option that we should know from the Grid utility is the trim grid option. The next command we're going to talk about is change density. Maybe I have created my grid, and maybe from here, maybe that pattern that I want to make is a bit bigger than what I want, and I want my panels to increase. In doing so, I don't need to delete my grid and then create it again. Instead, I can use change density. Okay, I select the change density, then I select my grid, the plane that it locates on, and I can consider the increased numbers here. As an example, I can decrease or increase the number of points on or directions. And I select a flame, and as you can see, I add up a points between two points. Or we can actually decrease the number of points. And if we do that, you can see that it subtracts the points from the previous state. Maybe I want to have two points in between. So I put it on increase, and then I gave NV number number two. And here, if you take a look at it, we can see two points between each two points. And I hear Control Z and Control Y. Okay, so we find out that one of the useful command that we have here in grid utility is change density. The next options that we're going to talk about are our converts, which are very helpful. And with the help of them, we can change our grid. Okay, now I make a copy out of this plane. I don't need this, so I select it and hide it, and now here, I'm going to draw a circle. And on the first plane, I use panel custom two D. I want to have this circle on the grid here. And now, as you can see, there is a preview of that circle. Surrounded by a square. And finally, we have such a form like this. Okay, it's not a bad idea to make another copy here. And now I go to the grid utility and put it on diagonal first. And then I select my grid, and I put the second plane on diamond. And this has to be divided. And now with the help of custom to the my grid and the flame and the line that I have here. And again, the grid, flame and the line that I had here. And now we see that just by using one plane, one grid, and one circle, we could have created three forms. And now here I type self Petty command here. I select them, and then I hide them. So these circles could be displayed clearly. We see them as organized rows and columns here, and here in Dagon way or other model. And we can actually split the plane using those lines and actually Okay. And then we can change the material of each part of this flame. And just to show you, I choose the green color, and I change the part that I choose. So we can do such things easily in this software. Okay, that's enough. Let me delete these two to get to the next part of our course. I press Control O H I actually hide this and I delete these two. And this part has to be deleted because I don't need it. The next option that we're going to talk about from Grid utility is offset point. We already talked about this option. Now I click on Offset Point here, and this time, instead of fixed distance method, I put it on pointer tractor, and as an example, I put the minimum distance on two and our maximum distance could be ten, and select points. These are my points. They are on this plane. And these two are our structural point. Okay, we see that. Such points are created for us. Just to see it with more clearance, I actually apply the command again. I put the distance method on points tractor again, and I put connect option on. And now here my points, my flame and these two points, mytractor point, or maybe these four points would be mytractor point. And now this time, we see that some lines are created for us. I select my last object, so I can make a copy out of it. Okay. And then I can ungroup them here. And then I type LVT, and I hide the points. And now here with the help of pipe command. Okay, one is too high. 410, Okay. If we want to have a cross section except for a circle, I can apply pipe again, and then I select my lines, and I put the cap on none. So the pipes that are going to be created would be surface, not polysurface. And when they are in surface state, they are actually easily rebuilt. So I apply the pipe. I select them all, and then I rebuild and say degree one, degree one. This part is not important, and in part. For example, I wanted to be a squared. I put it on four, and then finally okay. So I wait for my surfaces to be rebuilt and on direction, I mean the cross section of these pipes, we will have a square degree one, and at the end, we could see that such a form. Such a form could be created for us. Take a look at it. And maybe if we drag this surface under this, it would display a better outlook. So I go back to the shade mode. I select them and control tag. I don't want these grids anymore, and I isolate these two. Now, again, I go to the grid utility, and I select offset grid by height field. Based on the image that I have, it takes into account its minimum and maximum height. And now we're going to try this. Okay, I chose this and I'm looking for an image. Okay, I select this one. And finally, it created a flame for us with a zero in the black area, and a one in white area so we can use an image as the basis for our offsets. Now, let's talk about some other options in general utility tab. Okay, let's move on. Here in Grid utility part, we talk about important options like offset points. We talk about trimming grids and then we talk about two states of converts. And if you have paid attention, we also have another option paneling without grid, which enable us to make a panel without using grid. And here as the first option, we have panel points on surface. It can create the panels in two ways. Before I fly the command, I try to make a copy out of this page. Okay. And then I apply the command again. We can create the panel on the surface in two ways. Maybe we have some points, and it's not necessary that the points are made out of the grid. We have just some points here or maybe we don't have any points at all. In this case, I say, I don't have any points here. So I go to the generate randomly. I activate it, and then I consider, for example, 30 points for it. And then I select the planes so I can see such a panel is made for me. In another situation, I may have some points. So I put this option on no. I select my plane and then the points that I want. And then I press the enter. And in this estate, it gives me a more attractive panel. Okay, let me see it here. As you can see here, it creates such a panel for me, and you can watch it here as well. Now, I take out the lines so you can see with clearance. We see that we here have somehow an organized pattern on the surface. Let me remove this or maybe hide it. And in the next part, we have panel subdivide curve. Well, what this option can do for us? Just to show you how it works, I'm going to draw a plane here. This is my plane, and then I'm going to draw a triangle on it. It applies some divisions like the separates ki triangle and actually provide us with some options. And here now, I select panel with a grid and subdivide it. The division rate would be determined on degree. And as an example, I pick up number six. In method parts, I can ask you to consider all the components, and by components, I mean the divisions of the general triangle or maybe the divisions of margin triangles. We're going to talk about all of them. First of all, I put it on, and then I select my plane here, and then my lines. Oh, it's too small, so maybe I put the degree on three. And then okay, my base and my line. And then I make a copy out of this for the sub curve state and another copy for manlge state. Okay. And now I apply the command again, and I put the method on sub only. Okay, here and then here. Okay, now we see that the middle triangles are not divided here, but other triangles are divided, and it is completely vice versa and manly states. I mean, actually, the middle triangle are divided, as you can see here. Okay, we did this job on these triangles. The question is here, can we do that on this plane with curvature? And the answer is yes. Now here, I'm going to dry triangle here on this. And I drag David up, and then I fly the Command D panel subdivide. I put it on all states, and then my surface in line. Okay. We can see that it creates such a thing. And but some okay, last points are kept attached. I can remove them with the help of project command. I can put them on the surface. And okay, as you can see here. So we stay together. Okay, the next thing that we're going to talk about are the commands that we have in paneling utility. Commands like extrude age, offset age or other types of commands. And here, just to show you these commands, I'm going to make a copy out of this. And then I'm going to make a grid on the surface. So I go to the paneling tool and then paneling from grid end to the grid and then say, This is my grid. And then I put it okay. This is a good state. And then I put at face per on, but I don't want the other options. So now, how can we use these lines? One of the ways is that I can use a pipe command. Or the next way is that we can trim the surface or we can actually split them, and then we can give it different materials. Or another way is that I can extrude the lines. In this state, I can select it. And with the help of gumball, I can, okay, apply this, just the way you see here. So I can have the surfacing lines. And with the help of Cabal, I can give it a height. Or the next method is using the commands that palling tools provide for us. Okay, before going down, let me make a copy here. And now I will do the paneling utility, and I select extrude edge. And on extrude ge, we have high method, or you can put it on Fix or point stracor or other types of options. So you can control the height of these lines. I put it on fixed estate, and like one, I select my lines here and the surface under those lines. And as you can see, it created such a thing for us. And again, I apply the command and I go to the high method. But this time, I go for Gazian curvature. And here I determine the minimum and maximum lines and then surface. And here we see the height as the minimum and maximum that we gave it. And you can see it here. The point here that we should take into consideration is that the lines having the stance, and you can see this, clearly in this part. Okay, how can we avoid this problem? Okay. Just to do so, we can go to the paneading utility and select Fin Edge. With that, we can make a strode, and so we can edit the edges of our work. And I select this edge and then again, take a look at the process that we had before. I mean, for example, fixed estate or pointer tractor or Ao types. But this time, I put it on a tractor. And then, again, I determine the minimum and maximum. And again, my lines, my surface and my points of tractor. And then I press Enter. This time, I can see that the project is created correctly and I avoided the problem. And these ups and downs are because of the changes in height. But the problem that we had before is solved the problem of these things. Just to take a closer look at the subject, I apply the command again, but this time, I put it on fixed state, and I select my lines and my surface. And this time, I see the edges, so knitting, correct. Now I put it on render mode. Okay, now we're discussing the actually extrude edge and fin edge on grid utility. We have another option, we call it at notch. And if I click on it, two numbers would appear for me. Just to show you how this Adnach can work, I put it on ghosted mode, and then I'm going to draw something on one of these panels. What actually ADNch can do for us with the help of these two numbers is that it removes a size at each of the panel joints. Like this and that part like that. We give it the length and width of the line, and it removes. Okay. Well, here, except for this object, I'm going to hide the rest. Okay, let's explain the other options. Okay. The next thing that we're going to talk about through paling utility is actually offset edge. And here, again, in this stand method, I can consider different numbers as different heights. I can select different types of states or the fixed state. And then I select this and finally, it gives me a offset, like the way that you can see here. Okay, let's see what other things that we can talk about. In this part, we can have some capabilities. For example, I remove this and I go to the paneling tools, paneling from grid, I select to the grid, and then my grid here, and then the surface that I have. And here I turn on at face. And we here want to put down this surface to make a maquette. Here I actually changed the color so that we can see it clearly. And here, I'm going to select l face here. And in this part, I have different options. As an example, these options can determine the distances between the surfaces that are going to be expanded on the ground or if they have label or not. And here I can put the label on actually text object and then inside, and the numbers apply inside my object. You know, like I give it two tenths. And then here I select my face and I press Enter, and then I wait until it would expand all of my faces on the ground. And we're going to see the result soon. Okay, now we see that all the faces are here as flat objects. I zoom it out. And there's also a number beside each part. And we also have the numbers here. The advantage of these types of numbering is that after that, I use D border and take out the lines around my objects, and then I can hide it, and I can consider the lines and the numbers for cutting and carving. I can put all the numbers in a different layer and I can order the numbers would be carved and the lines would be cut. But that's beside the point. We're not talking about this, so let's move on. And we have also other options like, let me first hold Control Z here. Okay. Around these corners or edges, we can have, you know, some tab states. How is that possible? You know, I'm going to draw a box here, and then with the help of smash command, I'm going to expand it. And then the last objects that I've made. Okay. And then I go to the paneling tools and paneling utility, and I select tab. And then I give the distance that it wants and the angle that it requires. And then I select my faces, and then I press Enter. And now, as you can see, it creates me some tabs here. So I can make it up for the objects that they have like 15 here. And it finally gives me some edges around my object. Okay. Like the way that you can see here. So as we now here, we can use the options in Paladin utility to edit the objects that we created in in itself. Okay, let's move on. The next thing that we're going to talk about is general utility. In this part, we have actually options like divide that we have it here as well. We can apply it. I remove all these, and then I draw a circle. And with the help of A Lanier, I make ten copy out of it. And next, with the help of cage Edit, I actually do this. Okay. Okay, finally, I made some lines here. Now, I go to the general utility, and here I can divide in two ways. Divide carve span and divide curve by ord length. I select divide carve span here. And then, for example, I put it on 12, and then I select my lines. So as you can see, it gives us some points. Okay, like this. Or I can use other types of options like here, like Min curve. With the help of twin curve, I could change one line to another line. And now, I wanted to change a circle into a octangle. I go to the paneling tools and general utility, and then I select Min curve. And then I I got to restart from a circle to that in six levels. Okay. Okay. Something happened that I can put match method on the second option. We now see the problem is completely solved. Okay, eventually, we have learned the PanlonTol plug in together, but you got to still work on it. And based on your creativity, you can produce different types of objects for yourself and speed up the way you work. Share your work with your friends, and don't forget to share it with me as well. Feel free to ask any possible question that you come up with. Don't forget to practice, as you know, practice makes perfect, or say, practice makes permanent. And thank you for watching this episode.