Transcripts
1. Intro: In this video,
I'll be going over various techniques
for creating walls. Will start with straight walls. Then we'll get into
some curved walls and some scenarios that are
a little bit different. All of the steps I'll
be going over here. Thank you very much
for being here. These videos are
perfect for architects, students, engineers, or anyone that wants to learn how to use Rhino for drafting, 3D modeling and
sharing their designs. If you enjoy the content, make sure to give it a like and subscribe for future videos. Thank you very much
for being here. And let's jump right in.
2. Straight Walls: First thing we need to do is organize the information
that we have. So I have this floor
plan and I'll go here to a new layer and
call this drafting. And then I'll create a
new one called model. I'll take all of the
drafting layers and place them under the drafting
layer and hide it. This way I can lock it, but it can't lock it because I have one of these
layers, current. So I'll make model
my current layer. And now I can lock
that this way. I can create a sub layer, make my wall layer it. Now we can start
creating my design. Now, what I'll be doing here is creating the
line segments here. So the trick that I like
to use is creating a box. So you can either type in box or click on the box component. And now we'll go from, well, first of all, let's keep in mind that objects snaps are really
critical to keep in mind. Let's turn off the ones
that we don't need, the ones that will cause issues. So I'll turn off. Say perpendicular is fine, mid point near, we
don't necessarily want. And the reason why is
because we want to go from here from this corner to this corner and then
go up nine feet. If it looks like this is because it's under the wireframe. So I'll right-click
here on the top-left. Go to shaded. And I'll continue on
creating the walls here. I do like to keep in mind
which ones go first. So I'd like to do the main ones, the ones like this. And it doesn't really matter
how clean you make them, because we're going to put
them all together at the end. So technically, we can just go here from corner to corner to build up the walls from the 3D model and will be
snapping here to the end points. This way we can create the floor plan as it was
created in two-dimensions. Logo here, and point. And point. So that is one of
the approach that, approaches that I would take. If you don't have all of
your work super clean. This way, we can take all of
this and join it together. But first, let's
create the door size. We'll go here to
another box from this corner to this corner. And I'll go up by API. Then from this corner
to this corner. Now go up by six feet, eight inches, then creating
another extrusion. So I'll go to Extrude surface and I'll extrude
this up to here. And extrude this up to here. So we can use as the doors. We'll go here to a
new layer called its door and change color. Select them. Right-click
on this layer, change object. Layer. Not copy, but change
object to layer. And now here we have the shower, which we can leave
it fully open. But what I'll do now is
right-click on wall, select objects, then do
BU for Boolean union. Put all of those
together into one solid. What happens now is that we have something called a crease, which is where we
joined it together. So we'll type in merge. All will play in our faces. And now it cleans
up all our work and kinda takes care of
cleaning up that work there. So next, we'll be creating, doing another method of creating walls that
is not like this. So I'm gonna be showing
you a few techniques. You can use them in
combination depending on what situation you're in. When you're trying
to do your 3D model. What I'll be doing
is taking all of this and moving it to the side. Now, doing a different iteration with a different approach. The approach on this
one, I actually want to hide everything except for. I want to hide the dimensions. And now let's say your line
work was not to clean. One way to bring it back and
get it super clean is to, I've been curve Boolean. When you type in curb bullying, it's going to say click inside the regions
that you want to keep. So when you click
inside a region, it actually builds that curve within the boundaries
that it finds. That won't work if you're, let's say one of
the curves is not closed or if it's
not intersecting, it will give you issues. But for the most
part, this will work. If your walls are close, then, then you'll hit Enter and it'll create that line work. And now we can do this, Extrude, extrude this
up with our wall layer. Now, we can basically
recreate hop here by creating a box and bringing it down
to this height. And then doing the same
thing to the front door. Now doing boolean union and
merge all co-planar faces. So that is the other, the other approaches using
curves, Boolean. That's a trick that I
learned from one of my students. Curb Boolean. It's actually one of
the most useful things that you can use now. So with that, let's go on to this last approach
of creating walls. This approach is going to
be creating a polyline. So for this one, I want to create a new layer. We'll just have it be layer one, and let's change
the color to red. Now we'll be creating
a outer line. We can extrude this
outer line up. So extrude curve
up by nine feet. And then type in shell to remove the top and the bottom and create the outside walls. So we'll go 3.5 and remove
the top and the bottom. Next, we'll be
creating this portion, which will be reading a
box from this corner to this corner up here to here. The approach is going to be creating the entire solid first. So all of the walls first by creating shell
and then building out the rest and doing boolean union merge
all co-planar basis. Now what we need to do is
actually hide that wall. Now let's bring in an extrusion. So we'll go to a box
from here to here, will go to Pete, or six feet, eight
inches. We'll do here. Now here we will type in show, will make bring back the wall. And we can do Boolean difference
to subtract the doors. Rather than building up the walls were actually
just subtracting the door. Where we have the
shower opening. You can create an
opening like eight feet. Now we can type in show and then subtract this
Boolean difference. This will type in show. That is another technique
to create the walls. There's actually one
last one that I want to share and that is to
create the polyline. It's going to be similar to this last one, but a
little bit different. So let's move this over. And I feel like this
one you guys will like, because I feel like
this is actually one of the cleanest ways to
do it is creating. We have the outside line, which I think we already
have here in red. Then we want to do
this inside portion. So the spaces are going
to get a polyline. So I'll go to
polyline from here, here and work my way
around the space. And C to close. And then I'll do this one. So now we've created basically the perimeter or
all of the walls. All we need to do is
remove the doors. So what we'll do is
select them here. So select that outer
one, holding down Shift, I'm selecting the other three. Now I can take this and
do extrude at nine feet. And that creates a perfect set of walls that we can now hide. And then here six feet. And I even realized
that this is wrong. This is supposed
to be HP, not 26. So that's something that's
wrong on that plan. So we'll type in show and we'll select this and type
in Boolean difference. One of the ways that I
save a little bit of time is instead of typing
in Boolean difference, they type in BD while having the object that I want to subtract from selected
and now hit Enter. It'll say which ones you
want to delete from, subtract from, and
I select these two. Then I hit enter,
and now I can take those and either delete them or change them
to the door layer. Do the same thing
for these walls. Let's go from here to
here, will go eight feet. Now I'll type in show bringing
this back and subtract it. So Boolean difference. Then to quickly change it to
another layer or to match something else I'll do match
MA, or match properties. I'll select this. And typically I have all of that because that's the easiest
way for me to do it. It's making sure that
everything's on and if I don't want something copied, then I'll just de-select it. Coca-colas. I feel like those were
really the methods that I use and I use them
interchangeably depending on what situation. And then so that is why I wanted to go over some of these. Hopefully you found that
interesting and useful. I feel like some of these techniques can be used
for so many other designs. And I've had many
students at our help with privately through tutoring. I've had many students ask
me like how do I do well, so how do I do doors? How
do I do these things? And I feel like this is
a very good exercise to learn those basics. And from there you can move on to other techniques that can further enhance and help you build things and a little
bit more efficiently.
3. Curved Walls Example 1: Those techniques that I
shared with you are mostly four walls that are linear or that kind
of run along the x, y, or our street extrusions. But this one, I
want to show if you have a curved wall or
something like that, the approach that I would
take which would be different than the ones
that I just showed you. So first let me
start here by going to a interrelated curve. And I'll just be
creating something like this to create a wall section. Then I'll take this and
I'll go to offset three. I'll be offsetting. Just
buy a unit of three. It doesn't matter what
size we're making this. So we'll go ahead and head
and connect the end points. Now select those type in join. And then extrude curve. Then we'll just
type in ten feet. Would just go, let's say we'll
just do it visually here. It looks like this is because
here in wireframe mode. So let's go to shaded mode. And with a wall like this, where you would
need to do is pick a point along the wall
where you want the opening. Let's say we'll go here to a polyline and we'll
go to nearest. Then I'll just
pick a point along here if you want it
exactly in the middle, takeoff near, and then just, we'll go here to the middle. To this other side. They
will use the perpendicular. Snap. This way it creates
straight segment that goes from the vertical
here you will perpendicular. And what I want to do
is hold down shift and scale using one of the
grips here to scale. Then we're going to take this
and go to Extrude, curve. The height. Now offset surface
using both sides on. And then let's use ten here. Now, it's created
basically a box that is a straight line between
the perpendiculars here. Then we need to do
is subtract it. Here's one thing to keep in
mind is when you subtract it, it's going to ask you to either
keep or delete the input. This is one of the
things I wanna do is make sure that I
select the wall. I do Control C and copy
it to the clipboard. This way I have it saved in this storage like the
memory of the computer. And when I do the command, it's going to, it's going
to take away this wall. So we'll go Boolean
difference, vd, select the solid that's
intersecting whatever shaped opening it now it
takes away the original, but keeps this and that
was one of the options is keep the object that you're
trying to subtract from. And yes, we want to keep that. Then we'll do Control
V to paste this way exactly where it was before. Now, with it already selected, we can do BI for Boolean intersection and do whatever intersects
with a box to basically extract the
opening for the door. The reason why we would do
this is I'll take this, hold down Alt and make
a copy on the side. And then here we can
now create a frame. So we'll go here to show. First thing, we'll take
this, we'll copy it. Then we'll type in shell. And we'll do a shell and remove this side bottom in the back. And it can do paste and
Boolean difference. This. Now we have a door
with the frame. And then this would be the
segment that is leftover. We can use it or
not. It's up to you. So just wanted to share
with you that methodology. And that's the technique
that I would use for creating walls
that are curved. The reason why is
because if you take that segments and you
cut it off and you extrude one side and the other is going to
be really difficult to recreate the segment
that's leftover. And with it being it curve, it will also create a crease and it won't look
as good as this, which is pretty seamless. And this is a wall that
is extruded up perfectly. So that is one of the
advantages of this one. The only thing that would
be a little bit strange is that this technically
isn't a line. It's part of a curve. So let's create another
iteration that I want to show. A curved wall.
4. Curved Walls Example 2: This time, we'll move it to
the side Control H to hide. This time, I'll be using a NURBS curve just to
kinda change it up. I'll pick four points. I'll take this Alt, copy up, and then Alt,
I'll be up again. Then I'll take these three, lopped it together and
then use record history. This way when I move, the curves, will move,
move it with it. And the way to get this, we can further change
that surface by playing around or moving
and updating those curves. The next step is
going to be two. So if you delete one
of those curves, that will undo the history. So what I'll do is I'll take
that surface, hold down Alt, move this to the side and
change object layer to this. Now we can develop this. So I'll select that surface,
offset, offset surface. This time we're now we could do both sides or
we can do to one side, it really doesn't
matter for this. So we'll just do two. Next. We need to do the same thing. So pick a point or it can
either be of midpoint or we can just go to any
point here and just create, start creating a line segment. So we'll get a polyline nearest. And then I'll pick
location here. Then move down here to look for not nearest because that
will cause some issues. We'll go to perpendicular
and we'll do the same thing. Now, this is going to be a little bit different
and you'll see why. Well scale this up. I'll do extrude curve. And you'll see that that
line segment between these two is actually not a flat line, which means that what I wanna
do is Control Z to undo, take that line that I
scaled up and we need to reject to construction plane. This way it projects it to this plane where we can
now extrude the curve. We can now offset surface. Both sides. Yes, and
then we'll do ten. We can also do scale one
dimension from this midpoint. Here's the thing about
curved walls like this. When you create a door opening, you're going to need a
flat or a level opening. This way you have an easier
time when you create the door frame and all of those things that
come into play. So what I need to
do is move this. Here, will go to nearest. We'll move this in. Not actually be moving this
to this and then rotating it from this point and that point to match
and meet the wall. So we'll go to the rotate 3D, reading the hinge point
between the bottom, top and this one. And here we can now
go to runoff nearest, the intersecting point here. Now we can take that
and move using nearest, which is okay this time, I will move it from here. And now what I'll do is I'll change my layer two like
something like layer one. And I'll do a command
called intersect two sets. The first set can be either
one, I'll do the box. Second set is going
to be the wall. Will do Control G to group. Because now we have where they intersect and they can move
from this corner point. I'll turn off centric is
that causes issues too. And then we'll go here
to the end point. So I'll turn off
that layer and also causes issues. Job declare. Okay, Now I'll move this from
this corner to this corner. The only thing is that we still have that corner not meeting, so we'll actually need
to move it to this one. Now I'll type in show
or bring back our wall. Now that we have it
intersecting and looking good. Now we can subtract it. So we'll copy the
wall Control C, put it onto my clipboard. Then we'll take this
Boolean difference, this one, paste. Then boolean intersection
with this one. And yes, it creates the opening of actually here at the bottom. It did not. So undo it. Select this bottom one, or select this
scale one dimension from here to the bottom
to create that door. Now we'll do this again
with Boolean difference, then paste, and then
boolean difference. We're Boolean
intersection. This one. Like I said, the door frame
won't work unless you collect this extrude curve will
create this line segment. We'll go to extrude
down to here. Then we'll be
matching those lines. So lopped between this and
this, blocked between this. Now if I hide this, this will create a doorway n.
And we can take these join. Offset surface, will delete, will make sure that it
doesn't save both sides. But we need to flip
the direction. So we'll go to flip direction
and we'll just do three. So it's giving us
some issues here. One way to fix that
is going to be to take duplicate edge. Join offset three. Now we'll isolate this
and create a line or a polyline between
those together. And now let's type in show. I know I'm going a
little bit quick here, but this is more of
like a different case that wouldn't happen ordinarily. So we'll go here
to excrete curve, makes sure that it says solid. Yes. I did project to see plain or projected
construction plane. And now I'll do extrude curve. Now I will extrude correctly. What's happening is that that line segment that I
created was not on a plane. And so we need it to be because it won't extrude
as a solid otherwise. Now we can take this
and Boolean difference, vd with the outside one. Now we can delete
this inside portion and it looks the same as before. The match properties. But it does have this little
bit that is not working. And all of that
stems from the issue that the wall is actually
not level on the ground. Right. So this is I guess
this would be more in the additional content
because what I'm gonna do now is go fairly quickly, but show you the steps
that I would take for doing this the right
way from the beginning. So let's leave the door here. Let's say that's the location. But first we need to
make sure that this is a level where it's on a plane. So we'll go here
to bounding box. Go to Extrude surface
and extrude this up to the second-highest point by creating a bounding
box hip crease it at the exact outer boundary, taking that bottom
surface and extruding it up to this location. So we need to do scale. One dimension. Now we can take this Boolean
difference, the bottom. And we see that we still have a bit of a
gap here at the front. But this is why we
need to actually just scale this up
by a good amount. So to scale
one-dimension from here, here, it says 0.7. We'll do 1.5. We'll take this Boolean
difference dense. And then we'll take
this in a hole down. And I'll just use this
graph to pull it this way. And Boolean difference
the bottom of the door. Why? Because we want these two to be on the
exact same plane. So they intersect
perfectly and so the doors easier to create. And that's because
also because you wouldn't ever have that
scenario happened in real life. Typically when you build walls, you're going to
build them exactly on a plane or something. Or if that's not the case, then it would be fairly rare. So we'll take this and
we'll do the same thing. So select this copy to
clipboard, Boolean difference, this paste control V and then
boolean intersection this. Now we're going to create a line segment
between these two, which is actually from
the top to extrude, curve down to the bottom. And law. These two. And this is a lot cleaner because they're on
the same plane. Now this top one is
going to be different. So I'll just select these. Had been join and offset
surface slip direction. And then three. What's happening here is that messes
up the corners. So once again, we have
to duplicate edge, join, join the curves. Offset, offset to the outside. Now, I will type in isolate
to just isolate those curves. And when I select it into f ten, it gives me the control points. Checking now select, making sure that
I'm not selecting the line, just those points. And I'll go from this
corner to this one, from this one to this one up. And what it's going to do is make sure that
it intersects it, but it won't move
any other point. Basically stretching it will create Last two line segments, join it together
into a closed curve. Now I can type in, show.
Then extrude curve. I'll select the original and de-select what I just
made to delete it. Then use this to do a Boolean difference.
Same thing here. So to extrude curves
up and extrude, surface out this way. Feeding like the little bit of the roof that it kinda needs. So subtract it with Boolean difference using
the outside shell. Now these two I can join using Boolean union and
then use merge. All co-planar faces to get
rid of that little crease. Now, we can do that again here. So delete this outside
part, delete this. And this one. I'll isolate and
turn into a shell. You seeing a thickness
of one should be fine. I'll select Run bottom
and back by just doing a sweep from
bottom to top left. Then Spacebar and
we create a shell. Typing in show, then match
properties to the wall. And then here we can
create the door. How I like to use
C plane surface. Then using a box relative to the center point. And do the same thing here. So this one, copy Boolean
difference, this one. Then boolean intersection,
RP and shell, then paste, and then boolean
difference, this one. Lastly, it's going to
be a pair of doors. I'll create a box that
intersects halfway. Then do Boolean intersection. And we have to copy the door and Boolean
intersection with this one. And paste and
Boolean difference. One before a pair of
doors that are here. And we can scale
in one-dimension between the center
and the outside. And we'll do 1.52.75. This frame. If he gets a little bit
larger. So we'll do 1.2. Let's go here to
our rendered mode to see what that looks like. That's how we'd use
and create an opening to the inside of a
curved wall like this. Of course, there are other
ways that we can do it, but this is one solution
that you can find. But now here when
typing in show, we see that there are many
different ways of doing this. And yeah, I went through this last
exercise fairly quickly. These are a little bit
these cases are not as prevalent as the
other ones that I showed earlier because typically
when you're building walls like they're mostly
straight because they are more functional that way. These are more of like decorative or other
type of walls that are not necessarily as
functional in terms of being able to place a door, or being able to place a window, or even being able to put furniture next to
and things like that. So hopefully that made sense. I went over a few
other things here. Let me know if you
have any questions and I hope to see you next time.