|
When typing letters in the command prompt, Rhino presents all commands that contain these letters. This is a useful Rhino feature to find specific Rhino commands.
Exercise 1: Before you start[caption id="attachment_8667" align="alignnone" width="700"] Fig.2: Osnap toolbar & Status bar[/caption] [caption id="attachment_8662" align="alignright" width="412"] Fig.3: Layer manager panel[/caption]
- Make sure 'Grid Snap' is turned off and 'Ortho', 'Osnap' and 'Planar' is turned on in the status bar (Fig.2)
- Make sure that the Osnap toolbar is visible (Fig.2). If it’s not, go to 'Tools' > 'Object Snap' > and check 'Persistent Osnap Dialog'
- In the Osnap toolbar (Fig.2), turn on the following object snaps: 'End', 'Near', 'Point', 'Mid', 'Cen', 'Int'
- Make sure the Layer manager panel is visible (Fig.3). If it’s not, then run the _Layer command
- Download now the necessary training files: M1R1 - Training Files - Online
- Make sure to store the files in a secure place on your hard drive.
- Now copy the training files folder to the desktop. This makes it most easy to access the necessary files during the training.
- At last, create a new folder on your desktop and name it "WIP" (Work In Progress). In this folder you can save your training files thus keeping the original files clean.
Exercise 23: Selecting Objects by Picking, Window Selection and Crossing Window Selection [caption id="attachment_9241" align="alignright" width="320"] Fig. 42: Crossing Window Selection[/caption][caption id="attachment_9242" align="alignright" width="320"] Fig. 43: Toggle in the selection menu[/caption]
- Turn on the layers "Ship Hull Design > Loft Curves" and "Ship Hull Design > Loft Surface"
- Make sure both layers are unlocked
- Turn on layer "Exercise > Ref. Crossing Window Selection"
- In the "Top" viewport drag a selection window from A to B (right to left = Crossing Window Selection) (Fig. 42)
- Notice that two bow curves and the loft surface are selected.
- Press [Esc] or click somewhere in the top viewport (not on an object) to deselect all objects
- Lock layer "Ship Hull Design > Loft Surface"
- Again drag a selection window from A to B (just the two bow curves are selected)
[caption id="attachment_9243" align="alignright" width="320"] Fig. 44: Check in the Top viewport[/caption]
- Turn on their control points
- Click in the "Front" viewport on the control points at Ref-1 which define the bulb shape and notice the selection menu
- Move the mouse over one of the curve points in the selection menu (Fig. 43) and notice that one of the points in the "Top" viewport is displayed in white (Fig. 44)
- By moving over the other curve point in the selection menu the other point is displayed white
- This way it is possible to select one specific control point
- Click on 'None' in the selection menu to cancel the selection.
- In the "Front" viewport select the points at Ref-1 simultaneously with a window by dragging a selection window from left to right around the points
- Press and hold [Shift] on the keyboard and select the points at Ref-2 with a selectionwindow
- Notice in the perspective viewport that four control points have been selected now
- Extend the bulb by dragging the points forward. Even though the loft surface layer is locked, the surface updates due to record history
- Undo the dragging of the bulb control points
- Turn off layer "Exercise > Ref. Crossing Window Selection".
Due to a busy schedule of Bas Goris, the training videos in the rest of this training module were made by Gerard Petersen. These videos were also already made with Rhino 6 Beta. As you will see, there's not much difference in the look and feel. Most significant difference is that Rhino 6 shows instantly the control points of curves when you select them. The last difference is that these movies were made at a higher resolution of 1920x1080.Exercise 24: The Gumball [video width="1920" height="1080" mp4="https://www.rhinocentre.nl/wp-content/uploads/2017/11/M1R1-Ex.-24-Ger-R6.mp4"][/video]
Exercise 24: The Gumball [caption id="attachment_10413" align="alignright" width="333"] Fig. 46: Gumball[/caption]
- Turn on the Gumball Editor in the status bar at the bottom of the Rhino screen (Fig. 46).
- In the "Perspective" viewport, select the stern loft curve and notice the Gumball pops up.
- Move the curve a little forward by dragging the red arrow.
- Undo the movement.
[caption id="attachment_10414" align="alignnone" width="1498"] Fig. 47: New origin of Gumball[/caption]
- Click at the red arrow and type 2500 for the move distance.
- Undo the movement.
[caption id="attachment_10412" align="alignnone" width="987"] Fig. 48: Rotate with Gumball[/caption]
- In the "Front" viewport, select the two aft ship loft curves. Notice that the Gumball is displayed in between the two curves.
- Relocating the Gumball origin in the "Front" viewport:
- Press and hold [Ctrl] key on the keyboard and then click and hold the left mouse button.
- Now drag the gumball pivot point in the "Front" viewport a little bit upwards and still hold the left mouse button.
- Release the [Ctrl] key on the keyboard and still hold the left mouse button.
- Move the mouse pointer to the top of the hull and snap to the end point of the stern loft curve.
- Now release the left mouse button (Fig. 47).
- Now scale the two loft curves in Z-direction by moving the green open rectangle up and down.
- Undo the scaling.
- In the "Top" viewport, select the fourth loft curve from the stem.
- Make sure that 'Ortho' is turned off.
- Notice where the origin of the Gumball is located. Is it on the center line?
- If not, relocate the origin of the Gumball to the center line.
- Now use the blue arc to rotate the loft curve 30 degrees forward (in Top viewport) (Fig. 46).
- Take a look at the result.
- Undo the rotation.
- Turn off the Gumball in the status bar at the bottom of the Rhino screen
- At last press [F1] to open the Rhino help. Click at “Index” and type ‘Gumball’. Find out everything about Gumball functionality over here.
“Use UVN” is very useful to move points in the normal direction of the surface at that point.Exercise 25: Nudge [video width="1920" height="1080" mp4="https://www.rhinocentre.nl/wp-content/uploads/2017/11/M1R1-Ex.-25-Ger-R6.mp4"][/video]
Exercise 25: Nudge [caption id="attachment_9248" align="alignright" width="415"] Fig. 48: Nudge key directions[/caption][caption id="attachment_9249" align="alignright" width="320"] Fig. 49: Evaluate the surface with glossiness[/caption]
- Turn on the control points of the third loft curve from the bow
- Select the second to top control point
- Zoom in at this part of the ship in all viewports.
- Press the [^] Arrow key five times. See what's happening in the Right viewport. The movement is very small (5 x 10mm = 50mm)
- Read in the command history window on the top of the Rhino screen: Nudge 10.000, Cumulative 50.000
- Now also try this by pressing [^] Arrow key five times. Now the movement is larger (5 x 100mm = 500mm)
- Read in the command history window on the top of the Rhino screen: Nudge 100.000, Cumulative 550.000 (500 + 50 of the previous nudge)
- Press the [PageUp] or [Page Down] key for movements in the Z-direction
- Switch the perspective viewport display to 'Glossy for Fairing'
- Rotate the view in such a way that the white gloss is on the selected control point position (Fig. 49)
- Now play with nudge and notice the gloss appearance to get some feeling with Nudge
- Run _UndoMultiple and undo all Nudge steps
- Switch the perspective viewport display to 'Shaded' again.
Another way to quickly zoom in that area in all viewports is to select the two adjacent control points and run the macro: _Zoom _All _Selected. There is also a toolbar button for this macro and a menu entry: View > Zoom > Zoom Selected All. Of course this command also works if you just select one control point but then the zoom factor is very high.
Exercise 26: Set XYZ Coordinates [caption id="attachment_9250" align="alignright" width="133"] Fig. 50: Set Points dialog[/caption]How to get this curve oriented straight up again? One way is to put all x-positions of the control points to the same value.
- Turn on the control points of the sixth loft curve (counted from the bow). This curve defines partly the forward shape of the flat of side.
- Select all control points of this loft curve and run _SetPt
- The 'Set Points' dialog pops up (Fig. 50). Check 'Set X' with the 'Align to World' option and press OK
- Now move the mouse in the "Front" viewport and watch the preview of the result. It is possible to click somewhere in between the adjacent curves, but in this case type an exact valuefor the X position: 35000
- Undo the SetPt operation. Then, turn off layer "Ship Hull Design".
Exercise 27: Using the curvature graph [caption id="attachment_9252" align="alignright" width="240"] Fig. 52: Curvature Graph of the stem[/caption]
- Turn on layer "Exercise > Curvature Graph". In the "Front" viewport a red second stem curve plus a part of a keel line is visible in front of the existing stem
- Maximize the Front viewport
- Turn on the control points of both red curves
- Run _CurvatureGraph and select both red curves
- Increase the Display scale up to 145 and examine the shape of the graph. The upper part of the stem is concave and flips at Ref-A to convex to create the bulb shape. At the bottom the curvature decreases to zero at the end of the stem curve. As the keel line has zero curvature, it must be perfectly straight (Fig. 52)
- Move the control point at Ref-3 upwards 500 mm in the "Front" viewport and notice the change in the curvature graph at the bottom endpoint of the stem curve. Apparently the curvature now has a certain value at this point. Still the transition from the keel line into the stem curve is fluent but less smooth as before as the curvature graph now shows a ‘jump’ from the zero curvature keel line into the stem curve
- Now also move the second control point at Ref-2 upwards 500 mm and notice the change in the curvature graph. Now the transition from keel to stem is not fluent anymore. As this second control point is not in line with the keel line anymore the transition shows a kink
- Undo both point moves to get back to the original situation.
The CurvatureGraph Display scale is most of the time somewhere between a value of 100 and 150
When it comes to using the curvature graph for fairing it is evident that a more fluent curvature graph results in a fairer loft curve and thus a fairer loft surface.
- In order to find out what the most outer point of the bulb is, right click at the object snap "Quad" and run _PolyLine
- Move the cursor near Ref-B and notice the pointer snaps to a "Quad"
- Repeat this to find the most outer position near Ref-C
- The polyline command should still be active. Now right click at the "Knot" snap and move the cursor towards Ref-D. Apparently at this position the curve contains a knot. When looking at the curvature graph at this point, we notice a little kink. This is not wrong but just behavior of the mathematical description of a so called Degree 3 curve
- Localize other knots in the curve.
[caption id="attachment_9253" align="alignright" width="320"] Fig. 53: Move control point Ref-6 until it intersects the assist line[/caption]
- In the "Front" viewport, move the control point at Ref-6 to the right-hand side with Nudge and play with the shape of the curvature graph at the top end of the stem curve.
- Try to make it zero at the top or even beyond that
- When do you know that the curvature graph at the top ends up exactly at zero?
- Turn on "Point" snap and draw a line from control point Ref-5 to control point Ref-7. This is an assist line
- Turn on "Int" snap and Ortho and move control point Ref-6 until it intersects the assist line (Fig. 53)
- Now increase the Curvature Graph Display Scale and notice that the curvature at Ref-7 is exactly zero
- Set the Display Scale to the value of 145 again
- Move the 6th control point back to Ref-6
- Undo and redo the movement of the control a few times to witness the curvature behavior when the 6th control point is moved. Notice that the curvature near Ref-5 increases and decreases a lot after Ref-6 has moved. This behavior of the curvature graph makes fairing a job that asks for "Fingerspitzengefühl" which can be translated to "finger tips feeling"
- Turn off layer "Exercise > Curvature Graph"
- Switch back to four viewport display.
Exercise 28: ContinuityLet’s check some other solutions for the stem shape.
- Turn on layer "Exercise > Continuity". Notice in the "Front" viewport a stem shape which is a quarter of an ellipse
- Click at the curve to find out that it contains three individual segments. One straight keel line, a straight bulwark line and a stem curve
- Turn on the control points of the three objects and notice that the objects appear to be ‘clean’. The stem profile is a 2 degree curve with 3 control points
- Turn on the curvature graph for all three curves and set the Display Scale to the value 150. Notice that the straight lines have zero curvature and the stem-curve a curvature that varies
- Turn off the curvature graph and control points display.
[caption id="attachment_9255" align="alignright" width="364"] Fig. 54: BlendCrv between the two straight lines[/caption][caption id="attachment_9254" align="alignright" width="320"] Fig. 55: Click and drag the BlendCrv handles to adjust the blend[/caption]
- Run _BlendCrv and select the two straight lines at Ref-1 and Ref-2 (Fig. 54)
- Select “Tangency Continuity” for connection 1 and 2 and notice that the black curve is near the original red stem curve
- Make sure the option “Show curvature” is turned on. Notice Tangent continuity contains four control points instead of three at the degree 2 stem curve. Apparently the Tangent continuity needs two extra control points besides the two end points
- Press [Shift] and click one of the BlendCrv handles (Fig. 55) (once the handle is active you can release Shift). Drag the point until the shape of the curve looks more similar to the red arc. Click again to fix that new position. Move the other handle (without Shift) until the curve matches even better. Play with this until you are satisfied. Notice that when moving the handles, the curvature graph changes accordingly. When the curve matches the original stem curve, near Ref-2 the curvature graph increases again. Although the shape matches the original stem curve, still the curvature graph is discontinuous at the start- and end point of the stem curve. Notice the leap.
The [Shift] option of the BlendCrv command creates symmetry between the two handles. If you move one side the opposite handle moves as well.
Notice that the curvature graph declines to zero at both ends of the stem curve. As the straight lines also have zero curvature, “Curvature continuity” is more fluent than Tangent continuity but the curvature graph still shows a kink at the connections. This is not wrong, but can be the character of curvature continuity.
- Switch to “Position Continuity” for both connections. This results in a straight line that closes the gap between the two lines. The curve contains only a start- and end point now. Position Continuity is also called G0 and the curvature is zero. At least the bow is closed now… 😊
- Now switch back again to “Tangency” for both connections and notice that the curve contains one extra control point after the start point and one extra control point before the end point. Tangent Continuity is also called G1 (a Mnemonic is: one extra control point is added to the start- and one to the endpoint)
- Try out “Curvature Continuity” for both connections and notice that the curve now contains two extra control points after the start point and two extra control points before the end point. Curvature Continuity is also called G2 (2 extra control points at each end). Notice that near Ref-2, the curvature graph shows also a shape that starts concave and flips to convex. Is this acceptable?
You probably find out after a while that this Curvature continuity will never match the Arc perfect due to the nature of both objects. This isn’t necessarily a problem but something to take into account when making decisions.
- Now drag the second control point from Ref-1 to the left to make the shape overall convex
- Try again to match the original red arc by moving the control points with or without pressing [Shift].
[caption id="attachment_10505" align="alignright" width="240"] Fig. 56: G3 – still a kink in the curvature graph[/caption]So far about continuity. With this knowledge you are now able to master every connection from now on and make your decisions from a practical point of view.[caption id="attachment_10504" align="alignright" width="240"] Fig. 57: G4 – now the curvature graph is smooth[/caption]
- Next to try out is G3 continuity on connection 1 and 2. It will be no surprise that in this case three extra control points are added after the start point and three control points are added before the end point. Notice also that the curvature graph is now also smooth at the two connections which mean that G3 continuity is more fluent than Curvature continuity (Fig. 56)
- At last there’s also a G4 option which leads to the insertion of even more control points resulting in the smoothest solution. The question is however if you need such a smooth connection (Fig. 57)
- As you are still in preview of the _BlendCrv command, it is time to finish it. Create the desired shape of the stem curve and take the curvature graph into account. Then press [Enter]
- Switch back to four viewport display
- Turn off layer “Continuity” and turn on layer “Ship Hull Design” again.
G0 = Position Continuity G1 = Tangent Continuity G2 = Curvature Continuity G3 G4 |
Exercise 29: Using a Reference Curve [caption id="attachment_9258" align="alignright" width="320"] Fig. 58: Using a Reference curve[/caption][caption id="attachment_9259" align="alignright" width="320"] Fig. 59: Curvature graph color[/caption]
- Turn on layer "Exercise > Ref. Curve Modeling" which shows a red curve of a deck contour in the bow area. In the "Top" viewport this curve shows a more elegant bow shape compared to the existing blunt bow
- Turn on the control points of the loft curves 3, 4 and 5 (Fig. 58)
- Move the uppermost control points of the loft curves in such a way that the bow surface meets the reference curve. Use Drag, Move, Nudge or Gumball.
- Unlock the layer "Ship Hull Design > Loft Surface"
- Select the loft surface and run _CurvatureGraph.
- The curvature graph of surfaces is often confusing because it’s displayed for all isocurves at once. Nevertheless, we’ll still use it to examine the fairness of the deckline in the "Top" viewport by changing the color of the 'U' surface direction in the curvature graph dialog (Fig. 59) which makes it easier to maintain an overview
- Relock the layer "Ship Hull Design > Loft Surface" and turn off layer "Exercise > Ref. Curve Modeling" when done.
Exercise 30: Using a Reference Object [caption id="attachment_9260" align="alignright" width="320"] Fig. 60: Using a Reference Object[/caption]Is the cargo hold enclosed now? To make sure that the cargo hold is fully enclosed an intersection curve is made from the loft surface and cargo hold box.
- Turn on the layer "Exercise > Ref. Objects" which shows one box shaped cargo hold volume and a propeller clearance cylinder. Although it is evident that the box cuts the hull surface (Fig. 60) this is a good example to show the functionality of making an intersection curve
- Unlock layer "Ship Hull Design > Loft Surface"
- Run the _Intersect command and select the hull surface and box. Rhino reports: "Found 1 intersection." and an intersection curve displays exactly the shape of the intersection
- Delete the intersection curve
- Move loft curves 5 and 6 forward 1500mm.
- Run _Intersect again
- On the "Select objects to intersect:" prompt, select the loft surface and cargo hold and press [Enter]
- Rhino reports: "Found 0 intersections".
- Use the techniques you've learned up to now to lower the bottom surface near the propeller until it nearly touches the propeller clearance cylinder.
- Lock layer "Ship Hull Design > Loft Surface".
Exercise 31: Adding/deleting control points [caption id="attachment_9261" align="alignright" width="320"] Fig. 61: Insert Control Point[/caption]
- Turn on the control points of the two stern loft curves
- Turn on layer "Exercise > Ref. Add control points" This shows two + symbols along the loft curves
- Run the _InsertControlPoint command
- On the "Select curve or surface for control point insertion:" prompt, pick one of the two stern loft curves
- On the "Point on curve to add control point:" prompt, pick a point near the + symbol (Fig. 61) and press [Enter]
- Repeat the last 3 steps with the other curve.
- Select the control points at center line of both stern curves
- Move them down with Nudge until the hull surface nearly cuts the propeller cylinder.
- Turn off the layers "Exercise > Ref. Objects" and "Exercise > Ref. Add control points".
Exercise 32: Display Mesh [caption id="attachment_9262" align="alignnone" width="474"] Fig. 62: Custom Mesh & Simple Mesh Options dialog[/caption][caption id="attachment_9263" align="alignnone" width="512"] Fig. 63: Detailed Mesh Options dialog[/caption]
- Switch the Perspective viewport display to 'Glossy for Fairing'
- Select the loft surface
- Zoom in at the bow area
- In the Object Properties menu select the checkbox for a Custom Mesh (Fig. 62).
- Click Adjust. The 'Polygon Mesh Options' dialog pops up (Fig. 62)
- Click at Preview and look at the mesh faces on the surface
- Move the slider to 'Fewer polygons' and click at 'Preview' again. Notice the large mesh faces along the surface and the straight lines at deck level. This doesn't look smooth
- Move the slider to 'More Polygons' and click 'Preview' again. This looks much better. However the bulbous bow is still very rough
- Click 'Detailed Controls' in the Simple Mesh Options dialog and set the values according to Fig. 63.
- Click Preview again. The mesh faces distribution is much more refined now.
- Press OK to accept these settings and examine the display quality of the surface.
In the detailed controls:
- Toggle 'Refine mesh'.
- Set maximum aspect ratio to '1' to create more or less square mesh panels and avoid thin and long mesh panels.
- Now play with 'Maximum distance, edge to surface' setting. First set it to a bit higher value (for example 10 mm) and do a preview. Then, step by step, make this setting smaller and preview.
It is important to understand that the more refined the Display Mesh is, the larger the file size will become as each Mesh face has to be described. Furthermore editing the shape of the hull is slower with a detailed render mesh as it has to be recomputed over and over again. On the other hand a sufficient level of detail of a render mesh is necessary to be able to examine the surface smoothness. Finding the proper balance here is very important.
8 uur feedback na uw training.
De grootste uitdaging is om het geleerde in de praktijk te brengen. Wij ondersteunen u met uw rompontwerp en stroken na uw training. Zend ons uw files, dan kijken we ernaar, geven vervolgens suggesties om u weer de juiste richting te geven. Deze praktische service maakt u snel professioneel in het creëren van een elegante romp definitie en een fijn gestrookte romp. Deze service hebben we ontwikkeld omdat we ontdekten dat de meeste cursisten problemen ondervinden om de training volledig in hun workflow te integreren. Gebruik uw uren wanneer u ons nodig hebt. Wij houden het totaal van de gemaakte uren bij en brengen u op de hoogte wanneer de uren verbruikt zijn. RhinoCentre biedt 8 uren aan voor de speciale prijs van €560. Deze uren dienen binnen zes maanden na de training te worden gebruikt.
16 uren project support na uw training.
Het is onze zorg dat u na de ‘Hull Design and Fairing Training’ zo snel mogelijk productief wordt. Project support betekent dat u ons inhuurt voor het opzetten van een rompdefinitie. Dit kan gaan om een nieuwe romp of een reconstructie van een bestaande romp op basis van een lijnenplan. Gebruik uw uren wanneer u ons nodig hebt. Wij houden het totaal van de gemaakte uren bij en brengen u op de hoogte wanneer de uren verbruikt zijn. RhinoCentre biedt 16 uren aan voor de speciale prijs van €1120. Deze uren dienen binnen zes maanden na de training te worden gebruikt.
Toevoegen aan winkelwagen(€ 683,65 incl. BTW) Bespaar 5% door er een Rhino 8 bij te kopen.
Toevoegen aan winkelwagenOnly order at least 30 licenses or more
Toevoegen aan winkelwagenper year thereafter €1000
Toevoegen aan winkelwagenVersion 3 for Rhino 7&8
Toevoegen aan winkelwagenVersion 3 for Rhino 7&8
Toevoegen aan winkelwagenper year thereafter €1250
Toevoegen aan winkelwagenVersion 3 for Rhino 7&8
Toevoegen aan winkelwagenVersion 3 for Rhino 7&8
Toevoegen aan winkelwagenLive Online Training – M0R1 + M1R1 + M1R2
Toevoegen aan winkelwagenSelf-study Training – M0R1 + M1R1 + M1R2
Toevoegen aan winkelwagen