rhino汽车建模详细教程
犀牛基础教程详细版

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坐标描点长椅
❖ 一。用多重直线工具 激活PERSPECTIVE视 图,然后在提示窗口依 次输入以下坐标。输入 一个就击ENTER结束, 再输入下一个。(0,0, 8)(5,0,8)(7, 0,12)(15,0,12) (17,0,0)结束。
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双轨扫描出的椅子
❖ 三。在FRONT视图内 用直径椭圆工具 按 SHIFT键不松作椭圆, 调整椭圆位置到如图所 示。
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双轨扫描出的椅子
❖ 四。用双轨扫描工具 《右击 曲面工具在 跳出的曲面栏中选双轨 扫描工具》根据窗口提 示先选取二条轨道。再 选择随圆。右击,再右 击。
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双轨扫描出的椅子
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练 习 题 茶 杯 碟
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钻石
❖ 一。按多边形,边。工 具 《右击多边形工具 在跳出来多边形工具栏 中选取多边形,边工具》
❖ 然后在提示窗口,边缘 起点中输入边数8。右 击结束。在TOP视图中 画如图所示8边形
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钻石
❖ 二。选定8边形。CTRL+C 复制一个再CTRL+V粘贴一 个8边形。然后在FRONT视 图内按SHIFT键不松,向下 拖动到如图位置。
❖ 五。矩形平面工具 给椅 子加个底。 《右击 曲面 工具在跳出的曲面栏中选矩 形平面工具》
❖ 六。加个圆形坐垫。用圆柱 体工具 建个圆柱体放到 如图位置。《在TOP视图 点圆柱中心点和大小。在 FRONT视图内调整圆柱体 高度》
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双轨扫描出的椅子
❖ 七,不等边距工具 导下坐垫边缘。
❖ 八。文件,保存。完成
犀牛高级建模跑车建模

用Rhino做Shelby Cobra 轿车教程
本教程将演示如何制作Shelby Cobra轿车的车身。
其它
一些小部件如轮胎、油箱等本教程均作省略。
汽车造模时,最难的是车身,因为它一般都是非常光滑的曲面。
用Rhino来做此项工作,是个不错的主意
仔细观察上面的一幅图片,你不难发现它象是汽车车身的廓线。
它们能帮助完成最后的造模工作。
与多边形造模不同,NURBS曲面造模就是靠这样的样条曲线来勾描图形的。
仔细观察上面的一幅图片,你不难发现它象是汽车车身的廓线。
它们能帮助完成最后的造模工作。
与多边形造模不同,NURBS曲面造模就是靠这样的样条曲线来勾描图形的。
根据车身形状用一条非封闭的曲线画出它的横截面图
拷贝刚才画的曲线生成第二条横截面曲线,并将它向下移动一些,修改若干控制点,形成的结果如上图。
依此类推,根据车身形状,画出其不同区段的横截面曲线,以备下一步放样用。
用画出的这些曲线进行放操作,结果如上图所示。
如上图所示用拉伸(Extrude)曲线的方法,在车头部分挖出一个口子,形成汽车散热器及保
险杠的形状。
用同新的拉伸样条曲线的方法在车身上挖出蔽蓬车座的位置。
如上图,画出车轮箱处的弧形边线,再做一次拷贝,并将拷贝的曲线缩小,稍稍移离车体,然后放样这两条曲线,形成车体车轮箱处略微突出的边缘。
犀牛汽车建模教程

犀牛汽车建模教程简介汽车建模是计算机图形学的重要应用之一,也是产品设计与开发过程中的重要环节之一。
本教程将以犀牛(Rhinoceros)软件为例,介绍汽车建模的基本流程和技巧。
1. 准备工作在开始之前,我们首先需要准备好以下工具和素材: - 犀牛软件:你可以从官网下载犀牛软件,并按照官方指引进行安装。
- 参考图:你可以从互联网上搜索到你想要建模的汽车的参考图,并保存到电脑上。
2. 导入参考图在犀牛软件中,我们需要将参考图导入到建模场景中,以便参考和绘制。
2.1 打开犀牛软件双击打开犀牛软件,启动软件。
2.2 导入参考图在软件的菜单栏中,选择“文件”->“导入”,然后选择你保存在电脑上的参考图文件,点击“打开”按钮。
参考图将会被导入到犀牛场景中。
2.3 调整参考图位置和大小在犀牛的“命令行”中输入“PictureFrame”命令,然后按照提示选择导入的参考图,接着按照需要调整参考图的位置和大小。
3. 建立基本几何体在开始绘制汽车的外观之前,我们首先需要建立一些基本几何体,以便参考和操作。
3.1 绘制车轮轮廓选择犀牛的“曲线”工具,绘制出车轮的轮廓。
可以参考参考图来确定轮廓的形状。
3.2 创建车身基础结构使用犀牛的“面”工具,根据参考图的形状,绘制出汽车的车身基础结构。
可以使用直线和曲线来绘制多边形。
3.3 创建车窗和灯光使用犀牛的“曲面”工具,根据参考图的形状,绘制出汽车的车窗和灯光。
4. 细化和调整设计在完成基本的汽车外观建模之后,我们可以对细节进行调整和优化。
4.1 平滑曲线和曲面使用犀牛的“平滑”功能,对汽车的曲线和曲面进行平滑处理,使其更加真实和光滑。
4.2 添加细节使用犀牛的“细化”功能,添加汽车的细节,如车灯、车窗的细节等。
4.3 调整比例和比例根据需要,使用犀牛的“缩放”和“旋转”功能,调整汽车的比例和角度,使其符合设计需求。
5. 渲染和导出在完成汽车建模之后,我们可以进行渲染和导出,以便进行展示和分享。
犀牛软件建模————方向盘

汽车方向盘的制作本章重点方向盘内部结构的制作流程方法方向盘内部与外环的光滑过渡学习目的方向盘模型的制作方法1制作方向盘模型的基本造型1.1 方向盘外环的制作(1)如图16-1所示为方向盘的造型图片。
使用Torus(圆环)工具,在TOP视图中,绘制出方向盘外圈的圆环,圆环中心位于(0,0,0)圆环半径为13,截面半径为1。
16-116-21.2 方向盘内部的制作(2)使用Curve >curve form objects > Extract lsocurve 工具提取圆环曲面V向上的ISO曲线,注意使用Quad捕捉确定曲面上提取ISO曲线的部位,如图16-3所示。
16-3(3)同样使用Quad捕捉ISO曲线的上下两个点绘制两条长度为15mm的水平直线,如图16-4红色直线所示。
(4)使用Blend工具在两条红色曲线的端点之间生成一条混合曲线,如图16-5黄色直线所示。
16-4 16-5 (5)把曲线Join起来,并删除如图16-6所示的两个黄色的join点。
删除右边的一个CV点,并把另一CV点移动到对称中心。
如图16-7所示16-616-7(6) 重建调整后的曲线为3阶曲线,13个CV 点。
再次调整曲线的CV 点为如图16-8所示16-8(7) 把编辑好的曲线以圆环的圆心为中心在另一边复制一根,如图16-9所示。
16-9(8) 利用Mid 和End 捕捉模式绘制如图16-10所示的黄色曲线。
16-10(9) 使用Sweep2工具,以黄色曲线为轨道,红色曲线为截面曲线,生成如图16-11所示的蓝色曲面。
使用工具删除所得曲面V 向上的两根ISO Curve,结果如图16-11右图所示16-11(10)使用Transform>Move UVN工具,打开曲面的控制点,把位于圆环中心附近的控制点沿着UVN适当移动,使得位于圆环中心部位的曲面略微向上凸起,注意:CV点的移动有的仅为U向,有的为V向,有的为N 向,应选择相应的CV点逐步调整。
必学的犀牛Rhino建模技巧!太重要了!

必学的犀牛Rhino建模技巧!太重要了!Rhino是美国Robert McNeel & Assoc开发的PC 上强大的专业3D造型软件,它可以广泛地应用于三维动画制作、工业制造、科学研究以及机械设计等领域。
从设计稿、手绘到实际产品,或是只是一个简单的构思,Rhino所提供的曲面工具可以精确地制作所有用来作为渲染表现、动画、工程图、分析评估以及生产用的模型。
Rhino可以在Windows 系统中建立、编辑、分析和转换NURBS曲线、曲面和实体。
不受复杂度、阶数以及尺寸的限制。
Rhino也支援多边形网格和点云。
以下给大家总结了rhino在建模中可以使用的一些技巧和一些你不知道的知识。
一、设置1、设置公差:一般建筑设计建模的图纸选用为:【小物件-mm】,【公差值】为:“0.001”。
公差值的设定在【Option】/【units】。
2、图层管理在建模开始前要设定好图层,将不同的物件随时分类。
一般分类为:红色-curves,白-backup,其它图层放置实体。
3、临时关闭捕捉在绘图时,按住【Alt】键,可以暂时关闭Snap。
4、图层管理在建模开始前要设定好图层,将不同的物件随时分类。
一般分类为:红色-curves,白-backup,其它图层放置实体。
5、鼠标中键鼠标中键的设定:先【Tools】/【Toolbarlayout】/【File】/【Open】,再选择要导入的工具列。
然后【Option】/【mouse】。
二、技巧首先要理解一些基本概念,这是高阶建模必须要掌握的基本理论知识。
首先大概知道NURBS技术与其他建模方式的区别,现在出现一个在Rhino下多边形概念的NURBS犀牛建模插件“T-splines”。
曲面质量的评价标准。
曲面连续性的含义。
涉及连续性的工具。
曲面面片划分的思路。
6、绘制曲线(1)标准圆为4条圆弧,曲线圆为一条曲线。
因为标准圆为有理曲线,所以一般建模作圆时,选用曲线圆。
(2)画一段弧线时,超出90度,自动变成2段,超出180度,变成3段,同理,"Join"会影响物体的属性。
犀牛 建模 跑车 教程

Rhino ceros Tutorial Modeling a CO2 racecarCopyright © 2005 Robert McNeel & Associates. All rights reserved.Rhino ceros is a registered trademark and Rhino is a trademark of Robert McNeel & Associates.Table of Contents1Introduction (4)Template files (4)2Model a CO2 Racecar for beginners (5)Starting a Model with a Template (5)Making the body of the racecar (7)Adding details to the racecar (13)3Model a CO2 racecar for intermediate users (17)Starting a Model with a Template (17)Placing the background bitmaps (19)Making the 2D geometry (20)Making the body of the racecar (28)Adding details to the racecar (32)4Preparing the model for machining (36)To make a stock box (37)Milling strategy (40)5Making a wheel and tire (41)To make the wheel (42)To make the tire (43)1 IntroductionThis tutorial describes how to model a racecar using Rhinoceros.There are several templates provided for your use. Each template includes a set ofpredefined layers to help you organize your model.Layers are a way of organizing objects so you can manipulate all the objects on aparticular layer or keep track of them. When objects are on a layer, you can turn them all off at once, change the color of the wire frame display, and select them all with oneselection.For more information about layers refer to the Rhino help file.Each of the templates has a layer with a set of wheels and axles and another layer witha model of a standard CO2 cartridge.Each template also has a layer named Max size that has rectangles that show themaximum size limits for the racecar. Your geometry must stay within these rectangles.You can turn the layers on or off at any time. Use the rectangles on these layers to check the size and positioning of your model.Template filesPlace the files that were included with the tutorial in a folder on your hard drive.Remember where they are located for later use.The files provided with this tutorial are:•Racecar.pdf•Beginner Racecar template inch.3dm•Beginner Racecar template mm.3dm•Beginner Racecar finished.3dm•Intermediate Racecar template inch.3dm•Intermediate Racecar template mm.3dm•Intermediate Racecar finished.3dm•Racecar Top.png•Racecar Front.png•Racecar Right.png2 Model a CO2 Racecar for beginnersIn this part of the tutorial you will learn how to: •Open a rhino model•Save a model•Turn layers on and off•Create surfaces•Trim and join the surfaces to form the body of the racecar.•Extrude the cockpit curves to cutoutthe cockpit from the body.•Extrude the strut curves to add to the body•Use Boolean operations•Use a cylinder to cut out the opening for the CO2cartridgeStarting a Model with a TemplateWhen starting a model in Rhino you can select a template. In this part of the tutorial you will select the Beginner Racecar Template Inch.3dm to begin the modeling process.Templates contain information that helps you get started such as units, layers, viewport layouts, and toolbars.LayersThe Racecar template for beginners includes seven predefined layers. Layers are a way of organizing objects so you can manipulate them separately or keep track of them in some way. It may help you to think of layers as transparent sheets on which you can place different parts of your model.The predefined layers have color properties that will let you distinguish various parts of the model more easily. In this template, all but one of the predefined layers includes construction geometry.Objects on a layer that is On are visible in the graphics area. Objects on a layer that is Off are not visible. Objects that are on an Unlocked layer are selectable. Objects on a layer that is Locked are not selectable. Geometry can only be created on the current layer.•The Max Size layer is on and locked. This layer contains rectangles that define the overall size of the racecar.•The Top Curves layer has geometry that defines the shape of the racecar.This layer correlates with the Top viewport.•The Front Curves layer contains the geometry to make surfaces for the struts and the cutout for the cockpit of the racecar. This layer correlates withthe Front viewport.•The Right Curves layer contains geometry with which to make the surface of the racecar’s topside. It also has curves for both the location of the CO2cartridge and the slot for the track cable.•The Wheel-Tire-Axle, and C02 Cartridge layers are off. You can turn them on during the modeling process to check the size and positioning of themodel.To display a shortcut popup for layers:`Click the Layer pane in the status bar, at the bottom of the Rhino window.The popup gives you access to common layer settings: on/off, locked/unlocked, color, and current status.Current layer indicated by a checkmark. Locked layer has the lock icon closed. Unlocked layer has thelock icon open.On layer has light bulb iconlighted.Off layer has the light bulb icongrayed out.To start the model1O n the File menu, click Open, selectBeginner Racecar Template Inch.3dm,and then click Open.2 On the File menu, click Save As, typeRacecar followed by your initials, and thenclick Save.Note: You should save regularly and often toavoid the loss of data.3 The next time you save, click Save, insteadof Save As.Making the body of the racecarIn this step, you will use the curves in the template to make surfaces. The curves are organized by layer. To make it easier to select the correct curves for each surface, lock the layers that are not needed for each step.As you make the surfaces, you will notice that the surfaces are larger than necessary.After making the surfaces, you will learn to use Boolean commands to trim and join the surfaces.To lock a layer1 Click the Layer pane on the Status bar.2 On the Layer Shortcut Popup, click the Lock icon for the Top Curves and FrontCurves layers.The lock icon is closed.To make the top surface1Select the five curves for the top of theracecar as illustrated (Right Curves layer).To select more than one curve hold down theShift key while picking.2 On the Surface menu, click Loft, changethe Style to Normal, and select Do notsimplify for the Cross-section curveoptions, then click OK.If the lofted surface is not satisfactory foryour design, you can change the shape andposition of the curves and make the loftagain.To make the side surfacesIn this part of the tutorial you will be making an extruded solid.The extrude command has several options:Direction, BothSides, Cap, Mode, and DeleteInput. We will be using the BothSides option in this tutorial.To change the BothSides option you can click on the word BothSides on the command line. Each time you click it will switch the option from BothSides=No to BothSides=Yes or back to BothSides=No.1Unlock the layer Top Curves and lock thelayer Right Curves.2Select the curve for the side surface as illustrated.3 On the Solid menu, click Extrude PlanarCurve, and then click Straight.4 At the Extrusion distance… prompt, setBothSides=No, then type 2 and pressENTER.If the BothSides option is set to Yes, click it to switch it to No.To check the normal direction of a surface 1Select the lofted surface for the top of theracecar.2 On the Analyze menu, click Direction.3 At the Press Enter when … prompt, pressENTER if the arrows are pointing down.If the arrows are pointed up, click Flip,then press ENTER.Note: The direction arrows should be pointing down or the next step will not give thecorrect results.To subtract the top surface from the side solid1 Select the solid you just completed.2 On the Solid menu, click Difference.3 At the Select second set of surfaces orpolysurfaces prompt, setDeleteInput=Yes, then select the toplofted surface, and then press ENTER.If the DeleteInput option is set to No, click itto switch it to Yes.This will trim and join the two pieces together. To make the cutout surface for the cockpit1Unlock the layer Front Curves and lock the layer Top Curves.2Select the U-shaped curve at the top, center of the model.3 On the Surface menu, click ExtrudeCurve, and then click Straight.4 At the Extrusion distance… prompt, setBothSides=Yes, then type 1.25 and pressENTER.If the BothSides option is set to No, click itto switch it to Yes.To check the normal direction of a surface1Select the extruded surface you just made.2 On the Analyze menu, click Direction.3 At the Press Enter when … prompt, pressENTER if the arrows are pointing outwards.If the arrows are pointed inwards, click Flip, then press ENTER.The direction arrows should be pointingoutwards.To make the cutout the cockpit1 Select the body of the racecar.2 On the Solid menu, click Difference.3 At the Select second set of surfaces orpolysurfaces prompt, setDeleteInput=Yes, then select theextruded surface that will be used to cut outthe top of the cockpit, and then pressENTER.If the Delet e Input option is set to No, click it to switch it to Yes.Adding details to the racecarIn the last part of the tutorial, we will add a strut for the front axle and remove some of the model to make a space for a CO2 cartridge and to make a slot in the bottom.To make the slot for the bottomIt might be easier to see the curves if you changethe viewport to a wireframe display.1Right click on the Perspective viewporttitle bar, then click Wireframe Display onthe dropdown menu.2UnLock the layer Right Curves and lockthe Front Curves layer.3Select the small rectangle at the bottom ofthe back of the template.4 On the Solid menu, click Extrude PlanarCurve, and then click Straight.5 At the Extrusion distance… prompt, setBothSides=No, then type 9 and pressENTER.6Right click on the Perspective viewporttitle bar, then click Ghosted Display onthe dropdown menu.To finish the slot for the bottom1Select the body of the racecar.2 On the Solid menu, click Difference.3At the prompt Select second set ofsurfaces or polysurfaces prompt, setDeleteInput=Yes, then select theextruded box you just completed, and thenpress ENTER.To make the hole for the CO2 cartridge1Drag the right mouse button in thePerspective viewport to rotate the view,so you can see the back of the racecarbody.2Select the circle at the back of the body.3 On the Solid menu, click Extrude PlanarCurve, and then click Straight.4 At the Extrusion distance… prompt, setBothSides=Yes, then type 3 and pressENTER.Notice that the cylinder penetrates 3 inches into the body and extends beyond 3 inches.Since we are going to remove the cylinderfrom the body with a Boolean differencecommand, having a clear intersectionbetween the parts is always better thantrying to make it flush.To make the hole for the CO2 cartridge1 S elect the body of the racecar.2 On the Solid menu, click Difference.3 At the Select second set of surfaces orpolysurfaces prompt, setDeleteInput=Yes, then select thecylinder, and then press ENTER.To make the front axle support1UnLock the layer Front Curves and lockthe Right Curves layer.2S elect the curve for the strut as illustrated.3 On the Solid menu, click Extrude PlanarCurve, and then click Straight.4 At the Extrusion distance… prompt, setBothsides=Yes, then type 1.125 andpress ENTER.To add the support to the body1Lock the layer Front Curves.2 On the Solid menu, click Union.3 At the Select surfaces or polysurfacesto union prompt, select the body and thenthe strut, and then press ENTER.To see the finished racecar1 Turn on the layers Wheel-Tire-Axle andCO2Cartridge.2 Turn off the layers Top Curves, FrontCurves, Right Curves and Max Size.3 Model a CO2 racecar for intermediate usersIn this tutorial, you will learn how to make a CO2 racecar starting from sketches. Before attempting this tutorial, make sure you already have experience using Rhino and that you understand everything discussed in Chapter 2 of this tutorial.You will learn how to:•Place Background Bitmaps•Use object snaps•Use layers•Make lines, curves and arcs•Mirror geometry•Extrude 2-D curves to make surfaces andsolids•Use the Loft command to make a surface•Trim and join surfaces•Use the BooleanDifference command to hollow out the cockpit and make a hole forthe CO2 cartridge•Use the BooleanUnion command to add struts to the body of the racecar Starting a Model with a TemplateWhen starting a model in Rhino you can select a template. In this part of the tutorial you will select the Intermediate Racecar Template Inch.3dm to begin the modelingprocess. Templates contain information that helps you get started such as units, layers, viewport layouts, and toolbars.This template includes eight predefined layers.Three of the predefined layers also include construction geometry.•The Max Size layer is on and locked. This layer contains rectangles that define theoverall size of the racecar.•The Wheel-Tire-Axle, and C02 Cartridge layers are off. You can turn them onduring the modeling process to check the size and positioning of the model.Modeling aids can help you draw the 2-D geometry with more precision. In this tutorial you will use the object snap (Osnap) and ortho modeling aids. You can find the controls for modeling aids on the status bar at the bottom of the Rhino window.Object snaps make it easy to snap precisely to various parts of the geometry. In this tutorial, we will use the End, Near, Point and Cen object snaps to attach geometry to the provided construction geometry.Note Object snaps are crucial to accurate modeling. Never try to place things visually on the screen; it is too difficult, and it is impossible to ensure accuracy.To start the model1O n the File menu, click Open, selectIntermediate Racecar TemplateInch.3dm, and then click Open.2 On the File menu, click Save AsTemplate, type Racecar template, thenclick Save.This adds the provided template file to theRhino template folder.3 On the File menu, click New, selectRacecar template.3dm, and then clickOpen.This starts a new modeling session with a filecalled unnamed.3dm.4 On the File menu, click Save, type Racecar followed by your initials, and thenclick Save.To turn on modeling aids` On the status bar, click the Osnap pane.These controls are toggles. Click a check box once to turn the aid on; click again to turn it off. When modeling aids are on, their check boxes are checked.Clicking the Osnap pane toggles the display of the Osnap toolbar.The Osnap pane text is bold only when one or more of the object snap check boxes are selected.You will be using the Osnap toolbar in this tutorial, so make sure it is displayed.Placing the background bitmapsWe will start by placing the background image for the top viewport.To place a background bitmap in the top viewport1Click in the Top viewport to make it active, Array and turn on the End osnap.2 On the View menu, click BackgroundBitmap, then click Place, selectRacecar Top.png and then click Open.3 At the First corner prompt, snap to theEndpoint at the lower left corner of thelocked rectangle in the Top viewport.4 At the Second corner or length prompt,snap to the Endpoint at the upper rightcorner of the locked rectangle in the Topviewport.If you can not see the placed bitmap in theTop viewport background, on the Viewmenu, click Background Bitmap, then clickShow.Once you have placed the image, you can adjust it if necessary.To adjust background images, use View>Background Bitmap>Move to move the image. Use View>Background Bitmap>Scale to scale the image. UseView>Background Bitmap>Align to move and scale the image at the same time.To place a background bitmap in the front viewport1C lick in the Front viewport to make it Array active. On the View menu, clickBackground Bitmap, then click Place,select Racecar Front.png and then clickOpen.2 At the First corner prompt, snap to theEndpoint at the lower left corner of thelocked rectangle in the Front viewport.3 At the Second corner or length prompt,snap to the Endpoint at the upper rightcorner of the locked rectangle in the Frontviewport.To place a background bitmap in the right viewport1C lick in the Right viewport to make it active. On the View menu, clickBackground Bitmap, then click Place,select Racecar Right.png and then clickOpen.2 At the First corner prompt, snap to theEndpoint at the lower left corner of therectangle in the Right viewport.3 At the Second corner or length prompt,snap to the Endpoint at the upper rightcorner of the rectangle in the Rightviewport.After placing the bitmaps and adjusting them, you can begin making the geometry bytracing over the top of the images.Making the 2D geometryNext, you will create the 2D geometry that to make the side, top, and bottom surfaces.To make the curve for the side surface1Turn on the Mid osnap, and click Projecton the Osnap toolbar.Project allows you to snap to geometry whilekeeping the snap point on the constructionplane.2 On the Curve menu, click Free-Form, andthen click Control Points.3 At the Start of curve prompt, start fromthe lower left side of the rectangle in theTop viewport.4 At the Next point prompt, continue placingpoints along the rear wheel well, and thencontinue placing points to make a curvethat follows the outline of the bitmap.End the curve so that it snaps to the midpointof the vertical edge at the right side of therectangle. Make sure the curve stays on orinside the frame of the rectangle.The last two points (1 & 2) should be Orthoto each other as in the illustration on theright. This will insure tangency when youmirror the curve.To mirror the curve for the side surface1Select the curve you just completed.2 On the Transform menu, click Mirror.3 At the Start of mirror plane prompt, snapto the End of the curve you just completed.4 At the End of mirror plane prompt snap tothe End of the construction line at themiddle left of the rectangle.To hide the background bitmapWhen modeling you might need to turn background bitmaps on and off to make it easier to work with the geometry.1Right-click on the Top viewport title.2 On the Viewport title menu, click Background bitmap, then click Hide.To show the background bitmap, you can repeat the process and click Show.To make the curve for the back surface1T urn on the Int osnap.2 On the Curve menu, click Line, then clickSingle line.3 Snap to the intersection points as illustratedto draw a line.To trim and join the three curves1 Select the line you just completed.2 From the Edit menu, click Trim.3 At the Select object to trim…, select theleft end of each of the side curves, thenpress ENTER to end the trim command.4 Select the two side curves and the backline.5 From the Edit menu, click Join.To make curves for the bottom surface, the side profile, and the cutout for the cockpit1C hange to the Front Curves layer.2Turn off the Top Curves layer.3 On the Curve menu, click Free-Form, andthen click Control Points.4Make curves for the cockpit profile, the sideprofile, and the bottom profile of theracecar.Start and end the curves so that they extendbeyond the construction lines.To make a copy of the side profile curveThe side profile curve is a construction line for the right profile curves. We will make a copy of the curve to help in constructing the right side profiles.1Select the side profile curve (middle curve).2 From the Transform menu, click Copy.3 At the Point to copy from… prompt,type 0 and press ENTER.4 At the Point to copy to prompt,type 0,-1.5 and press ENTER.To lock the side profile curvesSince we are using these two curves to help construct the right side profiles, they need to be visible, but we don’t want to accidentally move them. Locked geometry is not selectable for editing, but you can still use object snaps on it.1Select the two curves.2 From the Edit menu, click Visibility, then click Lock.To make the cross-section curves for the top surfaceIn this step, you will make one curve for the back of the car. Then you will copy this curve and adjust it to make a set of cross-section curves for the top surface of the racecar. This technique insures that each curve has the same degree and the same number of points. Using a set of curves with the same parameterization generally makes a much cleaner surface.After copying the curves, manipulate each curve by moving the control points to get the final shape for your racecar.To maintain symmetry, make one-half of the curve and then mirror it.1C hange to the Right Curves layer.2 On the Curve menu, click Free-form, andthen click Control Points.3 At the Start of curve prompt, snap bottomend of the locked curve on the left in theRight viewport.4 At the Next point prompt, place 3 or 4points to the right.5 At the Next point prompt,continue placing points to match the construction arcon the Max Size layer.The arc represents the minimum clearance for the CO2 cartridge at the back of the racecar.6End the curve so that it snaps to the midpoint of the arc.To adjust the control points for the base curveTo make sure the control points at the bottom and top of the curve are ortho to each other, we will use the Set Point command to position the points on the same z elevation.1S elect the curve you just created.2 From the Edit menu, click Control Points,then click Control Points On.You can also use the F10 key to turn thecontrol points on.3Select the control points along the bottomof the curve.4 From the Transform menu, click SetPoints.5 On the Set Points dialog, uncheck X andY, check Z, then click OK.The Align to World radio button should beactive.6At the Location for points prompt, snap thelower end of the locked construction line.7 Repeat this process for the two points at thetop of the arc.To mirror the profile curve1Select the curve you just completed.2 On the Transform menu, click Mirror.Since the orientation of the template is on theorigin of the model, we will use the origin asthe start of the mirror plane.3 At the Start of mirror plane prompt, type0 and press ENTER.4 At the End of mirror plane prompt, turnOrtho on and move you mouse pointer upor down and click.To join the profile curve1Select the curves you just completed.2 On the Edit menu, click Join.The two curves are joined into one.To place the first curveIn this step, you will move the curve you just completed to the end of the copied side profile curve (locked curve).1Turn on the End and Mid osnap, and uncheck all the others.2 Turn off Project.3 Select curve you just joined.4 On the Transform menu, click Move.5 At the Point to move from prompt, snapto the left End of the cross-section curve.6 At the Point to move to prompt, snap tothe left Endof the copied side profile curve.To copy the curves for the top of the bodyIn this step you will copy the curve along the construction curve. The first set of copies will be for the main body and cockpit.1 T urn on the End, Near and Mid osnaps,and uncheck all the others.2Copy of the curve you just completed.3 At the Point to copy from prompt, snap tothe left Endpoint of the curve.4 At the Point to copy to prompt, snap topoints along the copy of the side profilecurve using the Near osnap.The first copy of this curve should be approximately 2 inches from the left end of the rectangle.The positioning of these curves will affect the shape of the top surface. If you are not happy with the shape after you make the surface, you can adjust the curves and remake the surface.5 Press ENTERto end the command.To copy the curves for the noseIn this step you will copy one of the copies you made in the previous step for the nose of the racecar.1 Select the last copy of the curve from theprevious step.2Copy of the curve3 At the Point to copy from prompt, snap tothe Endpoint of the curve.4 At the Point to copy to prompt, snap topoints along the original side profile curveusing the Near osnap.5 Continue to copy the curve along theoriginal side profile curve.When finished you should have six duplicatecurves arranged like the illustrations below.It is generally better to have curves withsimilar structure when making surfaces. Usingthis technique, the curves will have the samenumber of control points and parameterspacing.Making the body of the racecarIn this step, you will use the curves you just completed to make surfaces. The surfaces will be larger than necessary. After making the surfaces, trim them with the adjacent surfaces to finish the model.To make the top surface1 Select Surfaces as the current layer.2Turn the layers Top Curves, FrontCurves, and Max Size off.3Select the six curves you just completed.4 On the Surface menu, click Loft, changethe Style to Loose, and select Do notsimplify for the Cross-section curveoptions, then click OK.If the lofted surface is not satisfactory foryour design, you can change the shape andposition of the cross-section curves and makethe loft again.To adjust the shape of the cross-section curves for the top of the racecarIn this step you will adjust control points of the copied curves to develop the final shape for the top surface of the racecar. You will also learn how to use the nudge keys to move the points.Moving control pointsThere are several methods to move the control points:•You can simply select and drag the control pointsWith the select and drag method, you do not get much precision.•You can use the Move commandThe Move command allows the precision, but it can be a little tedious to use.•You can Nudge the control pointsNudge gives you both precision and it is easy to use, especially when you only need to move the points a small amount.Nudge keys and directionAlt+Arrow keys are used for the nudge keys. The Alt+Ctrl+Arrow and theAlt+Shift+Arrow are variations.The nudge keys move the selected objects in relation to World or Construction Plane axes of the active viewport, Construction Plane is the default setting. Each keycombination determines the amount of movement:Alt + Arrow moves .2 <units>, the Alt + Ctrl + Arrow moves .05 <units>,Alt + Shift + Arrow moves 2 <units> in the direction of the arrow1S elect the curve to adjust.2 From the Edit menu, click Control Points,then click Control Points On.You can also use the F10 key to turn the control points on.3Select the control points to adjust.4 Hold the Alt key and press one of theArrow keys to move objects in the x or ydirection in the active viewport.5Repeat this step for the control points onthe other side of the curve to maintainsymmetry.。
汽车犀牛建模教程

汽车犀牛建模教程-CAL-FENGHAI.-(YICAI)-Company One1汽车造型设计【预览效果】图5.5.1 预览效果【知识点】【Scale NU】不等比例缩放【Properties】编辑物体属性【NetworkSrf】空间曲线形成曲面【Analyze direction】分析曲线或曲面法线方向【难点分析】(1) 两曲面衔接的平滑处理,可调整生成曲面的曲线使其与已有曲面相切来实现。
(2) 生成曲面的网格数量与曲线法线方向的控制。
曲线法线方向不同,生成曲面的效果就不同。
通常曲线的数量越少,生成的曲面就越光顺。
不规则曲面的形成主要是通过构造曲线来生成。
(3) 曲线可以对曲面修剪,曲面可以对实体修剪,但曲线不可以修剪实体。
【制作步骤】5.5.1车身1) 新建图层单击,在对话框中新建如图5.5.2所示的6个图层,选择车身表面为当前图层。
图5.5.2 设置图层2) 绘制车身骨架曲面(1) 绘制平面曲线。
单击,结合三视图绘制三条平面曲线,如图5.5.3所示。
图5.5.3 绘制平面曲线(2) 绘制汽车框架曲线。
在【Top】视图沿垂直方向和水平方向对三条平面曲线分别进行复制。
如图5.5.4所示。
图5.5.4 绘制框架曲线(3) 绘制平面曲线。
激活【Top】视图,单击,绘制平面曲线,如图5.5.5所示。
图5.5.5 绘制平面曲线(3) 一轨成型生成曲面。
单击,以图5.5.5绘制曲线为轨迹一轨成型生成曲面,对话框设置为rebuild with 10 control points,生成半个粗略车身侧面。
如图5.5.6所示。
(4) 提取曲面结构线。
激活【Top】视图,单击,选择车身侧面曲面,在车身侧面曲面上提取多条结构线。
如图5.5.7 所示。
图一轨成型生成曲面图提取曲面结构线(5) 删除车身侧面曲面及图与图所绘曲线。
如图所示。
图5.5.8 提取后的曲线(6) 重建曲线控制点。
单击,框选所有曲线,重建曲线控制点。
甲壳虫建模犀牛

3 回复:犀牛新甲壳虫汽车建模教程图3是建模的时候你能得到的最有价值的参考,我曾经有过3份beetle的印刷品,但是其中的一份根本就不精确,所以,如果你要建模时,记得检查印刷品的质量,比如说在前视图和侧视图车前灯是不是有相同的高度等等。
图三:∙作者:icemould∙∙2006-12-22 14:34∙回复此发言4 分析模型当我找到了了参考材料,我分析了模型计算出怎样去建模。
如图4,我把它分为几部分,当然,红色的部分几乎和后面相同,我计划先做前弧(红色的部分)然后再做镜像调整后生成后弧,这两部分当然应该100%匹配蓝图,但是尽管他们匹配,它也不是必然正确的。
蓝图只是2D的,所以我们只可以看到轮廓线是否正确但是,如果我在绿线和红色部分之间做一个截面,在蓝图的前和后视图我可以看到3d模型是否正确。
当用蓝图做好3d之后做一个这样的切割是非常必要的。
如果前后弧做好啦!将非常容易确定侧面(蓝色部分)的关系。
图四:∙作者:icemould∙∙2006-12-22 14:35∙回复此发言5 图五:∙作者:icemould∙∙2006-12-22 14:35∙回复此发言6 图六:∙作者:icemould∙∙2006-12-22 14:36∙回复此发言7 前弧:首先,我开始做前弧部分的建模。
这是车的重要部分之一。
在图7中,一可以看到我是怎样使用curves(99%的时间我用curves,而不用interpolated Curves)做前弧的轮廓线,当我画这些曲线时,我当我用NURBS工作的时候我通常尽可能的一最少的点实现它们,这是时事情简化的好办法。
如果你使用很多的点,你将肯快得到一些膨胀的表面,它们看起来很难看,而且你将用一段很艰苦的时间去导角。
用这4条曲线,我可以很容易的使用2-rail sweep,结果可以看图8,但就像你看到的表面完全不是那么简单,它不能和蓝图相吻合。
为了让表面更简单,我使用了removeknotsrf命令来移除了所有在形状中我不需要的结线。
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rhino汽车建模详细教程在这个教学里,将简单介绍用rhino制作跑车的基本方法。
图1 用rhino制作的跑车(1)在侧面视图里,绘制出侧面的两条轮廓线,如图2所示。
图2 画出两条车体的轮廓线(2)在上视图里,打开两条轮廓进入论坛专区:,Rhino基础教程五:基,Rhino基础教程四:建编辑推荐在这个教学里,将简单介绍用rhino制作跑车的基本方法。
图1 用rhino制作的跑车 (1)在侧面视图里,绘制出侧面的两条轮廓线,如图2所示。
图2 画出两条车体的轮廓线(2)在上视图里,打开两条轮廓曲线的控制点,适当调整控制点,如图2所示。
在调整控制点的同时,可以根据需要,用iertknot命令给曲线加入控制点。
图3 在上视图里面调整控制点(3)在两条轮廓线之间,用arcdir命令加入一些弧线,作为定义侧面曲面的截面线,如图4所示。
图4 用arcdir命令加入一些弧线(4)将上面的那条轮廓线复制一条,放在两条轮廓线的中间,适当调整控制点,如图5所示。
图5 在两条轮廓线中间做出一条曲线(5)选择所有曲线,执行networksrf命令,生成曲面,如图6所示。
图6 用networksrf命令产生曲面(6)用mirror命令镜象出另外半边的曲面,执行mergesrf命令,将两个曲面合而为一,如图7所示。
图7 用mergesrf命令将两个曲面合而为一(7)如图8所示,画出一序列的曲线。
图8 画出一序列的曲线(8)执行sweep2命令,产生曲面,注意选择上一步骤画出的一序列的曲线的中间那条U字形的曲线和前面产生的曲面的边界作为rail的路径线,然后选择出的围绕在U字形曲线的一序列的曲线作为cro section的截面线,产生曲面,如图9所示。
图9 用sweep2命令产生曲面(9)执行matchsrf命令,选择刚才用sweep2产生的曲面,然后再选择它下面的曲面,进行曲面匹配,在match surface对话框里面,选择Tangency和Refine match其他都不要选,如图10所示。
图10 用matchsrf命令匹配两个曲面(10)在上视图里面,画出一条曲线,然后镜象出另外一边的曲线,如图11所示。
图11 在上视图里面做出对称的一对曲线(11)执行trim命令,用上一步骤产生的那对曲线来剪切车体上部的曲面,如图12所示。
图12 用trim命令剪切车体上部曲面(12)在车头通风口处,画出两条直线,用trim命令将下面的曲面剪切出一个开口来,如图13所示。
图13 在通风口处剪切出一个开口来 (13)如图14所示,画出4条曲线,用networksrf命令产生一个曲面。
图14 用networksrf命令产生引擎盖部分的曲面(14)执行blendsrf命令,在引擎盖曲面和两侧车体曲面间产生两块平滑的过渡曲面,如图15所示。
图15 用blendsrf命令在引擎盖两侧产生两个过渡曲面(15)在车头前部绘制出4条曲线,用sweep2命令产生一个曲面,如图16所示。
图16 用sweep2命令产生一个曲面(16)这个曲面经过extrude和倒角、剪切等的加工,以后就成为如图17所是的样子,加工的方法不外乎trim出通风口,然后用extrude命令,选择开口的边界线,挤出成面,然后join挤出来的面,最后用filletedge来倒角,方法很简单,这里就不用图片做示意了。
图17 经过加工的车头引擎盖部分 (17)如图18所示,在车尾画出4条轮廓线。
图18 在车尾画出4条轮廓线 (18)选择这4条线,执行networksrf命令,产生曲面,如图19所示。
图19 用networksrf命令产生车尾部分的曲面(19)用sweep2命令或者blendsrf命令,在刚才产生的曲面和车体两侧曲面之间产生两个平滑的过渡曲面,如图20所示。
图20 用blendsrf或者sweep2命令产生两个平滑的过渡曲面(20)如图21所示,用一条曲线将车尾用trim命令剪切出一个开口来。
图21 用一条曲线用trim命令将车尾剪切出一个开口(21)如图22所示,画出5条辅助线条。
图22 在车尾部画出几条辅助线条(22)执行networksrf命令,选择图22所示的数字1、2、3代表的那三条曲线和他们相邻车体的曲面的边界,生成曲面,然后将生成的曲面和车体曲面join起来,如图23所示。
图23 用networksrf命令产生曲面 (23)执行patch命令,如图24所示,选择按照数字标志所示的曲线和曲面的边界,生成曲面。
图24 用patch生成曲面 (24)画出两个一样大的圆,用它们用trim命令将车体剪切出两个轮子的位置,如图25所示。
图25 用两个圆剪切出两个轮子的位置(25)如图26,用一个直角梯形用trim命令来剪切车体。
图26 用直角梯形来剪切车体 (26)画出如图27所示的3条线,用sweep2命令产生曲面,如图28。
图27 画出3条线图28 用sweep2产生曲面(27)执行matchsrf命令,将上一步骤完成的曲面和他相接的车体曲面进行匹配,这样曲面和车体才会保持平滑的过渡,如图29所示。
注意,在match surface对话框里面一定要选择Match edges by closest points这一项。
图29 用matchsrf来匹配曲面和车体曲面 (28)执行blendsrf命令,在曲面上下和车体曲面之间的两个缝隙间产生两个过渡曲面,如果使用rhino2.0,还可以调节Blend bulge滑杆来改变曲率,在这里可以采用比较尖锐的转角,如图30所示。
图30 用blendsrf产生上下两个过渡曲面(29)执行extrude命令,选择曲面的边界,拉出一个狭窄的曲面作为代表车体板材的厚度的曲面,用filletedge将其倒角,如图31所示。
图31 用extrude和filletedge做出厚度(30)如图32所示,在车尾部通过步骤19所产生的两个曲面用lit命令或者litsrf命令切割出两个小口子来,在两个口子上面画出两条线将它们连接起来。
图32 切割曲面然后用两条线将它们相连(31)执行networksrf命令,选择这两条线,以及它们和车体曲面交接处的曲面边界,生成和车体保持tangency的曲面,如图33所示。
用同样的方法作出下面那个面,然后用blendsrf命令作出一个面来连接上下两个面,这样厚度就出来了,如图34所示。
图33 用networksrf产生曲面图34 用blendsrf命令来做出厚度和光滑感(32)车尾部基本是平坦的,没有什么曲面的起伏,这里可以用loft或者sweep2作出曲面,然后把它们和车体曲面用join命令联合起来,然后用filletedge命令进行倒角,即可产生良好的效果,如图35所示。
图35 车尾的曲面比较平直,主要用loft和sweep2生成,并且用filletedge 进行倒角(33)做车头的保险杠,先画画出几条定义曲面的线,如图36所示,然后用sweep2命令生成曲面,如图37所示。
图36 画出保险杠的路径线和截面线图37 用sweep2命令生成曲面 (34)在正视图里面画出倒流孔的轮廓线,执行trim命令用他们剪切处保险杠上的倒流孔,如图38所示。
图38 用trim命令剪切出倒流孔 (35)对保险刚进行加工,主要是做出厚度来,可以用loft生成代表厚度的曲面,或者用extrude挤出曲面,然后将这些曲面和保险杠曲面用join命令联合起来,最后用filletedge命令倒角即可,如图39所示。
其实保险杠的形状比较规则,因此做法可以很多,比如在这里用布尔运算也可以非常快的做出来。
图39 完成加工的保险杠(36)车窗和顶盖属于流线型的曲面,因此要尽量做的圆滑流畅,此种跑车的车门开启来的时候,将会高高悬挂在顶部中间的梁上,关闭车门整个车仓仅仅显现出几条纵横的缝,感觉非常得前卫。
车窗的曲面很简单,画几条弧线,然后用sweep2或者networksrf命令来生成曲面,如图40所示。
图40 用sweep2或者networksrf做出车窗(37)车窗之间的缝隙的做法是,在正视图里(正对车头),执行offset命令,选择车窗之间的交接线,然后用sweep2命令做出代表车窗厚度的曲面,将他和车窗曲面用join命令联合,然后执行filletedge命令进行倒角即可,如图41所示。
用同样的方法可以做出车门的缝隙如图42所示。
图41 用filletedge做出车窗之间的缝隙图42 用filletedge命令来做门缝的圆角(38)车体完成了,下面来做车轮。
先在侧面视图车轮的位置画出一个相当于轮箍大小的圆,然后在正视图里,执行quad命令捕捉圆的1/4点,在上面的1/4处画出轮箍的截面先,如图43所示。
图43 画出圆和轮箍的截面线 (39)执行revolve命令,选择截面线,然后捕捉圆的圆心,生成曲面,如图44所示。
图44 用revolve命令产生曲面 (40)在正视图里画出如图45所示的两条曲线。
图45 画出两条曲线(41)执行revolve命令,用这两条曲线旋转产生两个曲面,如图46所示。
图46 用revolve产生两个曲面(42)在侧面视图,画出一个曲线,然后执行arraypolar命令,以圆的圆心为复制中心,画出如图47所示的图形。
图47 用arraypolar复制出5条曲线 (43)执行trim命令,用这五条曲线来剪切前面用revolve生成的两个曲面,如图48所示。
图48 用trim命令剪切两个曲面。