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Introduction Guide
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IntroductionToRhino.doc
Robert McNeel & Associates 1998.
All Rights Reserved.
Printed in U.S.A.
Copyright by Robert McNeel & Associates. Permission to make digital or hard copies of part or all
of this work for personal or classroom use is granted without fee provided that copies are not made or
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Publications, Robert McNeel & Associates, 3670 Woodland Park Avenue, North, Seattle, WA 98103;
FAX (206) 545-7321; e-mail permissions@mcneel.com.
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Table of Contents
1
Introduction ........................................................................................................... 5
NURBS
5
Rhinos Geometry Types
5
Your First Look...................................................................................................... 6
Rhino Commands
Start Using Rhino
Try on Your Own
Navigating Around the Model
Drag Objects
Copy Objects
Review
Try on Your Own
Repeat the Last Command
Undo a Mistake
6
7
10
11
12
14
15
15
16
16
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43
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64
65
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Features ............................................................................................................... 66
Features
66
Rhino is a Companion to Other Design Programs
67
Technical Support and Additional Documentation
67
Ordering information
68
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Introduction
Rhinoceros is a 3-D NURBS modeling program for Windows. With Rhino you can
model anything from a heart valve to a ship hull and from a mouse to a monster.
Rhino provides a flexible, accurate, and fast working environment. You can model
and render objects that you could previously create only using software and
hardware many times more expensive.
Rhino is easy to learn and use. With Rhino, you can create free-form curves,
surfaces, and solids. You are free to create the model any way you want.
NURBS
Non-uniform rational B-splines (NURBS) geometry is a mathematical
representation that can accurately define any shape from a simple line, circle, arc, or
box to the most complex 3-D free-form organic surface or solid.
Because of their flexibility and accuracy, NURBS models can be used in any
process from illustration and animation to manufacturing.
Points.
NURBS curves.
NURBS surfaces.
Polygon meshes.
Polygon mesh objects are used by some programs for rendering and animation,
stereolithography, VRML, and finite element analysis to approximate a smooth
surface. Rhino can create polygon mesh objects that approximate the NURBS
objects to export to those programs.
For additional information on Rhino features go to page 66.
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Wireframe.
Shaded preview.
Rendered.
If you have experience using a 3-D modeling program, the following exercises may
seem simple, but they will help you understand Rhinos interface and navigation
tools.
If you have never worked with 3-D computer modeling before, Getting Started with
3D, A Designers Guide to 3D Graphics and Illustration, by Janet Ashford and John
Odam is one of several excellent books that will help you learn some of the
terminology and basic principles of 3-D design on computers.
In the exercises, you will use Rhinos navigation tools, shaded preview, render, and
use some basic object manipulation.
Rhino Commands
Rhino uses commands to accomplish various tasks. As you work through the
exercises, you will learn what commands do, when and how to use them and how to
decide which command to use to accomplish your task.
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Start Rhino.
From the File menu, click Open.
3 In the Open dialog box, in the Tutorials folder, select First Model.3dm.
Command
prompt
Status
bar
Snap toggle
Two parallel viewports and one perspective viewport.
This model contains five objects: a cube, a cone, a cylinder, a sphere, and a
rectangular plane.
You wont be able to select or move the plane. You will learn about how to do
this later. It is just there to provide you with a floor underneath the objects.
4 Click the mouse in the Perspective viewport to make it active.
An active viewport is the viewport where all your commands and actions take
place. The active viewports title highlights so you can easily see which
viewport is active.
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Shaded preview.
6
Render.
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In the Perspective view, click and drag with your right mouse button held down
to rotate the view.
The plane helps you stay oriented. If the objects disappear, you are looking at
the bottom of the plane.
10 From the Render menu, click Render.
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Rotate your view by dragging from the bottom of the view toward the top.
In shaded mode, the plane helps you see when your viewpoint is below the
objects.
To get back to your original view:
u
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In the Top viewport, drag with the right mouse button to pan the view.
In the Top viewport, hold the Ctrl key, click and hold the right mouse button,
and drag the mouse up and down.
Drag up to zoom in.
Drag down to zoom out.
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Zooming Extents
The Zoom Extents command zooms your viewports so the objects fill the viewport
as much as possible. You can use this command to make everything visible.
To zoom extents in a viewport:
u
From the View menu, click Zoom, and then click Extents.
If you get lost, its often handy to zoom extents in all your viewports at once, so
there is a command to do just that.
From the View menu, click Zoom, and then click Extents All
Drag Objects
Now drag the objects around. You can drag in any viewport. In this model snap is
set to one-half of a grid line. Using this snap, you should be able to line objects up
with each other.
To drag objects:
1
Note
This is an important step. Grid snap only lets you move in certain intervals. In this model,
grid snap is set to one half of a grid line. Grid snap helps you line up your objects as if you
were building with LEGO blocks.
Drag the cone in the Perspective viewport until it lines up with the cylinder.
It will be inside the cylinder.
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The cone moves on the base that is represented by the grid. This base is called a
construction plane. Each viewport has its own construction plane. When you
start Rhino, the Perspective viewport construction plane is the same as the Top
viewport. You will learn more about using construction planes later.
In the Front viewport, drag the cone to the top of the cylinder.
Watch what happens in the Perspective viewport.
There are many times when you have to watch what is happening in other
viewports to accurately place your objects.
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Copy Objects
To create more objects, copy the shapes.
To start with a fresh model:
To copy objects:
At the Point to copy to prompt, click where you want the first copy.
Zoom in closer if you like.
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To zoom, hold Ctrl and drag with the right mouse button.
Zoom in closer.
At the next Point to copy to prompts, click other places to make some copies of
the box.
6 When you have enough copies, press Enter.
Review
In this chapter you learned some basic Rhino commands and techniques. You
learned how to:
Rotate the view in a perspective viewport
Zoom and pan
Drag objects to move them
Copy objects using the Copy command
Shade and render
Build a castle.
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Undo a Mistake
If you did something you did not want to do, you can undo your actions.
To undo commands:
u
To redo a command:
u
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Create a Flashlight
You will learn how to use Rhino solids to create a simple model of a flashlight.
While building the model you will create the basic shape with a cylinder, and a
truncated cone. A sphere is added to create the switch. To complete the model you
will add solids together and subtract other solids from your basic shapes.
You will be entering numbers to set sizes for the shapes. This lets you draw to a
certain scale. The units in Rhino can stand for anything you want them to be: inches,
feet, centimeters. For the moment, they will be simply units. When the model is
finished you will have three distinct parts the flashlight body, the lens, and the
switch.
This exercise shows how to:
Create a cylinder
Type distances at the prompt
Create a truncated cone
Create a sphere
Add two solids together
Subtract one solid from another
Assign colors to an object for rendering
Render the model
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4
5
With ortho on, drag the cylinder to the right in the Front viewport.
From the View menu click Zoom, then click Extents All.
Or, right-click the Zoom Extents button.
9 Click in the Perspective viewport.
When you are not in the middle of a command or selecting objects, you have to
click in a viewport to make it the active viewport.
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You may have to zoom out a little to get some space in the Front viewport. Hold
down Ctrl and drag with the right mouse button. You can do this right inside the
command. The end of the cone wont be entered until you click with the left
mouse button.
Use the Front viewport to drag the truncated cone to the right.
Being able to zoom and pan inside a command makes moving around in Rhino
easy.
7 Zoom extents in all viewports.
8 Shade the Perspective viewport.
At the Point to copy to prompt, turn on Ortho and drag the cone to the right
until the sides of the copy are inside the first cone.
5 Pick a point to place the copy, and press Enter.
We need to move the truncated cone to the right so it does not cut into the sides
of the flashlight.
4
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It may help at this point to turn off the Center object snap.
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1
2
3
We need to move the cylinder away from the base a little so it wont cut through
the flashlights bottom.
You can move objects just by selecting and dragging them.
Select the cylinder you just created.
Turn Ortho on, if it is not already.
Turn off the Center object snap.
Sometimes having object snaps on interferes with your ability to click and drag
freely.
In the Front viewport, click near the right end of the cylinder and drag it a little
bit to the right.
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The glass wont show much in your model, but later, when you render it, you
can make the flashlight more realistic by making this cylinder transparent.
From the Solid menu, click Sphere, and then click Center, Radius.
2 At the Center point prompt, in the Front viewport pick a point near the top of
the cylinder.
3 At the Radius ( Diameter ) prompt, pick a radius.
You can type .4 and press Enter, or just draw a size that looks good to you.
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In the Select Color dialog box, from the Named Colors list, select Red, and
click OK.
Note
If you want to save your flashlight image, from the File menu in the Display Window,
click Save As.
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You will:
Create simple surfaces
Rebuild a surface
Edit surface control points
Draw and project curves
Split surfaces
Blend between two surfaces
Light and render the model
When you model the rubber ducky, you will use similar modeling techniques for the
head and the body. In this exercise you will create spheres that will be deformed to
make the shapes.
To start the model:
u
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From the Solid menu, click Sphere, then click Center, Radius.
2 At the Center of sphere prompt, in the Front viewport, pick a point.
3 At the Radius ( Diameter ) prompt, pick another point in the same viewport to
create a sphere as shown.
4 Repeat this procedure for the second sphere.
Notice that you have sharp edges in the sphere. The spheres you just created do
not lend themselves well to deformation. To make them smoothly deformable,
you have to add control points and thereby the ability to deform smoothly.
Rhino has a command to do this.
6 Click in a viewport to exit shaded mode.
7 Press Esc to turn off control points.
8 From the Edit menu, click Undo.
To make the spheres deformable:
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In the Rebuild Surface dialog box, change the Point Count to 8 for both U
and V.
Change the Degree to 3 for both U and V.
Check Delete input.
Clear Current layer.
Click OK.
The spheres are now deformable. Having more control points allows more
control over smaller parts of the surface. A degree-three surface will have a
smoother shape when deformed.
To modify the body shape:
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In the Set Points dialog box, check Set Z, and click World Coordinates.
6 In the Front viewport, drag the selected control points up.
This will align all of the selected control points to the same z-value (up in Front
viewport), flattening the surface.
Use Set Points to move the control points up in the Front viewport.
7
Adjust the control points at the top of the body using the same technique.
Use Set Points to move the control points down in the Front viewport.
8
Use a window to select the control points at the upper left edge of the body, and
drag them up to form the tail.
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Notice in the Top viewport that two control points are selected, though in the
Front viewport, it looks like only one is selected. This is because the second
control point is directly behind the one you can see in the Front viewport.
Window select the control points at the front of the body, and drag them to the
right to bulge out the chest.
Window select the control points at the upper right, and drag them up and to the
right.
Adjust the control points further until you get the shape you want.
11 Shade the Perspective viewport.
12 Press Esc to exit shaded mode.
13 Press Esc to turn off control points.
To create the head:
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Select the control points on the right side and drag them to begin forming the
bill.
Select the control points at the top right side and drag down to continue forming
the bill.
Selecting control points in the Top viewport and drag to make the bill wider.
From the Curve menu, click Free-form, and then click Interpolate Points.
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In the Front viewport create a curve that looks like the red curve below.
From the Curve menu, click From Objects, then click Project.
2 At the Select curve(s) to project prompt, in the Front view, select the curve 1
and press Enter.
1
At the Select object(s) to project onto prompt, select the head 2, and press
Enter.
The curve is projected onto the head.
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Split the head with the projected curve to create two parts.
3
At the Select cutting objects prompt, select the new projected curve (2) and
press Enter.
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To cut a hole in the body that matches the opening in the bottom of the head:
1
From the Curve menu, click From Objects, then click Project.
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5
6
7
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To make an eye:
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At the End of second axis prompt, pick a point that gives approximately the
same radius as the previous pick.
At the End of third axis prompt, pick a point in the Front viewport that creates
a flat ellipsoid.
1
2
3
4
5
To be able to assign a different color for the pupil of the eye, the ellipsoid
surface has to be split into two parts.
From the Curve menu, click Circle, then click Center, Radius.
At the Center of circle ( Vertical AroundCurve ) prompt, pick the center of the
ellipsoid.
At the Radius <1> ( Diameter ) prompt, pick a point in the Top viewport that is
slightly smaller than ellipsoid.
From the Curve menu, click From Objects, then click Project.
At the Select curve(s) to project prompt, in the Top viewport, select the circle
and press Enter.
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7
8
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At the Select object(s) to project onto prompt, in the Top view, select the
ellipsoid and press Enter.
Delete the original circle and the one on the bottom of the ellipsoid.
From the Edit menu, click Split.
At the Select object to split prompt, select the ellipsoid.
At the Select cutting objects prompt, select the circle on the top of the
ellipsoid.
At the Select cutting objects prompt, press Enter.
Select the surface at the top of the ellipsoid. If it is broken into two halves, join
the pieces together. Make sure the top of the ellipsoid is selected.
2 From the From the Edit menu, click Object Properties
3 In the Object Properties dialog, under Render Color, click the color control
patch and select a render color for the pupil of the eye, like black.
4 Render the Perspective viewport.
1
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To place lights:
1
2
3
4
5
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Enter Coordinates
In the exercises you have done so far, when you picked a point with the mouse, the
point lay on the construction plane of the active viewport unless you used a
modeling aid such as object snap or elevator mode. Each viewport has its own
construction plane on which its x- and y-coordinates lie. The z-coordinate for the
active viewport is perpendicular to the x-y plane.
When Rhino prompts for a point, you can enter x-, y-, and z-coordinates instead of
picking a point.
The grid is a visual representation of the construction plane. The intersection of the
red and green lines show the location of the origin point (x=0, y=0, z=0) of the
coordinate system.
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To create an ellipsoid:
1
2
3
4
5
Turn on Ortho.
From the Solid menu, click Ellipsoid.
In the Top viewport, at the Center point prompt, type 0,0,6 and press Enter.
This places the center point of the ellipsoid at x=0, y=0, and z=6. Look at the
point in the perspective viewport.
At the End of first axis prompt, type 7 and press Enter.
Drag the cursor to the right and click to show the direction.
Drag the cursor to the right to show the first axis direction.
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3
4
5
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From the Curve menu, click Polygon, and then click Center, Radius.
At the Center of polygon ( NumSides=4 Circumscribed ) prompt, type 6 and
press Enter.
3 In the Front viewport, at the Center of polygon ( NumSides=6 Circumscribed )
prompt, type 4,4,5.5 and press Enter.
This will place the polygon right on the surface of the wheel hub.
4 At the Radius prompt, type .25 and press Enter.
1
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5 Shade
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Assign Colors
Now that you have the basic parts built, you are going to assign colors to them
before we start copying them. If we wait until we have all the parts, you will have to
select 20 lug nuts separately. If we assign colors now, the color property will be
copied when we copy the parts.
To assign color to the parts:
In the Select Color dialog box, under Named Colors, click Black and click OK.
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3
4
5
6
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To draw the tires, you will draw the center of the torus tube a bit larger than the
diameter of the wheel hub. The tube itself is slightly larger than the hub. This makes
it dip into the hub.
To create a torus for the tires:
1
2
5
6
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In the Top viewport, with Ortho on, drag to the right as shown and click.
In the Top viewport, use a window to select the back wheels and axle as shown.
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5 Shade
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From the Solid menu, click Sphere, and then click Center, Radius.
2 At the Center point prompt, in the Top viewport hold Ctrl and click near the
front edge of the ellipsoid.
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5 Render
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In the Top viewport, Mirror the sphere to the other side of the ellipsoid.
Use the same procedure you used to mirror the wheel hub.
7 Render the Perspective viewport.
Use the same technique to make two more small black pupils. Make one
Sphere, move it if you have to. Change its color to black and mirror it.
Add pupils.
Zoom out in all the viewports, you are going to need some space to work.
2 From the Curve menu, click Free-form, and then click Control Points.
1
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At the Start of curve prompt, in the Top viewport, hold Ctrl and click near the
front end of the ellipsoid.
Start a curve.
4
Move the cursor to the Front viewport, drag the curve near the end of the
ellipsoid, and click.
This is similar to the vertical ortho constraint, but lets you draw off the
construction plane.
At the Next point, press Enter when done ( Undo ) prompt, click to the left of
the ellipsoid in the Top viewport.
Use elevator mode to move it up. Watch the curve in the Top and Front
viewports.
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At Next point, press Enter when done ( Close Undo ) prompts, click several
more points to create a curved line. Experiment with elevator mode.
You want a free-form curve.
7 Draw an Ellipsoid to represent a handle at the end of the curve.
6
5
6
Select the curve you just made from the front of the pull toy.
From the Solid menu, click Pipe.
At the Starting radius <1> ( Diameter Cap=yes Thick=No ) prompt, type .125
and press Enter.
At the End radius <.125> ( Diameter ) prompt, press Enter.
The pipe will be the same diameter for the full length of the curve.
Change the cord color to black and the handle color to any color you like.
Render the Perspective viewport.
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Create Surfaces
You can draw surfaces directly by placing corner points or by drawing a rectangular
plane. However, most surfaces you create in Rhino will be based on a curve or
another surface.
Rhino contains a variety of surface constructions, including free-form surfaces fit to
points, tapered offset surface constructions, rolling-ball fillets, and blend surfaces.
Note
When using any of these creation methods, if the curves you are using have kinks, the
result will be a polysurface instead of a surface. You cannot turn on control points for editing
a polysurface.
The curves.
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Planar curve.
Extruded surface.
To try this command:
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If this happens, start the Sweep 1 Rail command again and follow the prompts to
select the rail curve and the cross section curve separately.
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Curves to loft.
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If you are having trouble getting the edges of a loft or one-rail sweep to go where
you want, use a Sweep 2 Rails. The two-rail sweep lets you select the
surfaces edges.
Two surfaces.
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Offset a Surface
You can offset a surface a specified distance to create a new surface.
A surface.
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Features
Features
Rhino can create, edit, analyze, and translate NURBS curves, surfaces, and solids in
Windows. There are no limits on complexity, degree, or size.
Features include:
User interface: extremely fast 3-D graphics, unlimited viewports, working
perspective views, coordinate read-out, named views, named construction planes,
customizable icons and toolbars, extensive on-line help, electronic updates,
newsgroup support.
Construction aids: unlimited undo and redo, exact numeric input, object snaps, grid
snap, ortho, planar, construction planes, layers, background bitmaps, object
hide/show, object lock/unlock.
Create curves: point, line, polyline, free-form curve, circle, arc, ellipse, rectangle,
polygon, helix, spiral, conic, TrueType text, point interpolation, control points
(vertices), sketch.
Create curves from other objects: extend, fillet, chamfer, offset, blend, from 2
views, cross section profiles, intersection, contour, section, border, silhouette,
extract isoparm, projection, pullback, sketch, wireframe, detach trim, create 2-D
drawings, flatten developable surfaces.
Edit curves: control points, edit points, handlebars, smooth, fair, change degree,
add/remove knots, add kinks, rebuild, refit, match, simplify, change weight, make
periodic, adjust end bulge, adjust seam.
Create surfaces: from 3 or 4 points, from 3 or 4 curves, from planar curves,
rectangle, extrude, ribbon, rule, loft, sweep along a path, sweep along two rail
curves, revolve, rail revolve, blend, patch, drape, point grid, heightfield, fillet,
chamfer, offset, TrueType text.
Edit surfaces: control points, handlebars, change degree, add/remove knots, match,
extend, merge, join, untrim, rebuild, shrink, make periodic, Boolean (union,
difference, intersection).
Create solids: box, sphere, cylinder, tube, pipe, cone, truncated cone, ellipsoid,
torus, extrude planar curve, extrude surface, cap planar holes, join surfaces,
TrueType text.
Edit solids: fillet edges, extract surface, Booleans (union, difference, intersection).
Create polygon meshes: from NURBS surface, from closed polyline, mesh face,
plane, box, cylinder, cone, and sphere.
Edit polygon meshes: explode, join, weld, unify normals, apply to surface.
Edit tools: cut, copy, paste, delete, delete duplicates, move, rotate, mirror, scale,
stretch, align, array, join, trim, split, explode, extend, fillet, chamfer, offset, twist,
bend, taper, shear, orient, flow along curve, smooth, project, object properties.
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Analysis: point, length, distance, angle, radius, bounding box, normal direction,
area, area centroid, area moments, volume, volume centroid, volume moments,
curvature graph, geometric continuity, deviation, naked edges, nearest point.
Rendering: flat shade, smooth shade, render with textures, spotlights and shadows,
and customizable resolution.
File formats supported: DWG, DXF, 3DS, LWO, STL, OBJ, AI, RIB, POV, UDO,
VRML, BMP, TGA, JPG, IGES (Alias, Ashlar Vellum, AutoShip, Breault,
CAMSoft, Catia, Cosmos, FastSurf, Intergrity Ware, MasterCAM, ME30,
Mechanical Desktop, Microstation, NuGraf, Pro/E, SDRC I-DEAS, Softimage,
Solid Edge, Solidworks, SurfCAM, TeKSoft, Unigraphics).
File management: Notes, templates, merge files, and export selected objects.
I/O plug-ins: 3D Studio MAX, Softimage, and programmers I/O tool kit with
source code.
3-D digitizing support: MicroScribe 3D and Faro Space Arm.
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To access Help:
u
From the Rhino Help menu, click Help Topics or Command List.
Or, press F1.
Technical Support
Technical support is also available via e-mail.
E-mail: rhino@mcneel.com
Ordering information
The Rhino Web site contains ordering information. You can order from a dealer in
your local area. Connect to the Rhino Web site at the following location:
www.rhino3d.com/sales
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