Command Ref a4

466
Command Reference Version 2.0

description

Rhinoce

Transcript of Command Ref a4

Page 1: Command Ref a4

Command Reference Version 2.0

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Rhino 2.0 Command Reference

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© Robert McNeel & Associates 2001. All Rights Reserved. Printed in U.S.A.

Robert McNeel & Associates 3670 Woodland Park Avenue North Seattle, WA 98103

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Table of Contents Welcome to Rhinoceros.............................................................................................................................. 17

Why Rhinoceros? 17 Contacting Robert McNeel & Associates 17 Frequently Asked Questions 17 Help 17 Shortcuts 18 Built-in aliases 21

Coordinate points........................................................................................................................................ 26 Enter construction plane coordinates 27 Enter world coordinates 27 UseWCSCoordinates 27 UseCPlaneCoordinates 27 Enter relative coordinates 27 Enter polar coordinates 28 Enter relative polar coordinates 28

Modeling aids .............................................................................................................................................. 28 Elevator mode 28 Use Tab to constrain along a line 29 Angle Constraint 30 Distance Constraint 31 Toggle crosshairs on and off 31

Trimmed surfaces ....................................................................................................................................... 31 Document properties .................................................................................................................................. 33

Document Properties dialog box, Dimensions tab 33 Document Properties dialog box, Grid tab 34 Document Properties dialog box, Notes tab 35 Document Properties dialog box, Render Mesh tab 35 Document Properties dialog box, Render tab 36 Document Properties dialog box, Summary tab 38 Document Properties dialog box, Units tab 38

Viewport layout............................................................................................................................................ 39 Select objects .............................................................................................................................................. 40

Selecting parts of objects 41 Import and export file types ....................................................................................................................... 41

Rhino 1.0 file exchange 41 3D Studio file exchange 42 3D Studio MAX 2.5 file import plug-in 43 3D Studio MAX 2.0 file import plug-in 44 3D Studio MAX 1.2 file import plug-in 45 3D Studio MAX 3.0 OBJ file exchange 45 RemoveFlippedNormals 46 ACIS file export 46 Adobe Illustrator file exchange 47 Applied Geometry file exchange 48 AutoCAD DWG file exchange 49 AutoCAD DXF file exchange 49 AutoCAD export options 50 Export object properties 51 GHS file export 52 Lightwave file exchange 53 Moray UDO Export 53 Parasolid X_T file export 54 RenderMan RIB export 55 POV-Ray export 56 Raw Triangle file exchange 57 SLC file exchange 58 STEP file exchange 58 STL file exchange 58 VDA file exchange 59 VRML file export 60 Viewpoint Technologies file export 61

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Windows Metafile file export 61 DirectX file exchange 61 Moldex 62 PostScript file exchange 62 IGES file exchange 62 Troubleshooting IGES import 64 Edit IGES export types 65 Edit IGES export type details 66 OBJ (Wavefront) file export 67 IGES polygon mesh export 68 IGES Types 69 3D Studio MAX 3.0 IGES file exchange 69 Alias|Wavefront IGES file exchange 69 Ashlar Vellum IGES file exchange 70 AUTOFORM IGES file exchange 70 AutoShip IGES file exchange 71 Breault Research's ASAP IGES file exchange 71 CADCEUS IGES file exchange 71 CamSoft IGES file exchange 72 CATIA IGES file exchange 72 Cosmos/M IGES file exchange 73 Delcam IGES file exchange 74 FastShip IGES file exchange 74 FastSURF IGES file exchange 74 IronCAD IGES file exchange 75 Integrity Ware IGES file exchange 75 LUSAS IGES file exchange 76 Mastercam IGES file exchange 76 Maya IGES file exchange 77 ME30 IGES file exchange 77 Mechanical Desktop IGES file exchange 78 Microstation IGES file exchange 78 Multisurf IGES file exchange 79 NASA GridTool IGES file exchange 79 Okino NuGraf/Polytrans IGES file exchange 80 OptiCAD IGES file exchange 80 Pro/E IGES file exchange 81 SDRC's I-DEAS IGES file exchange 83 Softimage IGES file exchange 84 Solid Edge IGES file exchange 85 Solid Designer IGES file exchange 85 SolidWorks IGES file exchange 86 SUM 4.0 IGES file exchange 87 SURFCAM IGES file exchange 87 Tebis IGES file exchange 88 TekSoft IGES file exchange 89 Unigraphics IGES file exchange 89 Yamaha ESPri IGES file exchange 90

Context menu .............................................................................................................................................. 90 Select Color ................................................................................................................................................. 91 Object snaps................................................................................................................................................ 92

Osnap 94 NoSnap 94 End object snap 94 Near object snap 95 Point object snap 95 Mid object snap 95 Cen object snap 95 Int object snap 96 Perp object snap 96 Tan object snap 96 Quad object snap 97 Knot object snap 97 From object snap 97 PerpFrom object snap 98 TanFrom object snap 98 Along object snap 99 AlongParallel object snap 99

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OnSrf object snap 100 ProjectOsnap 100 Between 100 OnCrv object snap 100 SnapToLocked 100

Object properties....................................................................................................................................... 101 Object Properties, Object tab 101 Object Properties, Dimensions tab 101 Object Properties, Light tab 102 Object Properties, Material tab 102 Object Properties, Text tab 103 Options dialog box 104 Options dialog box, Aliases tab 104 Options dialog box, Appearance tab 104 Options dialog box, Files tab 106 Options dialog box, General tab 106 Options dialog box, Keyboard tab 108 Options dialog box, Modeling Aids tab 108 Options dialog box, RhinoScript tab 110 Options dialog box, Shade tab 110 Options dialog box, View tab 112

Shade ......................................................................................................................................................... 114 Render........................................................................................................................................................ 114 Troubleshoot rendering............................................................................................................................ 115

Troubleshoot OpenGL 117 Layers......................................................................................................................................................... 117

Layer materials 118 Select Layers 119 Create a new layer 119 Rename a layer 119 Change the color of a layer 120 Delete a layer 120 Filter the layer display list 120

Surfaces through a sequence of curves ................................................................................................. 121 Troubleshoot fillets and chamfers........................................................................................................... 124 Troubleshoot Booleans ............................................................................................................................ 129 Edit the Rhino.ini file................................................................................................................................. 135 Toolbars ..................................................................................................................................................... 135

Close a toolbar 135 HideToolbar 135 Open a toolbar 135 ShowToolbar 135 ToggleToolbar 136 Move a toolbar 136 Dock a toolbar 136 Float a toolbar 136 Reshape a toolbar 136 Rename a toolbar 136 Import a toolbar from another layout file 137 Change toolbar name or button size 137 Create a new toolbar 137 Delete a toolbar 137 Create a flyout toolbar 137 Flyout a toolbar 137 Hide a flyout toolbar 138 Tear off a flyout toolbar 138

Manage toolbar buttons............................................................................................................................ 138 Move a toolbar button 138 Delete a toolbar button 138 Copy a toolbar button 138 Create a floating flyout button 138 Unlink a flyout toolbar 139

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Customize toolbar buttons....................................................................................................................... 139 Create a new toolbar button 139 Change the toolbar button tooltip 139 Programming the toolbar button functions 139

Customize toolbar button bitmap icons.................................................................................................. 139 Clear the bitmap image 140 Draw or edit a bitmap icon 140 Capture a portion of the screen to use as a bitmap icon 140 Import a bitmap from another source 140 Save your bitmap to a file 141

Scripting tools ........................................................................................................................................... 141 VBScript and JScript 142

3-D digitizing.............................................................................................................................................. 143 Diagnostics................................................................................................................................................ 143 Error messages ......................................................................................................................................... 144 Scripting Rhino Installers......................................................................................................................... 145 Workgroup License Manager (The Zoo).................................................................................................. 146 Rhino plug-ins ........................................................................................................................................... 146 Glossary..................................................................................................................................................... 146 Commands................................................................................................................................................. 151

34View 151 3DFace 151 3View 151 4View 151 AddNextU 152 AddNextV 152 AddPrevU 153 AddPrevV 154 AddToGroup 154 AlignBackgroundBitmap 155 AlignProfiles 155 AllCPlanesThroughPt 156 AllLayersOn 156 Angle 156 ApplyCrv 157 ApplyMesh 157 Arc 158 Arc3Pt 159 ArcDir 160 ArcSER 160 ArcTTR 160 Area 161 AreaCentroid 161 AreaMoments 161 Array 164 ArrayCrv 165 ArrayCrvOnSrf 165 ArrayPolar 166 ArraySrf 167 Arrow 168 Arrowhead 168 AssignBlankTexture 168 Audit 168 Autosave 168 Back 169 Baseball 169 BaseballEllipsoid 170 Bend 170 Bisector 171 Blend 172 BlendSrf 173 BooleanDifference 176 BooleanIntersection 176

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BooleanUnion 177 Bottom 178 BoundingBox 178 Box 178 Box3Pt 179 BringViewportToTop 179 Cap 180 Chamfer 180 ChamferSrf 181 ChangeDegree 181 ChangeDegreeSrf 182 ChangeLayer 183 ChangeToCurrentLayer 184 Check 184 CheckInLicense 184 CheckOutLicense 184 Circle 184 Circle3Pt 185 CircleD 186 CircleTTR 186 CircleTTT 187 ClearAllMeshes 187 ClearUndo 188 CloseDisplayWindow 188 ClosestPt 188 CloseViewport 188 CommandHistory 188 CommandPaste 189 CommandPrompt 189 Commands 189 Cone 189 Conic 190 ConicPerp 192 Continuity 192 Contour 193 ControlPolygon 194 ControlPolygonDensity 194 ControlPolygonHighlight 195 ConvertToBeziers 195 ConvertToPolyline 195 Copy 196 CopyClip 196 CopyCPlaneSettingsToAll 196 CopyCPlaneToAll 197 CopyDisplayWindowToClipboard 197 CopyViewToAll 197 CPlane3Pt 197 CPlaneElevation 197 CPlaneFront 197 CPlaneNext 198 CPlaneOrigin 198 CplaneOriginAll 198 CPlanePerpToCrv 198 CPlanePrev 199 CPlaneRight 199 CPlaneThroughPt 199 CPlaneToObject 199 CPlaneTop 199 CPlaneToView 200 CPlaneV 200 CPlaneX 200 CPlaneZ 200 CreateUVCrv 201 Crv2View 201 CrvDeviation 203 CrvEnd 203 CrvSeam 203 CrvStart 204 CrvThroughSrfControlPt 205 CSec 205

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CullControlPolygon 206 Curvature 207 CurvatureAnalysis 208 CurvatureGraphOff 211 CurvatureGraphOn 211 CurvatureSrf 213 Curve 213 Cut 214 CutArea 215 CutAreaCentroid 215 CutAreaMoments 215 CutPlane 216 CutVolume 216 CutVolumeCentroid 217 CutVolumeMoments 217 Cylinder 217 Delete 218 Delete control points on curves 218 DeleteAll 218 DetachTrim 219 Dig 219 DigCalibrate 220 DigClick 221 DigDisconnect 221 DigPause 221 DigScale 222 DigSection 222 DigSketch 222 DigSpacing 223 DimAligned 223 DimAngle 223 DimDiameter 224 DimHorizontal 224 DimOptions 224 DimRadius 225 DimRecenterText 225 DimRotated 225 DimVertical 226 Dir 226 DirectionalLight 227 DisableOsnap 228 DisplayBitmap 228 Distance 228 Divide 229 DivideByLength 229 DocumentProperties 230 Domain 230 Dot 231 DraftAngleAnalysis 231 DragMode 232 Drape 232 DrapePt 233 Dup 233 DupBorder 233 DupEdge 234 DynamicShading 234 DynamicShadingPerspective 234 EdgeSrf 234 EditDim 235 EditPtOn 236 EditText 236 Ellipse 237 EllipseD 238 Ellipsoid 239 EMap 240 EndBulge 242 EndBulgeSrf 242 Enter 243 Erase 244 EvaluatePt 244

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EvaluateUVPt 244 Exit 244 Explode 245 ExplodeMesh 245 Export 245 ExportCommandAliases 246 ExportWithOrigin 246 Extend 246 ExtendByArc 247 ExtendByArcToPt 248 ExtendByLine 248 ExtendCrvOnSrf 249 ExtendSrf 249 ExtractControlPolygon 250 ExtractIsoparm 251 ExtractPt 251 ExtractSrf 252 ExtractWireframe 252 Extrude 252 ExtrudeAlongCrv 254 ExtrudeSrf 254 ExtrudeToPt 254 Fair 255 Faro 255 Fillet 255 FilletEdge 256 FilletSrf 256 FitCrv 257 FlatShade 257 FlatShade1 258 FlatShadeAll 258 FlattenSrf 259 Flip 259 Flow 260 Front 260 GCon 261 Grid 261 GridAxes 261 GridOptions 261 GridSections 262 GridSize 262 GridThick 262 Group 262 HBar 262 Heightfield 263 Helix 264 Hide 265 HideBackgroundBitmap 265 HideOsnap 265 HidePt 265 HideSwap 266 Hotspot 266 Hydrostatics 266 Import 267 ImportCommandAliases 267 Improve 267 IncrementalSave 268 Insert 268 InsertEditPoint 269 InsertKink 269 InsertKnot 270 InsertLineIntoCrv 271 InterpCrv 271 InterpCrvOnSrf 272 InterpPolyline 273 Intersect 274 Invert 274 InvertPt 275 Join 275 JoinEdge 276

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JoinMesh 277 JoinSrf 277 LabelCurveEndpoints 277 Lasso 278 LayerLock 278 LayerOff 279 LayerOn 279 Leader 280 Left 280 Length 281 Line 281 Line4Pt 282 LineAngle 282 LinearizeTrims 283 LinePerp 283 LinePP 284 Lines 284 LineTan 285 LineTP 286 LineTT 286 LineV 287 List 288 LoadPlugin 288 LoadScript 288 Lock 289 LockSwap 289 Loft 289 Make2D 295 MakeCrvPeriodic 297 MakeSrfNonPeriodic 297 MakeSrfPeriodic 297 Match 297 MatchLayer 299 MatchSrf 300 Maximize 304 MaxViewport 304 Menu 304 MergeEdge 304 MergeSrf 304 Mesh 306 MeshBox 308 MeshCone 308 MeshCylinder 309 MeshDensity 309 MeshPlane 310 MeshPolyline 310 MeshSphere 311 MeshToNurb 312 Minimize 312 Mirror 312 Move 312 MoveBackgroundBitmap 313 MoveUVN 313 Mscribe 314 NamedCPlane 314 NamedView 314 NetworkSrf 314 New 318 NewViewport 318 NextOrthoViewport 318 NextPerspectiveViewport 319 NextU 319 NextV 319 NextViewport 320 NextViewportToTop 320 Normal 320 Notes 321 Offset 321 OffsetSrf 322 OneLayerOff 323

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OneLayerOn 323 Open 323 OpenWorkspace 324 Options 324 Orient 324 Orient3Pt 325 OrientCrvToEdge 325 OrientOnSrf 325 OrientPerpToCrv 327 Ortho 327 OrthoAngle 328 PackTextures 328 Pan 329 PanDown 329 PanLeft 329 PanRight 329 PanUp 330 Parabola 330 Paraboloid 330 Paste 332 Patch 333 Pause 334 Perspective 334 PerspectiveAngle 334 PerspectiveMatch 334 PictureFrame 336 Pipe 336 PlaceBackgroundBitmap 337 PlaceCameraTarget 338 PlaceTarget 339 Plan 339 Planar 339 PlanarSrf 340 Plane 340 Plane3Pt 340 PlaneThroughPt 341 PlaneV 341 PluginManager 341 Point 342 Point filters 342 PointCloudSection 343 PointDeviation 344 PointGrid 345 PointLight 345 Points 346 PointsAtNakedEdges 346 PointsFromUV 346 Polygon 347 PolygonEdge 348 Polyline 349 PolylineOnMesh 349 PolylineThroughPt 350 PopupMenu 350 PopupToolbar 350 PrevU 351 PrevV 351 PrevViewport 352 Print 352 PrintSetup 353 Project 353 Projection 354 ProjectToCPlane 354 Properties 354 PtOff 355 PtOffSelected 355 PtOn 355 Pull 355 PushViewportToBack 356 Radius 356 RailRevolve 356

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ReadCommandFile 358 ReadNamedCPlanesFromFile 359 ReadNamedViewsFromFile 359 ReadViewportsFromFile 359 Rebuild 359 RebuildEdges 360 RebuildSrf 360 Rectangle 361 Rectangle3Pt 362 RectangleCen 362 RectangleV 363 Redo 364 RedoMultiple 364 ReduceMesh 364 RefreshShade 365 RemapCPlane 365 RemoveBackgroundBitmap 367 RemoveFromGroup 367 RemoveKnot 367 RemoveMultiKnotSrf 367 RemoveWallpaper 368 Render 368 RenderAGEdges 368 RenderCrv 369 RenderEdges 369 RenderOptions 369 RenderPreview 369 RenderPreviewAll 369 RenderPreviewSelected 370 RenderPreviewSelectedAll 370 ReparameterizeSrf 370 Restore 371 RestoreCPlane 371 RestoreView 371 Revolve 371 RevU 372 RevV 372 Ribbon 372 Right 373 Rotate 373 Rotate3D 374 RotateCamera 374 RotateCameraDown 375 RotateCameraLeft 375 RotateCameraRight 375 RotateCameraUp 375 RotateCPlane 375 RotateDown 376 RotateLeft 376 RotateRight 376 RotateUp 376 RotateView 376 Run 376 RunScript 377 Save 377 SaveAs 378 SaveAsTemplate 378 SaveCPlane 378 SaveDisplayWindowAs 379 SaveSmall 379 SaveView 379 SaveWorkspace 379 SaveWorkspaceAs 379 Scale 380 Scale1D 380 Scale2D 381 ScaleBackgroundBitmap 381 ScaleNU 382 ScreenCaptureToClipboard 382 ScreenCaptureToFile 382

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ScreenCaptureToFile256 383 Section 383 SelAll 383 SelBadObjects 384 SelColor 384 SelConnected 384 SelCrossing 385 SelCrv 385 SelDim 386 SelDup 386 SelGroup 386 SelID 386 SelLast 386 SelLayer 387 SelLayerNumber 387 SelLight 387 SelMesh 387 SelNakedMeshEdgePt 387 SelName 388 SelNone 388 SelPolyline 388 SelPolysrf 388 SelPrev 389 SelPt 389 SelSrf 389 SelU 389 SelUV 390 SelV 391 SelWindow 392 SetActiveViewport 392 SetCurrentRenderPlugIn 392 SetGLShade 392 SetGroupName 393 SetLayer 393 SetLayerMaterialProperties 393 SetLayerToObject 393 SetMaximizedViewport 393 SetObjectMaterial 394 SetObjectMaterialProperties 394 SetObjectName 394 SetObjectNameMultiple 395 SetOrtho 395 SetPlanar 395 SetPt 395 SetRedrawOff 396 SetRedrawOn 396 SetSnap 396 SetViewportWindowSize 396 SetWorkingDirectory 397 Shade 397 Shade1 398 ShadeAll 398 ShadedViewport 399 ShadeOptions 399 ShadeSelected 399 ShadeSelectedAll 399 Shear 399 Show 400 ShowBackgroundBitmap 400 ShowBrokenEdges 400 ShowCamera 401 ShowEdges 401 ShowNakedEdges 401 ShowOsnap 401 ShowPt 402 ShowSelected 402 ShrinkTrimmedSrf 402 Silhouette 403 SimplifyCrv 403 Sketch 404

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SketchOnMesh 405 SketchOnSrf 405 Smooth 406 Snap 407 SnapSize 408 Sphere 408 Sphere3Pt 409 SphereD 409 Spiral 410 Split 411 SplitEdge 412 SplitSrf 412 SplitViewportHorizontal 413 SplitViewportVertical 413 Spotlight 414 SrfControlPtGrid 414 SrfPt 415 SrfPtGrid 415 StatusBar 416 SubCrv 416 SwapUV 416 SwapView 416 Sweep1 417 Sweep2 418 SynchronizeViews 420 Taper 421 TCone 422 Text 423 TextObject 423 TiltLeft 425 TiltRight 425 Title 425 ToggleOsnap 425 Toolbar 425 Top 425 Torus 426 Trim 426 Tube 427 Turntable 428 Twist 428 Undo 429 UndoMultiple 430 UndoSelected 430 Ungroup 430 UnifyMeshNormals 430 Units 431 UnLock 431 UnLockSelected 431 UnpackTextures 431 UnrollSrf 432 Untrim 433 ViewCPlaneBack 435 ViewCPlaneBottom 435 ViewCPlaneFront 435 ViewCPlaneLeft 435 ViewCPlaneRight 435 ViewCPlaneTop 435 ViewportProperties 436 ViewportTitle 436 Volume 436 VolumeCentroid 437 VolumeMoments 437 VRBSrf 437 Wallpaper 438 Weight 438 Weld 439 What 441 WireframeViewport 441 WireShade1 441 WorldAxes 441

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Zbuffer 442 Zebra 442 ZoomDynamic 444 ZoomExtents 445 ZoomExtentsAll 445 ZoomIn 445 ZoomNext 445 ZoomOut 445 ZoomPrev 445 ZoomSelected 446 ZoomSelectedAll 446 ZoomTarget 446 ZoomWindow 446 ZoomX 446

Index........................................................................................................................................................... 447

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Welcome to Rhinoceros So you can get the most out of using Rhino, a lot of time has been spent developing the information in this Help file. We have made every effort to explain the commands in detail and give examples of how they work.

Here are some tips for getting the most from the Help file

You can get Help for most commands by pressing F1 while the command is running.

To explore the related topics, click the See Also button at the top of each topic window.

For a complete list of Rhino commands with a brief description, see the Rhino Command List.

A note about the graphics in the Help file

The graphics used to illustrate the commands often display alternate color schemes for the Rhino viewports than the default gray background. This is to make the graphics easier to see either in the help file or when you print the topic on a black and white printer.

Why Rhinoceros? The software developers started calling this program "Rhino" as a prototype name early in the development process. Rhinoceros knickknacks and pictures started accumulating in the office, and by the time the product was in beta testing, the name stuck.

Contacting Robert McNeel & Associates

Get technical support:

By posting a question to the Rhino newsgroup news://news.rhino3d.com/rhino

By sending e-mail to [email protected]

Web site www.rhino3d.com

Frequently Asked Questions Find the answers to frequently asked questions about Rhino on Web at www.rhino3d.com/support/faq.

Help

Access Rhino's Help file.

Toolbar: Standard

Menu: Help > Help Topics

Shortcut: F1

The Help Topics: Rhino dialog box appears. It has the standard Windows Help tabs of Contents, Index, and Find. This page you are viewing is part of Rhino's help file, under the topic Help.

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Rhino fully implements context-sensitive help: when you press F1, Rhino displays the Help topic linked to the command you are running or the dialog box that is open. Try pressing F1 frequently as you work.

Shortcuts

Shortcuts by function Adjust the lens length of the camera in a perspective view.

Shift+Page Up

Adjust the lens length of the camera in a perspective view.

Shift+Page Down

Adjust the lens length of the camera in a perspective view. Lens length displays on status bar.

Ctrl+Shift+Alt + Right mouse button drag

Click digitizer F12

Command History F2

Copy to Clipboard Ctrl+C

Copy while dragging Alt + drag

Cut Ctrl+X

Delete Delete key

Grid toggle F7

Grid snap S

Help F1

Layer Right click the Layer pane on the status bar.

Group Ctrl+G

Ungroup Ctrl+U

New Ctrl+N

Next viewport active Ctrl+Tab

Open Ctrl+O

Ortho toggle O, F8, Shift, Ortho pane on the status bar.

Pan Shift + drag with the right mouse button.

In parallel views like the default Top, Front, and Right view, drag with the right mouse button.

Shift or Ctrl + arrow keys.

Pan backward Ctrl+PageDown

Pan forward Ctrl+PageUp

Paste Ctrl+V

Planar mode P, click the Planar pane on the status bar.

Points Off F11

Points On F10

Previous viewport active Shift+Ctrl+Tab

Print Ctrl+P

Redo Ctrl+Y

Rotate Down Down Arrow

Rotate Left Left Arrow

Rotate Right Right Arrow

Rotate Up Up Arrow

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Rotate view Ctrl + Shift + drag with the right mouse button.

Perspective views and parallel views that are not looking perpendicular to the construction plane rotate with the right mouse button.

Rotate camera Ctrl+Alt+ Right mouse button drag

Tilt the view Shift+Alt+ Right mouse button drag

Save Ctrl+S

Select all objects Ctrl+A

Set current layer Status bar: Layer pane

Set maximized viewport Front

Ctrl+F2

Set maximized viewport Perspective

Ctrl+F4

Set maximized viewport Right

Ctrl+F3

Set maximized viewport Top

Ctrl+F1

Snap toggle F9, Snap pane on the status bar.

Suspend object snaps Alt + click

Tilt left Ctrl+Shift+Page Up

Tilt right Ctrl+Shift+Page Down

Undo Ctrl+Z

Zoom in Ctrl + drag up right mouse button.

PageUp.

Rotate mouse wheel.

Zoom Next (Redo view change)

End

Zoom out Ctrl + drag down with the right mouse button.

PageDown.

Rotate mouse wheel.

Zoom Previous (Undo view change)

Home

Shortcuts by key C Crossing selection

E Endpoint object snap

M Move

O Otho

P Planar mode

S Grid snap

U Undo

W Window selection

Z Zoom window

Alt + click Suspend object snaps

Alt + drag Copy while dragging

Arrow Down Rotate Down

Arrow Left Rotate Left

Arrow Right Rotate Right

Arrow Up Rotate Up

Ctrl + drag down with the right mouse button. Zoom out

Ctrl + drag up with right mouse button. Zoom in

Ctrl+A Select all objects

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Ctrl+C Copy to Clipboard

Ctrl+F1 Set maximized viewport Top

Ctrl+F2 Set maximized viewport Front

Ctrl+F3 Set maximized viewport Right

Ctrl+F4 Set maximized viewport Perspective

Ctrl+G Group

Ctrl+N New

Ctrl+O Open

Ctrl+P Print

Ctrl+Page Down Pan backward

Ctrl+Page Up Pan forward

Ctrl+S Save

Ctrl+Shift + drag with the right mouse button.

Rotate view

Ctrl+Shift+Page Down Tilt right

Ctrl+Shift+Page Up Tilt left

Shift+Alt+ Right mouse button drag Tilt the view

Ctrl+Shift+Alt+ Right mouse button drag Adjust the lens length of the camera in a perspective view. Lens length displays on status bar.

Ctrl+Alt+ Right mouse button drag Rotate camera

Ctrl+Tab Next viewport active

Ctrl+V Paste

Ctrl+U Ungroup

Ctrl+X Cut

Ctrl+Y Redo

Ctrl+Z Undo

Delete Delete

End Zoom Next (Redo view change)

F1 Help

F10 Points On

F11 Points Off

F12 Click Digitizer

F2 Command History

F7 Grid toggle

F8 Ortho toggle

F9 Snap toggle

Home Zoom Previous (Undo view change)

PageDown Zoom out

PageUp Zoom in

Rotate mouse wheel Zoom in and out

Shift Ortho toggle

Shift + drag with the right mouse button. Pan

Shift+Ctrl+Tab Previous viewport active

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Shift+PageDown Adjust the lens length of the camera in a perspective view.

Shift+PageUp Adjust the lens length of the camera in a perspective view.

Status bar: Layer pane Set current layer popup

Status bar: Ortho pane Ortho toggle

Status bar: Right- click Layer pane Display Edit Layers dialog box

Status bar: Snap pane Snap toggle

Many of these shortcuts can be changed and you can add new shortcuts and aliases. See Options dialog box, Keyboard tab and Aliases tab.

Built-in aliases Rhino contains built-in aliases for many commands. Some are designed in to be shortcuts. Others are old command names left from earlier versions that are included for the convenience of users who have written scripts and customized buttons using these names.

Command Name Aliases

34View Toggle34View

AlignBackgroundBitmap AlignTrace

AllCPlanesThroughPt AllCPlanesThroughPoint

AllLayersOn ShowAll

ApplyCrv ApplyCurves

Arc3Pt 3Arc

Arc3Pts

ArcDir DirArc

ArrayCrv ArrayCurve

ArraySrf ArraySurface

Arrow AnnotateArrow

Arrowhead AnnotateArrowhead

Blend CurveBlend

BlendSrf SrfBlend

BooleanDifference bd

BooleanIntersection bi

BooleanUnion bu

BoundingBox CrvBox

CurveBox

Box3Pt 3box

Box3Pts

ChangeDegree UpDeg

ChangeDegreeSrf UpDegSrf

Circle3Pt 3Circle

Circle3Pts

CircleD 2Circle

ClosestPt ClosePoint

CommandPrompt ShowCommandPrompt

ConicPerp PConic

ControlPolygon CPTog

ControlPolygonDensity CPDash

ControlPolygonHighlight CPHighlight

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ConvertToPolyline ConvertToPolylines

CopyCPlaneSettingsToAll MakeAllCPlaneSettingsTheSame

CopyCPlaneToAll MakeAllCPlanesTheSame

CopyViewToAll MakeAllViewsTheSame

CPlane3Pt 3CPlane

CPlane3Pts

CPlaneThroughPt CPlaneThroughPoint

CPlaneToObject CPlaneObject

CPlaneToView CPlaneView

CPlaneV VCPlane

CreateUVCrv CreatePCurves

Crv2View c2view

CrvDeviation CurveOverlap

CrvEnd CurveEnd

CrvSeam CurveSeam

CrvStart CurveStart

CrvThroughSrfControlPt SrfCVCrv

CullControlPolygon CullCP

CurvatureGraphOff COff

CurvatureGraphOn COn

DigSpacing SetSketchSkip

DisableOsnap FreezeOsnap

LockOsnap

DisplayBitmap Display

DivideByLength Measure

DocumentProperties FileProperties

Domain QueryDomain

Dot AnnotateDot

Drape ZBufferSrf

DrapePt ZBufferPoints

ZBufferPt

ZBufferPts

DupBorder Cob

EditPtOn ShowGrev

EllipseD EllipseEnds

Ellipsoid PolarEllipsoid

EvaluatePoint EvaluatePt

MeasurePoint

EvaluateUVPt QueryUVPoint

Exit Logoff

Logout

Quit

ExtendByArc CArc

ExtendByArcToPt CArcPt

ExtendByLine CLine

ExtendCrvOnSrf XtndB

ExtendSrf XtndF

ExtractControlPolygon CreateControlPolygon

ExtractIsoparm Flowline

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ExtractSrf Xtra

ExtractWireframe ConvertToCurves

Extrude sxtrd

ExtrudeAlongCrv SrfSum

ExtrudeToPt ExtrudeCrvToPt

FilletEdge FltE

FlattenSrf OldFlattenSrf

Grid ShowGrid

GridAxes ShowGridAxes

HBar HBarSrf

HideBackgroundBitmap HideTrace

HidePt HidePoints

HidePts

HideToolbar HideToolbox

Hotspot SetHotspot

Import Merge

InsertKink InsertKinks

InsertKnot InsertKnots

InsertKnotSrf

InterpCrvOnSrf InterpCrvSrf

InterpPolyline InterpolatePolyline

Intersect IntersectCrv

JoinEdge EJoin

JoinSrf JoinFaces

Line4Pt ELine

Line4pts

LineAngle AngleLine

LinePerp PerpLine

LineTan TanLine

LineV Vline

Lock Freeze

Ghost

Loft LooseLoft

Rule

Make2D Make2d4View

MakeCrvPeriodic MakeCurvePeriodic

MakeSrfNonPeriodic MakeSurfaceNonPeriodic

MakeSrfPeriodic MakeSurfacePeriodic

Match Attach

AttachEnd

FixCurveEnd

MatchSrf SrfMatch

MaxViewport ToggleMaxViewport

Menu ShowMenu

MergeEdge EMerge

MergeSrf SrfMerge

MeshPolyline TriangulatePolyline

Move m

MoveBackgroundBitmap MoveTrace

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NamedCPlane NamedCPlanes

NamedView NamedViews

OneLayerOn HideAll

OpenWorkspace OpenWS

Options Settings

Orient Align

Orient3Pt Align3D

OrientOnSrf AlignOnSrf

srfalign

Ortho o

PerspectiveAngle SetPerspectiveAngle

PlaceBackgroundBitmap TraceBitmap

Planar p

Plane3Pt 3Plane

Plane3Pts

PlaneThroughPt FitPlane

PlaneV VPlane

PointDeviation PointTest

PointsAtNakedEdges EnakedPt

PointsFromUV EvaluateUV

Polyline Pline

PolylineThroughPt SortPoints

Project Proj

Projection TogglePerspective

ProjectToCPlane ProjCP

Properties Texture

PtOff HideCV

POff

PointsOff

PtOffSelected PointsOffSelected

POffSelected

PtOn PointsOn

POn

ShowCV

RailRevolve RailRev

Rebuild Elmo

RebuildSrf ElmoSrf

Rectangle Rect

Rectangle3Pt 3Rectangle

Rectangle3Pts

Rect3Pt

RectangleCen CRectangle

RectCen

RectangleV RectV

VRectangle

RefreshShade ClearMesh

RemoveBackgroundBitmap RemoveTrace

RemoveKnot RemoveKnots

RemoveKnotSrf

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RenderCrv RenderCurves

ReparameterizeSrf ReparameterizeSurface

Revolve Rev

SaveWorkspace SaveWS

SaveWorkspaceAs SaveWSAs

Scale1D Stretch

ScaleBackgroundBitmap ScaleTrace

Section Sect

SelAll All

SelBadObjects SelectBadObjects

SelConnected SelectConnected

SelCrossing c

SelCrv SelCurve

SelCurves

SelCrvs

SelDup SelDups

SelID SelectID

SelLayer SelectLayer

SelLight SelLights

SelMesh SelMeshes

SelName SelectName

SelNone Deselect

DeselectAll

None

SelPolyline SelPolylines

SelPolysrf SelPolysrfs

SelSolid

SelSolids

SelPt SelPoint

SelPts

SelSrf SelSrfs

SelSurface

SelSurfaces

SelUV SrfCV

SelWindow w

SetPt SetPts

SetSnap GridSnap

SetGridSnap

Shade QRender

Shade1 QRender1

ShadeAll QRenderAll

ShowBackgroundBitmap ShowTrace

ShowBrokenEdges ebroken

ShowEdges eshow

ShowNakedEdges enaked

ShowPt ShowPoints

ShowPts

UnhidePoints

ShowToolbar ShowToolbox

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Silhouette Horizon

SimplifyCrv SimplifyCurve

Sketch CurveSketch

SketchOnMesh ZBufferSketch

SketchOnSrf CurveSketchSrf

Snap s

Sphere PolarSphere

Sphere3Pt Sphere3Pts

3Sphere

SphereD 2Sphere

Sphere2Pt

Sphere2Pts

SplitEdge ESplit

SplitViewportHorizontal SplitViewHorizontal

SplitViewportVertical SplitViewVertical

SrfControlPtGrid CreateUniformSurface

SrfPt SrfPoints

SrfPts

SrfPtGrid SrfPointGrid

StatusBar ShowStatusBar

SubCrv SubCurve

Title ShowTitle

ToggleToolbar ToggleToolbox

Toolbar Toolbox

Undo u

UnLock Thaw

UnGhost

ViewportTitle ShowViewportTitle

VRBSrf vrbf

WorldAxes ShowWorldAxes

ZoomDynamic ZoomMouse

zm

ZoomExtents ze

ZoomExtentsAll zea

ZoomPrev ZoomP

zp

ZoomSelected zs

ZoomSelectedAll zsa

ZoomWindow z

Zoom

Coordinate points When prompted for a point, you can click the mouse in a viewport to define the point coordinates or you can or type the coordinates in several ways:

Distance If you type a distance, the marker moves around the last point at the specified distance.

Angle If you type an angle with < prefix, the cursor moves around the last point in increments of the

specified angle.

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Coordinates You can type x and y coordinates or x, y and z coordinates to place points. With w prefix you can

type world coordinates, with r prefix relative coordinates, and with wr prefix world relative coordinates.

Enter construction plane coordinates At the command prompt, type coordinates in the format: x,y,z and press Enter.

For example:

1 From the Curves menu, click Line, then click Single Line. 2 At the Start of line ( BothSides ) prompt, type 0,0,0 and press Enter. This starts the line at the construction plane origin. 3 At the End of line ( BothSides ) prompt, type 12,6,10 and press Enter. The line is drawn from the construction plane origin to a point 12,6,10 in the construction plane

coordinates.

Note If you enter only x- and y-coordinates, the point will lie on the construction plane.

Enter world coordinates At the command prompt, type coordinates in the format: wx,y,z and press Enter.

For example:

1 From the Curves menu, click Line, then click Single Line. 2 At the Start of line ( BothSides ) prompt, type w0,0,0 and press Enter. This starts the line at the world coordinate origin. 3 At the End of line ( BothSides ) prompt, type w12,6,10 and press Enter. The line is drawn from the world origin to a point 12,6,10 in the world coordinates.

Note If you enter only x- and y-coordinates, the point will lie on the world x,y plane.

UseWCSCoordinates

Sets the dislay and entry modes to world coordinates.

Note Use this command to change the display in a script or button. It has the same effect as clicking the

pane in the status bar.

UseCPlaneCoordinates

Sets the dislay and entry modes to construction plane coordinates.

Note Use this command to change the display in a script or button. It has the same effect as clicking the

pane in the status bar.

Enter relative coordinates At the command prompt, type coordinates in the format: rx,y (relative construction plane

coordinates) or wrx,y (world relative coordinates) and press Enter.

For example:

1 From the Curves menu, click Line, then click Single Line. 2 At the Start of line ( BothSides ) prompt, enter the starting point for the line. 3 At the End of line ( BothSides ) prompt, type r2,3 and press Enter. The line is drawn to a point 2 units in the x-direction and 3 units in the y-direction from the last point.

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Enter polar coordinates At the command prompt, type coordinates in the format: wd<a (world polar coordinates) (where d is

the distance from the construction plane origin and a is the angle from the x- axis) and press Enter.

For example:

1 From the Curves menu, click Line, then click Single Line. 2 At the Start of line ( BothSides ) prompt, enter the starting point for the line. 3 At the End of line ( BothSides ) prompt, type 4<45 and press Enter. The line is drawn to a point four units away from the construction plane origin, at a 45 degree angle

from the construction plane x-axis.

Enter relative polar coordinates At the command prompt, type coordinates in the format: rd<a or wrd<a (world relative polar

coordinates) (where d is the distance from the last point and a is the angle from the x- axis) and press Enter.

For example:

1 From the Curves menu, click Line, then click Single Line. 2 At the Start of line ( BothSides ) prompt, enter the starting point for the line. 3 At the End of line ( BothSides ) prompt, type r4<45 and press Enter. The line is drawn to a point four units away from the last point entered, at a 45° angle from the

construction plane x-axis.

Modeling aids

Elevator mode Use elevator mode to pick a point off the construction plane.

Draw a curve using elevator mode

1 From the Curve menu, click Free-form, then click Interpolate Points. 2 At the Start of curve ( Tangent Knots=SqrtChord ) prompt, click a point in the perspective

viewport. 3 At the Next point of curve ( Tangent Knots=SqrtChord Undo ) prompt, click another point in the

perspective viewport. 4 At the Next point of curve. Press Enter when done ( Close Tangent Knots=SqrtChord Undo )

prompt, hold the Ctrl key and pick a point in the perspective viewport. 5 Drag the mouse around in the perspective viewport. A white tracking line will display, indicating that the marker is constrained to move perpendicular to

the construction plane. Click the left mouse button to select the point. Notice the location of the marker in the other views.

Drawing using elevator mode

Drag objects perpendicular to the construction plane using elevator mode

1 Select the objects to move. 2 Hold the Ctrl key and click and drag with the left mouse button on the selection set. 3 A white tracking line will connect the point you picked to the marker, indicating the new location of

the selection set.

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Elevator mode.

4 Release the left mouse button to place the objects.

Turn off elevator mode if you have started elevator mode in error

1 After starting elevator mode, type NoElev. Or press Tab twice. 2 Continue with picking locations. You can start elevator mode in another location.

Other ways to use elevator mode

Multiple elevator:

1 Press Ctrl and click to start elevator mode. 2 Change viewports, release Ctrl, press Ctrl, and click again. A new elevator mode starts relative to the new construction plane.

Cancelling elevator:

1 Press Ctrl and click to start elevator mode. 2 Release Ctrl, then press Ctrl and click.

Elevator from direction lock:

Elevator mode can now also be activated from direction lock, but only if the point can be truly 3- D. This makes it possible to do point filtering in Rhino.

Note You can type a number at the command prompt to specify the elevation of the point. Positive

numbers are above the construction plane, negative numbers are below.

Specifying 3- D points using 2- D input devices (the mouse and monitor) is aided with construction planes. Anything drawn in Rhino by simply picking points is always drawn on the construction plane of the current viewport.

Elevator mode allows you to specify a point that is a given distance above or below a point on the construction plane.

Use Tab to constrain along a line Use the Tab key to constrain the marker movement along a line. 1 From the Curves menu, click Line, then click Single Line. 2 Place the first line point. 3 Drag the mouse out. 4 Press Tab. The marker is now constrained along the line between the first point and the point where the marker,

was when you pressed Tab.

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Line snapped to endpoint

The mouse constrained to the line between the first point and the Tab point

Note You can use Tab constraint when you want the line to pass through the end of a curve and then go

beyond it. Turn on end object snap. When you move the cursor close to the end of the curve, the marker snaps to the curve end. Press Tab and then move the mouse beyond the curve end and pick. Your line will pass through the end of the curve.

You can use Tab constraint combined with the Distance constraint to draw a curve of a specified length and then constrain the angle with the Tab key.

If grid snap is on and ortho is activated, Tab direction lock snaps to grid lines.

If grid snap is on and ortho is not activated, Tab direction lock snaps to the snap points.

Angle Constraint The angle constraint ensures that the next point will be placed at a specified angle relative to the last

point. 1 Type an angle at the command prompt in the format <a and press Enter. The cursor moves along a line at the specified angle. 2 Click to place the point. Or, type a distance and press Enter.

For example:

1 From the Curves menu, click Line, then click Single Line. 2 At the Start of line ( BothSides ) prompt, enter the starting point for the line. 3 At the End of line ( BothSides ) prompt, type <60. The line is restricted to 60 degree angle from the last point.

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Distance Constraint The distance constraint ensures that the next point will be placed a specified distance from the last

point. 1 Type a number at the command prompt and press Enter. The marker moves around the last point at the specified distance. 2 Click to place the point. Or, type an angle in the format <a and press Enter. The marker moves around the last point at the specified distance and in increments of the specified

angle. 3 Click to place the point.

For example:

1 From the Curves menu, click Line, then click Single Line. 2 At the Start of line ( BothSides ) prompt, enter the starting point for the line. 3 At the End of line ( BothSides ) prompt, type 10. The line endpoint moves around the last point 10 units away.

Toggle crosshairs on and off Rhino provides full-screen crosshairs in addition to the smaller cursor. If you are used to using full-screen cross-hairs, you can turn them on.

Menu: Tools > Options

On the Appearance tab select Crosshairs.

Trimmed surfaces A trimmed surface has two parts: there's a surface that underlies everything that defines the geometric shape, and there are trimming curves that either trim away the outside portion of the surface or cut holes in its interior.

Those trimming curves exist on the underlying surface. The underlying surface may be larger than the trim curves, but you won't see the underlying surface because Rhino doesn't draw anything for the part of the surface that is outside the trim curves.

Only the underlying surface defines the actual geometry of the shape. The trim curves don't define a surface—they are only markers on the surface as to which part is to be considered trimmed away.

If you have a trim curve that runs diagonally across a surface, the trim curve itself doesn't have any real relationship to the control point structure of the surface. You can see this if you select such a trimmed

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surface and turn its control points s on. You'll see the control points for the whole underlying surface, which doesn't necessarily have any connection with the trim curves.

Control points on trimmed surface

Here's what happens when two surfaces are merged—the surfaces are defined by their control points, so it's really a matter of merging the two surfaces' rectangular control point grids together.

If you turn on the control points for two trimmed surfaces, you can see that even though the surfaces can touch up to one another nicely at their trims, their control points don't line up because the trim curve just doesn't have anything to do with the control points - it can be zinging around all over the place and squiggling around instead of being lined up in a straight rectangular grid like the control points are.

Surfaces trimmed with same curve have overlapping control points

If the control points don't line up on two trimmed surfaces, the surfaces cannot be merged, since control points are merged together to make a single surface out of two individual surfaces.

If you use Untrim on the two trimmed surfaces that you want to merge, this will become more clear. You'll see that even though the trimming edges of the two surfaces are connected, their underlying surfaces aren't lined up with one another in any way, and it's the underlying surfaces that provide the actual definition of the shapes involved, so those are the things that need to be merged.

Untrimmed surfaces

You can remove the trim curves and get back to the underlying surface, by using the Untrim or DetachTrim commands to remove holes or outside boundaries.

When you have a trimmed surface where the underlying surface is much larger than the outside trimming boundary, you can use the ShrinkTrimmedSrf command to shrink the surface back so that it is only large enough to hold the trimming boundaries and doesn't have a large extra unused area.

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Document properties Menu: File > Properties

Document Properties dialog box, Dimensions tab

Options Appearance

Dimension text font

Sets the font for the dimension text.

Decimal

Fractional

Feet & inches

Precision

Sets the number of decimal places the dimension will use.

Size

Scale factor

This is normally the inverse of the print scale. The text height, extension line extension, extension line offset distance, and arrow length are multiplied by this number.

This option also affect annotation text created with the Text command.

Text height

The text height in Rhino units.

Dimension features

Extension line extension

The length of the extension line above the dimension line in Rhino units.

Extension line offset

The distance from the dimension point on the object to the start of the extension line in Rhino units.

Arrow length

The length of the dimension arrow in Rhino units.

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Text alignment

Above dimension line

Places text above the dimension line. Rotates the text to align with the dimension line.

Dimension text above the dimension line

In dimension line

Cuts the dimension line and centers the text inside it.

Dimension text cut in the dimension line

Horizontal to view

Draws the text horizontal to the view, regardless of the direction of the dimension line.

Dimension text horizontal to the view

Document Properties dialog box, Grid tab

Options Snap spacing

Sets the snap spacing in Rhino units. Toggle snap by clicking the Snap pane on the status bar.

Grid spacing

Sets the grid spacing in Rhino units.

Major lines every

Defines the thick grid line interval in number of minor gridlines.

Grid extents

Defines the extents of the grid in Rhino units.

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Show grid

Toggles the visibility of the grid.

Show grid axes

Toggles the visibility of the red and green grid axes in the middle of the grid.

World axes icon

Toggles the visibility of the world coordinate icon in the bottom left corner of each viewport.

Use as defaults

If the grid settings are stored as defaults, whenever you start a new model without a template, these settings are used.

Apply to all viewports

Clear this check box to adjust the grid settings in the active viewport only.

Document Properties dialog box, Notes tab

Add notes to your model.

Menu: File > Properties > Notes tab

On the Notes tab, type information you want to save with the model.

Note These notes can also be accessed through the Notes command.

Notes are saved with Rhino 3DM and IGES files.

Document Properties dialog box, Render Mesh tab Menu: File > Properties > Render Mesh tab

Whenever you shade or render a NURBS surface, the surface is converted into a polygon mesh first. These detailed render mesh options control the way the NURBS surfaces are converted to polygon meshes.

You may want to adjust these values if you are not satisfied with the default shade and render quality.

Options Jagged & faster

Objects may look jagged, but should shade and render relatively fast.

Smooth & slower

Objects should look smooth, but may take very long to shade and render.

Custom

Set the custom options.

Custom options Max angle

Smaller values result in slower meshing, more accurate meshes, and higher polygon count. Setting Max angle to zero turns off the option.

The default value for this option is 20 degrees and the suggested range is from 5 to 90 degrees.

When the Refine check box is selected, the mesh is refined until the angle between adjacent polygon vertex normals is smaller than this value.

This setting is scale independent.

Max aspect ratio

Smaller values result in slower meshing and higher polygon count with more equilateral and nicely shaped polygons. Setting Max aspect ratio to zero turns off the option.

The default value for this option is zero and the suggested range, when not zero, is from 1 to 100.

This is approximately the maximum aspect ratio of the quads in the initial mesh grid.

This setting is scale independent.

Min edge length

Bigger values result in faster meshing, less accurate meshes and lower polygon count. Setting Min edge length to zero turns off the option.

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The default value for this option is 0.0001 units and the usable range depends on the size of the model.

When the Refine check box is selected, a polygon is not refined further if any edge is shorter than this value. This is also approximately the minimum edge length of the quads in the initial mesh grid.

This option is scale dependent.

Max edge length

Smaller values result in slower meshing and higher polygon count with more equally sized polygons. Setting Max edge length to zero turns off the option.

The default values is zero and the usable range depends on the size of the model.

When the Refine check box is selected, polygons are refined until all polygon edges are shorter than this value. This is also approximately the maximum edge length of the quads in the initial mesh grid.

This option is scale dependent and can be used for making sure the polygons are approximately the same size.

Max dist, edge to srf

Smaller values result in slower meshing, more accurate meshes, and higher polygon count. Setting Max dist, edge to srf to zero turns off the option.

The default values is zero and the usable range depends on the size of the model.

When the Refine check box is selected, polygons are refined until the distance from a polygon edge midpoint to the NURBS surface is smaller than this value. This is also approximately the maximum distance from polygon edge midpoints to the NURBS surface in the initial mesh grid.

This option is scale dependent and can be used as a general polygon mesh tolerance setting.

Min initial grid quads

Bigger values result in slower meshing, more accurate meshes and higher polygon count with more evenly distributed polygons. Setting Min initial grid quads to zero turns off the option.

The default values is 16. The suggested range is from 0 to 10000.

This is the number of quads per surface in the initial mesh grid. In practice, Rhino will use at least this many polygons for each surface.

This option is scale independent and can be used for making sure that surfaces with very subtle details are meshed with high enough polygon count.

Refine mesh

Clearing this box results in faster meshing, less accurate meshes, and lower polygon count. Clearing this box also means untrimmed individual surfaces and surface areas away from trim edges and joined edges are meshed with evenly sized quadrangles.

By default, Refine is selected.

After initial meshing, Rhino uses a recursive process to refine the mesh until it meets the criteria defined by Max Angle, Min edge length, Max edge length, and Max dist, edge to Srf options.

Jagged seams

Causes faster meshing, lower polygon count and cracks between joined surfaces in the rendered image.

By default, Jagged seams is not selected.

This options means that all surfaces are meshed independently and the meshes of joined surface edges are not stitched together.

Simple planes

Causes in slower meshing and minimum polygon count on planar surfaces. Meshing can be slower especially for complex trimmed surfaces.

By default, Simple planes is not selected.

All planar surfaces are meshed by meshing the surface edges and then filling the area bounded by the edges with triangles.

Document Properties dialog box, Render tab

Options Resolution

Viewport resolution

The active viewport is rendered using the viewport resolution.

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Custom

The active viewport is rendered using the custom resolution. Type the custom width and height resolution in pixels.

Antialiasing

Antialiasing in Rhino means that each pixel in the rendered image is calculated by averaging several samples taken from the pixel area. This makes the image appear smoother, but also slows down rendering.

None

Each pixel is sampled once.

Normal and Slower

A pixel color is calculated from nine samples taken from the pixel area.

Best and Slowest

A pixel color is calculated from 25 samples taken from the pixel area.

Render colors

Ambient light

Sets the overall ambient color in the scene. In practice, this option sets the color of the darkest spot on the objects in the scene in the rendered image. The color of areas of the model in low light be a blend of the object color and the ambient light color.

Background

Sets the color of the render background.

Misc

Render backfaces

Controls whether the backsides of polygons are rendered or not. Not rendering the backfaces speeds up rendering, but makes it necessary to make sure all surface normals are set correctly.

Use lights on layers that are off

Controls if spotlights that are on hidden layers are rendered or not.

Render wireframe

The wireframe curves of surfaces and curve objects are rendered with the surfaces.

Render polygon mesh edges

Polygon mesh object wireframe curves are rendered with the objects.

Shadows

Control the shadow quality in the rendered image. In Rhino, if the shadows are turned on, all objects cast and receive shadows from all spotlights.

None

No shadows.

Normal and Slower

Objects cast hard shadows.

Best and Slowest

Objects cast soft shadows.

Map size

Defines the width and height the shadow map in pixels. A shadow map is a z-buffer rendering of the scene as seen from the spotlight location.

Offset

Defines the distance in units a point on a surface is moved towards a spotlight before checking if it is in the shadow or not. This option is used for compensating the inaccuracy of the shadow map z- buffer to prevent surfaces from shadowing themselves.

In general, there is no need to change this setting unless you are modeling very small or large objects.

With small objects, if the shadows are unnaturally far from the objects in the rendered image, use smaller shadow offset.

With large objects, if you see self shadowing artifacts like streaks on surfaces in the rendered image, use bigger shadow offset.

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Document Properties dialog box, Summary tab Shows summary information about the file:

Author

Last saved by:

Revision number:

Application name:

Date and time created:

Date and time last saved:

This is similar to what is displayed when you right-click a 3DM file and select Properties in Windows Explorer.

Document Properties dialog box, Units tab

Options Model units

Controls the units used in the model. When you change from one units to another, Rhino asks if you want to have the geometry automatically scaled to match the unit change.

Absolute tolerance

Tolerance in units used when creating new geometry that cannot be absolutely accurate. For example, trimming surfaces, doing offsets and Booleans operations usually create approximate geometry.

Relative tolerance

Sets the relative tolerance used in some commands. In those commands, if the relative tolerance based on a certain dimension in the object is smaller than the absolute tolerance setting, the relative tolerance is used instead.

Angle tolerance

Sets the angle tolerance used in some commands.

Custom units

Enter a unit name and a scale in units per meter.

Unit systems Enter distances using any of the Rhino unit measurements including fractions. You can mix fractional and decimal input.

Example types and forms are:

Microns

1.2mic 1.2micron(s)

Millimeters

1.2mm 1.2millimeter(s)

Centimeters

1.2c 1.2cm 1.2centimeter(s)

Meters

1.2m 1.2meter(s)

Kilometers

1.2km 1.2kilometer(s)

Microinches

1.2microinch(es)

Mils

1.2mil(s)

Feet and Inches

1" 1in 1inch(es) 1'2-1/2(") 1'2.2(") 1-1/2" 1.5" 1' 1ft 1foot 1feet

Miles

1mi 1mile(s)

Distance display

Sets the distance display for the status bar and distance and length commands. Select Decimal, Fractional, or Feet & Inches.

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Display precision

Sets the number of decimal places for the distance display.

Note It is best to select a tolerance when you start modeling and stick with it.

Importing a model in a format that supports units and tolerances does not adjust units or tolerances in Rhino. A dialog box will warn if the units do not match.

The following three items are a good guide to choosing tolerances.

Rhino 2.0 can work in any unit system and with any tolerance. The default unit system is millimeters and the default tolerance is 0.01 millimeters. You can change the default unit system and tolerance by setting up a template. If you frequently need to work in more than one unit system or with more than on tolerance, set multiple templates.

In general, Rhino will work best if you choose a unit system so that the absolute tolerance you need is around 0.01 to 0.001, the "size" of a small feature (like a tiny fillet or small curve offset distance) is >= 10 x tolerance, and the "size" of the model is <= 100000.

Using an absolute tolerance that is smaller than 0.0001 will noticeably slow some intersection and fitting processes.

Viewport layout Viewports are windows on the Rhino screen that show you a view of your model. You can move and resize viewports by dragging the title bar or borders. Each viewport has its own construction plane that the cursor moves on and a projection.

You can create new viewports, rename viewports, and use predefined viewport configurations. You can toggle the viewport title and world axis icons display to make more room for your work. You can specify which viewport is maximized, step through the viewports, and place a named viewport on top.

The Viewport menu:

Activate the viewport menu by right-clicking the viewport title.

The Viewport menu

From the viewport menu, you can:

Maximize and restore the viewport.

Swap the viewport position with a different viewport.

Zoom Window, Extents, or Extents of the selected objects.

Use defined and named views.

Close the viewport.

Set the viewport to display in wireframe mode.

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Wireframe display mode

Set the viewport to display in shaded mode.

Shaded display mode

Refresh the shade mesh.

Edit Grid properties.

Edit viewport properties.

Note Navigating with the keyboard works at all times except during view-dependent selections (Window,

Crossing, Lasso) so you can change your view in the middle of a command.

To set your view so you are looking straight down on the construction plane, from the View menu, click Set View > Plan.

To bring all your objects into view, from the View menu, click Zoom Extents All.

Select objects General Click an object to select it. To select additional objects, press and hold Shift or Ctrl and click objects. To remove an object from a selection set, press and hold Shift or Ctrl and click the object again.

Drag a selection rectangle from left to right to do a Window selection and from right to left to do a Crossing selection.

When you make a Window selection, objects completely enclosed in the selection rectangle are selected. When you make a Crossing selection, all objects inside or partially inside the selection rectangle are selected.

Press and hold Shift when you drag the selection rectangle to add objects to the selection set and press and hold Ctrl when you drag the selection rectangle to remove objects from the selection set.

Selection menu A selection menu pops up if several objects appear to be stacked in the area you picked an object and Rhino is not able to tell which one you want to select.

When the selection menu pops up, the current object and its designation in the list highlight.

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To select an object:

Click the object name in the list.

When object is highlighted, press Enter or the spacebar.

Click the left mouse button at the original pick point to cycle through the list and click the right mouse button to accept the current choice.

To cancel the selection process:

Click None.

Click another object.

Selecting parts of objects This will only work for commands that ask you to pick objects after the command starts (Extrude, Sweep1, Sweep2). There is a separation between commands that work on any type of object (Move, Copy, Delete) that let you pick the object beforehand and commands that look for specific types of geometry and where the order you pick is important (Loft and Extrude). These commands let you use filters to pick a sub-part of an object rather than the whole object. The things you can type are:

for curves: curve or crv or c

for edge: edge

for boundary: boundary or bnd

for face (surface): f or face

for shell (solid): s or shell

Boundary is different from curve. It selects the whole boundary of a surface or a hole. For instance if you have a plane, and you picked an edge as a curve, you'd get one line, but if you picked it as a boundary, then you'd get the whole rectangle that defines the outside of the plane.

Import and export file types

Rhino 1.0 file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select Rhino 1.x 3D models (.3dm). 3 In the File name box, type a filename.

Saving 1.x files from Rhino 2.0 If you save as a 1.x file from Rhino 2.0, no 2.0 rendering information is saved in the 1.x file. Rendering information includes: •

render meshes •

analysis meshes •

shaded viewport mode •

point and directional lights •

Flamingo render materials •

object color •

locked and hidden objects are unlocked and displayed

Loading 1.x files into Rhino 2.0 If you load a 1.x file into Rhino 2.0, mesh information is lost including: •

render meshes

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analysis meshes •

shaded viewport mode

3D Studio file exchange

To open 3D Studio files:

1 From the File menu, click Open. Or, from the File menu, click Import/Merge. 2 In the Open dialog box, in the Files of type, select 3D Studio. 3 In the File name box, type a name for the 3DS file. 4 Click Open.

Note 3DS files contain polygon mesh objects. Polygon mesh objects are imported into Rhino as polygon

mesh objects. They are not converted to NURBS.

Rhino is able to read texture mapping coordinates from 3DS files.

3D Studio export uses exact object names whenever possible.

If the object name in Rhino is: RhinoObjectName, 3DS export uses the first 10 characters of the name, because MAX and 3DS only support object names up to 10 characters. The result looks like this: RhinoObjec

Rhino then checks whether or not the object name has already been used. If so, the object name is truncated to 6 characters and a 3-digit index is added, like this: RhinoO_010 The index is the last three digits from the mesh counter used in the exporter.

If no object name is defined, Rhino uses a generic name: Obj_000010. In this case the index is the last six digits from the mesh counter.

To save 3D Studio files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select 3D Studio. 3 In the File name box, type a name for the 3DS file. 4 Click Save. 5 In the Create mesh from NURBS object dialog box, set the way Rhino creates a polygon mesh

from the NURBS geometry.

Note Rhino writes texture mapping coordinates and bump map names to 3DS files.

To export to 3DS MAX:

1 Save a Rhino 3DM file. 2 Read the 3DM file with a Rhino 3DM file import plug-in for MAX 1.2, MAX 2.0, or MAX 2.5. You can import geometry from Rhino 3DM files into versions 1.2, 2.0, 2.5 of 3D Studio MAX using a Rhino 3DM file import plug-in. Each version of MAX has its own plug-in.

For version 3.0 use IGES to transfer files.

Tips on exporting to 3D Studio MAX

Surface direction in MAX

By default Rhino shows and renders everything two sided, whereas MAX renders surfaces one sided. Turn off backface rendering in Rhino with render properties. This way the surfaces that have their normals pointing the wrong way show up in Rhino before exporting the model. Use the Flip or Dir commands to fix the normals.

Making morphs in Max

Rhino supports doing morph targets from a single surface to another single surface. Polysurfaces or doing several connected surfaces separately does not work. When building morph targets, the most curvy surface should be meshed first and the mesh then applied to less curvy surfaces with the ApplyMesh command.

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File formats

In general, use 3DS file format. It avoids the hassle of having to mesh the objects first and then export them in 3DM format and use the plug-in. 3DM format is good if you want to transfer untrimmed surfaces or models with polygon counts too high for 3DS.

To export the meshed model as a 3DM file

1 Explode model if it is joined or if it has any flat surfaces. 2 Select all the flat surfaces and mesh using minimum setting you should end up with one polygon per

flat surface. This helps if you have long flat and skinny surfaces. 3 Now mesh your curved surfaces. If they touch each other or flow into each other you may need to go

to a higher mesh setting depending on your model. 4 Delete all NURBS surfaces and keep only the meshed model. Clear all render meshes and save file as

yourfilename.3dm. 5 Open the 3dm mesh file in Max.

Tips on Exporting Curves from MAX to Rhino

If you need to export curves from MAX3 to Rhino, export to a DWG. Only Spline objects get exported. MAX does not export NURBS curves.

3D Studio MAX 2.5 file import plug-in The Rhino 3DM file import plug-in for 3DS MAX 2.5 reads polygon mesh and NURBS geometry from a Rhino 3DM file directly into MAX2.5.

This plug-in will not work with 3DS MAX version 1, 3DS MAX version 2, or 3D Studio R4.

To install this plug-in:

1 Delete any files called 3dmimp.dli, RhinoMax2imp.dli, RhinoMax20imp.dli, or RhinoMax25imp.dli from the directories in your MAX2.5 plug-ins path.

(3dmimp.dli, RhinoMax2imp.dli, and RhinoMax20imp.dli are versions the Rhino -> MAX plug-in that work with earlier versions of MAX. RhinoMax25imp.dli is the version of the Rhino -> MAX plug-in that works with MAX2.5)

2 Copy the file RhinoMax25imp.dli into your "3dsmax2.5\plugins\" directory.

Get the plug-in from:

The Rhino web site at http://www.rhino3d.com/plugins/max/

The Plug-ins directory on your Rhino CD.

To use this plug-in:

1 Create NURBS or polygon mesh geometry in Rhino. 2 Save the 3DM file from Rhino. 3 Open 3D Studio MAX2.5. 4 From the MAX2.5 File menu, click Import. 5 In the MAX2.5 File Import dialog box, from the Files of type box, select Rhino 3D Models. 6 Select the 3DM file to import.

What is imported Meshes

Mesh geometry plus UV texture mapping coordinates are imported.

NURBS curves

All NURBS curves are correctly imported.

NURBS surfaces

Some surfaces, including those created by Rhino's default cylinder and sphere commands, are imported in several pieces. This happens because the MAX2.5 does not support NURBS surfaces with fully multiple interior knots. Some surfaces are imported with additional control points. This happens because MAX2.5 does not support linear NURBS surfaces.

NURBS trimmed surfaces

When the Rhino to MAX2.5 importer encounters a Rhino file that may contain trimming curves, an Attempt Trimming dialog box asks:

MAX is unable to import some trimmed surfaces. You can either attempt to trim or import untrimmed surfaces and 3-D trimming curves. Attempt trimming?

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If you answer yes, then the plug-in will attempt to import a Rhino trimmed surface into MAX as a trimmed surface. If you answer "no," then the plug-in will import a Rhino trimmed surface as a MAX untrimmed surface together with the 3-D curves that lie along the trims.

In general, you should save your MAX scene before importing anything. The first time you attempt to import a Rhino file, answer "yes" to the "Attempt trimming?" question. If MAX crashes, attempt the import a second time and answer "no" to the "Attempt trimming?" question.

The good news

If a trimmed surface uses a surface that can be imported into MAX 2.5 as a single surface and you answer yes to the "Attempt trimming?" question, then sometimes that trimmed surface is imported with the trimming intact.

The bad news

If a trimmed surface cannot be imported into MAX 2.5 as a single surface, then it is imported as multiple untrimmed surfaces. The 3D trimming curves are imported along with the untrimmed surface pieces.

Sometimes MAX crashes when attempting to import trimmed surfaces. Given the information we have, it is not possible to say what is going wrong. Using developers tools, all we can determine is that the crashes are occurring after MAX has completely finished executing the code in the plug-in and is running code in a MAX2.5 module called "ACISMAX2."

Other news

Sometimes it takes a long time to import surfaces with complex trims. Be patient.

Note Rhino geometry is imported with the MAX object wire color set to the Rhino geometry's layer color.

To closely examine and edit MAX2.5 NURBS objects you need to:

Select a MAX2.5 NURBS object.

Click the MAX2.5 Modify tab (the tab whose icon is a red thread coming off a silver spool).

In the Modifier Stack section of the Modify palette, click the Sub-Object button.

To the right of the Sub-Object button there is a drop-down box. Depending on what NURBS objects you imported, it will contain one or more of SurfaceCV, Surface, CurveCV, Curve.

Select the type of object you want to modify and then use the appropriate tools.

3D Studio MAX 2.0 file import plug-in The Rhino 3DM file import plug-in for 3DS MAX 2.0 reads polygon mesh and untrimmed NURBS geometry from a Rhino 3DM file directly into MAX2.0.

This plug-in will not work with 3DS MAX version 1, 3DS MAX version 2.5 or 3DS DOS.

To install this plug-in:

1 Delete any files called 3dmimp.dli or RhinoMax2imp.dli from the directories in your MAX2 plug-ins path.

(3dmimp.dli and RhinoMax2imp.dli are earlier versions of the Rhino -> MAX plug-in.) 2 Copy the file RhinoMax20imp.dli into your "3dsmax2\plugins\" directory.

Get the plug-in from:

The Rhino web site at http://www.rhino3d.com/plugins/max/

The Plug-ins directory on your Rhino CD.

To use this plug-in:

1 Create NURBS or mesh geometry in Rhino. 2 Save the 3DM file from Rhino. 3 Open 3D Studio MAX2. 4 From the MAX2 File menu, click Import. 5 In the MAX2 File Import dialog box, from the Files of type box, select Rhino 3D Models. 6 Select the 3DM file to import.

What is imported:

Meshes:

Mesh geometry plus UV texture mapping coordinates are imported.

NURBS curves:

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Almost all NURBS curves are correctly imported. There is a multiple knot reduction bug in MAX2 that causes NURBS circles to be imported with a bulge near their start/end point. On December 10 1997, The Kinetix Developer Consulting Group reported that "…there is a bug in the multiple knot reduction code… This is just a bug that has now been logged and will be fixed for 2.1."

NURBS surfaces:

Any trimming information is lost because MAX2 does not support trimmed NURBS.

Some surfaces, including those created by Rhino's default cylinder and sphere commands, are imported in several pieces. This happens because the MAX2 does not support NURBS surfaces with fully multiple interior knots.

Note 1 Rhino geometry is imported with the MAX object color set to the Rhino geometry's layer color. 2 If the Rhino object had been assigned a Rhino render material, then that material definition is applied

to the imported MAX object.

To closely examine and edit MAX2 NURBS objects you need to:

1 Select a MAX2 NURBS object. 2 Click the MAX2 Modify tab (the tab whose icon is a red thread coming of off a silver spool). 3 In the Modifier Stack section of the Modify palette there is a Sub-Object button. Click the Sub-Object

button. 4 To the right of the Sub-Object button there is a drop down. Depending on what NURBS objects you

imported, it will contain one or more of the following SurfaceCV, Surface, CurveCV, Curve. 5 Select the type of object you want to modify and then use the appropriate tools.

3D Studio MAX 1.2 file import plug-in This plug-in will read polygon mesh data from the 3DM file directly into 3D Studio MAX 1.2 or 3D Studio VIZ.

This plug-in will read in the mesh geometry and UV texture mapping coordinates.

You will need to Mesh the objects in Rhino before saving, otherwise there will be nothing for the plug-in to read.

Get the plug-in from:

The Rhino web site at http://www.rhino3d.com/plugins/max/

The Plug-ins directory on your Rhino CD.

To use this plug-in:

1 Copy 3dmimp.dli into your "3dsmax\stdplugs\" directory. 2 Create NURBS geometry in Rhino. 3 From the Tools menu, click Mesh, then click From NURBS Object to create mesh entities. 4 Save the 3DM file from Rhino. 5 Open 3D Studio MAX. 6 From the File menu, click Import. 7 In the File Import dialog box, from the Files of type box, select Rhino 3D Models. 8 Select the 3DM file to import.

3D Studio MAX 3.0 OBJ file exchange The free OBJ file exchange plug-in is available from http://www.habware.at/duck3.htm supports OBJ groups and thus makes it possible to get layers names to come through. Use one object per layer or put objects that should be grouped together on the same layer.

This OBJ plug-in supports vertex normals which makes it possible to get optimally smooth results from rendering Rhino models. It should help with closed smooth shape seams too.

Note To make the MAX OBJ import work as expected, the vertex scale setting in the MAX OBJ import dialog

box must be set to 1.

Mesh your objects in Rhino using detailed settings. Clear the Weld control.

3D Studio MAX uses the first 10 characters of the object name. If there is no Rhino object name, obj+number is used as a name.

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RemoveFlippedNormals

Remove flipped normals from NURBS surfaces.

At the Select object prompt, select surfaces or polysurfaces and press Enter. The normals are recalculated to match over the whole surface or polysurface. A natural surface normal is defined as the cross product of the u- and v-direction vectors. In Rhino,

there is an additional flag attached to every surface called that tells if the surface normal matches the natural normal or is reversed.

The RemoveFlippedNormals command adjusts the surface u- and v-directions to match the current normal direction so the flag can be cleared. It does not fix geometry problems.

Note Use the Dir command to see the normals graphically.

ACIS file export

To save SAT files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select ACIS SAT. 3 In the File name box, type a name for the file. 4 Click Save. 5 In the ACIS SAT Detailed Export Options dialog box, select the options for the export.

Note There are 12 different types for saving Rhino files as SAT files.

All of the version types export curves, but not all programs based on ACIS can import curves.

Hidden geometry is skipped when creating the SAT file.

The options can be changed by editing the INI file. Using ACIS Version 5.0 is currently not suggested.

For all of the AutoCAD products and for Mechanical Desktop:

Curves are read by these products, but import in as bodies. To change these into splines, select the curves and explode them.

Note: These products will not export splines to an SAT file.

These products do not fully implement ACIS file support. Some actions cannot be performed on imported NURBS objects.

ACIS types Default

ACIS version: 4.0 curves are not exported curve knots and surface knots are clamped closed surfaces are split

ACIS Version 1.5

ACIS Version: 1.5 Exports curves Curve knots and surface knots are clamped Closed surfaces are split

ACIS Version 2.0

ACIS Version: 2.0 Exports curves Curve knots and surface knots are clamped Closed surfaces are split

ACIS Version 3.0

ACIS Version: 3.0 Exports curves Curve knots and surface knots are clamped Closed surfaces are split

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ACIS Version 4.0

ACIS Version: 4.0 Exports curves Curve knots and surface knots are clamped Closed surfaces are split

AutoCAD R13

ACIS Version: 1.5 Exports curves Curve knots and surface knots are clamped Closed surfaces are split

AutoCAD R14

ACIS Version: 1.5 Exports curves Curve knots and surface knots are clamped Closed surfaces are split

AutoCAD 2000

ACIS Version: 4.0 Exports curves Curve knots and surface knots are clamped Closed surfaces are split

Mechanical Desktop

ACIS Version: 4.0 Exports curves Curve knots and surface knots are clamped Closed surfaces are split

Inventor

ACIS Version: 4.0 Does not export curves Curve knots and surface knots are clamped Closed surfaces are split

Inventor does not read any ACIS object that is not a legitimate solid.

SolidWorks 98

ACIS Version: 1.5 Does not export curves Curve knots and surface knots are clamped Closed surfaces are split

SolidWorks 99

ACIS Version: 4.0 Does not export curves Curve knots and surface knots are clamped Closed surfaces are split

SolidWorks ignores anything that is not a surface or a solid.

Adobe Illustrator file exchange

To open Adobe Illustrator files:

1 From the File menu, click Open. Or, from the File menu, click Import/Merge. 2 In the Files of type box, select Adobe Illustrator. 3 In the File name box, type a name for the AI file. 4 Click Open. 5 In the AI Import Options dialog box, under Scale, select a scale option.

Option

Fit to default screen

Objects are scaled to be visible in the default Top viewport.

Preserve units

Set the scale for conversion to Rhino units from inches in Adobe Illustrator.

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Note Due to a file format change, Rhino cannot yet open AI 9.0 files. Save your file from Adobe Illustrator

as a version 8 or older file format.

Convert text to curves before saving or exporting the Adobe Illustrator file. Rhino only reads curve geometry, not text.

Rhino centers the curves from the Adobe Illustrator file around the world origin and scales them so you can see them easily.

To save Adobe Illustrator files:

1 Before exporting, position the objects in the viewport the way you want them to fit the page in the illustration program.

2 Make the viewport you want to export from active. 3 From the File menu, click Save As. Or, from the File menu, click Export Selected. 4 In the Save as type box, select Adobe Illustrator. 5 In the File name box, type a name for the AI file. 6 Click Save. 7 In the AI Export Options dialog box, under Scale, click a scale option.

Options Snapshot of current view

Rhino exports the curves as a 2-D snapshot from the active viewport.

Preserve unit scale

Sets the scale factor and units you want to use.

You cannot preserve scale and units from a perspective viewport.

Note Adobe Illustrator is based on an 8 1/2 x 11 inch sheet of paper (by default in the US) with the origin

in the bottom left hand corner of the sheet. Rhino is based on a 3-D environment centered around the world origin. This means any objects that have coordinate values outside 0,0 > 8.5,11 fall off the page in Illustrator. In some situations, Adobe Illustrator may fail to read files that have objects far from the page.

Rhino exports text and dimensions to AI files.

Rhino exports NURBS geometry and polygon meshes as wireframe curves.

Under some circumstances, curves need to be refit before exporting. This can result in a curve with more control points than the original.

This happens because the Adobe Illustrator file format can only contain non-rational cubic Bezier curves that are commonly used in illustration programs. Rational curves or curves higher than degree 3 are approximated with a cubic Bezier that by default is within 0.1 units from the original curve. You can change the refit accuracy by changing the ExportRefitTolerance setting in the Adobe Illustrator section in the Rhino.ini.

If you draw curves using the free-form curve tools degree 3 or lower and export them from the top view, they won't get refit and will look exactly the same in Adobe Illustrator.

All curves will be refit if you use a perspective viewport instead of an orthogonal parallel viewport.

Applied Geometry file exchange

To open AGLib binary files:

1 From the File menu, click Open. Or, from the File menu, click Import/Merge. 2 In the Open dialog box, from the Files of type box, select AG. 3 In the File name box, type a name for the AG file. 4 Click Open.

To save AGLib binary files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select AG. 3 In the File name box, type a name for the AG file.

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4 Click Save.

Note The AGLib binary file format stores NURBS geometry information only. Object properties, viewport

settings and mesh information is lost. For this reason you can use AGLib format to create NURBS part libraries for Rhino.

The AGLib binary file format is not publicly documented.

AutoCAD DWG file exchange

To open AutoCAD DWG files:

1 From the File menu, click Open. Or, from the File menu, click Import/Merge. 2 In the Files of type box, select AutoCAD DWG. 3 In the File name box, type a name for the DWG file. 4 Click Open.

To save AutoCAD DWG files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select AutoCAD DWG. 3 In the File name box, type a name for the DWG file. 4 Click Save. 5 In the AutoCAD Export Options dialog box, select the options for DWG export.

Note Importing ACIS solid objects in R13 or R14 DWG files is not supported. You can transfer NURBS

geometry between AutoCAD and Rhino using IGES with the IGES import/export module. You can export Rhino geometry to AutoCAD using the ACIS SAT file format.

DWG files can contain polyface mesh and 3D face entities. Polyface mesh and 3D face entities are imported into Rhino as polygon mesh objects. They are not converted to NURBS.

Wide polylines are converted to Rhino surfaces. If the polylines are narrower than Rhino's current tolerance setting, wide polylines will be imported as Rhino polylines.

Rhino will not import images, rays, regions, OLE objects, or anything in paperspace.

AutoCAD line types are ignored.

Layer names and colors are preserved during import and export.

The lock status of layers in AutoCAD has no effect in Rhino.

Off and frozen layers import into Rhino as off layers.

XREF's are imported, but XREF layers with the same names as the base drawing layers are merged. If any of the layers contributing to a merged layer is off or frozen in AutoCAD, the combined layer will be off in Rhino.

AutoCAD DXF file exchange

To open AutoCAD DXF files:

1 From the File menu, click Open. Or, from the File menu, click Import/Merge. 2 In the Files of type box, select AutoCAD DXF. 3 In the File name box, type a name for the DXF file. 4 Click Open.

To save AutoCAD DXF files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select AutoCAD DXF. 3 In the File name box, type a name for the DXF file. 4 Click Save. 5 In the AutoCAD Export Options dialog box, select the options for DXF export.

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Note DXF files can contain polyface mesh and 3D face entities. Polyface mesh and 3D face entities are

imported into Rhino as polygon mesh objects. They are not converted to NURBS.

Rhino will not import images, rays, regions, OLE objects, or anything in paperspace.

AutoCAD line types are ignored.

Wide polylines are converted to Rhino surfaces. If the polylines are narrower than Rhino's current tolerance setting, wide polylines will be imported as Rhino polylines.

Layer names and colors are preserved during import and export.

Off and frozen layers import into Rhino as off layers.

The lock status of layers in AutoCAD has no effect in Rhino.

To break a polygon mesh into separate triangles and quadrangles, Export it in DXF format writing meshes as 3D Faces, Import it back into Rhino and use ExplodeMesh.

To break a polygon mesh into triangles, use RAW instead.

XREF's are imported but XREF layers with the same names as the base drawing layers are merged. If any of the layers contributing to a merged layer is off or frozen in AutoCAD, the combined layer will be off in Rhino.

AutoCAD export options

Write surfaces as:

Surfaces can be exported as polygon mesh approximations or as curves.

Meshes

If you export surfaces as meshes, the Create Mesh from NURBS object dialog box lets you adjust the way Rhino creates the polygon meshes.

Curves

If you export surfaces as curves, Rhino exports the wireframe as curves. Use the Write curves as setting to specify how these and other curves are exported.

Write curves as:

When exporting curves to R12 DWG/DXF, curves are approximated with polylines. When exporting to R13 and R14 DWG/DXF, you can export either polyline or spline entities.

If the Use simple entities checkbox is checked, arcs, circles, and lines are exported as AutoCAD arc, circle, and line entities.

3-D curves are never simplified.

2-D curves are simplified. This means if the curve is just one line, arc, or circle, it is exported as an AutoCAD line, arc, or circle. If there are arcs in the curve with discontinuous curvature at the ends, it is exported as a bulge arc in a polyline.

Polylines

If you export curves as polylines, all curves are approximated with polylines before exporting. You can adjust the way polylines are created in the Curve options.

Splines

All curves are exported as AutoCAD spline entities.

Rhino curves will be exploded upon export if this option is turned on. Rhino polylines will translate as multiple separate AutoCAD linear splines. Other Rhino compound curves will translate as separate splines.

If you have mostly Rhino polylines, you will probably want to export curves as polylines. If you have mostly non-compound curves and want to have real curvature in AutoCAD, export curves as splines.

Write meshes as:

Polygon meshes can be written as polyface mesh entities or as 3D Face entities.

Polyface meshes

Polygon meshes are exported as polyface meshes.

3D Faces

If you export polygon mesh objects as 3D Faces, each polygon in a polygon mesh is exported as a separate 3D Face.

Some programs that read DXF files do read 3D Faces, but do not properly read polyface meshes.

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Entities only DXF file:

Only the entities are written to the DXF file, not the file header. This option is available if the AutoCAD version is set to Release 12.

Some programs support DXF files that contain the entities only.

AutoCAD version:

You can export as AutoCAD Release 12, or later DWG/DXF.

Curve options:

Project to plane

Objects are projected to the plane of the view in the active viewport before export. They will appear on the world XY plane in the DWG/DXF file. Exporting this way does not automatically include silhouette lines.

For silhouette lines, see the Silhouette and Make2D commands.

Use simple entities

Circles, arcs, ellipses, and lines are exported as AutoCAD circle, arc, ellipse, and line entities.

Rhino compares each curve with an exact arc, circle, line, and ellipse to determine if it can be exported as a simple entity. If the curve is within the simplify tolerance of one of the simple entities, it is exported as a simple entity.

Simplify tolerance

Because Rhino represents circles, arcs, lines, and ellipses as NURBS curves, it must evaluate each curve to determine if it is a simple entity. If a curve is within simplify tolerance of an arc, line, circle, or ellipse, it will be exported as such.

If the simplify tolerance is too large, some curves may be exported as simple entities when they shouldn't be.

If the simplify tolerance is too small, some curves may not be exported as simple entities when they should be.

The default simplify tolerance should work well for most cases.

Polyline max angle

When exporting curves as polylines, Rhino must approximate each curve with a polyline. The Polyline max angle setting combined with the Polyline chord height and Polyline seg length settings determine how the polylines are created.

The Polyline max angle option sets the maximum angle between adjacent polyline segments. The larger this number, the farther away the polyline segment midpoints will be from the original curve.

Polyline chord height

The distance from the polyline segment midpoint to the curve will be less or equal to this number. Smaller numbers make the polyline fit the curve better, but increase the number of polyline segments.

Polyline seg length

The Polyline seg length is the maximum length of a polyline segment. This setting uses current model units, and ensures that all polyline segments are shorter than this setting.

Note The physical size of the model should be taken into consideration when using this setting – exporting a boat that is 100,000 units long with a maximum segment length of 0.01 will result in millions of polyline segments and a huge DWG/DXF file.

Export object properties

To export object properties to a comma-delimited file:

1 Select objects. 2 From the File menu, click Export Selected. 3 In the Save as type box, select Object Properties (.csv). 4 In the File name box, type a name for the file. 5 Click Save.

Options Layer properties

Layer name

Layer color

Layer index

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Object properties

Object name

Object ID

Object description

Object color

Object material

Mass properties

Length

Area

Area centroid

Area moments

Perimeter

Volume

Volume centroid

Volume moments

Cumulative mass properties

Include header file

Note Creates a comma-delimited text file in CSV (comma separated value) that contains a tabulation of

various object properties including layer name, layer color, object name, object render color and selected mass properties. The text file is created in a way that makes it easy to import information into spreadsheet programs like Microsoft Excel.

GHS file export

To save as GHS:

1 Select the surfaces/polysurfaces you want to save. 2 At the Select the base point of the centerline prompt, pick a point that is a point on the

longitudinal axis of the boat. This is normally a point on the bow at centerline. If you have previously selected a centerline, you can press Enter here to use the last centerline specified.

3 At the Select endpoint of centerline prompt, pick another point at the end of the longitudinal axis.

Options Shape Name

Each independent surface or polysurface selected in the drawing will become a separate shape in the GHS file. You can give each shape the name you would like here. Shape names must be valid GHS shape names.

Station

Spacing

The distance between slices for the currently selected shape.

Break Angle

The angle between segments of each station polyline. When exporting curves as polylines, Rhino must approximate each polyline. This setting determines how the station lines are created. This option sets the maximum angle between adjacent polyline segments. The larger this number, the farther away the polyline segment midpoints will be from the original curve. Rhino produces one component for each shape. Each component will have the same name as the shape.

Component

Symmetry

Specifies GHS's side factor. Specify whether you are modeling the whole hull shape (.S) or only half (.C).

Effectiveness

Specifies the permeability of the component. All component origin shift is considered 0,0,0.

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Part

Name

The default part name is HULL. Each component will initially be a member of this part. You can enter new names for more parts and group different components in each part.

Type

Specify the part type: Displacement, Containment, or Windage (sail).

Fluid

The name of the fluid that the vessel floats on or contains. This setting includes the specific gravity of the fluid named.

Lightwave file exchange

To open Lightwave files:

1 From the File menu, click Open. Or, from the File menu, click Import/Merge. 2 In the Open dialog box, from the Files of type box, select Lightwave. 3 In the File name box, type a name for the LWO file. 4 Click Open.

Note Rhino imports line and point objects from LWO.

Rhino breaks apart objects into separate meshes and sorts them into layers by surface type.

LWO files contain polygon mesh objects. Polygon mesh objects are imported into Rhino as polygon mesh objects. They are not converted to NURBS.

To save Lightwave files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select Lightwave. 3 In the File name box, type a name for the LWO file. 4 Click Save. 5 In the Create mesh from NURBS object dialog box, set the way Rhino creates a polygon mesh

from the NURBS geometry.

Note Rhino exports line and point objects to LWO.

The LWO file is limited to 65,535 points for the entire file. You will need to export large Rhino models in pieces or export as OBJ file format, which does not have the 65,000 polygon limitation.

Use ExtractControlPolygon to convert smooth Rhino surfaces into polygon meshes that you can convert into MetaNURBS objects in Lightwave.

Object names will be used when exporting the .lwo file instead of a generic name.

Moray UDO Export

To save Moray UDO files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select Moray UDO. 3 In the File name box, type a name for the UDO file. 4 Click Save. 5 In the Create mesh from NURBS object dialog box, set the way Rhino creates a polygon mesh

from the NURBS geometry.

Note Object names are supported. UDO export uses the first 40 characters of a string

layer_name_object_name. The 40-character limitation is defined in the POV-Ray specifications. If the same name is used for multiple objects, Moray automatically numbers the objects.

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Use this format if you want to define POV textures and set other POV specific information in Moray. Moray is a shareware wireframe modeler available from http://www.stmuc.com/moray/.

When you export to UDO, Rhino creates a .UDO file and a .INC file. Exporting the UDO file to …\Moray For Windows\PovScn\ folder seems to help you avoid the hassle of having to move the INC file before rendering.

To import the object into Moray, from Create menu, click User Defined.

The wireframe view in Moray is a line approximation of the wireframe you see in Rhino and for that reason Moray screen redraw is faster than if you viewed the polygon wireframe.

Parasolid X_T file export

To save X_T files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select Parasolid X_T. 3 In the File name box, type a name for the file. 4 Click Save. 5 In the Parasolid Export Type dialog box, select the target application for the export.

Note Parasolid X_T files are always in meters. If Rhino units are set to a real-world unit other than meters,

the exported geometry is scaled by the appropriate factor.

Solid Works 98 Plus and Solid Edge 6.0 will not read in open surfaces. You can lie to Solid Edge 6.0 by choosing the "Export Surfaces as Solids" option which simply sets a flag in the file. Solid Works 98 Plus will not be fooled by this deception. Neither program gives any feedback that it is ignoring open surfaces, they display a blank window.

In general your model should consist of objects which are joined solids with no naked edges. Use the Properties command to ensure your models are closed solids, and ShowNakedEdges command to ensure there are no naked edges.

Simple planes are supported as Parasolid primitives. A simple plane is one that is defined in Rhino as four control points arranged in a rectangle. Planes are important primitives. Many feature-based modelers (SolidWorks in particular) only allow sketching on planar surfaces defined by a plane primitive. Flat NURBS surfaces are not the same.

File Export types: Mastercam Mill

Imports solids, surfaces, and curves

Solid Edge 6.0

Imports solids and surfaces

Solid Edge 7.0

Imports solids and surfaces

Solid Edge Viewer

Imports solids and surfaces

SolidWorks 98+

Imports solids and colors

SolidWorks 99

Imports solids, surfaces, and colors. Export solids into one file and surfaces into another. Import the surfaces and solids separately into SolidWorks.

Opening the model in SolidWorks 99 Problem

"I exported a model from Rhino into X_T format, but when I open it in SolidWorks 99 I just get a blank screen."

Solution

The model probably exported just fine, the trick is how to properly import it into SolidWorks 99. If you choose the File Open menu command in SolidWorks 99 and choose a X_T file, only closed solids will be imported. If the file contains open surfaces, they will be ignored with no warning. If the file consists of only open surfaces then the resulting window in SW99 will just be blank.

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To import files containing open surfaces you must make a new part or import into an existing part model. Then choose the Insert> Surface > Imported … command and choose the exported file.

It is important that any solids in Rhino be joined before exporting to X_T.

RenderMan RIB export

To save RenderMan RIB files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select RenderMan. 3 In the File name box, type a name for the RIB file. 4 Click Save.

Blue Moon Rendering Tools (BMRT)

Blue Moon Rendering Tools (BMRT) are a set of rendering programs and libraries that adhere to the RenderMan standard. BMRT can be installed from your Rhino CD.

Rhino rendering

BMRT rendering with reflective and refractive materials

In an effort to make BMRT easier to use with Rhino, toolbars for assigning materials and lights are included in the Rhino toolbar layout. BMRT is not completely supported in Rhino, however.

BMRT Materials toolbar

Documentation for BRMT is included in HTML pages in the folder where you install BMRT. The BMRT web site will also be a good source of information: www.bmrt.org

Get answers to questions about using BMRT from the Rhino newsgroup: news://news.rhino3d.com/rhino

There is also a RenderMan newsgroup: news://comp.graphics.rendering.renderman

Books about rendering with RenderMan include:

The RenderMan Companion: A Programmer’s Guide to Realistic Computer Graphics by Steve Upstill, Addison-Wesley Pub Co; ISBN: 0201508680.

Advanced RenderMan: Creating CGI for Motion Pictures by Anthony A Apodaca and Larry Gritz, Academic Press/Morgan Kaufmann; ISBN: 1558606181.

There are links to these book on the Rhino web site: www.rhino3d.com

To use BMRT inside Rhino:

1 Open the BMRT toolbars: BMRT Materials and BMRT Lights. 2 Use the buttons in the BMRT Materials toolbar to assign properties to objects in Rhino.

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The left mouse button assigns a material property like "glass" or "shiny metal." The right mouse button opens the Rhino Object properties dialog box where you can set the object color, transparency, and highlight.

3 Use normal Rhino lights or use the BMRT Lights buttons to assign light types to Rhino lights. 4 Set up your scene with materials and lights. 5 To test render the scene, click the big blue "R." Two windows will open, the MS-DOS Command Prompt window and a preview window for the test

render. To cancel the rendering process, close the Command Prompt window or press Ctrl+C. 6 Save or export your scene as a RenderMan file. 7 Render the file by double-clicking it in Windows Explorer.

Error message

If you get the following message:

Unable to run program renrib -d16 c:\temp.rib

reboot your computer.

Note Rhino uses the active view for the RIB export. Make sure the correct view is active when you export.

Rhino spotlights are exported to RIB. The intensity is always set to 1, the beam distribution to 2 (these are shader defaults).

You can also use SetObjectMaterial in Rhino to assign a material to an object. This material name is exported for use by the renderer.

Object names are exported to make it easier to identify surfaces in the RIB file. Use Properties to set the object names.

A name attribute definition is inserted before each light.

The transparency color is the color of the object.

A Rhino compliant spotlight shader makes the RIB scenes look very close to Rhino scenes when rendered with default settings.

Rhino writes the surface, color, and opacity statement for each object. It makes it easier to parse the RIB file and replace the settings with something else if necessary.

Export to RIB file format appends the Rhino search paths to existing paths instead of replacing them. This makes it possible to define custom search paths in .rendribrc.

Export to RIB file format supports render background color.

POV-Ray export

To save POV Ray files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select POV-Ray Mesh. 3 In the File name box, type a name for the POV file. 4 Click Save. 5 In the Create mesh from NURBS object dialog box, set the way Rhino creates a polygon mesh

from the NURBS geometry.

Persistence of Vision Raytracer (POV-Ray)

POV-Ray is a free raytrace rendering program available from http://www.povray.org.

Rhino’s POV-Ray export requires POV-Ray version 3.1.

In an effort to make POV-Ray easier to use with Rhino, a toolbar for assigning materials has been added to the Rhino toolbar layout. POV-Ray is not completely supported in Rhino, however. Documentation and tutorials are available from on the POV-Ray web site: http://www.povray.org.

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POV Materials toolbar

To assign POV-Ray materials to Rhino objects:

1 Open the POV-Ray toolbars: POV Materials and POV Lights. 2 Use the buttons in the POV Materials toolbar to assign properties to objects in Rhino. The left mouse button assigns a material property like "glass" or "shiny metal." The right mouse

button opens the Rhino Object properties dialog box where you can set the object color, transparency, and highlight.

3 Use normal Rhino lights or use the POV Lights buttons to assign light types to Rhino lights. 4 Set up your scene with materials and lights. 5 Save or export your scene as a POV-Ray file. 6 Render the file by double-clicking it in Windows Explorer.

Note There are two files in the POV directory under the main Rhino directory (materials.inc and lights.inc)

that contain example materials and a list of variables you can use for writing custom materials.

All Rhino objects are exported as polygonal mesh objects to POV. Rhino does not support POV solid primitives or CSG (constructive solid geometry).

Rhino can write each object in a scene to separate POV files, or into one large POV file. The first option is useful for hand editing textures on each object.

The view in the POV file is the same as the active viewport when the object is exported.

Point object on layers whose names begin with the letters "POV" are exported as point light sources. Assigning a color to the point objects in Rhino (like you would any other object for rendering) causes the point lights to emit that color of light.

Textures are not exported, but object colors are. Surface normal information based on the original NURBS surface is exported to POV. This will provide better quality renderings than those done with files converted from DXF or RAW files.

Object names are exported to POV to make it easier to detect objects in the POV file. You can use Properties to set the names of the objects.

You can also use SetObjectMaterial in Rhino to assign a material to an object. This material name is exported for use by the renderer.

Raw Triangle file exchange

To open Raw Triangle files:

1 From the File menu, click Open. Or, from the File menu, click Import/Merge. 2 In the Open dialog box, from the Files of type box, select Raw Triangles. 3 In the File name box, type a name for the RAW file. 4 Click Open.

Note RAW files contain polygon meshes consisting of triangular polygon faces. Polygon mesh objects are

imported into Rhino as polygon mesh objects. They are not converted to NURBS.

To save Raw Triangle files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select Raw Triangles. 3 In the File name box, type a name for the RTF file. 4 Click Save.

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5 In the Create mesh from NURBS object dialog box, you can adjust the way Rhino creates a polygon mesh from the NURBS geometry.

Note RAW files contain polygon mesh objects that consist of triangular polygon faces only. All quadrangles

are converted to triangles.

To break a polygon mesh into separate triangular faces, Export it in RAW format, Import it back into Rhino, and use ExplodeMesh.

To break a polygon mesh into triangles and quadrangles, use DXF instead.

SLC file exchange

To save SLC files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select SLC. 3 In the File name box, type a name for the SLC file. 4 Click Save. 5 At the Select the base point of slicing normal prompt, pick a point that will be start of your slicing

normal. The slices will be evenly spaced, (you can modify the distance between slices in an upcoming dialog

box) and perpendicular to the slicing normal. 6 At the Select the base point of slicing normal prompt, pick a point that will be the end of slicing

normal.

Options Distance between slices

The distance between the slices or layers of curves that your final output will contain. The distance should be based on the slice thicknesses of your final output device. (For example, The ModelMaker II has slice thicknesses of 0.0127mm, 0.0254mm, 0.0381mm, 0.0508mm and 0.0762mm.)

Angle between polyline segments

The angle that determines how smooth the polylines of the slice curves will be. When the number is small you will get a smooth final output but it will take more time to export.

Use meshes to generate slices

The curves for each slice generate by intersecting the object mesh with a plane. Consequently, the Angle between polyline segments data is no longer used. The final output is based on the number of polygons chosen for the mesh in the Polygon Mesh Options dialog. The greater the number of polygons, the longer it will take to export and the smoother the final result.

STEP file exchange

To open STEP files:

1 From the File menu, click Open. Or, from the File menu, click Import/Merge. 2 In the Open dialog box, from the Files of type box, select STEP. 3 In the File name box, type a name for the STEP file. 4 Click Open.

To save STEP files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select STEP. 3 In the File name box, type a name for the STEP file. 4 Click Save.

STL file exchange

To open STL files:

1 From the File menu, click Open. Or, from the File menu, click Import/Merge.

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2 In the Open dialog box, from the Files of type box, select STL. 3 In the File name box, type a name for the STL file. 4 Click Open.

Note STL files contain polygon mesh objects. Polygon mesh objects are imported into Rhino as polygon

mesh objects. They are not converted to NURBS.

To save STL files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select STL. 3 In the File name box, type a name for the STL file. 4 Click Save. 5 Select between ASCII and binary STL files. 6 In the Create mesh from NURBS object dialog box, set the way Rhino creates a polygon mesh

from the NURBS geometry.

STL Mesh Export Diagnostics

For some rapid prototyping machines, STL files must contain completely closed (watertight) polygon mesh objects.

You might want to do this to make sure the meshes really do fit together before exporting them for use in an expensive STL job.

Use JoinMesh, then Weld (angle=180), UnifyMeshNormals to turn a group of meshes into a single watertight mesh object. Then use SelNakedMeshEdgePt to find the open (naked) edges.

To test for watertightness

1 Select the mesh objects. 2 From the Tools menu, click Polygon Mesh, then click Join. Conceptually this gets all the triangles into one bag, but doesn't glue the edges together. (The

situation is similar to having a bunch of surfaces that all fit together but have not been Joined into a Solid.)

3 Select the new mesh object. 4 From the Tools menu, click Polygon Mesh, then click Weld. 5 At the Angle tolerance prompt type 180. An angle tolerance of 180 tells the Weld command to glue adjacent triangle points together no

matter what. 6 From the Tools menu, click Polygon Mesh, then click Unify Normals. This changes all the triangles so they are oriented the same way, that is, if two triangles share an

edge, then they have the same idea of up. 7 To see if the result has any holes or gaps, type SelNakedMeshEdgePt. If a mesh point is highlighted, then it is part of a "naked" triangle edge.

Note When exporting NURBS objects to STL, Rhino converts the NURBS objects to polygon mesh objects. If

Rhino cannot create a closed STL file, the Export Incomplete Solids dialog box asks if you want to export anyway.

The tolerances you set in the Document Properties dialog box, Units tab do not effect the STL export tolerance. Instead, to control STL accuracy, use the mesh tolerance settings from the Detailed Controls section of the mesh dialog that appears during STL export. Set the Max distance edge to srf value to the STL tolerance you desire.

You can specify the ASCII STL tag Rhino uses. For example, to get JCAD to work, change the [STL] section of the Rhino.ini file to look like this.

[STL] Default=ASCII ObjectTag=PART0001

VDA file exchange VDA stands for Verband der Automobileindustrie. It is a neutral file format defined by German association of automobile industries consortium for exchange of CAD data across systems.

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VDAFS file supports representation of 3- D geometry and topology information. It does not support representation of drawing information, symbols, views, etc. It does not support assembly and feature information.

To open VDA files:

1 From the File menu, click Open. Or, from the File menu, click Import/Merge. 2 In the Open dialog box, from the Files of type box, select VDA. 3 In the File name box, type a name for the VDA file. 4 Click Open.

To save VDA files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select VDA. 3 In the File name box, type a name for the VDA file. 4 Click Save.

Options Sender data

Sending company

Sender's name

Telephone number

Address

Part data

Project name

Object code

Variant

Confidentiality

Date effective

Receiver data

Company name

Receiving department

Export PointDeviation hairs as MDI

VRML file export

To save VRML files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select VRML. 3 In the File name box, type a name for the WRL file. 4 Click Save. 5 In the Create mesh from NURBS object dialog box, set the way Rhino creates a polygon mesh

from the NURBS geometry.

Note Rhino exports VRML files with the camera looking down the world z- axis toward the x,y plane. This is

the view in the default Top view in Rhino.

Render color, shine, and transparency determine the render material properties exported to the VRML file.

The render background color exports as a background color to VMRL2.

Texture assignments are currently not exported.

Use the SetObjectMaterial command in Rhino to assign a material to an object. This material name is exported for use by the renderer.

Some VRML clients are incompatible with the material shininess (specularity) set to zero. Using Cortona and Cosmo Player, objects with shininess set to zero shade completely white. Rhino now

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checks if the shininess is zero, and if so, sets the shininess to something bigger than zero (we used 1, but the value does not matter) and the specular color to black. The Black specular color results in a matte surface in the VRML viewer.

Export options

Version

You can choose between version 1.0 and 2.0. In general, you should try 2.0 first. If it does not work with your VRML viewer, try 1.0.

Options Vertex normals

Only the polygon mesh vertex normals calculated from the NURBS surfaces are exported to the VRML file. This may improve the appearance of the objects in the viewer, but will make the WRL file much larger.

Texture coordinates

The UV texture mapping coordinates are exported to the VRML file.

Viewpoint Technologies file export

To save as MTX/MTS:

To save Metastream files:

1 Attach materials (jpg files with dimensions in powers of 2) or change the Rhino render setting of objects if desired.

2 Arrange the view/viewport you would like to export. 3 From the File menu, click Save As. Or, from the File menu, click Export Selected. 4 In the Save as type box, select Viewpoint Technologies Export. 5 In the File name box, type a name for the file. 6 Click Save. You will get an MTX file and an MTS file as output. (The MTS file contains the actual data. The MTX file

is an XML file that describes how the data in the MTS file is to be diplayed.) 7 Outside of Rhino, setup an HTML file to view your MTX/MTS combo. This can be tricky. There is a

small application provided by Viewpoint Technologies to simplify the creation of the HTML file. You can download it from http://developer.viewpoint.com/software/mtx2html.zip and get the accompanying documentation from http://developer.viewpoint.com/software/docs/vpmtx2html.pdf.

8 This plug-in uses render meshes to generate the final output. To adjust the mesh settings see "Document Properties dialog box, Render Mesh tab."

Windows Metafile file export

To save Windows Metafiles:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select Windows Metafile. 3 In the File name box, type a name for the WMF file. 4 Click Save. 5 In the WMF Export Options dialog box, enter the size and resolution of the WMF file.

Note Rhino exports the curves as a 2-D snapshot from the active viewport. Pay attention which viewport is

active when you export.

Rhino exports surfaces and solids as a polyline wireframe and curves as polylines.

DirectX file exchange Rhino does not directly support the DirectX file format.

To export a DirectX file:

1 Export a 3D Studio 3DS file from Rhino. 2 Convert the 3DS file into a DirectX file with conv3ds.exe, a utility that comes with DirectX SDK.

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Syntax:

conv3ds -h yourfile.3ds A file yourfile.x is created.

Note You must use the -h option with conv3ds, because Rhino does not export key frame information to

the 3DS file. Not using this option with Rhino 3DS files crashes conv3ds.

Moldex

Export a DXF file for Moldex.

1 In the File name box, type a name for the DXF file. 2 Click Save.

PostScript file exchange Rhino does not have direct PostScript support.

To save PostScript files:

You can save PostScript files from Rhino by printing to a file using a PostScript printer driver.

To open PostScript files:

To open PostScript files, you need to use an illustration program to convert the PostScript file into AI format and then import the AI file into Rhino.

IGES file exchange

To export to an IGES file

1 Select the objects you want to export. 2 From the File menu, click Export Selected. 3 In the Export Selected Objects dialog box, in the Save as type box, select IGES. 4 In the File name box, enter a name for the file, and click Save.

Simple and detailed IGES export options

In the IGES Export Options dialog box, from the IGES type box, select an IGES type. Or click Detailed Controls to open the IGES Export Detailed Options dialog box.

IGES export detailed options

In the IGES Export Detailed Options dialog box, click Edit types to edit and create new IGES export types.

Detailed options

Author, Organization, Sender's product ID, and Receiver's product ID

These are text fields in the IGES file that can be used for identification purposes.

IGES tolerance

In general the IGES tolerance should match the absolute tolerance setting in Rhino taking account the possible unit conversion.

The IGES tolerance does not affect the accuracy of the geometry.

IGES units

The units used for the IGES export.

Include notes in the IGES file

Check to save notes in IGES start section. Otherwise the IGES start section is a blank line.

Render color as IGES entity color

Check to use the render color of objects as the IGES entity color. Otherwise the layer color of the object is used as the IGES entity color.

IGES export settings

Each product has its own interpretation of the IGES file format. This means various settings have different values for each product.

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The Rhino IGES export is customized to give the best possible results for the product import of a Rhino file.

The settings controlled are:

Variable Values

IgesVersion 5.2 or 5.3

EOL CRLF (MS-DOS/Windows) LF (Unix) CR (Mac OS)

Scale 1.0

Points 116 (separate points) 106-2 (layer point sets)

MaxCurveDegree No limit 3 5

CurvesAsSingleBspline Yes/No

SimplifyCurves Yes/No

FitRationalCurves Yes/No

ClampCurveEndKnots Yes/No

Surfaces 143 144 128 + 3D trim curves

PolySurfaces 0 (separate surfaces) 402-7 (unordered group)

Meshes skip

MaxSurfaceDegree No limit 3 5

Solids 0 (separate surfaces) 184 186 (manifold B-rep) 402-7 (Unordered group)

SimplifySurfaces Yes/No

FitRationalSurfaces Yes/No

ClampSurfaceEndKnots Yes/No

Note When Rhino 2.0 reads an IGES file using the "OPEN" command, the Rhino units are set to those in the

IGES file and the Rhino system tolerance is set to the IGES file tolerance, with some adjustments made to keep Rhino from setting a too small/big tolerance based on a bogus IGES file tolerance.

When Rhino 2.0 reads an IGES file using the "IMPORT / MERGE" command, the Rhino system tolerance is never changed. The tolerance used in rebuilding bogus IGES trims is automatically computed and is always smaller than or equal to the Rhino system tolerance. If the IGES units do not match the Rhino units, the user gets informed and is given the option of scaling the imported IGES geometry so that it matches the current Rhino unit system.

Polygon meshes are not exported to IGES file. If you import a 3DS file (which is a polygon mesh file) and write out an IGES file, the IGES file will be empty.

To create an IGES import log, change CreateImportLog=n to CreateImportLog=y in the IGES section in the Rhino.ini.

To import trimming curves as curve objects, change Import3dTrimmingCurves=n to Import3dTrimmingCurves=y in the IGES section in the Rhino.ini.

Level/Layer translation between Rhino and IGES

IGES "levels" are like Rhino layers, except they use a number instead of a text name as an identifier. Companies with layer standards for products that use IGES to exchange data need a way to define a

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correspondence between Rhino layer names and IGES level numbers. A layer to level function is available in Rhino.

To set up correspondence between Rhino layers and IGES levels:

1 Create a text file like the following example: ;IGES level translation rules [3 Stooges] "Default" = 0 "Larry" = 13 "Curley" = 7 "Moe" = 32000 [Fruit Stand] "Default" = 0 "Orange" = 9876 "Apple - Delicious" = 13 "Apple - Granny Smith" = 7232 "Grape" = 1

This file defines rules for mapping Rhino layers to IGES level numbers that will be used during IGES export and for mapping IGES level numbers to Rhino layers that will be used during IGES import.

This file defines two sets of Rhino layer-IGES level correspondence rules (flavors) named "3 Stooges" and "Fruit Stand."

2 In order for Rhino to use this file you must add a line in the [IGES] section of Rhino.ini that tells Rhino the name of this file and the name of the "flavor."

For example, if your file is called "iges_level_mapping.txt" and you want to use the "Fruit Stand" type, then you would add the lines: [IGES]

LayerLevelMappingFile = "C:\Program Files\Rhinoceros\iges_level_mapping.txt" LayerLevelMappingFlavor = "Fruit Stand"

Note In general, it is a good idea for Rhino's "Default" layer to correspond to IGES's level 0, but this is not

required.

This file can contain multiple flavors. A flavor has a name enclosed in square brackets [ ] followed by lines that look like:

"<RhinoLayerName>" = N

where N is a non-negative integer (0, 1, 2, 3, ...).

The Rhino layer name appears between the quotation marks.

A flavor is terminated by a blank line.

Spaces and tabs are ignored.

Lines that begin with semi-colon (;) are ignored.

If an imported IGES file contains a level number that is not listed in the set of rules and does have a IGES level name, that level will automatically be imported to a layer called "IGES_LEVEL_N".

If an exported Rhino layer name is not listed in the set of rules, an IGES level number is automatically selected.

Troubleshooting IGES import

Problem: You read an IGES file and nothing shows up.

If you read an IGES file and nothing is imported, Rhino displays an IGES Import Summary Information message box that says:

Rhino found nothing to import from this IGES file. This happens when an IGES file has no valid independent geometry. A summary of the file's contents is printed in the command history window. Type "CommandHistory" to view the entire summary.

The IGES file may contain usable IGES geometry entities that are not marked as geometry. To see if this is the case, you need to do a bit of sleuthing. When Rhino reads an IGES file, it prints a summary of the IGES file’s contents in the command history window. Use the CommandHistory command to view the command history. You’ll see a report that looks similar to the this:

IGES global section settings in "myfile.igs"

Author: … Author's organization: …

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Sender model name: … Receiver model name: … Sender file name: … Sender system ID: … Sender IGES preprocessor: … IGES file created time: date month year hour:minute:second Model created/last modified time: date month year hour:minute:second Unit system: millimeters Unit system name: MM IGES tolerance: 0.01 Maximum coordinate: 101 Scale: 1 model units = 1 world unit …

IGES file contents summary

Number of invalid directory entries: 0 Null entity count: 0 Transformation matrix entity count: 1 Attribute information entity count: 0 All other entities:

Category (independent count/physically dependent/logically dependent/total count) Geometry (0/…/…/Ng) Annotation (…/…/…/Ng) Definition (…/…/…/Ng) Other (0/0/0/ No) Logical/Positional (0/0/0/0) 2d Parametric (0/0/0/0) Construction Geometry (0/0/0/0)

Imported 0 entities from IGES file myfile.igs.

If the Geometry(…) line looks like Geometry(0/…/…/n) and n is not zero, then it may be that valid geometry is in the IGES file, but that geometry is incorrectly marked as dependent. If one of the Annotation(), Definition(), Other(), or Logical/Positional(), lines has (…/…/…/n) and n is not zero, then it may be that there is valid geometry in the IGES file that is incorrectly marked as something besides geometry.

If you think there is a chance that an IGES file contains valid geometry that is not being read because the IGES file has put the geometry in the wrong category, then you can use an advanced Rhino command to attempt to read this IGES file.

The ReadEveryIgesEntity command tells Rhino that the next time an IGES file is read, it should ignore all category settings in the IGES file and try to read everything.

ReadEveryIgesEntity command

Imports all IGES entities, regardless of type.

To import all IGES entities

1 At the Command prompt, type ReadEveryIgesEntity 2 Open the questionable IGES file. If there is any geometry at all in the IGES file, you will get it. It is likely you will also get lots of

geometry you didn’t want and will have to dig through the pile to find the items you need. The ReadEveryIgesEntity command only effects the next IGES file that is read. If you do something like:

open alpha.igs ReadEveryIgesEntity open beta.igs open gamma.igs

Rhino attempts to read every entity only from beta.igs.

Rhino reads alpha.igs and gamma.igs normally, accepting only entities marked as geometry.

Edit IGES export types

To create a new IGES type:

1 In the IGES Export Types dialog box, click New. 2 In the IGES Export Type Details dialog box, set the options for the IGES type. 3 In the IGES Export Types dialog box, click Close.

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To create a new IGES type based on existing type:

1 In the IGES Export Types dialog box, from the IGES type list box, select an IGES type you want to base the new type to, and click Copy Type.

2 In the IGES Export Type Details dialog box, set the options for the IGES type. 3 In the IGES Export Types dialog box, click Close.

To edit an IGES type:

1 In the IGES Export Types dialog box, from the IGES type list box, select an IGES type, and click Edit.

2 In the IGES Export Type Details dialog box, set the options for the IGES type. 3 In the IGES Export Types dialog box, click Close.

To delete an IGES type:

In the IGES Export Types dialog box, select an IGES type, and click Delete.

Edit IGES export type details

General

Name

Type a name for the IGES type.

IGES version

Choose between IGES version 5.2 and 5.3.

The difference is 5.2 stores years using two digits and 5.3 using four digits.

Text file type

Choose between MS-DOS, Unix, and MacOS style line endings.

MS-DOS uses carriage return + line feed (CRLF), Unix uses LF, and MacOS uses CR.

Scale

Set the default scale factor for the IGES type. The number must be bigger than zero.

In most cases, this number should be one.

Points and Curves

Point Objects

Point objects can be exported as separate IGES 116 point entities or all points on a single layer can be exported as a single IGES 106-2 point set.

Max degree

Choose between no degree limit, maximum degree three, and maximum degree five.

If the max degree is set to three, all NURBS curves with degree higher than three are approximated with non-rational cubics to the specified IGES tolerance.

If the max degree is set to five, all NURBS curves with degree higher than five are approximated with non-rational quintics to the specified IGES tolerance.

Composite curves as single B-spline

Curve made from two or more B-splines can be exported as an IGES 102 (composite curve) entity or as IGES 126 entities.

Use simple entities when possible

Use this setting to export NURBS curves that are lines, arcs, or circles (within the IGES tolerance) as IGES lines, IGES arcs, or IGES circles.

Fit rational curves

With this setting all rational curves (curve objects and trim curves) are be approximated with non-rational cubics to the tolerance specified as the IGES tolerance.

Clamp end knots

With this setting periodic NURBS curves are exported as NURBS curves with clamped end knots.

Surfaces

Solids

Solids can be exported as separate surfaces, IGES 184 entities, IGES 186 (Manifold BRep) entities, or IGES 402-7 (Unordered group) entities.

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Polysurfaces

Open polysurfaces can be exported as separate surfaces or IGES 402-7 entities.

Surfaces

Surfaces can be exported as IGES 128, IGES 143 and IGES 144 entities.

IGES 128 means all trimmed surfaces are exported as untrimmed surfaces.

Max degree

Choose between no degree limit, maximum degree three, and maximum degree five.

If the max degree is set to three, when possible, all NURBS surfaces with degree higher than three are approximated with non-rational cubics to the specified IGES tolerance.

If the max degree is set to five, when possible, all NURBS surfaces with degree higher than five are approximated with non-rational quintics to the specified IGES tolerance.

Use simple entities when possible

With this setting NURBS surfaces that are planar (within the tolerance specified as the IGES tolerance) are exported as IGES planes or IGES trimmed planes.

Fit rational surfaces

With this setting, when possible, rational NURBS surfaces are be approximated with non-rational cubics to the tolerance specified as the IGES tolerance.

Clamp end knots

With this setting periodic NURBS surfaces are exported as NURBS surfaces with clamped end knots.

Split closed surfaces

If a surface is closed (like a cylinder), the surface will be split into two halves in the IGES file. If a surface is closed in both directions (like a torus), the surface will be split into four quarters in the IGES file.

Split bipolar surfaces

If a surface has poles at both ends (like a sphere), the surface is split so each half has just one pole.

Troubleshooting IGES Export Problems

If you read IGES files created from Rhino into another product and some surfaces are missing, try the following test.

1 Export your geometry using the "Test 143" export type. 2 Export the same geometry again using the "Test 144" export type. 3 Try to load both files into your product. If you get better results with one export type, post the results to the Rhino newsgroup

news://news.rhino3d.com/rhino so we can document this file format.

OBJ (Wavefront) file export

To save Wavefront OBJ files:

1 From the File menu, click Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select Wavefront OBJ. 3 In the File name box, type a name for the OBJ file. 4 Click Save. 5 In the OBJ Export Options dialog box, select the options for OBJ export. 6 If you export geometry as polygon mesh, in the Create mesh from NURBS object dialog box, you

can adjust the way Rhino creates a polygon mesh from the NURBS geometry.

OBJ Export Options Export geometry as

NURBS

Rhino curves and surfaces are exported as NURBS curves and surfaces.

Polygon mesh

Surfaces are approximated with polygon mesh objects. In the Create mesh from NURBS object dialog box, set the way Rhino creates a polygon mesh from the NURBS geometry. Curves are not exported.

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Export trims as

Polylines

When exporting NURBS surfaces, the trimming curves are approximated by polylines. The geometry is not as accurate as if you export trims as curves. This option was originally included for exporting to Alias. Now you should be able to use IGES for exporting to Alias instead.

Curves

When exporting NURBS surfaces, the trimming curves are NURBS curves. This is more accurate than exporting trims as polylines.

End of line character

CRLF (Windows, MS-DOS)

Return + line feed.

LF (Unix)

Line feed only.

CR (Mac OS)

Return only.

Export object names

Exports object names.

Export layer names

Exports layer names.

These settings make it possible to export data to programs that do not support nested grouping. The OBJ import plug-in for 3D Studio MAX is one example. To export to MAX, Export layer names should be cleared.

Export material definitions

Creates an .mtl file with the same name as the .obj file. The .mtl file contains one material definition per object. There are also references to these materials added to the .obj file.

Y Up

Translates the the exported model from a z-up orientation to a y-up orientation.

Note Use SetObjectMaterial in Rhino to assign a material to an object. This material name is exported for

use by the renderer.

Layer names and object names are exported into the OBJ file as OBJ group names. Spaces in the layer or object names are converted into underbar (_) characters.

IGES polygon mesh export Rhino supports a limited ability to export mesh information to IGES files using entity type 104-12/13. This appears to be the accepted and best way to deal with mesh data in IGES files. If is far from 100% satisfactory.

By default, mesh export is disabled. Currently the only way to enable mesh export for an IGES flavor is to edit the appropriate

Meshes = skip | 106-12 | 106-13

line in the Rhino.ini file.

The option you choose depends on where the file is going. We don't have enough information to know what the proper settings should be for all the flavors in the current list.

Options Skip

Don't export meshes.

106-12

Export meshes as groups (402-7) of facets. Each facet is represented by a 3 or 4 segmented closed polyline that outlines the edges of the facet.

106-13

Export meshes as groups (402-7) of facets. Each facet is represented by a 3 or 4 segmented closed polyline that outlines the edges of the facet.

The vertex normals are stored at the vertices.

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IGES Types

3D Studio MAX 3.0 IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select 3D Studio MAX 3.

Note When merging an IGES file, it is recommended that you save your work first.

After a large IGES import, it is recommended that you save your work, and then restart MAX.

There may be some instances where the IGES import is trimming the wrong portion of the surface. In this case, select the surface, make it independent, select the trim curve, and flip the trim.

The IGES importer uses IGES group and level information to distinguish between objects. All data that is not grouped, and resides in the same level will import to the same object. To distinguish between separate entities, it is recommended that you use groups or levels when exporting from the originating application.

For the fastest import, change your viewport layout to a single viewport, and set the display to wireframe.

MAX4 has two places where you can set the units: Customize > Unit Setup, and Customize > Preferences. Set these to match the units in the Rhino file.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.000000 HideDependentObjects=N Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=N SimplifyCurves=N FitRationalCurves=N ClampCurveEndKnots=N Surfaces=143 PolySurfaces=0 MaxSurfaceDegree=0 Solids=0 Meshes=skip SimplifySurfaces=N FitRationalSurfaces=N ClampSurfaceEndKnots=N

Alias|Wavefront IGES file exchange 1 From the File menu, click Export or Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Alias V8.x.

Note If you have problems transferring files to older versions of Alias using IGES, try using OBJ format

instead.

IGES Settings: IgesVersion=5.2 EOL=LF Scale=1.0 HideDependentObjects=N Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=y

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SimplifyCurves=y FitRationalCurves=n ClampCurveEndKnots=n Surfaces=144 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=n FitRationalSurfaces=n ClampSurfaceEndKnots=n

Ashlar Vellum IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Ashlar Vellum.

IGES Settings: IgesVersion=5.2 Text file type=CRLF Scale=1.0 Points=116 Max Curve Degree=3 Curves As Single B-spline=n Simplify Curves=y Fit Rational Curves=y Clamp Curve End Knots=y Surfaces=143 PolySurfaces=0 Meshes=skip Max Surface Degree=0 Solids=0 Simplify Surfaces=y Fit Rational Surfaces=n Clamp Surface End Knots=y

AUTOFORM IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select AUTOFORM.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.000000 HideDependentObjects=N Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=N SimplifyCurves=N FitRationalCurves=N ClampCurveEndKnots=Y Surfaces=144 PolySurfaces=0 MaxSurfaceDegree=0 Solids=0 Meshes=skip SimplifySurfaces=N FitRationalSurfaces=N ClampSurfaceEndKnots=Y

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AutoShip IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select AutoShip.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=y SimplifyCurves=n FitRationalCurves=n ClampCurveEndKnots=y Surfaces=144 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=n FitRationalSurfaces=n ClampSurfaceEndKnots=y

Breault Research's ASAP IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Breault Research's ASAP.

IGES Settings: IgesVersion=5.3 EOL=CRLF Scale=1.0 HideDependentObjects=N Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=n SimplifyCurves=y FitRationalCurves=n ClampCurveEndKnots=n UseParentLabelOnCurves=Y ForceBezierKnotsOnCurves=Y FlagDependentCurvesAs03=N Surfaces=144 PolySurfaces=402 Meshes=skip MaxSurfaceDegree=0 Solids=402 SimplifySurfaces=y FitRationalSurfaces=n ClampSurfaceEndKnots=n UseParentLabelOnSurfaces=Y ForceBezierKnotsOnSurfaces=Y FlagDependentSurfacesAs03=N

CADCEUS IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select CADCEUS.

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IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.000000 HideDependentObjects=N DoublesUseE=N Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=Y SimplifyCurves=N FitRationalCurves=Y ClampCurveEndKnots=Y UseParentLabelOnCurves=Y ForceBezierKnotsOnCurves=N FlagDependentCurvesAs03=N Surfaces=143 PolySurfaces=0 MaxSurfaceDegree=0 Solids=0 Meshes=skip SimplifySurfaces=N FitRationalSurfaces=Y ClampSurfaceEndKnots=Y UseParentLabelOnSurfaces=Y ForceBezierKnotsOnSurfaces=N FlagDependentSurfacesAs03=N

CamSoft IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select CamSoft.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=y SimplifyCurves=n FitRationalCurves=n ClampCurveEndKnots=y Surfaces=144 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=n FitRationalSurfaces=n ClampSurfaceEndKnots=y

CATIA IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select CATIA.

IGES Settings: IgesVersion=5.2 EOL=LF Scale=1.0 HideDependentObjects=Y

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Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=n SimplifyCurves=y FitRationalCurves=n ClampCurveEndKnots=y UseParentLabelOnCurves=Y ForceBezierKnotsOnCurves=N FlagDependentCurvesAs03=N Surfaces=143 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=y FitRationalSurfaces=n ClampSurfaceEndKnots=y UseParentLabelOnSurfaces=Y ForceBezierKnotsOnSurfaces=N FlagDependentSurfacesAs03=Y Split closed surfaces=Y Split bipolar surfaces=Y ForceTrimmedSurfaces=Y

Note For the solids modelers there are now two types, Surfaces and Solids. The Surfaces type should be

used when exporting a single surface to those products. The Solids type should be used when exporting anything you expect to be able to join back together.

If a surface is closed (like a cylinder) and Split closed surfaces=Y, the surface will be split into two halves in the IGES file. If a surface is closed in both directions (like a torus) and Split closed surfaces=Y, then the surface will be split into four quarters in the IGES file.

If a surface has poles at both ends (like a sphere) and Split bipolar surfaces=Y, then the surface is split so each half has just one pole.

The drawback of splitting is that if you had a closed surface and wanted to deform it in some other application, then splitting it in half would make it harder to get nice deformations.

The ForcedTrimmedSurfaces export option forces all surfaces, even those that are trivially trimmed, to be exported as IGES trimmed surface entities.

Cosmos/M IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Cosmos/M.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=n SimplifyCurves=n FitRationalCurves=n ClampCurveEndKnots=y Surfaces=144 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=n FitRationalSurfaces=n ClampSurfaceEndKnots=y

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Delcam IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Cosmos/M.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.0 HideDependentObjects=N Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=n SimplifyCurves=n FitRationalCurves=n ClampCurveEndKnots=y Surfaces=144 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=n FitRationalSurfaces=n ClampSurfaceEndKnots=y

FastShip IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select FastShip.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.000000 HideDependentObjects=N DoublesUseE=Y Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=N SimplifyCurves=N FitRationalCurves=N ClampCurveEndKnots=N UseParentLabelOnCurves=Y ForceBezierKnotsOnCurves=N FlagDependentCurvesAs03=N Surfaces=143 PolySurfaces=0 MaxSurfaceDegree=0 Solids=0 Meshes=skip SimplifySurfaces=N FitRationalSurfaces=N ClampSurfaceEndKnots=N UseParentLabelOnSurfaces=Y ForceBezierKnotsOnSurfaces=N FlagDependentSurfacesAs03=N

FastSURF IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES.

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3 In the File name box, type a filename. 4 From the IGES Type box, select FastSURF.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=n SimplifyCurves=n FitRationalCurves=n ClampCurveEndKnots=n Surfaces=144 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=n FitRationalSurfaces=n ClampSurfaceEndKnots=n

IronCAD IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select IronCAD.

IGES Settings: IgesVersion=5.3 EOL=CRLF Scale=1.000000 Points=116 MaxCurveDegree=3 CurvesAsSingleBspline=Y SimplifyCurves=Y FitRationalCurves=Y ClampCurveEndKnots=Y Surfaces=143 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=186 SimplifySurfaces=Y FitRationalSurfaces=Y ClampSurfaceEndKnots=Y

Integrity Ware IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Integrity Ware.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=y SimplifyCurves=n FitRationalCurves=n ClampCurveEndKnots=y

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Surfaces=143 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=n FitRationalSurfaces=n ClampSurfaceEndKnots=y

LUSAS IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select LUSAS.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.000000 HideDependentObjects=N DoublesUseE=Y Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=N SimplifyCurves=N FitRationalCurves=N ClampCurveEndKnots=N UseParentLabelOnCurves=Y ForceBezierKnotsOnCurves=N FlagDependentCurvesAs03=N Surfaces=143 PolySurfaces=0 MaxSurfaceDegree=0 Solids=0 Meshes=skip SimplifySurfaces=N FitRationalSurfaces=N ClampSurfaceEndKnots=N UseParentLabelOnSurfaces=Y ForceBezierKnotsOnSurfaces=N FlagDependentSurfacesAs03=N

Mastercam IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Mastercam.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=n SimplifyCurves=y FitRationalCurves=n ClampCurveEndKnots=y Surfaces=144 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=y

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FitRationalSurfaces=n ClampSurfaceEndKnots=y

Maya IGES file exchange 1 From the File menu, click Export or Save As. Or, from the File menu, click Export Selected. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Maya.

IGES Settings: IgesVersion=5.2 EOL=LF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=y SimplifyCurves=y FitRationalCurves=n ClampCurveEndKnots=n Surfaces=144 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=n FitRationalSurfaces=n ClampSurfaceEndKnots=n

ME30 IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select ME30.

IGES Settings: IgesVersion=5.2 EOL=LF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=n SimplifyCurves=y FitRationalCurves=n ClampCurveEndKnots=y Surfaces=144 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=y FitRationalSurfaces=n ClampSurfaceEndKnots=y

Note For the solids modelers there are now two types, Surfaces and Solids. The Surfaces type should be

used when exporting a single surface to those products. The Solids type should be used when exporting anything you expect to be able to join back together.

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Mechanical Desktop IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Mechanical Desktop.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=n SimplifyCurves=y FitRationalCurves=n ClampCurveEndKnots=y Surfaces=143 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=186 SimplifySurfaces=y FitRationalSurfaces=n ClampSurfaceEndKnots=y

Exporting From Mechanical Desktop

The best way to get geometry from Mechanical Desktop (MDT) release 2.0 into Rhino is to use the MDT IGESOUT command. To get the best results, you may need to adjust the MDT IGES export options.

To export:

5 In MDT start the IGESOUT command. 6 In the Autodesk IGES Translator R14 - IGESOUT dialog box, click Edit options. 7 In the IGESOUT Options Editor dialog box, click Start and Global. 8 In the IGESOUT Start and Global Options dialog box, set IGES Version to either 5.2 or 5.3. Version 5.3 stores years as 4 digit numbers. Version 5.2 stores years as 2 digit numbers, and click

OK. 9 In the IGESOUT Options Editor dialog box, click Structure. 10 In the IGESOUT Structure Options dialog box, set Map Layer Names to Level Property (406:3)

and click OK. 11 In the IGESOUT Options Editor dialog box, click Geometry. 12 In the IGESOUT Geometry Options dialog box, set 3D Solid/Designer part mapping to

Surfaces, and set Trimmed Surface Mapping to Bounded surface (143) and click OK. 13 In the IGESOUT Options Editor dialog box, click DE Mappings. 14 In the IGESOUT DE Mapping Options dialog box, check Color Definition Entity (314) and click

OK. 15 To save these settings, in the IGESOUT Options Editor dialog box, in the Description box, type

something like MDT to Rhino and click Save As. Save the options in a file called something like MDTtoRhino.opt.

Note For the solids modelers there are now two types, Surfaces and Solids. The Surfaces type should be

used when exporting a single surface to those products. The Solids type should be used when exporting anything you expect to be able to join back together.

There are lots of MDT IGES options that are not mentioned in the discussion above. You may set these options as you see fit. (The MDT defaults work fine.)

Microstation IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Microstation.

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IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=n SimplifyCurves=y FitRationalCurves=n ClampCurveEndKnots=y Surfaces=144 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=y FitRationalSurfaces=n ClampSurfaceEndKnots=y

Note When exporting to Microstation, it may be useful to use the LinearizeTrims command before

exporting. This changes all the trimming boundaries on trimmed NURBS surfaces to be represented with polyline trim curves.

Remember not to overwrite the original 3DM file with a file with linearized trims.

Multisurf IGES file exchange At the time of this writing, the current version of Multisurf is 3.1. Multisurf 3.1 will not completely import IGES trimmed surface entities or curve geometry. If you add the following section to your Rhino.ini file, then you can export surfaces (trimming will be lost) to Multisurf 3.1 using an IGES file. Note that an IGES file created with these settings will not contain any trimming information.

1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Multisurf.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=y SimplifyCurves=n FitRationalCurves=n ClampCurveEndKnots=y Surfaces=128 PolySurfaces=0 MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=n FitRationalSurfaces=n ClampSurfaceEndKnots=y

NASA GridTool IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select NASA GridTool.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.000000

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HideDependentObjects=N DoublesUseE=N NoZerosInTSection=Y Points=106 MaxCurveDegree=0 CurvesAsSingleBspline=N SimplifyCurves=N FitRationalCurves=N ClampCurveEndKnots=N UseParentLabelOnCurves=Y ForceBezierKnotsOnCurves=N FlagDependentCurvesAs03=N Surfaces=144 PolySurfaces=0 MaxSurfaceDegree=0 Solids=0 Meshes=skip SimplifySurfaces=N FitRationalSurfaces=N ClampSurfaceEndKnots=N UseParentLabelOnSurfaces=Y ForceBezierKnotsOnSurfaces=N FlagDependentSurfacesAs03=N SplitClosedSurfaces=N SplitBiPolarSurfaces=N

Okino NuGraf/Polytrans IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select NuGraf.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.000000 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=N SimplifyCurves=N FitRationalCurves=N ClampCurveEndKnots=Y Surfaces=144 PolySurfaces=402 Meshes=106-13 MaxSurfaceDegree=0 Solids=402 SimplifySurfaces=N FitRationalSurfaces=N ClampSurfaceEndKnots=Y

OptiCAD IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select OptiCAD.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.0 HideDependentObjects=N Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=y

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SimplifyCurves=n FitRationalCurves=n ClampCurveEndKnots=y Surfaces=143 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=n FitRationalSurfaces=n ClampSurfaceEndKnots=y

Pro/E IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Pro/E NT or Pro/E UNIX, depending on the platform Pro/E is

running on.

Note With Pro/E version 20, when exporting to IGES, use the "All Parts" option.

To optimize export of Pro/E files into Rhino, use these settings in the Pro/E config.pro file or save them as rhino.pro file then read it in before exporting.

IGES_OUT_ALL_SRFS_AS 128 IGES_OUT_SPL_CRVS_AS_126 YES IGES_OUT_SPL_SRFS_AS_128 YES IGES_OUT_TRIM_XYZ YES IGES_OUT_MIL_D_28000 NO IGES_OUT_TRM_SRFS_AS_143 NO IGES_OUT_TRIM_CURVE_DEVIATION DEFAULT INTF_OUT_BLANKED_ENTITIES NO INTF_OUT_MAX_BSPL_DEGREE 5 INTF_OUT_AS_BEZIER NO INTF3D_OUT_FORCE_SURF_NORMALS YES INTF3D_OUT_SURFACE_DEVIATION YES INTF3D_OUT_EXTEND_SURFACE YES IGES_IN_106_F2_AS_SPLINE NO IGES_IN_DWG_LINE_FONT YES IGES_IN_DWG_PNT_ENT YES IGES_IN_DWG_COLOR YES FIX_BOUNDARIES_ON_IMPORT YES

Prior to constructing any geometry, you should set your absolute tolerance to something lower than the default 0.01 units; somewhere around 0.001 to 0.0001 will produce good results. Anything lower than that tends to slow Rhino down too much.

If you set your tolerances right, you should only have to perform a minimal amount of manual stitching once inside Pro/E.

IGES Settings for Pro/E Windows IgesVersion=5.2 EOL=CRLF Scale=1.0 Points=116 MaxCurveDegree=3 CurvesAsSingleBspline=n SimplifyCurves=y FitRationalCurves=y ClampCurveEndKnots=y Surfaces=143 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=3 Solids=184 SimplifySurfaces=y

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FitRationalSurfaces=y ClampSurfaceEndKnots=y

IGES Settings for Pro/E UNIX IgesVersion=5.2 EOL=LF Scale=1.0 Points=116 MaxCurveDegree=3 CurvesAsSingleBspline=n SimplifyCurves=y FitRationalCurves=y ClampCurveEndKnots=y Surfaces=143 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=3 Solids=184 SimplifySurfaces=y FitRationalSurfaces=y ClampSurfaceEndKnots=y Split closed surfaces=Y Split bipolar surfaces=Y ForceTrimmedSurfaces=Y

Note For the solids modelers like Pro/E, there are now two types, Surfaces and Solids. The Surfaces type

should be used when exporting a single surface to those products. The Solids type should be used when exporting anything you expect to be able to join back together.

If a surface is closed (like a cylinder) and Split closed surfaces=Y, the surface will be split into two halves in the IGES file. If a surface is closed in both directions (like a torus) and Split closed surfaces=Y, then the surface will be split into four quarters in the IGES file.

If a surface has poles at both ends (like a sphere) and Split bipolar surfaces=Y, then the surface is split so each half has just one pole.

The drawback of splitting is that if you had a closed surface and wanted to deform it in some other application, then splitting it in half would make it harder to get nice deformations.

The ForcedTrimmedSurfaces export option forces all surfaces, even those that are trivially trimmed, to be exported as IGES trimmed surface entities.

Tips from an expert user:

Below are a few tips from a Rhino user that should help working with IGES files and Pro/E 21.

Pro/E 20-21 have problems shading free-form surfaces. Set the resolution to 10 in Pro/E to help see the surface. Check the surface in Pro/E with the mesh command to see if they are in sync. Cutting a surface into halves or even a four-way split can help with the shading problems.

Use Rhino for the surfacing tool and Pro/E for the detailing tool. Don't do in Rhino what you want as a parametric feature in the model. Things like fillets and drafts - all internals should be saved for Pro/E. The more trims you have, the worse the odds are for a solid import in Pro/E. Model with tight tolerance in Rhino and make sure the start part in Pro/E has a lower tolerance than the export. Make sure you have enough information in the file to do a translation. Large spaced isoparms and things like caped ends will fail as a solid import so rebuild surfaces or up the degree to add more control points to clamp things together. Keep away from weights on cv's in Rhino if exporting via IGES.

When modeling in Rhino, make sure all surfaces overlap so you can do a un-trim if IGES splits open on import. There are times you may need to go back to Rhino and do a un-trim, re-export to Pro/E and do a native Pro/E trim because the surfaces will not zip gaps. This will bypass the tolerance issue if your overlapping surface distance is enough. This also means don't do a ShrinkTrimmedSrf in Rhino if it will prevent a un-trim without a overlapping edge.

Open surfaces can be made into a solid in Pro/E providing the open edge is buried in solid material in Pro/E. Surface replace is another good tool to use, and better yet is a single surface import of exploded parts from Rhino because each surface is a feature, then, and can be replaced with insert mode in Pro/E and managed as a feature.

The curves used with NetworkSrf in Rhino can be exported to Pro/E and used with the surfacing module using Surface\Advanced\Boundary with similar results. If the curves are planar, they can be used and made parametric with use-edge and un-aligned then re-dimensioned and adjusted, so all features are native to Pro/E but developed in Rhino.

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Don't forget that Pro/E can use a IGES as a cutter, a surface, and a solid. Quilts can grow in Pro/E with multiple inputs from Rhino. Make sure all surfaces pass draft check for molding parts before export and before any work starts in Pro/E.

If you go round trip from Rhino to Pro then back to Pro, you will not get back what you sent, Pro/E with split and rebuild the surfaces on import unless you split them first where you want them. Finding culprit surfaces is always a learning curve for every design.

Assembly files are not supported

The Pro/E .asm file is a pointer file telling Pro/E how to assemble the parts. There is no geometry information in it. It keeps track of exploded dimensions and layer colors for the assembly. It is a parent file to the assembly and is sent out as IGES when you send out all parts but has no information Rhino can use since Rhino does not support assemblies.

To get an assembly into Rhino you can set up a layer/level mapping file or load one IGES file at a time and put them on layers as you go. Make sure you send the IGES parts out from the default coordinate or top level coordinate in the 'assembly' so the parts come in based on the assembly coordinates and not the part coordinates.

Read the Help file topic about layer/level mapping IGES files if you want to go that route.

SDRC's I-DEAS IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select SDRC's I-DEAS.

Exporting from Rhino:

IGES Settings: IgesVersion=5.2 EOL=LF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=n SimplifyCurves=n FitRationalCurves=n ClampCurveEndKnots=n Surfaces=143 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=186 SimplifySurfaces=n FitRationalSurfaces=n ClampSurfaceEndKnots=n

Note I-DEAS uses a black background. Use a white or light colored layer color in Rhino so objects will show

when imported into I-DEAS.

Exporting from I-DEAS

Types to Export to IGES Points

Groups

Curves/Edges

Convert to Curve Type: 126:0 Non-Uniform Rational BSpline (NURBS)

Surfaces

Convert to Trimmed Surface type: 143:0 Bounded with Model and Param Space Curves

Convert to Base Surface Type: 128:0 Non-Uniform Rational BSpline (NURBS)

Trim curves convert to: 126:0 Non-Uniform Rational BSpline (NURBS)

Solids

Convert to Representation Type: 186:0 Solids with 3D Model and 2D Param Space Curves

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Maximum number of points per IGES Polyline: 1000

Chordal Deviation Tolerance: 0.01

Maximum Degree of Curves and Surfaces:

Softimage IGES file exchange There are three options for getting NURBS models from Rhino into Softimage. All three have their own problems and benefits.

Softimage can also import 3DS, DXF, and OBJ file formats created in Rhino.

1. Use Softimage’s file utility:

1 Create a NURBS model in Rhino. 2 From the File menu, click Save As. 3 In the Save As dialog box, from the Save as type box, select IGES. 4 Type a filename and click Save. 5 In the IGES Export dialog box, from the IGES Type box, select Softimage. 6 Run iges2soft.exe with the following command line switches: iges2soft -f -L -S3 -s3 -T5 -t3 -v3 -R [RSRC_DIR] MyIgesFile.igs MyDSCFile.dsc

[RSRC_DIR] = Softimage resource directory (often c:\soft3d_3.7\3d\bin\rsrc) iges2soft.txt contains command line option information.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=n SimplifyCurves=n FitRationalCurves=n ClampCurveEndKnots=y Surfaces=144 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=n FitRationalSurfaces=n ClampSurfaceEndKnots=y

2. Use Polytrans file exchange utility:

Polytrans by Okino can read IGES files and write Softimage files. Check out their web site for more information: www.okino.com.

3. Use Phoenix Tools plug-in:

Advice from an expert Rhino user:

Download the free Phoenix Tools Iges Import plug-in for Softimage from:

Main page: www.phoenixtools.com

Plugin download link page: www.phoenixtools.com/products/GreenCD/freeplugs.html

The actual download page with plugins for Alpha, SGI and x86 (Intel), for SI versions 3.7sp1 and 3.8: ftp://ftp.phoenixtools.com/pub/download/Free_Plug-ins/

The best way to get objects from Rhino into Softimage correctly trimmed is:

1 Export the model to the Softimage IGES flavor: From the File menu click Export, then click IGES. In the IGES Export Options dialog box, select Softimage. It is best to export your objects separately if it is a very large model. This is so things are easier to

sort out in schematic view when you recombine the scene elements later. This makes the conversion process less complicated on import into Softimage as each imported section will be brought in under a parent null.

2 Open Softimage.

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3 Import the file: Tools > Import > Objects > PT_IgesImport. 4 Select the database where you want the imported IGES file to be saved upon conversion to Softimage

format. (I suggest creating a new Softimage directory specifically for the task of IGES importing.) 5 Accept Phoenix Tools Iges Import default settings. 6 The model will be translated and then appear in Softimage. 7 Select all models [spacebar+a] and rotate -90 in the X axis: Model > Effect > Freeze > Rotation. 8 Save scene/model to await merging into desired Softimage scene.

Solid Edge IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Solid Edge.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=n SimplifyCurves=y FitRationalCurves=n ClampCurveEndKnots=y Surfaces=143 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=y FitRationalSurfaces=n ClampSurfaceEndKnots=y

Note For the solids modelers there are now two types, Surfaces and Solids. The Surfaces type should be

used when exporting a single surface to those products. The Solids type should be used when exporting anything you expect to be able to join back together.

Solid Designer IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Solid Designer 6 or Solid Designer 7.

IGES Settings Solid Designer 6: [IGES_SolidDesigner 6] IgesVersion=5.2 EOL=CRLF Scale=1.000000 HideDependentObjects=N DoublesUseE=N Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=N SimplifyCurves=N FitRationalCurves=N ClampCurveEndKnots=N UseParentLabelOnCurves=Y

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ForceBezierKnotsOnCurves=N FlagDependentCurvesAs03=N Surfaces=143 PolySurfaces=0 MaxSurfaceDegree=0 Solids=0 Meshes=skip SimplifySurfaces=N FitRationalSurfaces=N ClampSurfaceEndKnots=N UseParentLabelOnSurfaces=Y ForceBezierKnotsOnSurfaces=N FlagDependentSurfacesAs03=N

IGES Settings Solid Designer 7: IgesVersion=5.2 EOL=CRLF Scale=1.000000 HideDependentObjects=N DoublesUseE=N Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=N SimplifyCurves=N FitRationalCurves=N ClampCurveEndKnots=N UseParentLabelOnCurves=Y ForceBezierKnotsOnCurves=N FlagDependentCurvesAs03=N Surfaces=143 PolySurfaces=0 MaxSurfaceDegree=0 Solids=402 Meshes=skip SimplifySurfaces=N FitRationalSurfaces=N ClampSurfaceEndKnots=N UseParentLabelOnSurfaces=Y ForceBezierKnotsOnSurfaces=N FlagDependentSurfacesAs03=N

SolidWorks IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select SolidWorks.

Note For the solids modelers there are now two types, Surfaces and Solids. The Surfaces type should be

used when exporting a single surface to those products. The Solids type should be used when exporting anything you expect to be able to join back together.

Rhino � SolidWorks

For SolidWorks post-IGES "knitting" to succeed, the IGES unit system and/or tolerance may need to be tweaked. Experiment with different settings for optimal results.

To make more watertight geometry in Rhino, you need to set the Rhino absolute tolerance to a small number like 0.001 or 0.0001 before building the geometry.

SolidWorks � Rhino

SolidWorks Standard IGES export type uses analytic surfaces. To export models to Rhino, use one of the other IGES types like SURFCAM or Mastercam that use NURBS surfaces.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.0 Points=116

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MaxCurveDegree=0 CurvesAsSingleBspline=n SimplifyCurves=n FitRationalCurves=n ClampCurveEndKnots=y Surfaces=144 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=n FitRationalSurfaces=n ClampSurfaceEndKnots=y

Advice from a user:

Use an absolute tolerance of 0.0001. Model only the organic parts of the model in Rhino, leaving features such as fillets, shelling, ribs, etc., for SolidWorks. SolidWorks usually does not consider Rhino tangencies to be tangent. Fortunately SolidWorks provides some workarounds with face fillets. Another thing you can do is select the entire chain of "near tangent" edges in SolidWorks, and the filleter will build a piece-wise fillet with "near tangent" segments, which within human perception, is tangent. SolidWorks helps with these problems with its right-click > Select Tangent feature, which works on both edges and faces. This is an enormous help when filleting imported models.

Shelling, by nature, sometimes requires that some surfaces be extended. But if your Rhino model has a singularity or other peculiarity where the extension should occur, then shelling is likely to fail. Also, small wrinkles with stall the sheller if the curvature of the wrinkle is smaller than the requested wall thickness.

Generally, try to model with smooth, over-sized slab surfaces whenever possible. Import a number of "mini models" as your Rhino model progresses, to test feasibility. Use SolidWorks "What's Wrong" feature to highlight problem areas, and investigate alternative approaches. Nothing replaces experience, and after you successfully work with a few imported models in SolidWorks, you will gain an intuitive feel for the types of things that work well.

SUM 4.0 IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select SUM4.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.000000 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=N SimplifyCurves=N FitRationalCurves=N ClampCurveEndKnots=N Surfaces=144 PolySurfaces=0 MaxSurfaceDegree=0 Solids=0 Meshes=skip SimplifySurfaces=N FitRationalSurfaces=N ClampSurfaceEndKnots=N

SURFCAM IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select SURFCAM.

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IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=n SimplifyCurves=y FitRationalCurves=n ClampCurveEndKnots=y Surfaces=144 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=y FitRationalSurfaces=n ClampSurfaceEndKnots=y

Tebis IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Tebis Windows or Tebis UNIX.

IGES Settings: [IGES_Tebis Windows] IgesVersion=5.2 EOL=CRLF Scale=1.000000 HideDependentObjects=N DoublesUseE=N Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=N SimplifyCurves=Y FitRationalCurves=Y ClampCurveEndKnots=Y UseParentLabelOnCurves=Y ForceBezierKnotsOnCurves=N FlagDependentCurvesAs03=N Surfaces=144 PolySurfaces=0 MaxSurfaceDegree=0 Solids=0 Meshes=skip SimplifySurfaces=N FitRationalSurfaces=Y ClampSurfaceEndKnots=Y UseParentLabelOnSurfaces=Y ForceBezierKnotsOnSurfaces=N FlagDependentSurfacesAs03=N SplitClosedSurfaces=Y SplitBiPolarSurfaces=Y NoZerosInTSection=N ForceTrimmedSurfaces=Y CATIAVersion=N CATIA_TOLSIZE=100000.000000 [IGES_Tebis UNIX] IgesVersion=5.2 EOL=LF Scale=1.000000 HideDependentObjects=N DoublesUseE=N Points=116 MaxCurveDegree=0

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CurvesAsSingleBspline=N SimplifyCurves=Y FitRationalCurves=Y ClampCurveEndKnots=Y UseParentLabelOnCurves=Y ForceBezierKnotsOnCurves=N FlagDependentCurvesAs03=N Surfaces=144 PolySurfaces=0 MaxSurfaceDegree=0 Solids=0 Meshes=skip SimplifySurfaces=N FitRationalSurfaces=Y ClampSurfaceEndKnots=Y UseParentLabelOnSurfaces=Y ForceBezierKnotsOnSurfaces=N FlagDependentSurfacesAs03=N SplitClosedSurfaces=Y SplitBiPolarSurfaces=Y NoZerosInTSection=N ForceTrimmedSurfaces=Y CATIAVersion=N CATIA_TOLSIZE=100000.000000

TekSoft IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select TekSoft.

IGES Settings: IgesVersion=5.2 EOL=CRLF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=n SimplifyCurves=n FitRationalCurves=n ClampCurveEndKnots=y Surfaces=144 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=n FitRationalSurfaces=n ClampSurfaceEndKnots=y

Unigraphics IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Unigraphics.

IGES Settings: IgesVersion=5.2 EOL=LF Scale=1.0 Points=116 MaxCurveDegree=0 CurvesAsSingleBspline=n

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SimplifyCurves=y FitRationalCurves=n ClampCurveEndKnots=y Surfaces=144 PolySurfaces=0 Meshes=skip MaxSurfaceDegree=0 Solids=0 SimplifySurfaces=y FitRationalSurfaces=n ClampSurfaceEndKnots=y

Note For the solids modelers there are now two types, Surfaces and Solids. The Surfaces type should be

used when exporting a single surface to those products. The Solids type should be used when exporting anything you expect to be able to join back together.

Yamaha ESPri IGES file exchange 1 From the File menu, click Export or Save As. 2 In the Save as type box, select IGES. 3 In the File name box, type a filename. 4 From the IGES Type box, select Yamaha ESPRi.

IGES Settings: IgesVersion=5.2 EOL=LF Scale=1.000000 HideDependentObjects=N DoublesUseE=N Points=116 MaxCurveDegree=3 CurvesAsSingleBspline=N SimplifyCurves=Y FitRationalCurves=Y ClampCurveEndKnots=Y UseParentLabelOnCurves=Y ForceBezierKnotsOnCurves=N FlagDependentCurvesAs03=N Surfaces=144 PolySurfaces=0 MaxSurfaceDegree=3 Solids=0 Meshes=skip SimplifySurfaces=N FitRationalSurfaces=Y ClampSurfaceEndKnots=Y UseParentLabelOnSurfaces=Y ForceBezierKnotsOnSurfaces=N FlagDependentSurfacesAs03=N SplitClosedSurfaces=N SplitBiPolarSurfaces=N

Context menu You can right-click on an object or in a viewport to access a context menu.

Context-sensitive menu with object selected.

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If an object is selected, actions related to objects appear in the menu.

Context-sensitive menu in viewport.

If no object is selected, actions related to viewport properties appear in the menu.

The first item is always to repeat the last command. If context-sensitive menu is on, you can also repeat the last command using a double-right click.

Turn off default menu display You can turn off the immediate display of the context-sensitive menu using a setting in the Rhino.ini file.

[RightMouseButton] ContextMenus=n

If ContextMenus is set to no, you can still access the context menu by right-click and hold. The cursor changes to indicate you can either release the button to access the menu, or drag to manipulate the view.

Context-sensitive menu indicator.

In addition, holding the Shift key while right-clicking will display the context menu immediately.

Customize the menus Context menus are customizable. Edit the Rhino.ini file to add or change menu items.

Select Color From the Color List:

In the Select Color dialog box, from the Named Colors list, select a color.

The named colors are loaded from an ASCII text file called colors.txt in the Rhino install directory, which is usually c:\Program files\Rhinoceros. You can customize the file if you want to define your own color palette.

From the color selector:

Drag the marker around the wheel to define the hue.

Drag the marker horizontally in the square to define the saturation level.

Drag the marker vertically in the square to define the brightness value.

From the HSV and RGB boxes:

To select an red/green/blue (RGB) color, type RGB values in the Red, Green, and Blue boxes.

To create an hue/saturation/brightness value (HSV) color, type values in the Hue, Saturation, and Value boxes.

Note If you change the hue but don't see much of a change in the sample box, click in the upper left corner

of the shade square to make sure you're seeing the hue at full saturation and value.

For maximum speed, Rhino screen uses only 256 colors. That's why custom colors selected for layers and screen items may change when you exit the color selector. The same limitation does not apply to render color.

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Object snaps When Rhino asks you to choose a point, you can constrain the marker to specific parts of existing objects by turning on object snap modes. When an object snap is active, moving the cursor near a specified point on an object causes the marker to jump to that point.

Object snaps can persist from pick to pick, or can be activated for one pick only. Multiple persistent object snaps can be set in the Osnap dialog box. All object snaps behave similarly, but snap to different parts of existing geometry.

Persistent object snaps Use persistent objects snaps to maintain an object snap through choosing several points without having to reactivate the object snap. Only Near, Point, End, Midpoint, Center, Intersection, Perp, Tan, Quad, and Knot object snaps can persist.

You can set the radius of influence for object snaps. This means how close you have to move the cursor to the point before the marker jumps to the point.

To display the Osnap dialog box, on the status bar, click Osnap.

Select or clear the desired object snap checkboxes.

You can lock all persistent object snaps with the Lock checkbox. Locking the object snaps suspends their use until you unlock them.

To clear all persistent object snaps, right-click the Lock checkbox.

Press the Alt key to temporarily suspend object snaps. If object snaps are locked, press Alt to toggle them on temporarily.

One-shot object snaps Object snaps can be turned on for one pick only. One-shot object snaps override all persistent object snaps for one pick. For example, if End, Near, and Point persistent object snaps are set in the Osnap dialog box, and you set the Mid object snap for one pick, End, Near, and Point will not work for that pick. After the pick, the persistent object snaps will reactivate.

One-shot object snaps only work when Rhino is requesting a point.

End snaps to the endpoint of a curve. When activated, the end object snap constrains the marker to the endpoint of the curve closest the cursor.

All Object Snaps Off

End Object Snap On

Multiple object snaps You can have more than one object snap active at the same time. As you pass your cursor over an object, the appropriate object snap displays.

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Cursor color The CursorMode setting in the Osnap section in the Options dialog box, Modeling Aids tab controls the appearance of the cursors:

Object snap list

Along

Track along a line

AlongParallel

Snaps parallel to a line formed by two points.

Between

Snap midway between two points

Cen

Snap to the center of a circle

End

Snap to the end of a curve

From

Snap from a point

Front

Set to world front view

Int

Snap to the intersection of two curves

Knot

Snap to a knot on a curve or surface

Mid

Snap to the midpoint of a curve

Near

Snap near a curve

OnCrv

Snap to a curve

OnSrf

Snap to a surface

Perp

Snap perpendicular to a curve

PerpFrom

Track along a line perpendicular to a curve

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Pt

Snap to a point

Quad

Snap to a quadrant of a circle or ellipse

Tan

Snap tangent to a curve

TanFrom

Track along a line tangent to a curve

Isoparm snapping You can snap to surface isoparms using the Int object snap whenever the input is constrained to a surface, for example in ExtractIsoparm, InsertKnot, OrientOnSrf, and with OnSrf one-shot object snap.

Isoparm object snapping is "weaker" than normal object snaps. The normal object snaps are evaluated first, and only if they fail will Rhino try to snap to the isoparm intersections.

Osnap

Set a persistent object snap from the command line.

The currently-set persistent object snaps are displayed between angle brackets <>.

At the Persistent Osnap prompt, type the names of the persistent object snaps you want to set, separated by commas, with no spaces. Only these object snaps will be set, all others will be cleared.

Valid options are NoSnap, End, Near, Point, Midpoint, Center, Intersection, Perp, Tan, Quad, and Knot. Knot is not in the dialog box because it is not often used.

This command is useful for command files, because it can set any object snap combination from command line.

You can temporarily suspend the effect of the object snaps with the LockOsnap command.

NoSnap

Turn object snaps off.

Toolbar: Object Snap

Menu: Tools > Object Snap > None

The command context determines whether this command turns persistent object snaps off, or just suspends them for one pick.

If a command is active, NoSnap turns off persistent object snaps for one pick. If the NoSnap command is run at the Command prompt, it turns off all persistent object snaps.

End object snap

Snap to the end of a curve.

Toolbar: Object Snap

1 When a command is requesting a point, from the Tools menu, click Object Snap, then click End. 2 Move the cursor near the endpoint of a curve. The marker jumps to the endpoint. 3 Click to enter the endpoint.

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Note The End object snap also snaps to interior vertices of polylines and joined curves, the seam point on

closed curves, and the "corners" of surfaces.

Set persistent end object snap

1 On the status bar, click the Osnap pane. 2 In the Osnap dialog box, click End.

Near object snap

Snap near a curve.

Toolbar: Object Snap

1 When a command is requesting a point, from the Tools menu, click Object Snap, then click Near. 2 Move the cursor near a curve or the edge of a surface. The marker moves along the curve. 3 Click to enter a point on the curve.

Set persistent Near object snap

1 On the status bar, click the Osnap pane. 2 In the Osnap dialog box, click Near.

Point object snap

Snap to a point.

Toolbar: Object Snap

1 When a command is requesting a point, from the Tools menu, click Object Snap, then click Point. 2 Move the cursor near a point. The marker jumps to it. 3 Click to enter the point.

Set persistent Point object snap

1 On the status bar, click the Osnap pane. 2 In the Osnap dialog box, click Point.

Mid object snap

Snap to the midpoint of a curve.

Toolbar: Object Snap

1 When a command is requesting a point, from the Tools menu, click Object Snap, then click Mid. 2 Move the cursor near a curve. The marker jumps to its midpoint. 3 Click to enter the midpoint.

Set persistent Midpoint object snap

1 On the status bar, click the Osnap pane. 2 In the Osnap dialog box, click Mid.

Cen object snap

Snap to the center of an arc or circle.

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Toolbar: Object Snap

1 When a command is requesting a point, from the Tools menu, click Object Snap, then click Center. 2 Move the cursor near a curve. The marker jumps to its center point. 3 Click to enter the center point.

Set persistent Center object snap

1 On the status bar, click the Osnap pane. 2 In the Osnap dialog box, click Cen.

Int object snap

Snap to the intersection of two curves.

Toolbar: Object Snap

1 When a command is requesting a point, from the Tools menu, click Object Snap, then click Intersection.

2 Move the cursor near an intersection. The marker jumps to it. 3 Click to enter the point of intersection.

Set persistent Intersection object snap

1 On the status bar, click the Osnap pane. 2 In the Osnap dialog box, click Int.

Perp object snap

Snap perpendicular to a curve.

Toolbar: Object Snap

1 When a command is requesting a next point, from the Tools menu, click Object Snap, then click Perpendicular To.

2 Move the cursor along a curve. The marker jumps to the points on the curve that can make a line to the last point, perpendicular to

the curve. 3 Click to enter one of these points.

Note This object snap is ineffective if it is used for the first point for a command.

Set persistent Perpendicular object snap

1 On the status bar, click the Osnap pane. 2 In the Osnap dialog box, click Perp.

Tan object snap

Snap tangent to a curve.

Toolbar: Object Snap

1 When a command is requesting a next point, from the Tools menu, click Object Snap, then click Tangent To.

2 Move the cursor along a curve. The marker jumps to the points on the curve that can make a line from the last point, tangent to the

curve. 3 Click to enter one of these points.

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Note This object snap is ineffective if it is used for the first point for a command.

Set persistent Tangent To object snap

1 On the status bar, click the Osnap pane. 2 In the Osnap dialog box, click Tan.

Quad object snap

Snap to a quadrant of a circle or ellipse.

Toolbar: Object Snap

1 When a command is requesting a point, from the Tools menu, click Object Snap, then click Quadrant.

2 Move the cursor along a circle, arc or ellipse, or similar surface edges. The marker jumps to the quadrant points of the curve. 3 Click to enter one of these points. The quadrant points of circles and arcs are at the extremes in each construction plane axis direction.

The quadrant points for ellipses are at the ends of the ellipse axes.

Set persistent Quadrant object snap

1 On the status bar, click the Osnap pane. 2 In the Osnap dialog box, click Quad.

Knot object snap

Snap to a knot.

Toolbar: Object Snap

1 When a command is requesting a point, from the Tools menu, click Object Snap, then click Knot. 2 Move the cursor near a curve. The marker jumps to the knot points on the curve. 3 Click to enter the knot point.

Set persistent knot object snap

At the Persistent Osnap prompt, type Knot.

From object snap

Snap from a point.

Toolbar: Object Snap

The From object snap differs from the rest of the object snap because it is used to set the base point for ortho, distance constraint, angle constraint, and relative coordinate entry.

Ortho constrains the marker to lines radiating from the last pick point. Similarly, distance constraint constrains the marker to a circle of a specified radius from the last pick point. You can set this point, without picking it, with From.

1 When a command is requesting a point, from the Tools menu, click Object Snap, then click From. 2 At the Choose a base point prompt, pick a point. You can use another object snap to pick this point. The base point for constraints is set to the point you picked, without entering that point for the

original command. 3 Set your constraints relative to the base point, and finally choose the point for the original command.

Example

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To constrain the marker to a circle 2 units from the endpoint of a line

1 When a command is requesting a point, from the Tools menu, click Object Snap, then click From. 2 At the Choose a base point prompt, snap to the end of the line.

3 At the prompt requesting a point, type 2 and press Enter.

The marker is constrained to a circle of radius 2 centered at the endpoint of the line.

PerpFrom object snap

Track along a line perpendicular to a curve.

Toolbar: Object Snap

1 When a command is requesting a point, from the Tools menu, click Object Snap, then click Perpendicular From.

2 At the Click near the curve prompt, select the curve. The cursor moves only along the curve. Crosshairs appear to indicate the perpendicular and tangent

lines that extend from any point on the curve. 3 At the Choose a point prompt, select the point on the curve to extend the perpendicular line from. The marker tracks along the perpendicular line. 4 Click to enter a point along the perpendicular line.

Note When selecting points during this sequence, you can use simple snaps, End, Near, Point, Mid, Cen,

Int, and Quad, for greater precision.

TanFrom object snap

Track along a line tangent to a curve.

Toolbar: Object Snap

1 When a command is requesting a point, from the Tools menu, click Object Snap, then click Tangent From.

2 At the Click near the curve prompt, select the curve.

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The marker moves only along the curve. Crosshairs indicate the perpendicular and tangent lines that extend from any point on the curve.

3 At the Choose a point prompt, select the point on the curve to extend the tangent line from. The marker tracks along the tangent line. 4 Click to enter a point along the tangent line.

Note When selecting points during this sequence, you can use simple snaps (End, Near, Point, Mid, Cen,

Int, and Quad) for greater precision.

Along object snap

Track along a line.

Toolbar: Object Snap

1 When a command is requesting a point, from the Tools menu, click Object Snap, then click Along Line.

Or, in the Object Snap toolbar, right-click the Along toolbar button. 2 At the Start of tracking line prompt, select a first point to specify the tracking line. 3 At the End of tracking line prompt, select a second point. The marker moves only along the line. 4 Click to enter a point on the line.

Note When selecting points during this sequence, you can use simple snaps (End, Near, Point, Mid, Cen,

Int, and Quad) for greater precision.

AlongParallel object snap

Track parallel to a line defined by two points.

Menu: Tools > Object Snap > Along Parallel

1 When a command is requesting a point, type AlongParallel. 2 At the Start of base line prompt, select a first point to specify the line you want to track parallel to. 3 At the End of base line prompt, select a second point. 4 At the Point for parallel tracking prompt, pick a point for the start of the parallel line. The marker moves only along the line. 5 Click to enter a point on the line.

Note When selecting points during this sequence, you can use simple snaps (End, Near, Point, Mid, Cen,

Int, and Quad) for greater precision.

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OnSrf object snap

Snap to a point on a surface.

Toolbar: Object Snap

1 When a command is requesting a point, from the Tools menu, click Object Snap, then click On Surface.

2 At the Click near the surface prompt, select the surface. The marker moves only along the surface. 3 Click to enter a point on the surface.

Note When selecting a point on the surface, you can use simple snaps, End, Near, Point, Mid, Center,

Intersection, and Knot, for greater precision.

ProjectOsnap

Project object snaps to the construction plane.

Toolbar: Object Snap

Menu: Tools > Object Snap > Project to CPlane

Or, Tools > Options

On the Modeling Aids tab, select Project to CPlane.

Status bar: Osnap Project

Osnap projection is toggled on or off. By default, it is off. When Osnap projection is on, and the cursor is over an object snap point, the marker projects to the

current construction plane with a white tracking line between it and the cursor. This can be toggled with a script" ! projectosnap on ! projectosnap off

Between

Snaps to a point midway between two points.

Menu: Tools > Object Snap > Between

OnCrv object snap

Snaps along a curve.

Menu: Tools > Object Snap > On Curve

OnCrv is similar to OnSrf, but works on curves. It constrains the marker to a selected curve. This is useful if the model is complex and Near osnap alone does not lock to the object you would like it to.

SnapToLocked

Sets the ability to snap to locked objects or objects on locked layers.

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Object properties

Object Properties, Object tab Name

Object names are stored in the Rhino 3DM file and exported to IGES, POV-Ray, and RenderMan RIB, and OBJ file export.

You can use SetObjectName to set the name of a selected object or a selected group of objects.

Layer

You can change layer the object is on by selecting a layer from the list. Layers can be created and their properties changed in the Layer dialog box.

You can also use ChangeLayer to change the layer the object is on.

Color

The color of the object can either inherit the color of its layer or be set individually.

Show surface isoparms

Surfaces are displayed in Rhino as wireframe curves. The wireframe consists of surface edge curves and isoparms.

You can turn off surface isoparms by clearing this checkbox. To change the default isoparm density for new objects, go to the Options dialog box, General tab.

Isoparm density

This options defines the number of isoparms Rhino draws on the surface.

The valid values are -1, 0, 1, 2, and the other positive integers.

Value Definition

-1 (Show surface isoparms unchecked) means no isoparms display.

0 Isoparms at surface knot locations.

1 One isoparm on knot-free spans, or just the knot isoparms.

2 One non-knot isoparm drawn between knot locations plus the knot isoparms

3 Two non-knot isoparms drawn between knot locations plus the knot isoparms

Match Properties

With this option you can change selected properties of objects to match the properties of a single object.

Information

Technical information about the command displays. The Properties dialog box displays information on the first 50 objects.

Other tabs Tabs may be added to this dialog box by a plug-in application such as a renderer.

Object Properties, Dimensions tab

Edit dimension properties.

Toolbar: Standard

Menu: Edit > Object Properties.

The tab acts the same as the dialog box for the EditDim command.

The angle brackets < > represent the dimension value. You can type additional text before or after the angle brackets, or you can eliminate the angle brackets.

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Object Properties, Light tab

Edit light object properties.

Toolbar: Standard

Menu: Edit > Object Properties.

If the object you are setting properties for is a light, this tab displays the properties for that light type.

State

Turns light on or off.

Color

Sets the color of the light. Setting the color to shades of gray dims the light.

Shadow Darkness

Sets the darkness of the shadow for spotlights.

Spotlight Hardness

This option defines the hardness of the spotlight edge. This option applies only when spotlights are selected.

From top left to bottom right, spotlight hardness ranging from 0 to 100 in steps of 25

Object Properties, Material tab

Edit object material properties.

Toolbar: Standard

Menu: Edit > Object Properties.

Assign By

Rendering properties can be assigned to layers, using a plug-in library, or to objects to be used with the basic Rhino renderer.

Layer

The object inherits the render material assigned to the layer. To change the material assignment of the layer, use the Edit Layers dialog box.

Plug-in

Render materials are assigned using the current rendering plug-in application.

Basic

Render materials are assigned to individual objects and are used by Rhino's built-in renderer.

Match

With this option you can change selected properties of objects to match the properties of another object.

Basic properties

If you select the Basic option for assigning render properties, you can set the color, finish, transparency, texture, and bump for use by the built-in Rhino renderer.

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Material

Assigns a rendering material to an object just like the SetObjectMaterial command.

Library

[This is not currently used by Rhino.]

Color

Rhino uses this color for rendering a surface, polysurface, or a polygon mesh. Change the render color by clicking the color swatch and choosing a color in the Select Color dialog box.

This option does not affect the color of the wireframe display. To change the color of the wireframe display, change the color of the layer the object is on or set the color on the Object tab.

Reflective Finish

With this option spotlight color highlights appear on the surface in the rendered image. Use the slider to adjust the highlight from matte to glossy.

Metallic

Sets the highlight color to match the color of the object.

Plastic

Sets the highlight color to white.

Transparency

This option adjusts the transparency of an object in the rendered image. Unlike more advanced renderers, in Rhino the shadow of a transparent object is always black.

From top left to bottom right, transparency ranging from 0 to 100 in steps of 25

Texture

This options defines the name of a bitmap file that will be mapped on the surface when you render the scene.

The only mapping method available in Rhino is called UV texture mapping.

Clear this option to remove the texture map.

The PackTextures and UnpackTextures commands determine how textures are mapped over polysurfaces.

Bump

This option defines the name of a bitmap file that will be mapped on the surface as a bump map when you render the scene.

The only mapping method available in Rhino is called UV texture mapping.

Clear this option to remove the bump map.

Object Properties, Text tab

Edit text properties.

Toolbar: Standard

Menu: Edit > Object Properties.

The tab acts the same as the dialog box for the EditText command.

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Options Annotation text is primarily used for printing, so the settings affect the printed size of your annotation text.

Font

Sets the font for the annotation text.

Scaled size

This is set by the Annotation Scale Factor setting in the Document Properties dialog box on the Dimension tab.

Annotation scale factor

This is set by the Annotation Scale Factor setting in the Document Properties dialog box on the Dimension tab.

Model size

The Scaled size times the Annotation scale factor.

Example If your units are inches, and you intend to print at 1/4 true size, set Annotation Scale factor to 4, and in the Print dialog box set the Rhino unit to 1 and set the scale to 0.25 inches. The text will be four times larger in Rhino (Model size) than it will be on paper (Scaled size).

When you place annotation text, you can choose the text size based on how big you want it to print or how big it should be relative to the other objects in your model. The two sizes update each other.

Options dialog box

Toolbar: Standard and Tools

Menu: Tools > Options

Options dialog box, Aliases tab

Toolbar: Standard and Tools

Menu: Tools > Options > Aliases tab

Command aliases are custom commands you can define to run Rhino commands or command scripts.

You can type command aliases just like normal Rhino commands. You can use them to create abbreviations for often used commands or command scripts. You can also use them to overwrite existing Rhino commands or to make Rhino share command names with another product.

Options Alias

The list of existing command aliases. Click New to create a new command alias and click Delete to delete the highlighted command alias.

Command string

Command alias definitions.

Note You can also Export and Import command aliases.

Options dialog box, Appearance tab

Toolbar: Standard and Tools

Menu: Tools > Options > Appearance tab

Options in the Appearance tab define the colors and visibility of Rhino display items.

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Options Colors

Command area

Sets the color of the command area background below the menus.

Command area text

Sets the color of the command area text.

Viewport background

Color of the working area background behind the grid lines.

Major grid line

Sets the color of major grid lines.

Minor grid line

Sets the color of minor grid lines.

X axis line

Sets the color of the x-axis on the construction plane.

Y axis line

Sets the color of the y-axis on the construction plane.

Selected objects

Sets the color of selected objects.

Locked objects

Sets the color of locked objects.

New layers

Sets the color of new layers.

Feedback

Sets the color of the feedback curves. One example of a feedback curve is the line you see when you drag objects.

Tracking

Sets the color of the tracking line. One example of a tracking line is the line you see when you use elevator mode.

Crosshairs

Sets the color of the crosshair cursor.

Show

Command area

Toggles the command area display.

Command area at top

Toggles whether the command area is above of below the viewports.

Crosshairs

Toggles crosshair cursor.

Menu

This option toggles the visibility of menus.

Status bar

Toggles the visibility of the status bar.

Viewport titles

Toggles the visibility of the viewport titles.

Main window title

Toggles the visibility of the main Rhino window title.

Command area

Height in lines

Sets the command area height in lines. Command area is the area below the menus that consist of the command prompt and the scrollable command history.

Font

Sets the font used in the command area and the command history window.

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Reset

Resets the values to what they were when the Options dialog box was opened.

Defaults

Restores the built in default values.

Options dialog box, Files tab

Toolbar: Standard and Tools

Menu: Tools > Options > Files tab

See also Autosave command.

Options Template files

Location

Defines the location of the template files.

AutoSave

Save every <x> minutes

Turns on the autosave feature and defines the save interval. When autosave activates, copy of the model you are working on is automatically saved to the Autosave file.

Autosave file

Defines the name and location of the autosave file.

Always save before

Sets a list of commands that will save the file before the command starts.

Options dialog box, General tab

Toolbar: Standard and Tools

Menu: Tools > Options > General tab

Options Mouse group select

You can force a window/crossing/combo selection any time by pressing the Alt key and dragging with the left mouse button. This lets you start your window/crossing very near object isoparms.

Combo

Window select by dragging a selection rectangle from left to right, and crossing select by dragging a selection rectangle from right to left.

Window Box

Always window selects unless you use SelCrossing command.

Crossing Box

Always crossing selects unless you use SelWindow command.

Popup Menu

When you right-click in the command area, or program your middle mouse button to display the popup menu, this menu displays at the cursor location. This menu contains a list of recently used commands and the commands you have entered as your favorites.

Number of items

The maximum number of items that appear in the most-recently-used command lists.

Favorites

Your favorite commands will always display in the popup menu at the top of the popup menu above the most-recently-used commands.

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Command lists

Startup

Defines a list of commands that run automatically when you start Rhino.

Don't Repeat

Defines a list of commands that do not repeat when you press Enter.

Undo

Min number of undos

Defines the minimum number of undo steps kept in the undo buffer. Rhino makes sure the minimum number of undo steps is always stored, regardless of the amount of memory used.

Max memory used

Defines the maximum size for the undo buffer in kilobytes. The actual size may be bigger if the minimum number of undo steps takes more memory.

Default surface isoparm density

Show surface isoparms

Surfaces are displayed in Rhino as wireframe curves. The wireframe consists of surface edge curves and isoparms.

You can turn off surface isoparms for new objects by clearing this checkbox.

Isoparm density

Defines the default surface isoparm density for new objects. By setting this to –1 you can tell Rhino not to draw isoparms on new surfaces.

The valid values are -1, 0, 1, 2, and the other positive integers.

Value Definition

-1 No isoparms display.

0 Isoparms at surface knot locations.

1 One isoparm on knot-free spans, or just the knot isoparms.

2 One non-knot isoparm drawn between knot locations plus the knot isoparms

3 Two non-knot isoparms drawn between knot locations plus the knot isoparms

Dragging

Drag selected objects only

Turns off instant "select and drag instantly." This forces you to select objects first and then click again to drag the selected objects.

Object drag threshold

Distance in pixels you have to drag objects on the screen before the drag initiates. Set to higher values for high resolution display. This helps prevent accidental dragging.

Point drag threshold

Distance in pixels you have to drag points on the screen before the drag initiates. Set to higher values for high resolution display. This helps prevent accidental dragging.

Middle mouse button

You can choose the action performed by clicking the middle mouse button on a three-button mouse.

Popup Menu

Pops two-part menu up at the cursor location. You can list your favorite commands in the top section. The bottom section is the list of most recent commands used. You can then click a command from the menu to use.

Popup Toolbar

Choose a toolbar to pop up at the cursor location. You can create a toolbar of mini-buttons of your favorite commands or object snaps to use as a popup toolbar.

Macro

You can enter a series of commands that run when you click the middle mouse button.

For example,

! ZoomExtentsAll SynchronizeViews ShadeAll

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Right mouse button

Delayed context menus

Delays the display of context menus on right mouse click. Click and hold to display the menu instead of displaying the menu immediately.

Options dialog box, Keyboard tab

Toolbar: Standard and Tools

Menu: Tools > Options > Keyboard tab

Command aliases are custom commands you can define to run Rhino commands or command scripts.

You can type command aliases just like normal Rhino commands. You can use them to create abbreviations for often used commands or command scripts. You can also use them to overwrite existing Rhino commands or to make Rhino share command names with another product.

Options Key

Available shortcut key combinations in Rhino.

Command string

Shortcut key definitions. See scripting tools for more information on the command string format.

Options dialog box, Modeling Aids tab

Toolbar: Standard and Tools

Menu: Tools > Options > Modeling Aids tab

Options Grid snap

Snap on

Turns on snap.

Shortcut: click the Snap pane on the status bar.

Shortcut: s

Ortho

Snap every <x> degrees

Turns on ortho and sets the ortho angle.

Planar mode

Planar mode on

Turns on planar mode.

Shortcut: p

Object snaps

Snap radius <x> pixels

Sets the object snap activation area radius in pixels. When the cursor is within this distance to the point to snap to, the marker jumps to the point to snap to.

Disable object snap

Temporarily suspends set object snaps. Shortcut: In Osnap dialog box, click Disable.

Project to CPlane

This option projects object snaps to the construction plane in the active viewport.

Snap to locked objects

Snaps work on locked objects and on objects on locked layers.

Use horizontal dialog box

Toggles between horizontal and vertical Object snap dialog box.

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Dynamic object snap display

Controls the appearance of the object snap label.

Black on white

Displays black lettering in a white box.

White on black

Displays white lettering in a black box.

None

Turns off dynamic object snap display.

Nudge Options Nudge steps in units

Nudge feature lets you move selected objects or points by small increments.

Nudge key alone

Defines the nudge increment of plain nudge keys in Rhino units.

Ctrl + nudge key

Defines the nudge increment when Ctrl is pressed with the nudge keys.

Shift + nudge key

Defines the nudge increment when Shift is pressed with the nudge keys.

Nudge keys and direction

Arrow keys

Arrow keys are used for the nudge keys.

Use PageUp and PageDown to nudge in the z- axis direction.

Use Alt+arrow keys to rotate a view.

Alt + arrow keys

With this option Alt+Arrow keys are used for the nudge keys.

Use Alt+PageUp and Alt+PageDown to nudge in the z- axis direction

Use CPlane axes

The nudge keys move the selected objects in relation to the construction plane axes in the active viewport.

Use world axes

The nudge keys move the selected objects in relation to the world axes.

Control Polygon Control polygon display

Control polygon is a dotted network of lines you see connecting control points when you turn on control points on curves and surfaces.

Display control polygon

Toggles the visibility of the control polygon.

Highlight control polygon

Toggles if the parts of the control polygon that are connected to selected points are highlighted or not.

Display density

Defines the dot spacing of the dotted lines in the control polygon in pixels.

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Trim and object snaps

Use apparent intersections

Objects are trimmed in relation to the view. They do not need to intersect in 3-D space. They only need to appear to intersect in the active viewport.

Options dialog box, RhinoScript tab

Sets script configuration.

Plug-in name: RhinoScript

File: Rhinoscript.rhp

Options General Options

Load when Rhino starts

Specifies whether or not RhinoScript should be loaded when Rhino is loaded. Otherwise, the plug-in is loaded when a Rhino script command for example, LoadScript or RunScript) is invoked.

Reinitialize when opening new models

Specifies whether or not RhinoScript will release all global subroutines, functions and variables from memory between modeling sessions.

Default text editor

Specifies the editor that is launched when you click the Edit button from the LoadScript dialog box.

Startup File Settings

Use a startup file

A file that is loaded (similar to running the LoadScript command) every time the Rhinoscript plug-in is loaded.

Startup File

The startup file name and path.

Note This command will not work unless the plug-in is loaded. See the PluginManager command.

Options dialog box, Shade tab

Toolbar: Standard and Tools

Menu: Tools > Options > Shade tab

Command ShadeOptions

These settings control the appearance of the OpenGL shade mode.

Options General

Background color

Click the color swatch to change the color of the viewport background.

Surface color

Click the color swatch to change the color used for shading when OpenGL is not selected. This is not the same as the layer or render color.

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Background and surface color set

Use OpenGL

OpenGL shading will be used for Shade, ShadeAll, FlatShade, FlatShadeAll.

Use wireframe color for objects

Uses the wireframe color for shading objects. (OpenGL shade only.)

Shade using wireframe color

Show

Curve objects

Displays curve and point objects. (OpenGL shade only.) Objects are displayed black unless the Use layer color for objects option is selected.

Wireframe

Displays the surface isoparms. (OpenGL shade only.)

Shade with wireframe turned on

Polygon mesh edges

Displays the edges of polygon mesh objects. (OpenGL shade only.)

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Shade with polygon mesh edges turned on

Grid

Displays the construction plane grid. (OpenGL shade only.)

Shade with grid turned on

Grid Axes

Displays the construction plane grid axes. (OpenGL shade only.)

Zebra and EMap

Windows 2000's default OpenGL drivers do not calculate environment mapping correctly, causing the EMap and Zebra commands to shade incorrectly.

Faster

Rhino uses the OpenGL driver to calculate environment maps and zebra stripes.

More reliable

Rhino uses it's own environment mapping functions. The default setting causes the EMap command to be slower on some computers, but will always work.

Note OpenGL drivers are often outdated. If OpenGL does not work for you even if you have a new OpenGL

card, see Troubleshooting OpenGL.

Options dialog box, View tab

Toolbar: Standard and Tools

Menu: Tools > Options > View tab

Options Pan

These options control keyboard pan behavior.

Screen fraction

When you pan with the keyboard, Rhino pans in steps. The pan step is defined as the screen fraction times the smaller viewport dimension in pixels.

Reverse keyboard action

By default, Rhino pans the camera in the direction of the arrow key pressed. Select this check box to make Rhino pan the scene instead.

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Right mouse button pan

Always pan parallel views

Sets parallel viewports so they will not rotate if the view is not looking straight at the construction plane.

Zoom

Scale factor

When you zoom with the keyboard or wheeled mouse, Rhino zooms in steps defined by the scale factor.

Only values between 0.01 and 0.99 are available for the scale factor. Large values zoom less, small values zoom more.

Rotate

These options control view rotation. Some options affect both keyboard and mouse rotation, some only the keyboard rotation.

Increment in divisions of a circle

When you rotate a view with the keyboard, Rhino rotates the view in steps. The default step is 1/60th of a circle, which equals six degrees.

Reverse keyboard action

By default, Rhino rotates the camera around the scene. Select this check box to make Rhino rotate the scene instead. Reversing keyboard pan and keyboard rotation to makes them in sync with the mouse controls.

Stop at poles

Select this check box to limit the vertical view rotation to 180 degrees. This limit does not apply when Rotating relative to the view is selected.

Trackball mode mouse rotation

By default the mouse rotation in the upper half of a viewport is opposite to the rotation in the bottom half. Select this check box to make the mouse rotation be the same in the whole viewport.

Trackball mode means the viewport is not split horizontally into two panes in which the rotation directions are reversed. With Trackball mode mouse rotation the rotation is always the same: right mouse button dragging left in the Perspective view always rotates the scene clockwise around positive world Z.

Rotate around world axes

This option makes the views rotate relative to the world axes. You can Tilt to rotate the view around the view depth axis.

Rotate relative to view

Makes the views rotate relative to the view.

Named views (Top, Front, …)

Named views set CPlane

When you change to a named view, the construction plane saved with that view is also reset.

Named views set projection

When you change to a named view, the viewport projection that is saved with the view is also reset.

Dynamic shade redraw

When you pan, zoom, or rotate a view, the scene is redrawn dynamically. With large models, the dynamic redraw can be very slow.

By default, to make sure the feedback is reasonably fast, Rhino cancels the redraw if necessary. Use these options to control the speed and responsiveness of the views.

Interrupt delay

Defines how long Rhino can spend drawing the shaded preview before the redraw is cancelled when you pan, zoom or rotate a shaded preview.

Dynamic wireframe redraw

Always interrupt redraw

Use this option if you are working on complex models or on a slow computer and you need the views to be more responsive.

With simple models this can cause unnecessary flicker.

Never interrupt redraw

Use this option if you are working on simple models or on a fast computer.

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Requested framerate

The number of frames per second Rhino will attempt to redraw when zooming or rotating a view.

SpaceMouse/SpaceBall

Set view rotation to Rotate relative to view when using a SpaceMouse or SpaceBall.

Rotation scale

Sensitivity of the 3-D controller. Smaller numbers make the puck more sensitive.

Translation scale

Sensitivity of the 3-D controller. Smaller numbers make the puck more sensitive.

Rotate plan parallel views

Swap pan and zoom

Allow tilt

Shade The shade commands create a monochrome preview image in one or more viewports. The more sophisticated Render shows shaded colors, highlights, spotlighting, shadows, and a backdrop image.

OpenGL Shading You can also set Rhino to use OpenGL shading. If you have an OpenGL accelerator card, this shading mode may be much faster.

To turn on OpenGL shading:

1 From the Tools menu, click Options. 2 On the Shade tab, click Use OpenGL.

Wireframe

Shade

OpenGL Shade

Note OpenGL drivers are often outdated. If OpenGL does not work for you even if you have a new OpenGL

card, see Troubleshooting OpenGL.

If the objects you are rendering are very complex, Rhino may be slow to shade them the first time. Rhino takes that time to calculate, from the smooth geometry, a hidden mesh that is used for the rendering. The next time you shade the same model, you will see improved performance.

Rhino needs adequate of RAM for shading in reasonable time. We recommend 32 megabytes as a good starting point.

If a strange cracks show between surfaces when you shade them, first try increasing the density of the render mesh on the Document Properties dialog box, Render Mesh tab. Also, some surfaces many need to be joined into polysurfaces. Then Rhino will mesh those surfaces so that the mesh vertices for each surface will be exactly shared along their common edge and there won't be any holes or cracking.

Render Render your model to see a realistic view. Choose between the quick render preview, and the color-and-shadows Render.

The rendering capability in Rhino may be adequate for your needs, for easy viewing of your model under various conditions. But Rhino is not designed to be a fully-featured renderer. For highest quality results, use the Export command your model to a separate rendering application.

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Render preview

Render

The Render command produces a color rendering in a separate display window, of the view in the active viewport.

Change render options on the Document Properties dialog box, Render tab.

Add spotlights creates spotlights that are used for full rendering.

The PictureFrame command lets you draw a rectangular plane with a bitmap attached that will full-render as a backdrop.

Render with curves displayed enables rendering the wireframe view lines as well as the full render shading. Tries to exclude the hidden lines.

Preview render produces a dynamically moveable quick preview in the viewports using OpenGL display.

Note If the objects you are rendering are very complex, Rhino may be slow to shade or render them the

first time. Rhino takes that time to calculate, from the smooth geometry, a hidden mesh that is used for the rendering. The next time you render the same model, you will see improved performance.

Rhino needs adequate of RAM for rendering in reasonable time. We recommend 32 megabytes as a good starting point.

If a strange cracks show between surfaces when you shade them, first try increasing the density of the render mesh on the Document Properties dialog box, Render Mesh tab. Also, some surfaces many need to be joined into polysurfaces. Then Rhino will mesh those surfaces so that the mesh vertices for each surface will be exactly shared along their common edge and there won't be any holes or cracking.

In some situations, you may see moiré patterns in the renderings. They are the result of the shadowing methods used in Rhino's renderer: the objects are shadowing themselves. The first solution to this is to increase the shadow map size on the Document Properties dialog box, Rhino Render tab. Also if you increase the Shadow offset value to 1.0 or 1.5, the patterns may probably disappear.

You can type PictureFrame to make a plane with an image attached to it. When you draw the plane, it also keeps the plane to be in the same aspect ratio of the image, so it won't be deformed. It draws the plane to be vertical with respect to the construction plane.

Troubleshoot rendering There are some problems that can crop up in rendering, and there are various settings that you can change to work around those problems.

Jagged spotlight edges and self- shadowing Jagged spotlight edges look like strange rectangles near the edges of the shadows.

Self- shadowing makes an object look like it has some black spots on it, which might appear in waves. It can sometimes look like dirt or acne of some sort.

Jagged shadows and self-shadowing.

The most common cause of these problems is a very squat and wide spotlight that is casting light out into a large area even though all the objects in the scene are use a small area in the model.

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The cause—the light is too big.

If you make such spotlights more focused only on the area to be illuminated. That will usually solve the problem.

Change the size of the light.

Correct shadow.

If the problems still persist, you can change some values in the Document Properties dialog box on the Rhino Render tab.

Increasing Map size will make Rhino use more memory to calculate shadows. This will help to reduce the jagged shadow edges, but can also consume a lot of memory if you set it too high.

Shadow offset controls how far Rhino will pull a point towards the light’s origin point before it tests if the point is in shadow or not. If you’re getting self- shadowing effects, you can increase this number slightly to get rid of them. If you increase it too much, there will be areas that will be illuminated that should have been in shadow.

If you are creating objects that are very small or very large, adjust this value to some fraction of the scale that you’re working on to make the shadows work very well.

Self-shadowing artifacts.

The scale of the objects is very large.

Jagged objects Another possible problem with rendering is jagged looking objects that should be smooth. This is because Rhino converts all NURBS objects into polygon meshes before rendering them. Sometimes the conversion

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doesn’t use enough polygons, which can make the individual polygons distinguishable, and since the polygons are flat, they look jagged.

Change the settings in the in the Document Properties dialog box on the Render Mesh tab to set the Render mesh to Smooth & slower.

Troubleshoot OpenGL

OpenGL Hardware The most common problem with OpenGL is outdated drivers.

Even if you got the card last week, you may not have the current drivers.

To update your OpenGL drivers, Visit the web site of your hardware vendor, and download the latest drivers.

If this does not fix the problem, and the computer running Rhino has Windows 95, please read section the next section, Windows 95. Otherwise, contact Rhino Technical Support.

Windows 95

To fix OpenGL problems in Windows 95:

1 Open Windows Explorer. 2 Open the OpenGL\Win95 folder inside the Rhino installation folder (probably C:\Program

Files\Rhinoceros\OpenGL\Win95) 3 Copy OpenGL32.dll and Glu32.dll from this folder into the Rhino installation folder (probably

C:\Program Files\Rhinoceros). 4 Start Rhino.

Windows NT Windows NT ships with stable OpenGL drivers that vary depending on the NT Service Pack that is installed.

To update Windows NT drivers, download the latest Windows NT Service Pack, available from Microsoft at www.microsoft.com/windows/downloads/winntw.asp.

Layers Layers are a way of grouping objects so you can manipulate them all or keep track of them in some way. When objects are on a layer, you can turn them all off at once, change the color of the wire frame, select them all with one selection. This helps you organize your model. For example, if you were working on a human figure, you might have all the parts that are going to be skin colored on one layer and the clothing parts on others. This way you can turn off the clothing layers and just work on the skin parts when you are applying textures. Or you can organize your parts a different way. Using layers is very flexible because you can decide how you want the parts organized.

The layer dialog box gives you tools for managing the layers in your model.

Toolbar: Standard and Layer

To set columns

Click the column heading button to change the sort order of the column.

Right-click the column heading buttons to change the visibility and display order of all the columns or the sort order of an individual column.

To set the column width, drag the column heading or set the width in the Columns dialog.

Columns Current

A check indicates current layer.

Name

Layer name.

On

Status of layer. On indicates the layer is visible and you can edit objects on this layer.

Off

Status of layer. Off indicates the layer is not visible and you cannot edit objects on this layer.

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Lock

Status of layer. Lock indicates the layer is visible but you cannot edit objects on this layer. You can snap to objects on this layer.

Color

The color assigned to objects on this layer by default. Change the display color of individual objects with the Properties command.

Material

The material assigned to objects on this layer by default. Change the material of individual objects with the Properties command.

Material Library

The material library assigned to objects on this layer by default. Change the material library of individual objects with the Properties command.

Layer materials You can apply a render material to all objects on a layer.

Assign By Rendering properties can be assigned to layers using a plug-in library or with the basic Rhino renderer.

Plug-in

Render materials are assigned using the current rendering plug-in application.

Basic

Render materials are assigned to individual objects and are used by Rhino's built-in renderer.

Match

With this option you can change selected properties of objects to match the properties of another object.

Basic properties If you select the Basic option for assigning render properties, you can set the color, finish, transparency, texture, and bump for use by the built-in Rhino renderer.

Material

Assigns a rendering material to an object just like the SetObjectMaterial command.

Library

[Rhino does not use this at this time.]

Color

Rhino uses this color for rendering a surface, polysurface, or a polygon mesh. Change the render color by clicking the color swatch and choosing a color in the Select Color dialog box.

This option does not affect the color of the wireframe display. To change the color of the wireframe display, change the color of the layer the object is on or set the color on the Object tab.

Reflective Finish

With this option spotlight color highlights appear on the surface in the rendered image. Use the slider to adjust the highlight from matte to glossy.

Metallic

Sets the highlight color to match the color of the object.

Plastic

Sets the highlight color to white.

Transparency

This option adjusts the transparency of an object in the rendered image. Unlike more advanced renderers, in Rhino the shadow of a transparent object is always black.

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From top left to bottom right, transparency ranging from 0 to 100 in steps of 25

Texture

This options defines the name of a bitmap file that will be mapped on the surface when you render the scene.

The only mapping method available in Rhino is called UV texture mapping.

Clear this option to remove the texture map.

Bump

This option defines the name of a bitmap file that will be mapped on the surface as a bump map when you render the scene.

The only mapping method available in Rhino is called UV texture mapping.

Clear this option to remove the bump map.

Select Layers In the Edit Layers dialog box, select layers the same way you select files in Windows Explorer. You can also drag over a list of layers to select them.

You can select all layers, select a set of layers, and Invert the selection.

If you don't remember the layer names, but know which objects are on the layers you want to select, click By Object and select the layers by picking objects in the model. The Edit Layers dialog box reappears with the corresponding layers selected.

Create a new layer

Toolbar: Standard and Layer

Menu: Edit > Layers > Edit Layers

Status bar: Right click Layer pane on the status bar.

In the Layer dialog box, click New.

Note The layer names "hidden" and "locked" are reserved for internal use by Rhino. You cannot create new

layers with these names.

Rename a layer

Toolbar: Standard and Layer

Menu: Edit > Layers > Edit Layers

Status bar: Right click Layer pane on the status bar.

In the Edit Layers dialog box, select the name on the list, type a new name and press Enter.

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Change the color of a layer

Toolbar: Standard and Layer

Menu: Edit > Layers > Edit Layers

Status bar: Right click the Layer pane.

1 In the Edit Layers dialog box, click the color column of the layer you want to change. 2 In the Select Color dialog box, select a color for the layer.

Note Objects are displayed in the color of the layer they are on. The layer color affects only the wireframe

display and not the color used for rendering.

Delete a layer

Toolbar: Standard and Layer

Menu: Edit > Layers > Edit Layers

Status bar: Right click the Layer pane.

1 In the Edit Layers dialog box, from the list select the layers you want to delete. 2 Click Delete.

Filter the layer display list

Toolbar: Standard and Layer

Menu: Edit > Layers > Edit Layers

Status bar: Right click the Layer pane.

In the Show box, click a filter option. When a model has a large number of layers, the list of layers in the Edit Layers dialog box may get difficult to manage. Layer filters allow you to adjust the visibility of the layers in the dialog box.

Options All Layers

Displays all layers in the model.

On Layers

Displays only those layers that are on.

Off Layers

Displays only those layers that are off.

Locked Layers

Displays only locked layers.

Layers with Objects

Displays only layers that contain objects.

Empty Layers

Displays only layers that contain no objects.

To delete empty layers, use the Empty Layers filter, select all the displayed layers and delete.

Selected Layers

Shows only the layers you have selected in the layer list.

Filtered Layers

Allows a custom filter

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To filter layers:

1 In the Show box, click Filtered Layers. In many cases you can use the predefined filters in the Show box and do not need to define a custom

filter. 2 In the Show Filtered Layers dialog box, set the desired filter options.

3 In the Show layers that match box, type a string of characters to match the layer name to. You can

include wildcard characters: * = match zero or more characters ? = exactly one character # = exactly one numeric (0-9) character & = exactly one alpha (a-z, A-Z) character 4 Set the layer attributes to match (on, off, or locked, and whether or not there are objects on the

layer).

Filter examples:

To show all layers that are on or locked, set the Show Filtered Layers dialog box like this:

To show all layers that start with "part 1," are on or locked, and have objects on them (useful for selecting all visible layers that contain objects and match a certain word), set the Show Filtered Layers dialog box like this:

Surfaces through a sequence of curves When you want to create a surface that passes through a sequence of shape curves, use the command that requires the least amount input to generate the surface you desire. A list of possible commands is:

Extrude Loft, with Straight sections style ExtrudeAlongCrv Loft with Loose style Loft with Normal style

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Sweep1 (1-rail sweep ) Sweep2 (2-rail sweep )

If two of these commands generate acceptable geometry, then use the one closest to the top of the list.

If you are after a flag-like surface, then ExtrudeAlongCrv is probably the best bet. If ExtrudeAlongCrv with a path curve doesn't quite work, then you may want to try making the surface from four edge curves using EdgeSrf.

The Loft command with straight sections style creates a ruled surface. A ruled surface has creases at shape curves and straight lines connecting the shapes. If you are after a tent-like, stair-like, or accordion bellows-like surface, then use a ruled surface.

The Loft command with normal style creates a smooth surface with no creases as it passes over the shape curves. If you are trying to create a smooth surface through a list of cross-sections, then try Loft.

If you use loft and can't get the edges of the resulting surface to go where you want them, try adding a few more cross sections. If this doesn't help, then try using Sweep1 or Sweep2, depending on whither it is easier for you to come up with a spine-like curve or the two desired edge curves.

If you are creating closed lofts/sweeps or you have three or more shape curves, then the surface created by loft will, generally, be more amenable to editing than the surface created by Sweep1 or Sweep2.

As far as meshing and rendering are concerned there is no reason to prefer Loft over Sweep1 and Sweep2.

Think of each curve you select in Loft, Sweep1, and Sweep2 as a requirement you are placing on the resulting surface. The basic guiding principal to keep in mind is that the more requirements you place on a surface, the harder it becomes to generate surface that is smooth and which meets your requirements.

Rules, Lofts, Sweeps, Revolves All surface creation commands in Rhino result in the same object: a NURBS surface. The various methods for creating NURBS surfaces only exist to let you choose the method that suits your immediate needs.

A loft with straight sections is the same as a ruled surface. This surface has creases at the shape curves and straight segments connecting the shapes.

Loft with straight sections

A lofted surface has no creases. The surface is smooth. Lofted surfaces can be easily edited and look best when rendered.

Lofted surface

If you find yourself adding lots of extra shape curves to get the surface to make the shape you want, you might want to use Sweep1 instead. The rail curve directs the surface along it.

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One-rail sweep

If you are having trouble getting the edges of a loft or one-rail sweep to go where you want, use a Sweep2. The two-rail sweep lets you select the surface's edges.

Two-rail sweep

Revolve a curve around an axis to create a surface.

Revolved surface

Rail revolve creates a surface by sweeping one end of a profile curve along a shape curve, while keeping the other end fixed.

Rail Revolved Surface

Note If surfaces from closed curves become twisted you might have to use Flip to change the direction of

some of the curves before lofting. If you have a several of closed curves, some of which are oriented clockwise and some counter-clockwise, the surface will twist.

If surfaces are twisted with open curves, you need to consistently pick one end of the cross section curves. Don't pick on one side of one curve and then select another curve by picking on the opposite side. It matters where you click on the curve when you are picking it.

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You don't need to worry about the point order or point count. Rhino can loft between curves that have different numbers of points.

All surface creation commands in Rhino result in the same object: a NURBS surface. The various methods for creating NURBS surfaces only exist to let you choose the method that suits your immediate needs.

Troubleshoot fillets and chamfers Rhino's ability to fillet and chamfer objects is limited by its underlying mathematics library. This topic tries to clarify some of the problems and strategies for working around the problems.

Filleting Surfaces A rolling-ball fillet is defined by a collection of circular arcs of a fixed radius. The centers of the arcs lie on a curve called the center curve, which is found by offsetting the two surfaces by a distance equal to the fillet radius, then intersecting the resulting surfaces. The endpoints of the arcs lie on a pair of curves called the rails.

For a given radius, there can be many fillet surfaces associated with a pair of surfaces. Since there are two choices of offset direction for each surface, there are four ways to fillet.

For each of these four ways, the intersection of the offsets can have one, several, or no curves.

Picking

The line segment between the pick locations on the two surfaces determines which fillet or fillets are created. The surfaces will be offset in the combination of directions such that the center curve, and thus the fillet, will be on the same side of the surfaces as the segment.

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As mentioned, for this choice of sides, there may be several fillet pieces. These pieces can be grouped into connected components. FilletSrf will build the one closest to the segment and any others that are in its connected component.

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Trim Option

There are three choices for this option. No, yes, and split. If yes, the surfaces are trimmed by the rails and the parts behind the fillets are discarded. If split, then the surfaces are split by the rails and all parts remain. If no, then the surfaces are left intact.

Extend Option

A fillet exists only where the circular arcs touch both surfaces. Because of this, the rails may not extend to the surface boundaries. When that is the case, the surfaces cannot be trimmed by the rails. When Extend = yes, the fillet is extended to the boundary where possible.

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Even if two surfaces do not intersect, their offsets may intersect, and a fillet will exist.

If two surfaces are tangent, then no fillets will be created.

Fillet radius has to be small enough so that the offset surfaces do not self-intersect along the rails. Otherwise the fillet will be a mess.

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Chamfering Surfaces ChamferSrf command. Everything is the same as filleting surfaces, except cross-sections are lines, rather than arcs.

Filleting Edges Pick any combination of mated edges of a polysurface. FilletEdge will build the fillet surfaces that are closest to the picked edges, and will fill in the corners with a reasonable surface where possible.

If some fillets that should have been built weren't, or if the connections among fillets at a corner could not be established, all fillets and corner patches that could be built will show up as surfaces separate from the original polysurface. Otherwise, everything will be integrated into a single polysurface. Always use the ShowNakedEdges command after FilletEdge to see if everything is joined properly.

If the surfaces on either side of an edge are tangent, no fillet will be created.

Fillets across seams of closed surfaces, or fillets of closed edges can sometimes be done more reliably with FilletSrf.

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In general, if more than three edges meet at a vertex, no corner patch will be attempted. The result will have a hole at the corner. The one exception is if all edges meeting at the vertex are chosen, and all fillets are on the same side of the polysurface. In this case, a spherical patch will be made, but it may not fit.

FilletEdge has the same restrictions on radius size as FilletSrf.

When filleting edges of the same polysurface with different radii, it is usually best to do those with larger radius before those with smaller.

Trim and Join Trimming a surface or polysurface with another object. Polysurface or surface with polysurface or surface.

If one is a polysurface, then this is similar to a Boolean operation and has the same pitfalls.

If both are single surfaces, then the procedure is to intersect the surfaces and trim with the intersection curves. So all the problems associated with trimming with a curve apply. Additionally, overlapping or tangent surfaces and edges of one surface on the other will cause problems.

Polysurface with curve

Not handled unless single surface. Do each surface individually.

Surface with curve

If the curve is not on the surface, it is projected.

Once we have a curve on the surface, the problems are:

Curve passes near a singularity.

Curve passes through a singularity but is not an isoparm.

Curve crosses seam of a closed surface, especially if the curve is nearly parallel to the seam.

Joining Surfaces

Most joining problems occur when attempting to join several surfaces and some edge that is to be joined is close in length to the joining tolerance. The picking order can make the difference. Pick the surfaces with matching corners first.

When joining A, B and C, do not pick A and B first. If you do, the lower left corner of B will be snapped to the lower right corner of A. Often, joining A to C, then the result to B will work. In this case, it doesn't, because the short edge of C is too short for the joiner to recognize. You can force it to work by calling JoinEdge to join the short edge of C to A.

Troubleshoot Booleans Rhino Booleans can fail for a number of reasons:

Normals not pointing the way you expect.

control points stack up at intersection of the two objects.

Objects have overlapping surface areas.

Surface Normals

All surfaces have a normal, which is a direction that points toward the side that you can think of as "outside" or "up." For closed polysurfaces or single surface solids, the normal always points "out" like you would expect. However, on an open surface or polysurface, the direction of the normal is arbitrary.

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Sphere with normal direction displayed

Polysurface with normal direction displayed

Polysurface with normal direction flipped

The Boolean operations use the surface normal to determine which parts to keep and which to throw away. When you attempt a Boolean Difference and instead you get a Union, or visa versa, this is because the objects have normals that are reversed from what you expect.

You can examine and change the direction of the surface normal with the Dir command.

Boolean operations tend to not work well if the objects have overlapping surface areas or only touch each other at a point or along edges. For success using the Booleans, the objects should push all the way through one another and not be tangent.

Rhino Boolean operations only work on NURBS objects, not mesh objects. Objects imported from a mesh modeler will not Boolean.

Coincident Control Points

Coincident control points occur when the control points at the edge of a surface are at the same location. This occurs in Rhino naturally at the tip of a cone or the pole of a sphere or a three-sided plane. You can also move control points to the same location. This point is also called a singularity.

When a singularity point like this is located at the intersection of two objects you want to Boolean, the operation can fail.

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The cone has coincident control points at the tip

Overlapping Surface Area

Overlapping surface areas occur when two surfaces share the same area. In this example, the two boxes are just touching along one side. The objects will Union, but Difference, and Intersection do not work.

The boxes have overlapping surface areas

What To Do

If your objects won't Boolean, you can use other techniques to get the results you want.

In this example, the point of the cone is exactly at the corner of the box. This is one of the situations that can cause the Booleans to fail.

Instead of using Boolean operations in this case, create curves that represent the intersection of the two surfaces. Use this curve to Trim and/or Split to create the parts and then Join them back together.

To create intersection curves:

1 From the Curve menu, click From Objects, and then click Intersection. 2 At the Select object for intersection prompt, select one object. In this example, we chose the cone first. 3 At the Select object to intersect prompt, select the second object. In this example, there are three possible intersection curves. Depending on the order the objects are

selected, the Intersect command may give different results.

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Three possible results of Intersection command

If you select the objects first and then run the Intersect command, you would expect to get all three curves, but for the same reason the Boolean failed, this may not happen. To get all the possible curves, you might have to run the Intersect command more than once and select the objects in a different order.

You may not need all the possible curves to be able to trim or split the objects, however. In some cases you may have to extend the curves to reach the edges of the surfaces. Rhino has a

command for this: ExtendCrvOnSrf.

Explode or Extract the Surfaces to Trim

You cannot Trim or Split a polysurface with a curve. Therefore, if your objects are polysurfaces, you will have to either Explode the polysurface into individual surfaces or ExtractSrf the individual surfaces. If your objects are very complex, you will probably want to use ExtractSrf so you won't have as many surfaces to Join back together later.

In our simple example, the cone contains only two surfaces anyway, so we will Explode it. The box has six surfaces and we only need to deal with two of them, so we will ExtractSrf those two surfaces.

We are going to use this curve for our cutting object

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To prepare the polysurfaces:

1 Select the cone. 2 Explode the cone. 3 From the Solid menu, click Extract Surface. 4 At the Select surfaces to extract prompt, select the two faces of the box as shown below.

Surfaces to extract

5 Hide the box parts temporarily.

To remove the unnecessary parts of the cone:

1 Explode the curve and Hide the two parts at the bottom.

Hide everything except the cone and the two curves shown

2 From the Edit menu, click Split. 3 At the Select object to split prompt, select the cone. 4 At the Select cutting objects prompt, use a window section to select the two curves and press

Enter. 5 Delete the small wedge of the cone.

The split cone

6 Show all the parts 7 Repeat this procedure using the bottom of the cone and the two lines.

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The split cone base

To remove the parts of the box sides:

Because the box faces are simple surfaces, you can use Trim instead of Split to cut and remove the parts in one step.

1 From the Edit menu, click Trim. 2 At the Select cutting edges ( Options ) prompt, select the two curves. 3 At the Select object to trim ( Options ) prompt, select the face of the box in the area you want to

remove.

The trimmed box faces

4 Show all the parts. 5 Use the Join command to join all the parts together.

The surfaces are joined to form a solid

Boolean programming code All three Booleans, union, intersection, difference, go through the same code. Remember those formulas from high school … A intersect B = ~(~A union ~B), A – B = A intersect ~B, where ~ is the set theoretical complement, and is achieved by flipping the normals. So, all comments refer to any Boolean operation, and the intersection of two polysurfaces will mean the intersection as surfaces.

Will not work if:

Polysurfaces do not completely cut through each other. This can only happen if at least one of the polysurfaces is not a solid. In this case, the curves of intersection do not form closed loops.

The intersection involves a surface singularity from one polysurface and an edge from the other.

The intersection involves a surface singularity from one polysurface and the surfaces are tangent or overlapping.

The intersection involves isolated points.

There is no intersection, for example if one solid is completely contained in another.

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The polysurfaces are tangent at some point or curve which is not on an edge, and the surfaces involved are not special case surfaces such as spheres, cylinders, planes, etc.

Two surfaces have both regions of overlap and curves of intersection.

May not work if:

Intersection is close to a singularity.

Surfaces overlap, especially if edges of overlapping surfaces also overlap.

Surfaces within a polysurface that share an edge do not meet within a reasonable tolerance.

Surfaces are tangent at part of the intersection.

Expected behavior that may seem strange to the uninitiated:

If surfaces partially overlap, then the order of picking has an effect on the appearance of the output faces, but not on the overall shape of the polysurface.

For a polysurface that is not a solid, the outside is the side to which the normals point. To understand the results, one must imagine this polysurface as part of a larger solid which encloses a volume on the side opposite the normals of the polysurface.

Edit the Rhino.ini file Some settings can only be changed by editing the Rhino.ini file.

To edit the Rhino.ini file:

1 Exit Rhino.

2 In Windows Explorer, find the folder where Rhino is installed. By default the folder is C:\Program Files\Rhinoceros.

3 Double-click Rhino.ini to open it for editing. 4 Find the setting you want to change. 5 Change the setting and save the changes to the Rhino.ini. 6 Exit Rhino.ini and restart Rhino.

Toolbars

Close a toolbar Menu: Tools > Toolbar Layout

In the Toolbars dialog box, clear the checkbox for the toolbar.

Note A floating toolbar can also be hidden by clicking on the small rectangle at the upper left end of the

title bar.

HideToolbar

Hide a toolbar.

At the Name of toolbar to hide? prompt, enter the name of a toolbar that is displayed on the screen.

The toolbar name shows in the title bar of toolbar only when the toolbar is not docked against a side of the Rhino graphics display. Drag a docked toolbar to display its title bar.

Open a toolbar Menu: Tools > Toolbar Layout

In the Toolbars dialog box, select the check box for the toolbar.

ShowToolbar

Show a toolbar.

At the Name of toolbar to show? prompt, enter the name of a hidden toolbar of the current toolbar layout.

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The toolbar appears. Use the Toolbar command to view the list of toolbars in the toolbar layout.

ToggleToolbar

Toggle the display of a toolbar.

At the Name of toolbar to toggle? prompt, enter the name of a toolbar of the current toolbar layout.

The toolbar appears or hides. Use the Toolbar command to view the list of toolbars in the toolbar layout.

Move a toolbar Drag the title bar of the toolbar.

The toolbar moves to a new position, which can be on or off the Rhino window.

Note If the toolbar is docked against a side of the Rhino graphics area, it has no title bar. Drag the narrow

blank area at the top or the left of the docked toolbar to undock it. The title bar appears.

Dock a toolbar 1 Drag the title bar of the toolbar to the edge of the Rhino graphics area, until the preview frame of it

changes shape. 2 Release the mouse button to dock the toolbar. The toolbar reshapes, loses its title bar, and is docked.

Note To prevent a toolbar from docking when dragged near viewport edges, press and hold Ctrl while you

drag the toolbar.

This is a setting in the Rhino.ini file. You can reverse the Ctrl key behavior by changing the setting:

DockingToolbars=y

to

DockingToolbars=n

Toolbars are always one button high when docked at the top and bottom of the Rhino graphics area, and two buttons wide when docked on the sides of the Rhino graphics area.

Float a toolbar 1 Drag the small blank area at the top or left of a docked toolbar. 2 Release the mouse button to place the toolbar. The title bar appears on the toolbar.

Note To prevent a toolbar from docking when floated near viewport edges, press and hold Ctrl while you

drag the toolbar.

Reshape a toolbar Drag the border of a floating toolbar to change it to a different shape.

Note Toolbars are always one button high when docked at the top and bottom of the Rhino graphics area,

and two buttons wide when docked on the sides of the Rhino graphics area.

Rename a toolbar Menu: Tools > Toolbar Layout

1 In the Toolbars dialog box, right-click the toolbar name in the list, and click Properties. Or, select the toolbar, and from the Toolbar menu, click Properties. 2 In the Toolbar Properties dialog box, type the new name.

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The new name appears in the toolbar name list.

Import a toolbar from another layout file Menu: Tools > Toolbar Layout

1 In the Toolbars dialog box, right-click the toolbar name in the list, and click Import Toolbar. Or, select the toolbar, and from the Toolbar menu, click Import. 2 In the Import Toolbox from Workspace dialog box, enter the name of the workspace file that

contains the toolbar. 3 Click Open. 4 In the Import Toolbars dialog box, select the toolbars to import. 5 Click Import. The names of the imported toolbars are added to the list in the Toolbars dialog box.

Change toolbar name or button size Menu: Tools > Toolbar Layout

1 In the Toolbars dialog box, right-click the toolbar name in the list, and click Properties. Or, select the toolbar, and from the Toolbar menu, click Properties. 2 In the Toolbar Properties dialog box, enter a new name for the toolbar and select a button size.

Create a new toolbar Menu: Tools > Toolbar Layout

1 In the Toolbars dialog box, right-click the toolbar name in the list, and click New Toolbar. Or, select the toolbar, and from the Toolbar menu, click New. 2 In the Toolbar Properties dialog box, enter a name for the toolbar and select a button size. The new toolbar name is added to the list in the Toolbars dialog box.

Delete a toolbar Menu: Tools > Toolbar Layout

In the Toolbars dialog box, right-click the toolbar name in the list, and click Delete Toolbar. Or, select the toolbar, and from the Toolbar menu, click Delete. The toolbar is permanently removed from the toolbar layout, and will not be present in a workspace

file if the toolbar layout is saved.

Create a flyout toolbar 1 Open the toolbar that will contain the link button. 2 Open the toolbar that will be linked from it. 3 Press and hold Ctrl. Place your cursor over a button in the second toolbar, the word "LINK" appears in a white box above

the cursor. 4 Use the right mouse button to drag the button to the first toolbar, and drop in the desired position. The button you dragged appears duplicated in the first toolbar, but with the link symbol of the white

triangle in its corner.

Note The toolbar button size is set in the toolbar definition. If you link a different sized toolbar button into a

toolbar, it will distort the bitmap icon.

Flyout a toolbar 1 Move the cursor to the link button, which has the white triangle in the corner. 2 Hold down a mouse button for a moment. The linked toolbar appears. Or, click both mouse buttons simultaneously to flyout the linked toolbar without a delay. 3 Release the mouse button. The linked toolbar appears.

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Hide a flyout toolbar Click anywhere away from the cascaded toolbar.

The linked toolbar vanishes.

Tear off a flyout toolbar 1 Move the cursor to the link button. 2 Hold down a mouse button for a moment. 3 Release the mouse button. Or, click both mouse buttons simultaneously. The toolbar appears. 4 Drag the title bar of the toolbar to a new position on the screen. The toolbar is floating.

Manage toolbar buttons

Move a toolbar button 1 Move the cursor over the toolbar button. 2 Press and hold Shift. The word "MOVE" appears in a white box above the cursor. 3 Use the left mouse button to drag the toolbar button to a different toolbar, or to a different position in

the same toolbar. The buttons rearrange.

Delete a toolbar button 1 Move the cursor over the toolbar button. 2 Press and hold Shift. When you pass your cursor over a toolbar button, the word "MOVE" appears in a white box above the

cursor. 3 Use the left mouse button to drag the toolbar button outside the toolbars and drop The remaining buttons rearrange.

Copy a toolbar button 1 Move the cursor over the toolbar button. 2 Press and hold Ctrl. The word "COPY" appears in a white box above the cursor. 3 Use the left mouse button and drag the button to another location in the same toolbar or to a

different toolbar.

Note Toolbar button size is set by the Properties option of the Toolbar command. If you copy a different

sized toolbar button into a toolbar, it will distort the bitmap icon.

Create a floating flyout button If you use many different commands in a linked toolbar, you might want the icon of the last button

you used to be the button icon that appears on the link button. 1 Move the cursor over a link button. 2 Press and hold Shift, and click the right mouse button. 3 In the Edit Toolbar Button dialog box, select Float to Top to make the link button float. The link button will show the last button used from the linked toolbar.

Note If you normally use one button in a linked toolbar and rarely use the others, you probably want the

one you used most to always appear on the link button. In this case, clear Float to Top.

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Unlink a flyout toolbar 1 Move the cursor over the linked button. 2 Press and hold Shift. The word "MOVE" appears in a white box above the cursor. 3 Use the left mouse button to drag the linked button outside the toolbar. 4 Release the left mouse button. 5 In the Delete Button dialog box, click OK.

Customize toolbar buttons The Edit Toolbar Button dialog box lets you create new or change Rhino toolbar buttons. You can change the ToolTip, the left and right mouse buttons commands, and the bitmap icon.

Create a new toolbar button Menu: Tools > Toolbar Layout

1 In the Toolbars dialog box, right-click the toolbar name in the list, and click Add Button. Or, select the toolbar, and from the Toolbar menu, click Add Button. 2 Click Close. A blank button is added to the toolbar.

Change the toolbar button tooltip 1 Move the cursor over a toolbar button. 2 Press and hold Shift, and click the right mouse button. 3 In the Edit Toolbar Button dialog box, type text in the ToolTip box.

Note Separate left and right mouse functions in the ToolTip with a vertical bar, for example: Zoom In |

Out.

Programming the toolbar button functions 1 Move the cursor over a toolbar button. 2 Press and hold Shift, and click the right mouse button. 3 In the Edit Toolbar Button dialog box, type text in the ToolTip box. 4 Type a command in the Left mouse button command and/or Right mouse button command

boxes.

Note Place an exclamation point and a space (! ) to cancel the previous command.

If you don't know what to enter, pick the commands from the menu or toolbars. Press F2 to view the command history. Highlight and copy the command sequence and paste it into the mouse button command box.

Customize toolbar button bitmap icons The Edit Bitmap dialog box lets you create icons for your toolbar buttons. You can clear the image, draw with the paint tools, capture a portion of the screen, or import a bitmap created with a paint program.

Area Button image

Upper right square showing your icon in its actual size. The icon on new toolbar buttons is a plain gray background.

Drawing area

Enlarged view of your bitmap. Use this area to edit your bitmap.

Line drawing tool

Draws a straight line.

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Paint can tool

Fills a single-color area with the selected color.

Palette

Squares with the colors you can use in your bitmap icon. The two squares above the palette show the colors loaded into your left and right mouse buttons.

Pencil tool

Edits the bitmap icon pixel by pixel.

Note You can shift the image left, right, up, and down using the keyboard arrow keys.

This is the time to set the toolbar button size. It is not a good idea to change the size after you have the bitmap created with the Toolbar Properties, as changing the size at that time distorts the bitmap image.

Clear the bitmap image 1 Move the cursor over a toolbar button. 2 Press and hold Shift, and click the right mouse button. 3 In the Edit Toolbar Button dialog box, click Edit Bitmap. 4 In the Edit Bitmap dialog box, from the Edit menu, click Clear, then OK. The button image is blank in the Edit Toolbar Button dialog box. Warning: If you click OK the former button image is no longer in the toolbar layout, the button is

blank.

Draw or edit a bitmap icon 1 Move the cursor over a toolbar button. 2 Press and hold Shift, and click the right mouse button. 3 In the Edit Toolbar Button dialog box, click Edit Bitmap. 4 In the Edit Bitmap dialog box, click a square in the palette to load the left mouse button with that

color. That color appears in the left box of the upper pair. 5 Right-click a square in the palette to load the right mouse button with that color. That color appears

in the right box of the upper pair. 6 Click the pencil tool, then click or drag over the squares in the main image with either mouse button

to change their colors. Or, click the paint can tool to fill single-color areas with the selected color. Or, click the line drawing tool to draw straight lines with the selected color. 7 To undo a mistake, from the Edit menu, click Undo.

Note Bevel edges that make your bitmap icon look three-dimensional appear automatically on the buttons.

Capture a portion of the screen to use as a bitmap icon 1 Make sure the region you want to capture is visible on the screen. 2 Move the cursor over a toolbar button whose bitmap you want to replace. 3 Press and hold Shift, and click the right mouse button. 4 In the Edit Toolbar Button dialog box, click Edit Bitmap. 5 In the Edit Bitmap dialog box, from the Edit menu, click Grab. A square replaces the cursor. This square represents an area of your screen the same size as the

button bitmap. 6 Move the cursor square over the portion of the screen to grab. 7 Click the left mouse button to grab that portion. The new bitmap pattern appears in the display of the Edit Bitmap dialog box.

Import a bitmap from another source 1 Move the cursor over a toolbar button. 2 Press and hold Shift, and click the right mouse button. 3 In the Edit Toolbar Button dialog box, click Edit Bitmap.

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4 In the Edit Bitmap dialog box, from the File menu, click Import Bitmap. 5 In the Import Bitmap dialog box, select a bitmap file. 6 Click Open. The bitmap file or a portion of it appears in the display of the Edit Bitmap dialog box.

Save your bitmap to a file 1 Move the cursor over a toolbar button. 2 Press and hold Shift, and click the right mouse button. 3 In the Edit Toolbar Button dialog box, click Edit Bitmap. 4 In the Edit Bitmap dialog box, from the File menu, click Export Bitmap. 5 In the Export Bitmap dialog box, type a bitmap file name. Adjust the Save as type setting as needed. 6 Click Save. The bitmap icon is saved to a file, whose size (resolution) is determined by the size set for the source

toolbar in the Properties option of the Toolbar dialog box.

Scripting tools Many commands were written specifically for use in a command script. Command scripts can be run from toolbar buttons, shortcut keys, command aliases, from a text file, or by pasting a script from the Clipboard into Rhino's command stream.

Writing Command Scripts Write command scripts just as you would type the command sequence at the command line. A space between characters or a new line act like pressing Enter at the command line. An exclamation point (!) and a space in the beginning of a script cancels any previous command. If necessary the exclamation point can be used also at the end of the script.

A Simple Command Script This script creates a circle centered at 5,5 with a radius of 10:

! Circle 5,5 10

The spaces between the entries are the same places you would press Enter when typing the command by hand.

This script moves objects, but makes sure no objects are selected before asking you to select objects to move:

! SelNone Move

A More Advanced Command Script This script creates a set of points from a text file list, then selects them all and fits a polyline through the points:

! SelAll Points -4,0 5,1 4,4 -4,4 13,-4 8,-3 1,6 Enter Invert PolylineThroughPt

How this script works:

! SelAll

Cancels all previous commands and selects all the objects currently in the model.

Points

Takes coordinate pairs or triples for each point object.

Enter

Simulates pressing Enter, which stops the creation of point objects.

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Invert

Inverts the selection. All visible objects in the scene were selected at the beginning of the script, so after Invert only the newly created point objects are selected.

PolylineThroughPt

Creates a polyline through the point objects.

To try this script:

1 Select the script right from this Help topic (from SelAll to PolylineThroughPt). 2 Press Ctrl+C to copy it to the Clipboard. 3 From the Tools menu, click Commands, then click Paste from Clipboard.

Commands That Accept Command Line Arguments Bend StraightEnd=Yes/No Copy=Yes/No

BlendSrf Degree=3/5

ChangeLayer Layer=layername

Curve Close=Yes/No

Extrude Cap= Yes/No

Fillet Join= Yes/No

FilletSrf Trim= Yes/No/Split Extend= Yes/No

FlattenSrf Verbose=1/2/3 shows the triangulation on Target/Source/Both

InterpCrv Close=Yes/No

LayerLock Layer=layername

LayerOff Layer=layername

LayerOn Layer=layername

MergeSrf Smooth=Yes/No

NetworkSrf Autosort=Yes/No

Orient Scale=Yes/No

OrientOnSrf SurfaceBased=Yes/No

Pipe Cap=Yes/No, Thick=Yes/No

SelLayer Layer=layername1, layername2, layername3

SetLayer Layer=layernamewithnospaces or "layer name with spaces"

Taper Flat= Yes/No

UndoMultiple Steps=number

UnrollSrf Mode=1 Divs=1-128 Fit=0/1. Mode is always 1. Divs is the samples per knotspan. The default is 20. Fit is the fitting method. Options are 0=Interpolate, 1=Fit. The default is 1.

Note Place an exclamation point and a space (! ) to cancel the previous command.

If you don't know what to enter, pick the commands from the menu or toolbars. Press F2 to view the command history. Highlight and copy the command sequence and paste it into your script text.

VBScript and JScript Rhino supports Visual Basic scripts and JScripts. These scripting languages allow loops, variable names, browsing for files, queries, and other

Microsoft Visual Basic Scripting Edition, a subset of the Microsoft Visual Basic programming language, is a fast, portable, lightweight interpreter for use in World Wide Web browsers and other applications that use Microsoft ActiveX Controls, Automation servers, and Java applets.

Microsoft JScript 5.5, a scripting language targeted specifically at the Internet, is the first scripting language to fully conform to ECMAScript, the Web's only standard scripting language.

There is a new plug-in for running VBScript and JScript scripts. Here are the commands to use:

LoadScript RunScript ConfigScript StopScript

These handle either Visual Basic or JScripts.

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The basic steps are:

1 Write a script function. Rhino VBScripts use the file extension .rvb. 2 Run the LoadScript command to load a script into memory. 3 Use the RunScript command to run the function name. For more information on scripting, see: http://msdn.microsoft.com/scripting/

For more information on Rhino-specific scripting, see: [link to come]

3-D digitizing Rhino supports two 3-D digitizing arms, MicroScribe 3-D from Immersion and the Space Arm by Faro. Rhino's interface is the same for both digitizers.

Before you start you must initialize and calibrate the digitizer.

Digitizers can be calibrated so that a coordinate system in the real world corresponds to a coordinate system in Rhino. The calibration can be changed in the middle of the digitizing process to allow digitizing of the underside of an object, or an object that is larger than the reach of the digitizer.

You can set the scale factor for digitized points. One inch in the real world is one Rhino unit by default.

Digitizers use a foot pedal to pick points. The DigClick command allows you to pick points from within Rhino. You can set up a function key (such as F12) so that when you press the function key, it is as if you pressed the foot pedal.

Diagnostics Sometimes a model can become damaged. These damaged areas can cause problems.

It is possible to build bad models using Rhino tools - for instance, if you trim a surface with a self-intersecting curve, Rhino will let you do it, but the result will be a poorly defined model that will cause problems later.

Another problem is having a tiny, trimming edge that then gets joined to a larger trim curve on an adjacent surface. If Rhino matches the large edges, sometimes the tiny trim curve edge can get compressed even further so that it is really just a point. That compressed edge no longer has a meaningful orientation and causes problems.

There are modeling techniques you can use to increase the overall robustness of your models.

Drawing tiny little lines to connect pieces of a trim curve instead of moving the two endpoints of the curves together generally messes up joining other edges together and tends to cause problems.

Sometimes the microscopic edges can be generated through other means, like Booleans where the objects are just off from each other by a little bit.

Trimming edges that are very small or curved back on themselves are the biggest cause of problems in models.

There are Rhino tools you can use to examine your model for these defects.

The first one to try is the Check command. If your model doesn't pass Check, then it will list some specific problems. You can just use the list to indicate that you might need to tune up the model. If a model passes Check, it doesn't automatically mean that it is 100% properly structured, though. Some bad model parts, like having surfaces that fold back on themselves or self-intersect, are very time consuming and difficult to automatically detect, and Check doesn't check for those things. But it can check the general overall structure of the object.

If your model doesn't pass Check, then you can use the ShowBrokenEdges command to highlight which specific edges are not passing Check.

To fix broken edges, you have to explode the model, then use Untrim or DetachTrim to remove the trimming information from the problem areas, then edit the trim curves, re-trim the surface, and join everything back together again.

The exact procedure depends on what specific problem is there.

If you zoom in on some of the problem areas, you may find some of those microscopic edges. If you zoom in enough, these often look like a little loop that's coming off of the highlighted endpoint. That's because the edge's endpoints are on top of each other, but then there's a little bit of the middle of the edge that is looping around. Get rid of these by untrimming/retrimming.

It's difficult to say exactly how these problems are generated. It may have been through not lining objects up properly or not joining them in a clean manner.

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The workaround is to Explode, Untrim or DetachTrim, Trim again, and Join. If there are lots of tiny edges, then you may have to use the SplitEdge command to split all edges so they have a compatible structure, and then use JoinEdge to manually mate the proper pairs.

When there are long things and tiny things adjacent to each other, the Join command can get confused - when that happens, the low level manual JoinEdge can work as a replacement.

These tools are on the Analyze menu under Edge Tools. You may need to use several of these tools to fix difficult broken models as well.

Avoiding Modeling Errors In general, try to avoid creating tiny edges in models.

Don't use curves where there is a tiny line in the middle of the curve that joins two pieces together.

Try to make sure that adjacent parts mate cleanly with a good, simple edge-to-edge matching.

Error messages Knots descending or too close together

The curve usually has lots of points. This means two subsequent knot values are too close together.

Solution:

Remove knots manually with RemoveKnot, FitCrv, or Rebuild or go back to the shape curves and reconstruct the surface using Rebuild or Refit option if possible. Rebuilding or refitting the shape curves is also possible.

One way to find stacked up points is to do ExtractPt on the surface and then do SelDup. The selected points indicate the location of the stacked up points.

Illegal non-positive weight

If you make a high degree rational curve, and then lower the degree with ChangeDegree, the result may be a curve with negative control point weights and you will get this error message.

Solution:

FitCrv or Rebuild fixes the curve by reconstructing it.

Additionally, you can Undo changing the degree.

Tedge and pedge not within tolerance at start

Solution:

Untrim and then re-Trim the face.

Bspline is not G1 and has degree >= 2

The single curve has a kink in it. Draw a Curve (Degree=3), and then turn on control points and stack three points on top of each other. You will get this error message.

Solution:

Rebuild the curve, Split the curve at the kink, open up the kink by control point editing, or remove knots at the kink with RemoveKnot.

This test does not check the geometry. Thus, it is possible to have curve that is not G1 and it still passes Check. To draw a non-G1 curve, use Curve (Degree=3) and place points at these locations:

0,0 5,0 5,5 5,10 5,4 10,4

Tedge and pedge not within tolerance at end

Solution:

Untrim and then re-Trim the face.

Pedge is not contained within domain of face->srf

Solution:

Rebuild the edge.

Pedge is not G1

Solution:

Untrim and then re-Trim the face.

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Edge is not G1

Solution:

Untrim and then re-Trim the face.

Edge or pedge is not within tolerance on interior (e_tol+pe_tol=0)

The Check command gives the warning when the edges are not accurate to the given tolerances.

Usually, the tolerances associated with an edge are much less than Rhino's absolute tolerance, and the actual error in the edges is still within absolute tolerance.

In short,

Rhino tries to keep track of the true accuracy of the joins in your model. Some operations, Join and Booleans in particular, occasionally cause Rhino's assessment of the accuracy to be inaccurate. The warning lets you know when this has happened.

Solution:

Rebuild the edge.

Edge direction, pedge direction and revedge flag do not jibe

Probably a tiny messed up edge.

Solution:

DetachTrim, fix curve and retrim.

Non-singular edge has coincident control points.

There are stacked control points along a surface edge. Make a deformable Plane and then stack two control points on top of each other along the ege. You will get this error message.

Solution:

Open up the stacked points. You can put control points very close to each other, but not right on top of each other.

One way to find stacked up points is to do ExtractPt on the surface and then do SelDup. The selected points indicate the location of the stacked up points.

Internal control points are coincident.

There are stacked control points in the middle of the surface.

Solution:

Open up the stacked points. You can put control points very close to each other, but not right on top of each other.

One way to find stacked up points is to do ExtractPt on the surface and then do SelDup. The selected points indicate the location of the stacked up points.

Surface is not G1

The surface has a kink in it. Draw a Circle, Extrude it, and then control point edit the extrusion. You will get this error message.

Solution:

Split the surface at the kink (if you can find it). You can also try RebuildSrf on the surface.

Scripting Rhino Installers Rhino installers are scriptable. You can create shortcuts to simplify installation of Rhino from the network.

Rhino 2.0 installers accept the following command-line options:

/autoinstall

Tells the installer to run automatically without asking any questions.

/key=[cd-key]

[cd-key] is the CD-Key for the installation. Use this to install as a standalone node. The CD-Key can be one of two formats: XXXXYYYYZZZZ or XXXX-YYYY-ZZZZ

/workgroup_node

Install Rhino as a workgroup node. This option takes precedence over the /key option.

/path=[installpath]

[installpath] is the fully qualified destination path for the installation. Must be surrounded by quotes if the path contains spaces.

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Remarks: For Rhino to install automatically, you must:

use the /autoinstall option

provide a /path=

use one of the following options:

/workgroup_node /key=

Examples: To install Rhino in "D:\Software\Rhino 2.0" as a workgroup node, run the installer this way:

rh20beta_20010425.exe /autoinstall /workgroup_node /path="D:\Software\Rhino 2.0"

Workgroup License Manager (The Zoo) To script the installation process and allow more efficient use of Rhino licenses, network administrators now have the option of installing Rhino 2.0 as a workgroup node. Workgroup nodes obtain license keys at run time from the Zoo, unlike standalone Rhino, which requires that a license key be entered on each system.

When a Rhino workgroup node starts, a request for a license key is sent to the Zoo. If the number of available keys has not been exceeded, the Zoo assigns a key to the workstation, and the number of available licenses is reduced by one. When a node shuts down, the license is added back to the available license pool.

The Zoo will run on any system in a network workgroup. All of the nodes must be in the same workgroup. The Zoo uses an interprocess communications mechanism that is used by several Windows networking services. Thus, the Zoo should operate reliably in both Microsoft Workgroup and Domain networking environments. For details on setting up a workgroup, contact your network administrator.

The Zoo can be downloaded free of charge.

Features include:

No special version of Rhino is needed.

No special hardware is needed.

Commercial versions of Rhino 2.0 will work either as a standalone license or as a network node. This is an installation option.

Standalone licenses can easily be converted to network nodes and back.

All the nodes will keep working even if the network connection or server is down, but no new ones can start up without access to the Zoo.

The Zoo will run on any system in the workgroup.

Very little administration is required. The license keys are typed into the Zoo instead of on individual systems.

A workgroup can have a mix of nodes and standalone licenses.

Rhino licenses can be checked out so laptop users can disconnect from the network. The license can be checked in again when the laptop is reconnected to the network.

Rhino plug-ins Plug-ins are programs that extend the functionality of Rhino. Many plug-ins are currently available for download from www.rhino3d.com/plug-ins.

If you are interested in developing plug-ins for Rhino, visit www.rhino3d.com/plug-ins/developer.htm.

Use the LoadPlugin or PluginManager commands to load plug-in applications.

Glossary Bumpmap Bumpmap is a bitmap image that is used for making a surface appear bumpy in a rendered image.

Bumpmap is used only for modifying the surface normals; it does not modify the shape of the surface. That is why the silhouette does not appear bumpy.

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Command area The command area consists of the command prompt and a scrollable command history. By default the command area is above the viewports and below the menus.

Control point Control points are coefficients of NURBS basis functions.

A control point is the same thing as a control vertex. This term is commonly used in 3-D modeling.

Some programs use the term node to mean something similar to a control point.

Cursor, Marker, Tracking Line When picking points in Rhino, the cursor turns into a crosshair. If an object snap is on, the marker will snap to the snap point. When using elevator mode, the marker will be constrained to a tracking line perpendicular to the construction plane.

Draft angle The draft angle is the angle of the surface normal in relation to the construction plane in the active view. If the surface is vertical (perpendicular to the construction plane), the draft angle is 0. If the surface is horizontal (parallel to the construction plane) the draft angle is + or - 90 degrees The range is from - 90 degrees to 90 degrees.

Edges and pedges The representation of an edge of a polysurface consists of a 3- D curve (the one you see), called the edge, two 2- D curves, one in the parameter space of each surface joined along the edge, called the pedge, and tolerance values for each of the curves.

The 3- D edge is an approximation to the intersection of the surfaces, and is supposed to be accurate to within the tolerance e_tol.

Each 2- D pedge can be evaluated on its surface to give another 3- D curve, which also approximates the intersection. The pe_tol associated with a pedge is the accuracy of this approximation.

If the surface is not joined to another along the edge, then e_tol tells how close the 3- D edge is to the surface, and pe_tol tells how close the 3- D curve given by evaluating the pedge is to the 3- D edge.

Edit points Edit points in Rhino are points on a curve evaluated at knot averages.

For example, if the curve degree is three and the knot vector is:

0, 0, 0, 1, 2, 3, 3, 3

the edit points are points on the curve evaluated at these parameter values:

0, 1/3, 1, 2, 8/3, 3

Please see the "About NURBS" chapter in the Rhino User's Guide for more information knots and NURBS in general.

False color A technique that uses color to display non-chromatic properties of a surface.

Initial mesh grid Initial mesh grid is a quad mesh Rhino creates on each NURBS surface in the first stage of meshing. When the initial mesh grid is made, trim curves are ignored. After the initial grid is made, Rhino meshes all trim edges, connects the initial grid to the trim edges and then refines the mesh if the Refine option is selected.

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Isoparm Isoparm or an isoparametric curve is a curve of constant U or V value on a surface. Rhino uses isoparms and surface edge curves to visualize the shape of a NURBS surface.

By default isoparms are drawn at knot locations. If the surface is a single knot-span surface like a simple rectangular plane, isoparms are drawn also in the middle of the surface.

Knot A value of the curve parameter where the polynomial definition of the b-spline changes.

Imagine a rope. If you hold it at the ends, the rope will sag according to the laws of nature (gravity, the stiffness of the rope, etc.) with a polynomial definition. If you tie it off somewhere along its length (by putting knots in it), there will be a different polynomial definition (sag) for each segment between the knots.

Naked edge A surface or polysurface edge that is not connected to another edge. Solid objects do not have naked edges.

Normal direction Every surface has a normal, which is a direction that points toward the side of the surface that is the outside. The other side is the inside. When you have a finished solid, the normals are all automatically pointing outwards like you'd expect.

Sphere with normal direction displayed

However, when you have a single surface, or a polysurface, Rhino can't automatically determine which side is supposed to be pointing which direction, so it may be necessary to use the Flip option of the Dir command.

Polysurface with normal direction displayed

The Boolean commands use this normal direction to determine what parts to keep and what to throw away.

Normals are also used for lighting a surface. By computing the angle between the normal and a given light source, the amount of light that falls on a particular point can be computed. However, the most important use and/or need for the normal is that it is used to determine the direction in which a surface is facing.

Some renderers support double-sided shaders, which means it doesn't matter which direction the normals face. Some renderers allow for multi-shader double-sided features so you can have a single surface that has a different shader property for each side (for example, blue on one side, red on the other, or reflective metal on one side, flat constant on the other). The only way this can be done is by determining the direction of the given surface's normal.

There are many other uses for normals such as slope calculations.

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NURBS NURBS stands for non-uniform rational B-spline. It is a mathematical way of defining curves, surfaces, and solids. Rhino works primarily with NURBS objects, but it does have a few commands for working with triangular meshes.

Please see "About NURBS" chapter in the Rhino User's Guide for more information.

Panes There are five clickable panes on the Rhino status bar. From left to right they are: Layer pane, Snap pane, Ortho pane, Planar pane and Osnap pane.

Layer pane

Click Layer pane to open a layer list and select a new current layer from the list.

Right click Layer pane to open the Edit Layers dialog box.

Snap pane

Click Snap pane to toggle grid snap.

Text "Snap" turns black when Snap is on.

Ortho pane

Click Ortho pane to toggle ortho mode.

Planar pane

Click Planar pane to toggle planar mode.

Osnap pane

Click Osnap pane to open Osnap dialog box.

Text "Osnap" turns black when one or more object snaps have been set persistent.

The Osnap pane also shows which object snap is currently in effect.

Periodic curve A periodic curve is a smooth closed curve. Periodic curves stay smooth when you edit them.

Non-periodic curve A non-periodic curve is a closed curve with a kink at the start/end of the curve. Deforming non-periodic curves near the start of the curve may result in kinks.

Periodic Surface Periodic surfaces are closed surfaces (such as a cylindrical surface) that can be deformed without developing kinks. Periodic surfaces are automatically created when the input curves are periodic.

Polysurface Polysurface consists of two or more surfaces joined together. If the polysurface fully encloses a volume, it is also a solid. In some other 3-D programs, this is called a "quilt."

Press Enter In addition to pressing Enter, you can press Spacebar or click the right mouse button when the cursor is over the viewport area.

Alt key Press Alt to temporarily suspend object snaps or to temporarily unlock locked object snaps.

Press Alt to temporarily suspend Polyline/Curve/InterpCrv autoclose.

Press Alt after starting to drag objects to make a copy instead of simply moving the object.

Press Alt and drag with the left mouse button to force a window/crossing selection. This lets you start your window/crossing very near object isoparms.

The key combination Ctrl+Shift+Alt + Right mouse causes the camera lens length to change. This zooms in and out like a zoom lens on the camera without changing the camera position.

Esc key Press Esc once to cancel a command.

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If you are typing a command, Esc clears the command prompt.

If objects are selected and no command is active, Esc deselects all objects.

When no command is active, no objects are selected, and some objects have control points or edit points turned on, Esc turns off the points.

Seamless Mesh Rhino creates quadrilateral and triangle meshes for export into various file formats. When surfaces are joined together in Rhino, the meshes along the joined edge have coincident vertices. If a mesh is generated from a solid, there will be no holes in the mesh. This is valuable for export to STL rapid prototyping files.

Template A template is a 3DM file you can use to store has basic settings like layers, grid size, units, and tolerances. You can save your own templates to base future models on, or use the default templates that are installed with Rhino.

Texture mapping coordinates Texture mapping coordinates are two dimensional coordinate values attached to polygon mesh vertices. They define which pixel in the texture map is attached to which vertex on polygon mesh. All the other points on the polygon mesh in the rendered image are interpolated from the vertex points.

UV texture mapping coordinates used by Rhino mean that every polygon mesh vertex has its own two dimensional texture mapping coordinate based on the parameterization of the NURBS surface the polygon mesh is created from.

Rhino automatically applies UV texture mapping coordinates to all polygon mesh objects created from NURBS surfaces.

U- and v-directions Every surface is roughly rectangular. Surfaces have three directions, u, v, and normal.

You can display the u- and v-directions and the normal direction with the Dir command.

The u- and v-directions are like the weave of cloth or screen. The u- direction is indicated by the red arrow, and the v- direction is indicated by the green arrow. The normal direction is indicated by the white arrow.

A rectangular surface with the u, v, and normal directions displayed

A circular surface can be like a spider web with one direction converging in the center.

Polysurface with normal direction displayed

These directions are used when mapping textures and inserting knots.

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Wireframe Wireframe view is how Rhino displays objects while you create them. Surfaces and solids are represented as 3-D curves that look like wires wrapped around the surface. You can shade and render the wireframe view.

The wireframe consists of border curves and isoparms.

Commands

34View

Toggle between 3-viewport and 4-viewport display.

Toggles between 3 and 4 view layout and resets any custom layout to 3 or 4 views.

3DFace

Draw a 3-D polygon mesh face.

Toolbar: Mesh and STL Tools

Menu: Tools > Polygon Primitives > 3-D Face

1 At the First corner of polygon, Second corner of polygon, and Third corner of polygon prompts, pick points for the mesh polygon vertices.

2 At the Fourth corner of polygon. Press Enter for triangle prompt, pick a point to create a four-vertex mesh polygon.

Or, press Enter to create a three-vertex mesh polygon from the first three points.

Note Use 3Dface for patching holes in meshes where moving control points isn't appropriate.

Use 3DFace to build individual mesh polygons. Placing the points in counter-clockwise order makes the polygon normal point towards you.

Use 3DFace to add on to a mesh. Turn control points on for an existing mesh. Use 3DFace to add a mesh polygon, using Point object snap and JoinMesh.

3View

Three-viewport layout.

Toolbar: Viewport Layout

Menu: View > Viewport Layout > 3 Viewports

Resets the viewport layout to three views. Using the command twice resets the views to the internally defined defaults.

4View

Four-viewport layout.

Toolbar: Viewport Layout

Menu: View > Viewport Layout > 4 Viewports

Resets the viewport layout to four views. Using the command twice resets also the views to the internally defined defaults.

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AddNextU

Add the next control points in the u-direction to the selection.

Toolbar: Select Points

Menu: Edit > Select Control Points > Add next u

1 Show control points on a surface. 2 Select a point on the surface. 3 Start the AddNextU command. The next control point in the u-direction is added to the selection.

Surface with four control points selected

Next control points in the u-direction added to the selection

AddNextV

Add the next control point in the v-direction to the selection.

Toolbar: Select Points

Menu: Edit > Select Control Points > Add next v

1 Show control points on a surface. 2 Select a point on the surface. 3 Start the AddNextV command. The next control point in the v-direction is added to the selection.

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Surface with four control points selected

Next control points in the v-direction added to the selection

AddPrevU

Add the previous control point in the u-direction to the selection.

Toolbar: Select Points

Menu: Edit > Select Control Points > Add prev u

1 Show control points on a surface. 2 Select a point on the surface. 3 Start the AddPrevU command. The previous control point in the u-direction is added to the selection.

Surface with four control points selected

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Previous control points in the u-direction added to the selection

AddPrevV

Add the previous control point in the v-direction to the selection.

Toolbar: Select Points

Menu: Edit > Select Control Points > Add prev v

1 Show control points on a surface. 2 Select a point on the surface. 3 Start the AddPrevV command. The previous control point in the v-direction is added to the selection.

Surface with four control points selected

Previous control points in the v-direction added to the selection

AddToGroup

Add an object to selected group.

1 At the Select objects prompt, select an object to add to a group. 2 At the Select groups, prompt select the group or enter a group name. Use the Group command to group objects together.

Use the Ungroup command to remove grouping.

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Use the RemoveFromGroup command to remove objects from a group.

Use the SetGroupName command to name groups.

AlignBackgroundBitmap

Align a background bitmap.

Toolbar: Background Bitmap

Menu: View > Background Bitmap > Align

1 At the Base point on bitmap prompt, pick a base point on the background bitmap to adjust. 2 At the Reference point on bitmap prompt, pick a point that defines the first reference line from the

base point to the reference point. 3 At the Base point on CPlane prompt, pick a point in Rhino where you want the bitmap base point to

line up. 4 At the Reference point on CPlane prompt, pick a point in Rhino that defines the second reference

line from the second base point to the second reference point. The bitmap is scaled so that the first reference line length matches the second reference line length.

Bitmap placed in Top viewport

Bitmap aligned with point objects in model

Note Background bitmaps are always aligned with the x-axis of the construction plane. If you want your

bitmap rotated with respect to the construction plan, you must open it in a bitmap editing program and rotate it there, or you can create a rotated construction plane and place the bitmap on it.

AlignProfiles

Align two curves.

1 Select the objects. 2 At the Select curve to change prompt, select the curve that will be translated and scaled so that its

bounding box aligns with that of the first curve. The curves must be planar, and the plane of each must be parallel to one of the World construction

planes World Top, World Front, or World Right. The translation and rescaling is in the world axis directions The bounding box is the smallest box that holds the object, with the sides of the box parallel to the

world construction planes.

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Original profile curves

Profile curves aligned with each other

AllCPlanesThroughPt

Move all construction planes through a point.

At the Point for all CPlanes to pass through prompt, pick a point for all construction planes to pass through.

Note The construction planes in all viewports are moved along their z-axes until they pass through the

point you pick.

AllLayersOn

Turn all layers on.

Toolbar: Layer

Menu: Edit > Layers > All Layers On

Angle

Measure the angle between two lines.

Toolbar: Analyze

Menu: Analyze > Angle

1 At the Start of first line prompt, select a point that defines the start of an angle line. 2 At the End of first line prompt, select a point that defines the end of an angle line. 3 At the Start of second line prompt, select a point that defines the beginning of the second angle

line. 4 At the End of second line prompt, select a point that defines the end of the second angle line.

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The angle between the two lines displays on the command line in the format Angle is 1.0000 degrees.

ApplyCrv

Apply a curve to a surface.

Toolbar: Curve From Object

Menu: Curve > From Objects > Apply UV Curves

1 Select planar curves in the world x-y plane that you want to apply to a surface. 2 At the Select surface to apply the planar curves to prompt, select the surface on which to apply

the curves. Planar curves on the x-y plane are mapped into the surface's control polygon, and corresponding 3-D

curves are created on the surface.

Note Use the CreateUVCrv command to generate planar versions of the u and v curves of a surface so

you can use them as a guide to orient your text. You must then also map the u and v curves along with the curves you are applying so they will act as a placeholder.

UV curves of the cylinder

Text rotated and centered then mapped with uv curves to cylinder

ApplyMesh

Apply a mesh to surface.

Toolbar: Mesh

Menu: Tools > Polygon Mesh > Apply to Surface

1 Select a polygon mesh. 2 At the Choose a surface to apply the mesh to prompt, select the surface to apply the mesh. A new mesh will be created that has the same number of control points as the source mesh, and

fitted onto the selected surface. If the surface is trimmed, the mesh is sized to the untrimmed surface.

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Note ApplyMesh succeeds only on meshes that are generated from NURBS objects, so that the meshes

have uv-direction information embedded in them. The uv-direction information determines the direction of applying the mesh to the surface.

ApplyMesh maps each "sub-mesh" of a joined mesh onto the full size of one surface of a polysurface. So it may be best to do ExplodeMesh on meshes and Explode on surfaces before using ApplyMesh to avoid confusing results.

The way that morphing is implemented in most animation programs isn't designed for morphing between totally different shapes, although if you understand the process and work at it, you can make such morphs. Morphing is usually used to make frames between two copies of the same shape, one of which has been squished around in some way.

Nearly all morphing mesh animation programs require that the vertex count of each mesh and the structure of it to be identical. ApplyMesh guarantees that.

Make several different copies of an object that you've built inside of Rhino, each of which has been altered to be a keyframe. Then use ApplyMesh to create the meshes for each of the keyframe objects. Export these meshes to your animation program to perform the morphing.

For example, imagine that you had made a face out of a single surface and then wanted to have an animation of it's nose pulling out and wiggling around. Let's say you made 10 keyframes out of this. If you were to use Rhino's normal meshing tools to create meshes out of each face, you wouldn't be able to morph between them in your animation program because the meshes for the face with the pulled out and wiggled nose would have more polygons in them in the nose area than the plain face shape. So create a mesh on the most complicated shape first, and then use ApplyMesh to create the other meshes to match its structure.

If making morph targets, mesh the most complex surface first, and apply that mesh to the simpler surface.

ApplyMesh is sensitive to the u and v directions of a surface. If you have one surface has uv's going in different directions from the original surface, then it's probably going to give you something that's laid out on the surface in a way that you didn't want.

You can determine the u and v directions by using the ExtractIsoparm command. When you're in ExtractIsoparm, you can type u to get a curve in the u direction, and v to get a curve in the v direction (or both to get both). Then, you can use Dir on the ExtractIsoparm to determine which way the u or v direction is going.

You can use SwapUV to swap the u direction and v directions with each other.

Generally, you don't have to worry about this if you only use ApplyMesh on objects that were deformed from one single source.

If you use the Mirror transformation, it flips the surface internally so that the normals will be pointing in the same direction as the original object. But that swaps u and v on the surface, so if you Mirror something, you'll need to use SwapUV to do a proper mirrored ApplyMesh.

Arc

Draw an arc.

Toolbar: Arc and Main

Menu: Curve > Arc > Center, Start, Angle

1 At the Center of arc ( Deformable ) prompt, enter the center of the arc's radius. 2 At the Center of arc ( Deformable PointCount=12 ) prompt, enter the center of the arc's radius. 3 At the Start of arc prompt, enter the start point of the arc. 4 At the End point or angle prompt, enter the end point of the arc. Or, enter the angle for the arc. The direction the arc goes from the start point depends on where your

mouse is.

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Arc from a center point, a start point and an angle

Options Deformable

Creates uniform cubic splines. You can enter the number of control points.

Deformable arc with 7 points and a normal arc.

Arc3Pt

Draw an arc through three points.

Toolbar: Arc

Menu: Curve > Arc > 3 Points

1 At the Start of arc prompt, enter the start of the arc. 2 At the End of arc prompt, enter the end point of the arc. 3 At the Point on arc prompt, enter a point on the arc.

Arc from three points

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ArcDir

Draw an arc by end points and direction.

Toolbar: Arc

Menu: Curve > Arc > Start, End, Direction

1 At the Start of arc prompt, enter the start point. 2 At the End of arc prompt, enter the end point. 3 At the Direction prompt, pick to set the tangent direction at the arc's start.

Arc from start point, end point, and direction

ArcSER

Draw an arc by beginning point, end point, and radius.

Toolbar: Arc

Menu: Curve > Arc > Start, End, Radius

1 At the Start of arc prompt, enter the start point. 2 At the End of arc prompt, enter the end point. 3 At the Radius prompt, enter a radius value. If the radius value is too small, you will be prompted for the minimum radius.

ArcTTR

Draw an arc tangent to two curves.

Toolbar: Arc

Menu: Curve > Arc > Tangent, Tangent, Radius

1 At the Select first curve for ArcTTR prompt, select the first curve. Click the part of the curve where you want the arc to go. 2 At the Select second curve for ArcTTR prompt, select the second curve. 3 At the Radius prompt, enter the radius of the arc. Two arcs are created tangent near the pick points. 4 At the Choose arc prompt, move your mouse to view the possible arcs and click to select the arc you

want.

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Two arcs from tangents and radius

Area

Calculate the area of surfaces or polysurfaces.

Toolbar: Mass Properties

Menu: Analyze > Mass Properties > Area

At the Select surfaces or polysurfaces for area calculation prompt, select closed surfaces or polysurfaces and press Enter.

The area displays on the command line in the format Area = 17.34 (+/- 0.014).

AreaCentroid

Calculate the area centroid of surfaces or polysurfaces.

Toolbar: Mass Properties

Menu: Analyze > Mass Properties > Area Centroid

At the Select surfaces or polysurfaces for area centroid calculation prompt, select closed surfaces or polysurfaces and press Enter.

The area centroid displays on the command line in the format Area Centroid = -0.4601236,-1.8545412,0 (+/- 1.7e-006,1.1e-006,0).

A point object is placed at the centroid coordinates.

AreaMoments

Calculate the area moments of surfaces or polysurfaces.

Toolbar: Mass Properties

Menu: Analyze > Mass Properties > Area Moments

1 At the Select surfaces or polysurfaces for area moment calculation prompt, select closed surfaces or polysurfaces and press Enter.

First moments, second moments, product moments, area moments of inertia about world coordinate axes, area radii of gyration about world coordinate axes, area moments of inertia about centroid coordinate axes, and area radii of gyration about centroid coordinate axes are printed at the command line.

2 Use CommandHistory or press F2 to view the data. Rhino computes the area moments and reports them in the command history window. If you cannot see the entire report, you can use the CommandHistory command (or press F2).

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Note The area moments are computed on the entire collection of surfaces. For example, if you select a box polysurface, then the area moments will be computed using all six sides of the box. If you need to analyze the area moments of a surface that is part of the polysurface, then either extract the surface from the polysurface using the ExtractSrf command, or use the advanced "F" pick filter key when selecting the surface.

Mass Properties Analysis Calculations

For mass properties analysis purposes, it is frequently convenient to model a real-world solid, like a boat hull made from thin steel plate, with a surface or open polysurface. The AreaMoments command allows you to estimate the volume moments of such a thin shell without having to actually create the boat hull as a complete thin-walled solid.

As an example, the area moments report for a constant z plane with corners at 0,0,0 and 6,10,0 is shown below.

Area = 60 (+/- 1e-008)

Area Centroid = 3,5,0 (+/- 1e-009,1e-009,0)

Area Moments:

First Moments x: 180 (+/- 1e-007) y: 300 (+/- 1e-007) z: 0 (+/- 0)

Second Moments xx: 720 (+/- 1e-007) yy: 2000 (+/- 1e-006) zz: 0 (+/- 0)

Product Moments xy: 900 (+/- 1e-007) yz: 0 (+/- 0) zx: 0 (+/- 0)

Area Moments of Inertia about World Coordinate Axes Ix: 2000 (+/- 1e-006) Iy: 720 (+/- 1e-007) Iz: 2720 (+/- 1e-006)

Area Radii of Gyration about World Coordinate Axes Rx: 5.77350269 (+/- 1e-009) Ry: 3.46410162 (+/- 1e-009) Rz: 6.73300329 (+/- 1e-009)

Area Moments of Inertia about Centroid Coordinate Axes Ix: 500 (+/- 1e-007) Iy: 180 (+/- 1e-007) Iz: 680 (+/- 1e-007)

Area Radii of Gyration about Centroid Coordinate Axes Rx: 2.88675135 (+/- 1e-009) Ry: 1.73205081 (+/- 1e-009) Rz: 3.36650165 (+/- 1e-009)

The numbers shown in parenthesis report the accuracy of the computation.

Different disciplines and textbooks use different, and sometimes contradictory, nomenclature and notation when defining various moments. The information in the area moments report can be used to compute any of these moments. In order to get the particular moment you need, you may have to combine several of the values from the area moments report. Precise descriptions of the values in the area moments report are given below.

Area First Moments:

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In terms of integrals, the area first moments are defined by:

Area first moment x: value = integral of x dA over the area.

Area first moment y: value = integral of y dA over the area.

Area first moment z: value = integral of z dA over the area.

The relationship between the area first moments, the area, and the area centroid is:

Area centroid x coordinate = (area first moment x: value)/area.

Area centroid y coordinate = (area first moment y: value)/area.

Area centroid z coordinate = (area first moment z: value)/area.

Area Second Moments:

The area second moments have units of length.

In terms of integrals, the area second moments are defined by:

Area Product Moments:

The area product moments have units of length and are sometimes called area products of inertia.

In terms of integrals, the area product moments are defined by:

Area second moment xy: value = integral of xy dA over the area.

Area second moment yz: value = integral of yz dA over the area.

Area second moment zx: value = integral of zx dA over the area.

The area products of inertia are useful for computing area moments of inertia about axes that are not parallel to a coordinate axis. In particular, an area moment of inertia about any axis can be expressed as a linear combination of the area, area first moments, area second moments, and area product moments.

Area Moments of Inertia about World Coordinate Axes:

In terms of integrals, the area moments of inertia about the world axes are defined by

Area Radii of Gyration about World Coordinate Axes:

The radii of gyration have units of length. Engineering references and textbooks frequently use R or k to denote radii of gyration. The area radius of gyration about a 3-D axis is defined to be the square root of (area moment of inertia about the axis)/area. The area radii of gyration about the world axes in the area moments report are computed as:

Area Moments of Inertia about Centroid Coordinate Axes:

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In terms of integrals, the area moments of inertia about the object’s area centroid are defined by

In terms of area second moments, the area moments of inertia are defined by

Area Radii of Gyration about Centroid Coordinate Axes:

The radii of gyration about the centroid have units of length. The area radii of gyration about the area centroid in the area moments report are computed as:

Array

Array objects.

Toolbar: Main, Transform, and Array

Menu: Transform > Array > Rectangular

1 Select the objects. The array directions are the x, y and z directions of the construction plane of the viewport that is

active when the selection is complete. 2 At the Number in X direction prompt, type the number of copies in the x-direction and press Enter. Enter values of 1 or more for the number of copies. 3 At the Number in Y direction prompt, type the number of copies in the y-direction and press Enter. 4 At the Number in Z direction prompt, type the number of copies in the z-direction and press Enter. 5 At the Unit cell or X spacing prompt, choose the diagonal corners of sizing rectangle, to indicate the

x- and y-intervals. Or, type the x-interval, press Enter, type the y-interval and press Enter. The unit cell can be chosen in any viewport, those distances are applied to the array directions.

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6 At the z spacing prompts, choose two points that define the z-interval. Or, type the z-interval and press Enter. The selected objects are copied in a box-like array.

Rectangular array

ArrayCrv

Array objects along a curve.

Toolbar: Array

Menu: Transform > Array > Along Curve

1 Select the objects. 2 At the Select path curve prompt, select a path curve near then end where you want the arraying to

start. 3 In the Array Along Curve dialog box, set the number of elements to array, or the spacing distance

along the curve. Enter a value of 1 or more for the number of elements. 4 In the Array Along Curve dialog box, specify twist behavior.

Array along a curve

Option

Method

Choose either the Number of items or Distance between items.

Style

Freeform twisting

Objects are rotated in three dimensions as they are arrayed along the path curve.

Roadlike

Objects are rotated in the plane but not tilted with respect to the construction plane as they are arrayed. You will be asked to select a construction plane when using this command.

ArrayCrvOnSrf

Copies and orients an object along a curve on a surface.

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Menu: Transform > Array > Along Curve on Surface

1 At the Select a curve on a surface prompt, select a curve on a surface. 2 At the Select the surface prompt, select the surface 3 At the Objects to array prompts, select objects to copy along the curve. 4 At the Basepoint prompt, pick a point on the object to array that will be the point of orientation

along the line. 5 At the Position object or distance from last ( Multiple Divide ) prompt, you can: Enter a distance from the end of the curve on the surface Pick a point on the line to place the first object Place multiple equally spaced objects Divide the curve evenly with a number of objects You can continue to place objects after any of these actions.

Surface, curve on surface, and object to array.

Objects arrayed along line.

Options Multiple

Enter a number of objects and a distance between them to place on the line. You can continue to place objects.

Divide

Enter a number of objects to evenly divide the line.

ArrayPolar

Array objects around a pole.

Toolbar: Array

Menu: Transform > Array > Polar

1 Select the objects. 2 At the Center of polar array prompt, choose a center point for the array. The rotation axis for the polar array is the z direction of the active construction plane at the chosen

point 3 At the Number of elements prompt, type the number of copies and press Enter. Enter a value of 1 or more. 4 At the Angle to fill prompt, type an angle and press Enter.

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Copies of the selected objects appear, rotated around the axis defined by the center point.

Polar array

ArraySrf

Array objects on a surface.

Toolbar: Array

Menu: Transform > Array > Along Surface

1 Select the objects. 2 At the Base point for arrayed objects prompt, pick a point relative to the objects that will be

arrayed on the surface. 3 At the Reference normal for arrayed objects prompt, pick a direction from the base point that will

be arrayed normal to the surface. 4 At the Select surface to array along prompt, choose the surface to array along. 5 At the Number of elements in surface u direction <2> prompt, type a number of objects. 6 At the Number of elements in surface v direction <2> prompt, type a number of objects. The objects are arrayed over the untrimmed surface evenly, spaced along the U and V directions of

the surface. If the surface is a trimmed surface, some of the arrayed base points may be outside the trimmed

surface but on the underlying untrimmed surface.

Array along a surface

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Arrow

Create an annotation arrow.

Toolbar: Annotate

1 At the Start of line prompt, enter the start of the arrow. 2 At the End of line prompt, enter the end of the arrow. The arrowhead is placed at the end of the

leader.

Note The size of the arrowhead cannot be changed.

Arrowhead

Create annotation arrowhead.

Toolbar: Annotate

At the Select curve to add an arrowhead to prompt, pick a curve near the end you want to place an arrowhead to.

Note The size of the arrowhead cannot be changed.

AssignBlankTexture

Assigns unique textures to selected objects automatically.

Plug-in name: Utilities

File: Utilities.rhp

Options set the resolution, the path, and whether to change materials that already have a texture assigned to them.

This command is for the simplification of data transfer between Rhino and OBJ MTL file export. It should also enhance the exports to Viewpoint Technologies (Metastream).

Note You must use an existing folder for this command to work properly. If you have already saved your

model or have opened an existing model, the model's folder will be used as the default, otherwise you must select a folder.

This command will not work unless the plug-in is loaded. See the PluginManager command.

Audit

Audit layer and material indices to make sure they are valid.

This command will eventually turn into something that audits the entire runtime database and fixes any problems it detects.

If the Audit command detects a database error, it prints a detailed description of the error.

Autosave

Saves a copy of your model periodically.

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Autosave forces Rhino to save a copy of the model you are working on to the autosave file defined on the Options dialog box, Files tab.

Note By default, automatic Autosave is turned off. You can turn on Autosave and specify how often to save

in the on the Options dialog box, General tab.

By default, Rhino autosaves to the file called "Autosave.3dm" in the folder Rhino was installed. You can change the name and folder of the autosave file on the Options dialog box, Files tab.

If you want Rhino to always autosave before certain commands, add the commands to the AlwaysAutoSaveBeforeCommands list in the Rhino.ini.

Back

Set to world back view.

Toolbar: Set View

Menu: View > Set View > Back

Menu: Right-click viewport title > Set view > Back

Note This command sets the viewport projection to parallel.

If you do not want this command to change the projection to parallel, you must edit your Rhino.ini file and change the setting

DefinedViewsSetProjection=y

to

DefinedViewsSetProjection=n

Baseball

Draw a baseball sphere.

Toolbar: Sphere

1 At the Center point prompt, choose a center point. 2 At the Radius prompt, choose a radius. This sphere is two joined surfaces.

Baseball sphere

Note A baseball sphere has no singularities at the poles.

The first point can be anywhere in 3-D space. The second point is constrained to a plane that goes through the first point and is parallel to the construction plane.

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BaseballEllipsoid

Draw a baseball ellipsoid.

Toolbar: Sphere

1 At the Center of ellipsoid prompt, choose a center point. 2 At the End of first axis prompt, choose an endpoint. 3 At the End of second axis prompt, choose an endpoint. 4 At the End of third axis prompt, choose an endpoint, or enter the half-axis length of the ellipsoid

and press Enter.

Baseball ellipsoid from a center point and three axes

Note The first point can be anywhere in 3-D space. The second point is constrained to a plane that goes

through the first point and is parallel to the construction plane.

Bend

Bend objects.

Toolbar: Transform

Menu: Transform > Bend

1 Select the objects. 2 At the Start of spine prompt, choose the first endpoint of a line representing the original orientation

of the object. To bend the entire object, place the point outside the object. 3 At the End of spine prompt, choose the second endpoint of the line. To bend the entire object, place the point outside the object. 4 At the Point to bend through ( StraightEnd=No Copy ) prompt, choose the amount of bend.

Bend

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Options StraightEnd

Lets you bend a portion of the object based on your cursor location as you drag. The remainder of the object is kept straight.

Bend with the StraightEnd option = Yes

Bend with the StraightEnd option = No

Copy

Creates a copy of the object.

Note The length of the axis that you pick is important. The bend only applies to the points of objects that

are inside of that axis. If you make an axis that is smaller than an object, you will only bend that part of the object.

Bend moves the control points of objects. You have to construct your object with a lot of control points so that it will bend properly.

You can't bend a polysurface - only control points, curves, surfaces, and meshes.

All 3-D edges will be rebuilt to the current absolute tolerance.

Bisector

Draw a line that bisects two lines.

Toolbar: Lines

Menu: Curve > Line > Bisector

1 At the Start of bisector line prompt, enter the start of the bisector line. 2 At the Start of angle to bisect prompt, enter the start of the angle to bisect. 3 At the End of angle to bisect prompt, enter the end of the angle to bisect. 4 At the Length of line ( BothSides ) prompt, pick a point for the end of the bisector line, or enter a

length and press Enter.

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Bisector line

Bisector line with BothSides option

Blend

Blend between two curves.

Toolbar: Curve Tools

Menu: Curve > Blend

1 At the Select first curve to blend – select near end prompt, select the first curve near the end where you want the blend to start.

2 At the Select second curve to blend – select near end prompt, select the second curve near the end where you want the blend to end.

Smooth curve blend between curve ends

Option

Perpendicular

Using blend with the Perpendicular option is currently the easiest way to get a curve to run from one edge to another and meet the surfaces with G2 continuity.

This is useful when setting up curve networks where G2 surface matching is desirable.

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Blend curves created with the Perpendicular option between two surfaces

When the Perpendicular option is invoked before choosing either end of the curve, it applies to both ends. If it is invoked after picking the first end, it applies only to the second end.

Note The location, tangent direction, and curvature at the start of the blend curve exactly match the

location, tangent direction, and curvature of the selected end of the first curve. The location, tangent direction, and curvature at the finish of the blend curve exactly match the location, tangent direction, and curvature of the selected end of the second curve.

A blend curve that matches location, tangent direction, and curvature is called a G2 blend. A blend curve that matches location and tangent direction is called a G1 blend. The Blend command creates G2 blends.

The arc created by the Fillet command is a type of G1 blend. If the arc created by the Fillet command does not provide a smooth enough transition for your needs, then you can replace the arc with a blend curve. To do this, use the Fillet command to trim the curves back and create an arc that fills the gap, delete the arc, and then use Blend to fill in the gap.

Use Fillet instead of Blend where possible.

The curve created by the Blend command is identical to the curve you get by drawing a line between curve endpoints and then using the Match command (with preserve other end checked) to change the line into a curve that smoothly meets the original curves.

The Blend command cannot be used to create G1 blends. If you need a G1 blend, connect the ends with a line and use the Match command to change the line into a G1 blend.

The CurvatureGraphOn command is useful with Blend to display the curvature of the blend and the connected curves.

The EndBulge command lets you change the bulginess at the end of a curve without changing the end's location, tangent direction, and curvature. If a blend appears to tight or loose, try using the EndBulge command before attempting control point editing.

If you need to edit the shape of a blend without changing the ends' location, tangent directions, and curvature, then you will need to add additional control point to the blend curve. Two ways to add control point are with the InsertKnot command and the ChangeDegree command. If you are going to export the curve to other applications, then you should probably use InsertKnot. If the curve will only be used in Rhino, then changing the degree to seven will add two middle control point that can be edited. In either case, the blend curve's end tangent directions and curvatures will not be changed as long as you do not move the first three and last three control point.

If you are joining curves, and one of the curves is a blend curve, all other curve segments will inherit the degree of the blend curve. This is not always desirable (lines are no longer lines but degree five straight curve segments).

BlendSrf

Blend two surfaces.

Toolbar: Surface Tools

Menu: Surface > Blend

1 At the Select first set of edges ( PlanarSections Continuity=Curvature ) prompt, select a surface edge.

2 At the Select first set of edges. Press Enter for second set ( All Next Undo PlanarSections Continuity=Curvature ) prompt, select adjacent edges, or press Enter.

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Type A to select all adjoining edges or N to select the next adjacent edge. 3 At the Select second set of edges ( PlanarSections Continuity=Curvature ) select the edges to

blend to. 4 At the Select second set of edges. Press Enter when done ( All Next Undo PlanarSections

Continuity=Curvature ) prompt, select adjacent edges or press Enter. Type A to select all adjoining edges or N to select the next adjacent edge. 5 At the Start of shape and End of shape prompts, pick points on the edges to define shape curves to

control the shape of the blend. The sliders determine the distance of influence the surface has on the edge curve.

Add additional shape curves to control the blend

Surface blend

Options FlipDirection (closed curves only)

Reverses the arrow on the selected seam point, reversing the direction of the curve.

You can also flip the direction by clicking the arrowhead.

Automatic (closed curves only)

Attempts to align the seam points and directions without intervention.

Natural (closed curves only)

Returns the seam points to the way they were at the beginning of the command.

PlanarSections

Think of a surface blend as a loft through a large number of cross-section curves. Normally the section curves either match the isoparm directions of the input surfaces (untrimmed surface edge) or are tangent to the surface edges (trimmed edge). Usually this means the cross-section shapes are not planar but snake from one edge to another.

With PlanarSections, Rhino forces all shape curves to be planar, and all the shape curve planes are parallel to the direction defined with this option. If you define a direction parallel to world Z (vertical), all blend sections will be vertical.

Continuity

Tangency

Match surface so it is tangent to target edge (G1 continuity). Tangent continuous blends are degree 3 with 4 controls points.

Curvature

Match surface so it is curvature-continuous with target edge (G2 continuity). Curvature continuous blends are degree 5 with 6 control points.

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Same height shapes

If the gaps between the surfaces vary, this option keeps the shape curves the same height throughout the blend.

Natural curve heights

Same height curves

Note If you try to do a blend between a surface and a hole that is exactly the same size as the surface,

Rhino will be forced to make the blend surface dip in quite a bit so that it is smooth to both surfaces.

Hole the same size as surface

Hole larger than surface

If the edges of two surfaces you are trying to blend share a corner point, BlendSrf selects all the contiguous edges as one. To choose the second edge separately, press Enter after choosing the first edge, then choose the edge of the second surface.

Sometimes some holes in between blend surfaces and their original surfaces appear in rendering. This is due to a visual artifact because the rendering is done with polygon mesh approximations of the true surfaces, and the meshes aren't matching up exactly because the surfaces are all separate objects.

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Use Join to join them together into one object so the rendering and meshing won't have any cracks in it and will match up exactly.

BooleanDifference

Boolean difference.

Toolbar: Solid Tools

Menu: Solid > Difference

1 At the Select first set of surfaces or polysurfaces prompt, select the first object. 2 At the Select first set of surfaces or polysurfaces. Press Enter for second set prompts, select

additional objects or press Enter to select the second set. 3 At the Select second set of surfaces or polysurfaces prompt, select an object to subtract. 4 At the Select second set of surfaces or polysurfaces. Press Enter when done. (

DeleteInput=Yes ) prompts, select additional objects to subtract or press Enter.

Boolean Difference

Note You can select the first set of objects before you invoke the command.

Rhino Booleans only work on NURBS objects, not mesh objects. Objects imported from a mesh modeler will not work.

You can use Boolean Difference with surfaces and open polysurfaces. What you get will depend on the direction of the normals of the object you select. The "inside" of a surface is everything on one side of it. Use Show direction display to see the direction. If you get results that are the opposite of what you want, reverse the direction of the surface with Flip the direction of a curve or surface and try again.

BooleanIntersection

Boolean intersection.

Toolbar: Solid Tools

Menu: Solid > Intersection

1 At the Select first set of surfaces or polysurfaces prompt, select the first object. 2 At the Select first set of surfaces or polysurfaces. Press Enter for second set prompts, select

additional objects. 3 At the Select second set of surfaces or polysurfaces prompt, select an object to intersect. 4 At the Select second set of surfaces or polysurfaces. Press Enter when done prompts, select

additional objects to intersect or press Enter

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Intersection (Boolean intersection)

Note You can select the first set of objects before you invoke the command.

Rhino Booleans only work on NURBS objects, not mesh objects. Objects imported from a mesh modeler will not work.

You can use Intersection with surfaces and open polysurfaces. What you get will depend on the direction of the normals of the object you select. The "inside" of a surface is everything on one side of it. Use Show direction display to see the direction. If you get results that are the opposite of what you want, reverse the direction of the surface with Flip the direction of a curve or surface and try again.

BooleanUnion

Boolean union.

Toolbar: Main and Solid Tools

Menu: Solid > Union

1 At the Select surfaces or polysurfaces to union prompt, select the first object. 2 At the Select surfaces or polysurfaces to union. Press Enter when done prompts, select

additional objects to union or press Enter. The objects are combined into one surface or polysurface.

Boolean Union

Note You can select the first object or all the objects before you invoke the command.

Rhino Booleans only work on NURBS objects, not mesh objects. Objects imported from a mesh modeler will not work.

You can also use Boolean Union with surfaces and open polysurfaces. What you get will depend on the direction of the normals of the object you select. The "inside" of a surface is everything on one side of it. Use Show direction display to see the direction. If you get results that are the opposite of what you want, reverse the direction of the surface with Flip the direction of a curve or surface and try again.

Try Join first on surfaces.

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Bottom

Set to world bottom view.

Toolbar: Set View

Menu: View > Set View > Bottom

Menu: Right-click viewport title > Set view > Bottom

Note This command sets the viewport projection to parallel.

If you do not want this command to change the projection to parallel, you must edit your Rhino.ini file and change the setting

DefinedViewsSetProjection=y

to

DefinedViewsSetProjection=n

BoundingBox

Create a bounding box for curves.

Toolbar: Analyze

Menu: Analyze > Bounding Box

At the Select objects to frame with a box ( CoordinateSystem=CPlane ) prompt, select objects and press Enter.

Or type C to toggle between creating a bounding box based on world coordinates and construction plane coordinates.

A rectilinear bounding box object is created that encloses the objects. If the objects are contained in a plane parallel to a coordinate system plane, the bounding box is a

rectangular polyline. Otherwise, a polysurface box is created. The extreme corners of the bounding box object are reported at the command line in the format min

= 0,-1,0 max = 1,0,1 in the chosen coordinate system.

Box

Draw a box.

Toolbar: Main, Solid, and Box

Menu: Solid > Box > Corner to Corner, Height

1 At the First corner of box prompt, choose a corner. 2 At the Other corner or length prompt, choose a diagonal corner, or enter a length and press Enter. 3 If a length was entered, at the Width prompt, enter a width and press Enter. 4 At the Height prompt, pick a point, or enter a height and press Enter

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Box from diagonal corners

Note The first point can be anywhere in 3-D space. The second point is constrained to a plane that goes

through the first point and is parallel to the construction plane.

Box3Pt

Draw a box with three points.

Toolbar: Box

Menu: Solid > Box, > 3 Points, Height

1 At the Start of edge prompt, choose a corner for the box. 2 At the End of edge prompt, choose an adjacent corner. 3 At the Width prompt, choose a location for the opposite edge of the first box side, or type a width

and press Enter. 4 At the Height prompt, choose a location for the opposite side of the box, or type a height and press

Enter.

Solid box from adjacent corners

Note The first point can be anywhere in 3-D space. The second point is constrained to a plane that goes

through the first point and is parallel to the construction plane.

BringViewportToTop

Bring a viewport to the top.

At the Name of viewport to bring to top prompt, type the name of the viewport to bring to the top and press Enter.

Note In most cases, you can bring a viewport to the top by clicking in the viewport title bar.

This is useful when you have rearranged your viewports so that they overlap each other.

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Cap

Cap open planar holes in a polysurface.

Toolbar: Solid Tools

Menu: Solid > Cap Planar Holes

At the Select surfaces or polysurfaces to cap prompt, select objects and press Enter. Capping surfaces appear on planar holes of the objects.

Cap open planar ends

Chamfer

Chamfer two curves.

Toolbar: Curve Tools

Menu: Curve > Chamfer

1 At the Select first curve to chamfer ( Distances=1,1 Join=No ) prompt, select the first curve near the end for the chamfer.

Or, type D and press Enter to change the chamfer distances. The first chamfer distance is the distance from the point where the two curves would intersect to

the chamfer point on the first curve. The second chamfer distance is the distance from the point where the two curves would intersect to the chamfer point on the second curve.

2 At the Select second curve to chamfer ( Distances=1,1 Join=No ) prompt, select the second curve at the end for the chamfer.

Chamfer

Options Distances

To change the chamfer distance, type D and press Enter.

Or, type the chamfer distance and press Enter.

You can type both distances separated by commas (for example 1,2) and press Enter or type one distance and press Enter and wait for the prompt for the second distance.

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Join

To change the Join option, type J and press Enter. The chamfer line and the curves you selected are trimmed or extended to the chamfer line and joined.

Note A chamfer distance of 0 trims or extends the curve to the intersection point. A chamfer may be

created in order to extend the other curve to that intersection point. If you enter 0 for both distances, the curves are trimmed or extended to their intersection, but no chamfer is created.

ChamferSrf

Chamfer two surfaces.

Toolbar: Surface Tools

Menu: Surface > Chamfer

1 At the Select first surface to chamfer ( Distances=1,1 Extend=Yes Trim=Yes ) prompt, choose the first surface. Click on the edge of the surface where you want the chamfer to go. Component surfaces will be selected and unjoined from their polysurfaces.

Or, type D and press Enter to change the chamfer distances. The first chamfer distance is the distance from the point where the two surfaces would intersect to

the chamfer point on the first surface. The second chamfer distance is the distance from the point where the two surfaces would intersect to the chamfer point on the second surface.

2 At the Select second surface to chamfer ( Distances=1,1 Extend=Yes Trim=Yes ) prompt, choose the second surface. Click on the edge of the surface where you want the chamfer to go.

Two surfaces

Two surfaces chamfered

Options Distances

Distance from the intersection of the surfaces to the edge of the chamfer.

Extend

Extends the surfaces to meet the chamfer edge.

Trim

Trim back original surfaces to the edges of the chamfer.

ChangeDegree

Change the degree of a curve.

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Toolbar: Curve Tools

Menu: Curve > Edit Tools > Change Degree

1 At the Select curve for degree change prompts, select curves and press Enter. 2 At the Current degree is <> New degree ( Deformable=No ) prompt, type a number and press

Enter.

Option

Deformable

If Deformable=Yes and the degree of the curve/surface is different from the requested degree, the new curve/surface has simple interior knots.

If Deformable=No and the degree of the curve/surface is LESS than the requested degree, the new curve/surface will have exactly the same geometry and parameterization as the original, but it will have knots of multiplicity = old multiplicity + new degree - old degree.

If Deformable=No and the degree of the curve/surface is GREATER than the requested degree, then the new curve/surface will be an approximation of the original with simple knots.

If any input has the same degree as the requested degree, that input is not changed.

Note ChangeDegree changes the degree of the polynomial used to create the curve. It keeps the knot

structure of the curves the same, but adds or subtracts control points between each knot span.

Often it is better to use InsertKnot and RemoveKnot instead, to add/remove control points more locally.

Curves with higher degrees take longer to display and use more memory.

The number of control points added or subtracted depends on the degree entered; the higher the degree, the greater the number of control points.

ChangeDegreeSrf

Change the degree of a surface.

Toolbar: Surface Tools

Menu: Surface > Edit Tools > Change Degree

1 At the Select surface for degree change prompt, select the surface that is not a polysurface. 2 At the U degree is 1 - enter desired degree prompt, type a number and press Enter. 3 At the V degree is 1 - enter desired degree prompt, type a number and press Enter.

Option Deformable

Increasing the degree of a surface can be used to get more control points and make the surface smoother.

If you want a smoother surface, then you can try increasing the degree to 5 with the deformable option set to YES.

If you want the surface to have the same geometry but more control points for editing, then try increasing the degree to 5 with the deformable option set to NO. In this case, you may want to consider using the InsertKnot command, which will leave the degree unchanged but add control points.

If you are going to export your geometry to another application, you may want to make every attempt to keep the degree of your surfaces low. In particular, many mechanical CAD systems have trouble with surfaces that have degrees greater than 3.

As always, if a surface command is confusing, use the results of the corresponding curve command to gain a little intuition. The following illustration show a simple curve example that shows a dramatic difference between Deformable=yes and Deformable=no.

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Polyline

ChangeDegreeSrf raises the degree of the polynomial used to create the surface. It keeps the knot

structure of the surface the same, but adds control points between each knot span. This gives you more control over the shape, but it will also make editing more difficult because it adds complexity throughout the surface.

Usually it is better to use InsertKnot/RemoveKnot instead. It is possible to add/remove control points more locally.

Raising surface degree makes them more deformable.

Surfaces with higher degrees take longer to display and use more memory.

The number of control points added depends on the degree entered; the higher the degree, the greater the number of control points. The lowest usable degree is supplied as the default (this number is one more than the current degree).

If you raise the degree of a surface, it will no longer be periodic. Use MakeSrfPeriodic to restore the periodicity of the surface.

ChangeLayer

Change the object's layer.

Toolbar: Layer

Menu: Edit > Layers > Change Object Layer

In the Layer for Object dialog box, click the new layer.

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ChangeToCurrentLayer

Change the object's layer to the current layer.

Select objects.

Check

Check an object for geeky relationships in geometry data structures.

Toolbar: Analyze, Diagnostics, and Geometry Fix

Menu: Analyze > Diagnostics > Check

At the Select object to check prompt, select one object. A report on the correctness of the object shows on the command line. Use CommandHistory or

press F2 to view. This is primarily a tool for diagnosing potential geometry bugs.

Note Delete or rebuild the object.

CheckInLicense

Checks in a license to the workgroup license manager.

The CheckOutLicense command makes it possible for users to check out a license from the license manager. This converts their workgroup node to a standalone node. The user can then leave the office and run Rhino without being connected to the network.

When the user gets back in the office, run the CheckInLicense command to check your key back into the Zoo and to turn your station back into a workgroup node.

You must have the workgroup license manager installed.

CheckOutLicense

Checks out a license from the workgroup license manager.

This converts a workgroup node to a standalone node. You can then remove your computer from the network and continue to run Rhino.

To check a license back in, use the CheckInLicense command.

The CheckOutLicense command makes it possible for users to check out a license from the license manager. This converts their workgroup node to a standalone node. The user can then leave the office and run Rhino without being connected to the network.

When users get back in the office, they must run the CheckInLicense command to check their keys back into the Zoo and to turn their stations back into a workgroup node.

You must have the workgroup license manager installed.

Circle

Draw a circle.

Toolbar: Circle and Main

Menu: Curve > Circle > Center, Radius

1 At the Center of circle ( Deformable Vertical AroundCurve ) prompt, enter the center point. 2 At the Radius <1> ( Diameter ) prompt, enter the radius point. Or type a number for the radius and press Enter.

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Circle center-radius

Options Deformable

Creates uniform cubic splines. You can enter the number of control points.

Vertical

Draws the circle perpendicular to the construction plane.

Vertical

AroundCurve

Draws the circle perpendicular to a curve at the chosen point

On curve

Diameter

Enter the diameter for the circle instead of the radius.

Circle3Pt

Draw a circle through three points.

Toolbar: Circle

Menu: Curve > Circle > 3 Points

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1 At the First point on circle prompt, enter a point on the circumference. 2 At the Second point on circle prompt, enter a second point on the circumference. 3 At the Third point on circle prompt, enter a third point on the circumference.

Circle from three points on the circumference

CircleD

Draw a circle by its diameter.

Toolbar: Circle

Menu: Curve > Circle > Diameter

1 At the Start of diameter ( Deformable Vertical ) prompt, enter the start of a diameter line of the circle.

2 At the End of diameter prompt, enter the end of the diameter.

Options Deformable

Creates uniform cubic splines. You can enter the number of control points.

Vertical

Draws the circle perpendicular to the construction plane.

CircleTTR

Draw a circle tangent to two curves.

Toolbar: Circle

Menu: Curve > Circle > Tangent, Tangent, Radius

1 At the Select first curve for CircleTTR prompt, select the first curve. Click the part of the curve where you want the circle to be. 2 At the Select second curve for CircleTTR prompt, select the second curve. 3 At the Radius prompt, enter a radius. There may be multiple circles, delete the extras.

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Circle from two tangent curves and a radius

CircleTTT

Draw a circle tangent to three curves.

Toolbar: Circle

Menu: Curve > Circle > Tangent to 3 Curves

1 At the First tangent curve ( KeepMarks Point ) prompt, select the first curve. Click the part of the curve where you want the circle to be. 2 At the Second tangent curve or radius <1> ( KeepMarks Point ) prompt, select the second

curve. You can define a fixed radius in CircleTTT when Rhino is asking for the second tangent curve. It

makes it possible to draw circles of fixed radius that are tangent to one curve and either go through a point, or are tangent to a second curve.

3 At the Third tangent curve. Press Enter to draw circle from first two points ( KeepMarks Point ) prompt, select the third curve.

There may be multiple circles, delete the extras.

Circle tangent to three curves

Options KeepMarks

Places point objects at the tangent points.

Point

Select a point for input.

ClearAllMeshes

Clear all render meshes.

Render and analysis meshes are cleared from all surfaces and polysurfaces.

Note To reduce the size of the model file, use the SaveAs command and check Save small.

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Use RefreshShade to clear render meshes from selected objects.

ClearAllMeshes turns off shaded working mode.

Render meshes are created automatically when you shade or render your model. They are not visible in wireframe view mode.

Render meshes are cleared and recreated automatically if you change your Render Mesh settings and render or shade the model.

ClearUndo

Clear undo buffer.

CloseDisplayWindow

Close the render display window.

Note This is useful for doing multiple renderings. When combined with the SaveDisplayWindowAs

command, you can create multiple renderings and save them to different files from your script.

ClosestPt

Find the point closest to an object.

Toolbar: Point

Menu: Curve > Point Object > Closest Point

1 At the Select objects for closest point prompt, select the objects for placing a nearest point on and press Enter.

2 At the Base point for closest point prompt, enter a point. Rhino creates a point object on one of the selected objects. It is placed at the closest point on the

objects to the base point.

Note Point objects display as small squares.

Point objects are not a part of any other object.

CloseViewport

Close the active viewport.

CommandHistory

View command history.

Toolbar: Tools

Menu: Tools > Commands > Command History

Shortcut: F2

The Rhino Command History window appears. It lists the last 500 command lines from the current Rhino session. Press F2 again to close the window.

Note To show the list of recently-used commands, right click in the Rhino Command History window, or in

the Command area. To start one of those commands, pick it from the list.

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CommandPaste

Paste commands from the Clipboard.

Toolbar: Tools

Menu: Tools > Commands > Paste From Clipboard

The text contents of the Windows Clipboard are copied into the command line, and interpreted as if you had typed them into the command line.

Note

The normal Windows Paste function in Version 2.0 will replace this command if it is not nested. If there is a Rhino 3DM model in the clipboard, it is pasted. If there is text in the Clipboard, it is pasted as a command script.

CommandPrompt

Toggle the display of the command area.

Warning: Turning off the command area is not recommended. Without the command area, you cannot tell what Rhino is doing or what Rhino is asking you to do.

Commands

List all Rhino commands.

Or, look at the Command List in this help file.

Cone

Draw a cone.

Toolbar: Solid

Menu: Solid > Cone

1 At the Base of cone prompt, choose a center point for the base. 2 At the Radius prompt, choose a radius. 3 At the End of cone prompt, choose a point for the tip of the cone

Solid cone

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Solid cone with Vertical option

Options Vertical

Type V and press Enter to draw the cone vertical to the current construction plane.

Diameter

Type D and press Enter to draw the cone's base by diameter.

Note The first point can be anywhere in 3-D space. The second point is constrained to a plane that goes

through the first point and is parallel to the construction plane.

Conic

Draw a conic section curve.

Toolbar: Curve

Menu: Curve > Conic

1 At the Start of conic ( Tangent ) prompt, enter the start point for the conic. 2 At the Reference vertex prompt, enter the middle point for the conic. This point partially defines the plane for the conic. 3 At the End of conic prompt, enter the end point for the conic. 4 At the Curvature point or rho prompt, pick a point for the conic to pass through to define its

curvature. Or, type a number greater than 0 and less than 1 and press Enter.

Conic

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Conic tangent to two curves

Options Tangent

1 At the Start of conic ( Tangent ) prompt, type T to select tangent curves. 2 At the First reference curve prompt, select a curve. 3 At the Point on first curve prompt, select a point on the curve for the conic to be tangent to. 4 At the Second reference curve prompt, select a second curve. 5 At the Point on second curve prompt, select a point on the curve for the conic to be tangent to. 6 At the Curvature point or rho prompt, pick a point for the shoulder of the conic.

Conic tangent to two curves

Types of conics

Elliptical

Rho values greater than 0.0 and less than 0.5.

Parabolic

Rho value of 0.5.

Hyperbolic

Rho values greater than 0.5 and less than 1.

Shoulder Conic Details

Given a triangle with corners A, B, C and a shoulder point S strictly inside the triangle, let T be the point where line(B,S) intersects chord(A,C). Then the number "t"

must be strictly between 0 and 1 because S is strictly inside the triangle. The shoulder conic is the unique solution to the problem:

conic(0) = A conic(t) = S conic(1) = B

When this conic is presented in canonical 3-D bezier form, the homogeneous control points are

where w is determined by equation conic(t) = S. If you work out the details, you'll discover that S being strictly inside the triangle means the weight w will always be a positive number.

The connection between rho and the weight is

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If you solve for rho in terms of w you get

Basically, (ignoring orientations and positive coefficients which just muddy the waters) you have

doesn't have real roots, so the w<1 case is elliptical.

ConicPerp

Draw a conic perpendicular to a curve.

1 At the Start of conic on curve prompt, enter the start of the conic on the curve you want the conic to be perpendicular to.

2 At the Reference vertex on perpendicular prompt, enter the reference vertex for the conic. This point partially defines the plane for the conic.

3 At the End of conic prompt, enter the end point for the conic. 4 At the Curvature point or rho prompt, pick a point for the conic to pass through to define its

curvature. Or, type a number between 0 and 1 and press Enter.

Types of conics

Elliptical

Rho values between 0.0 and 0.5.

Parabolic

Rho value of 0.5.

Hyperbolic

Rho values between 0.5 and 1.

Continuity

Positional Continuity (G0)

G0 continuity means that the end points of a curve or the edges of two surfaces touch each other. End control points are at the same location.

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Position continuity (G0)

Tangent Continuity (G1)

G1 continuity means that the tangent direction of the two curves or surfaces is the same. Fillet arcs form this kind of continuity with the lines or surfaces filleted. The two control points of the arc and the adjacent curve line up.

Curves and surfaces with G1 continuity are also G0 continuous.

Tangent continuity (G1)

Curvature Continuity (G2)

G2 continuity means that the tangent direction and the curvature of the two curves or surfaces is the same. Blend, BlendSrf, Match, and MatchSrf form this kind of continuity. Three control points of the blend and the adjacent curve line up (up to degree 3 curves).

Curves and surfaces with G2 continuity are also G1 and therefore G0 continuous.

Position, curvature, and tangency match (G2)

Contour

Create contour curves of a surface or polysurface.

Toolbar: Curve From Object

Menu: Curve > From Objects > Contour

1 Select surfaces, polysurfaces, and meshes for contour line creation. 2 At the Contour plane base point prompt, choose a base point. One of the contour planes will go through this point.

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3 At the Contour plane direction prompt, choose the direction the planes will march in to create contour lines.

The contour planes will be perpendicular to this direction, generated in both directions from the base point.

4 At the Distance between contours prompt, enter the distance between contours and press Enter. Contour curves are created where the contour planes intersect the surfaces and polysurfaces.

Curve from the contours of a surface

ControlPolygon

Toggle the display of control polygons.

The polygon display for the dotted lines between control points toggles on or off. You will see a visual effect only when control points are displayed with Show control points.

ControlPolygon on

ControlPolygon off

ControlPolygonDensity

Set the control polygon display density.

At the Control polygon display density prompt, enter the number of pixels between each dot of the control polygon.

The higher this number is, the less dense the control polygon will display.

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ControlPolygonHighlight

Toggle control polygon highlighting.

Menu: Edit > Control points > Control Polygon> Toggle highlight.

Control points selected with ControlPolygonHighlight on

Control points selected with ControlPolygonHighlight off

ConvertToBeziers

Convert a NURBS curve to a Bezier curve.

At the Select curves to convert to Beziers prompt, select curves and press Enter. The curves are converted to short Bezier curve segments. The original curves are removed.

ConvertToPolyline

Convert curves to polylines.

Toolbar: Lines

Menu: Curve > Line > Convert Curve to Polyline

1 At the Select curves to convert to polylines prompt, select an object to create polylines from. 2 At the Angle tolerance prompt, type the maximum angle allowed between adjacent polyline

segments. Larger angles result in coarser polylines, while smaller angles result in finer polylines.

Note To convert surface wireframes to polylines, use the ExtractWireframe command first, then convert

the resulting curves to polylines.

Edges can't be converted with this command. Use the DupEdge command to create a curve from the edge.

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Copy

Copy objects.

Toolbar: Main and Transform

Menu: Transform > Copy

1 Select the objects. 2 At the Point to copy from ( Vertical InPlace ) prompt, choose a point to move the copy from. Or, to move the copy vertically, type v and press Enter. 3 At the Point to copy to prompts, choose locations for copies. 4 Press Enter when you finish choosing locations. Or, to copy the object in the same place, at the Choose base point ( Vertical InPlace ) prompt,

type I and press Enter. A single copy is made in the same place as the original.

Copy

Other Ways of Copying Objects

You can also simply select and drag objects while pressing the Alt key.

CopyClip

Copy objects to the Clipboard.

Toolbar: Standard

Menu: Edit > Copy

Shortcut: Ctrl+C

Note All selected objects in your model are copied and placed on the Windows Clipboard. Object

properties and location are stored with the object.

When you Paste objects into Rhino, they are placed on the same layer they came from in the original model. If the layer does not exist, it is created when the object is pasted.

Right click the Paste toolbar button to paste objects on the current layer.

CopyCPlaneSettingsToAll

Copy the settings of one construction plane to the rest.

All viewports are changed so that the grid spacing, snap spacing, and grid settings are the same as in the active viewport.

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CopyCPlaneToAll

Make all construction planes have the same orientation.

All viewports are changed so that the construction planes are the same as the construction plane in the active viewport.

CopyDisplayWindowToClipboard

Copy the contents of the render window to the Clipboard.

The image in the render window is copied to the Clipboard.

CopyViewToAll

Copy the view to all viewports.

CPlane3Pt

Set the construction plane with 3 points.

Toolbar: Set CPlane

Menu: View > Set CPlane > 3 Points

1 Click in the viewport (or on the viewport titlebar) of the viewport that displays the construction plane you want to change.

2 At the CPlane origin prompt, choose the new origin. 3 At the X axis direction prompt, choose a point on the x-axis. 4 At the CPlane orientation prompt, choose a point on the y-axis.

Note The construction plane displayed in the active viewport when the command starts is changed.

CPlaneElevation

Change the elevation of a construction plane.

Toolbar: Set CPlane

Menu: View > Set CPlane > Elevation

1 Click in the viewport (or on the viewport titlebar) of the viewport that displays the construction plane you want to change.

2 At the CPlane elevation prompt, enter the new elevation for the CPlane. Positive numbers move the CPlane up along the positive z- axis. Negative numbers move the CPlane

down.

Note The construction plane displayed in the active viewport when the command starts is changed.

CPlaneFront

Restore the front construction plane.

Toolbar: Set CPlane

Menu: View > Set CPlane > World Front.

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CPlaneNext

Restores the next used construction plane after a CPlanePrev command.

Toolbar: Set CPlane

Menu View > Set CPlane > Next

Click in the viewport (or on the viewport titlebar) of the viewport that displays the construction plane you want to change.

CPlaneOrigin

Set the origin of a construction plane.

Toolbar: Standard and Set CPlane

Menu: View > Set CPlane > Origin.

1 Click in the viewport (or on the viewport titlebar) of the viewport that displays the construction plane you want to change.

2 At the CPlane origin prompt, choose the new origin.

Note The construction plane displayed in the active viewport when the command starts is changed.

CplaneOriginAll

Set all construction plane origins to a point.

At the Origin for all CPlanes prompt, pick a point for the origin of all construction planes.

Note The construction planes in all viewports will be changed so that their origin is at the picked point.

CPlanePerpToCrv

Align construction plane tangent to a curve at a point.

Toolbar: Set CPlane

Menu: View > Set CPlane > Perpendicular to Curve.

1 Click in the viewport (or on the viewport titlebar) of the viewport that displays the construction plane you want to change.

2 Select a curve to orient construction plane. 3 At the CPlane origin prompt, in the dynamic preview, drag the construction plane's new x- and y-

axes to a new location. Use CPlanePerpToCrv to quickly position your construction plane at various stations along a central rail curve as preparation for doing a one rail sweep, for example. Once your construction plane is positioned, you can use drawing tools to draw a cross-section curve in the 3- D location where it needs to be. This direct drawing method can be quicker and more convenient than drawing the curve on a world plane and then trying to move and rotate it into place in 3- D.

Note The construction plane displayed in the active viewport when the command starts is changed.

The direction of the curve affects the direction of the axes. If the construction plane does not go the direction you want, flip the direction of the curve with the Flip or Dir commands.

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CPlanePrev

Restores the previously used construction plane.

Toolbar: Set CPlane

Menu View > Set CPlane > Previous

Click in the viewport (or on the viewport titlebar) of the viewport that displays the construction plane you want to change.

CPlaneRight

Restore the right construction plane.

Toolbar: Set CPlane

Menu: View > Set CPlane > World Right.

CPlaneThroughPt

Move construction plane to go through a point.

1 Click in the viewport (or on the viewport titlebar) of the viewport that displays the construction plane you want to change.

2 At the Point for CPlane to pass through prompt, pick a point for the construction plane to pass through.

Note The construction plane displayed in the active viewport when the command starts is changed.

The construction plane is moved along its z-axis until the construction plane passes through the picked point.

CPlaneToObject

Set the construction plane to an object.

Toolbar: Set CPlane

Menu: View > Set CPlane > To Object

1 Click in the viewport (or on the viewport titlebar) of the viewport that displays the construction plane you want to change.

2 At the Select object to orient CPlane to prompt, select a curve or surface.

Note The construction plane displayed in the active viewport when the command starts is changed.

CPlaneTop

Restore the top construction plane.

Toolbar: Set CPlane

Menu: View > Set CPlane > World Top.

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CPlaneToView

Set the construction plane to the view.

Toolbar: Set CPlane

Menu: View > Set CPlane > To View

Click in the viewport (or on the viewport titlebar) of the viewport that displays the construction plane you want to change.

CPlaneV

Set the construction plane vertical to the active construction plane.

Toolbar: Set CPlane

Menu: View > Set CPlane > Vertical

1 Click in the viewport (or on the viewport titlebar) of the viewport that displays the construction plane you want to change.

2 At the CPlane origin prompt, choose the new origin. 3 At the X axis direction prompt, choose a point on the x- axis.

Note The construction plane displayed in the active viewport when the command starts is changed.

CPlaneX

Set the construction plane x-axis.

Toolbar: Set CPlane

Menu: View > Set CPlane > X Axis

1 Click in the viewport (or on the viewport titlebar) of the viewport that displays the construction plane you want to change.

2 At the CPlane origin prompt, choose the new origin. 3 At the X axis direction prompt, choose a point on the x- axis.

Note The construction plane displayed in the active viewport when the command starts is changed.

CPlaneZ

Set the construction plane z-axis.

Toolbar: Set CPlane

Menu: View > Set CPlane > Z Axis

1 Click in the viewport (or on the viewport titlebar) of the viewport that displays the construction plane you want to change.

2 At the CPlane origin prompt, choose the new origin. 3 At the Z axis direction prompt, choose a point on the z- axis.

Note The construction plane displayed in the active viewport when the command starts is changed.

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CreateUVCrv

Create UV curves.

Toolbar: Curve From Object

Menu: Curve > From Objects > Create UV Curves

At the Select surface to create UV curves prompt, select a surface. The untrimmed boundary and trim curves of the surface are mapped onto the world x-y plane as a

set of planar curves.

A surface and its UV curves

Note The size of the uv curves is based on the control polygon.

If true arc-length mapping is desired, the original surface must be developable. Use UnrollSrf, cut openings in the unrolled surface, use CreateUVCrv on the unrolled surface and then use ApplyCrv to wrap the curves back on the original surface.

Crv2View

Create a curve from two views.

Toolbar: Curve Tools

Menu: Curve > From 2 Views

3 At the Select planar curve prompt, select the first planar curve. 4 At the Select planar curve prompt, select the second planar curve.

Top view of profile curves

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Front view of profile curves

Perspective view of profile curves

Right view of profile curves and curve from two views

Perspective view of profile curves and curve from two views

Creates a third curve from two curves that are planar in different construction planes. Each planar curve is temporarily extruded perpendicular to its plane, then the extrusions are intersected to create the curve. The new curve looks the same as each of the original curves when viewed in each plane.

Example

For an example, see the Rhinoceros User's Guide. Look in the index under "Curve, From 2 Views."

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Note Use to create a curve when you know its profile in two directions. The example demonstrates creating

a curve that follows the edge of a boat hull from 2-D curves in the top and front views.

The AlignProfiles command is useful for lining up curves in two views prior to creating a curve from two views.

CrvDeviation

Measure the deviation between two curves.

Toolbar: Analyze

Menu: Analyze > Curve > Deviation

1 Select two curves. The command may find one or more intervals of overlap between the two curves, or it may report

that the curves don't overlap. For each overlap interval, three pairs of indicator marks with indicator lines between them appear,

joining the ends of the overlap interval, and the points of greatest deviation within the interval. For each overlap interval the three deviation distances are reported at the command line together

with the world coordinates of the interval ends on each curve. Use CommandHistory or F2 key to view the data.

2 At the Press Enter when done ( KeepMarks=No ) prompt, press Enter to turn off the deviation display.

On use the K option to create three line objects from the indicator marks for each interval.

CrvEnd

Places a point at the end of a curve.

Menu: Curve > Point Object > Mark Curve End

Select curves.

CrvSeam

Change the seam point of closed curves.

Toolbar: Curve Tools

Menu: Curve > Edit Tools > Adjust Closed Curve Seam

1 At the Select closed curves for seam adjustment prompts, select closed curves in the order you want the seam to pass through them and press Enter.

The seam point of each closed curve is indicated with a point. They are connected with a line. Arrows indicate the direction of each curve.

2 At the Select seam point to adjust prompts, pick on a seam point marker, and move it along the curve.

3 At the Location of seam point prompt, pick a new location for the seam point. Continue to adjust the seam points so they line up and the curves all have the same direction. Use

the FlipDirection option to change the direction of curves. 4 When you are done adjusting the connections, press Enter.

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Curves with seams and directions misaligned

Curves with seams aligned and directions misaligned

Curves with seams and directions aligned

Options FlipDirection

Reverses the arrow on the selected seam point, reversing the direction of the curve.

You can also flip the direction by clicking the arrowhead.

Automatic

Attempts to align the seam points and directions without intervention.

Natural

Returns the seam points to the way they were at the beginning of the command.

Note This command's functions are built into Loft a surface.

Seam points need to be adjust because the seam points of the curves are the guide for the "seam" of a surface lofted from them.

CrvStart

Places a point at the start of a curve.

Menu: Curve > Point Object > Mark Curve Start

Select curves.

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CrvThroughSrfControlPt

Create curves through the control points of a surface.

1 At the Select surface prompt, select a surface. The control point for the surface appear, with the control polygons. 2 At the Select point on the surface prompts, pick near a control point, as the desired control

polygons are emphasized. Curves are drawn at the control polygons. 3 Press Enter to stop creating curves.

Option:

Direction

Type D and press Enter to create curves in the U, V or Both directions.

CSec

Create cross-section curves through profile curves.

Toolbar: Curve Tools

Menu: Curve > CSec Profiles

1 Draw profile curves that roughly define the shape of your object. 2 At the Select profile curves in order prompt, select your profile curves in the order the cross-

section curves should pass through them and press Enter. 3 At the Start of cross-section line prompt, start a line that will define the cross section plane

perpendicular to the current construction plane. Turning on Ortho or Snap may help you control the section planes. 4 At the End of cross-section line prompt, end the line for the cross section plane. A curve is created in the plane defined at the cross section line, that passes through the profile

curves. 5 When you have drawn the cross section curves you need, press Enter to end the command.

Profile curves top view

Profile curves front view

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Cross section lines

Cross section curves

Once you have made the cross-section curves, you can use the Loft command to create a surface through them.

Lofted and rendered section curves

Note The cross section lines must cross all of the profile curves.

For best results, space the cross section curves relatively evenly.

CullControlPolygon

Backface cull control point.

Toolbar: Visibility and Organic

Menu: Edit > Control Point Visibility > Backface Cull

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Control polygon culling off

Control polygon culling on

Note Editing surface control points is sometimes easier when only the control points facing you are visible.

Backface culling hides the control points for the parts of the surface you are looking at the back side of.

It is possible to make the surface normal point toward what you would consider the inside of an open surface. If the points on the wrong side of the surface are visible, try flipping the normal direction of the surface with the Dir command.

Curvature

Measure the curvature of a curve.

Menu: Analyze > Curve > Curvature Circle

1 At the Select curve for curvature measurement prompt, select a curve. The marker is constrained to track along the selected curve. The radius of curvature of the curve at the marker is displayed in the status bar, and a black circle of

that radius is displayed tangent to the curve at the marker. A white line tangent to the curve is also drawn.

A point object is placed at the point to evaluate in addition to drawing the curvature circle. This gives permanent feedback when the radius of curvature is infinite (curvature is zero, the curve is locally flat, for example at inflection points where the curve bulge changes from one side to the other) and cannot be evaluated. This does not automate finding the inflection points, but it makes it possible to mark them manually.

2 At the Select point to measure curvature prompt, press Esc to end the command without change. Or, click to create the circle object.

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Curvature circle display

CurvatureAnalysis

Analyze surface curvature.

Toolbar: Analyze and Surface Analysis

Menu: Analyze > Surface > Curvature Analysis

1 Select objects for curvature analysis. 2 In the Curvature dialog box, set the style and range.

The CurvatureAnalysis command is one of a series of visual surface analysis commands. These commands use NURBS surface evaluation and rendering techniques to help you visually analyze surface smoothness, curvature, and other important properties.

A smooth surface has two principal curvatures. The Gaussian curvature is a product of the principal curvatures. The Mean curvature is the average of the two principal curvatures.

Options Gaussian

In the images below, red is assigned to a positive value of Gaussian curvature, green is assigned to zero Gaussian curvature, and blue to negative value of Gaussian curvature.

Any points on the surface with curvature values between the values you specify will be displayed using the corresponding color. For example, points with a curvature value half way between the specified values will be green. Points on the surface that have curvature values beyond the red end of the range will be red and points with curvature values beyond the blue end of the range will be blue.

A positive Gaussian curvature value means the surface is bowl-like.

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Surface with positive Gaussian curvature

A negative value means the surface is saddle-like.

Surface with negative Gaussian curvature

A zero value means the surface is flat in at least one direction. (Planes, cylinders, and cones have zero Gaussian curvature).

Surface with zero Gaussian curvature

If you know the range of values of curvature you are interested in analyzing, enter those values in the edit boxes next to the red and blue portions of the "rainbow." The values you enter for red should be different from the value you enter for blue, but the value for red can be larger or smaller than the value for blue.

Mean

Displays the absolute value of the mean curvature.

Max radius

This option is useful for flat spot detection. Set the value for blue rather high (10- >100- >1000) and the red close to infinity. Red areas in the model then indicate flat spots where the curvature is practically zero.

Min radius

If you are going to offset a surface at distance r or are going to mill a surface with a cutting ball of radius r, then any place on the surface that "curves" with a radius smaller than r will cause trouble.

In the case of an offset, you'll get a twisty mess that goes through itself. In the case of the mill, your cutting ball will remove material you want to keep.

In these cases you need to be able to answer the question, "Does this surface have any place where it bends too tightly?" The Min Radius option should help you answer this question.

Set RED = r set BLUE = 1.5 x r

Any red you see on the surface indicates you can't offset/mill in that region. Blue areas should be safe. Areas from green towards red should be viewed with suspicion.

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Auto Range

The CurvatureAnalysis command analyzes surface curvature using false color mapping. You have to map values to saturated computer colors. As a starting point, use Auto Range and then adjust the values to be symmetric but with magnitudes comparable to those selected by Auto Range.

The CurvatureAnalysis command attempts to remember the settings you used the last time you analyzed a surface. If you have dramatically changed the geometry of a surface or have switched to a new surface, these values may not be appropriate. In this case you can use Auto Range to automatically compute a curvature value to color mapping that will result in a good color distribution.

Max Range

Choose this option if you want the maximum curvature to be mapped to red and the minimum curvature mapped to blue. On surfaces with extreme curvature variation, this may result in a rather uninformative image.

Note When you use the CurvatureAnalysis command, if the selected objects that do not have surface

analysis meshes, an invisible mesh will be created based on the settings in the Polygon Mesh Options dialog box.

The surface analysis meshes are saved in the Rhino files. These meshes can be large. The RefreshShade command and the Clear render meshes option of the Save and SaveAs commands remove any existing surface analysis meshes.

To properly analyze a freeform NURBS surface, the analysis commands generally require a detailed mesh.

Gaussian and Mean Curvature To understand Gaussian curvature of a point on a surface, you must first know what the curvature of curve is.

At any point on a curve in the plane, the line best approximating the curve that passes through this point is the tangent line. We can also find the best approximating circle that passes through this point and is tangent to the curve. The reciprocal of the radius of this circle is the curvature of the curve at this point. The best approximating circle may lie either to the left of the curve, or to the right of the curve. If we care about this, then we establish a convention, such as giving the curvature positive sign if the circle lies to the left and negative sign if the circle lies to the right of the curve. This is known as signed curvature.

Normal section curvature is one generalization of curvature to surfaces. Given a point on the surface and a direction lying in the tangent plane of the surface at that point, the normal section curvature is computed by intersecting the surface with the plane spanned by the point, the normal to the surface at that point, and the direction. The normal section curvature is the signed curvature of this curve at the point of interest.

If we look at all directions in the tangent plane to the surface at our point, and we compute the normal section curvature in all these directions, then there will be a maximum value and a minimum value.

Principal curvatures

The principal curvatures of a surface at a point are the minimum and maximum of the normal curvatures at that point. (Normal curvatures are the curvatures of curves on the surface lying in planes including the tangent vector at the given point.) The principal curvatures are used to compute the Gaussian and Mean curvatures of the surface.

Gaussian curvature

The Gaussian curvature of a surface at a point is the product of the principal curvatures at that point. The tangent plane of any point with positive Gaussian curvature touches the surface at a single point, whereas the tangent plane of any point with negative Gaussian curvature cuts the surface. Any point with zero mean curvature has negative or zero Gaussian curvature.

Mean curvature

The Mean curvature of a surface at a point is one half the sum of the principal curvatures at that point. Any point with zero mean curvature has negative or zero Gaussian curvature.

Surfaces with zero mean curvature everywhere are minimal surfaces. Surfaces with constant mean curvature everywhere are often referred to as CMC (Constant Mean Curvature) surfaces.

CMC surfaces have the same mean curvature everywhere on the surface.

Physical processes which can be modeled by CMC surfaces include the formation of soap bubbles, both free and attached to objects. A soap bubble, unlike a simple soap film, encloses a volume and exists in an

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equilibrium where slightly greater pressure inside the bubble is balanced by the area-minimizing forces of the bubble itself.

Minimal surfaces are the subset of CMC surfaces where the curvature is zero everywhere.

Physical processes which can be modeled by minimal surfaces include the formation of soap films spanning fixed objects, such as wire loops. A soap film is not distorted by air pressure (which is equal on both sides) and is free to minimize its area. This contrasts with a soap bubble, which encloses a fixed quantity of air and has unequal pressures on its inside and outside.

CurvatureGraphOff

Turn off the curvature graph for curves.

Toolbar: Analyze

Menu: Analyze > Curve > Curvature Graph Off

Or close the dialog box.

CurvatureGraphOn

Turn on the curvature graph for curves.

Toolbar: Analyze

Menu: Analyze > Curve >>>> Curvature Graph On

Select curves or surfaces. A white graph showing curvature appears on the selected curves, and the Curvature Options dialog

box appears.

Curvature graph on surface.

Adjust the length, frequency, u- and v-direction display of the curvature indicators using the controls in the Curvature Options dialog box.

The curvature graphs and the Curvature Options dialog box persist until turned off, even when other commands are started.

To turn off the curvature graph

Menu: Analyze > Curve > Curvature Graph Off

Or, close the dialog box.

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Curve Analysis

Degree 2 curve

Even though the curve spans are tangent with one another, the curvature graph suddenly changes from one value to a different value. The spans of a degree 2 curve are G1, or tangent only. They are not curvature continuous.

Degree 3 curve

There are no jumps in the curvature graph. The curvature graph of the first span connects end-to-end with the curvature graph of the second span. This curve is curvature continuous or G2 across its spans because its curvature does not go from one value to another value suddenly. However, the curvature graph of the first span does not progress at the same rate of the graph of the second span. So even though the curvature does not suddenly change, the rate of curvature does suddenly change.

Degree 4 curve

This curvature graph has no sudden changes of rate. In other words, the rate of curvature changes smoothly throughout the curve. We call this G3 or rate of curvature continuous.

Degree 5 curve

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For degree 5 curves, the rate at which the rate of curvature changes is continuous. This is sometimes called G4 or rate of rate of curvature continuous.

To better grasp this, play with the Curvature command and observe the osculating circle as it travels along curves.

Note On surfaces the curvature hairs only display at surface isoparms. If isoparm display is turned off,

curvature hairs display only at the surface boundary.

At any point on a curve (except lines), there is a circle that most closely resembles the curve at that point, that is, it has the same tangent direction and rate of change in tangent direction. The curvature displayed is a graph of (1/radius of that circle), but it is scaled by a factor set in the dialog box. If the graph changes smoothly, the curve is "smooth" or "fair." Jumps in the curvature graph indicate kinks or abrupt changes in the derivatives of the curve.

A Display scale setting of 100 means a 1:1 curvature scale. Two clicks make the hair twice/half as tall.

CurvatureSrf

Analyze the curvature on a surface.

Menu: Analyze > Surface > Curvature Circle

1 Select a surface for curvature evaluation. As you move your cursor, two half-circles display to show you the minimum and maximum curvature

at that point. 2 At the Point on surface to evaluate prompt, pick a point on the surface.

The following surface evaluation information displays in the command area. Surface curvature evaluation at parameter location, 3- D point, 3- D normal, maximum principal

curvature, minimum principal curvature, Gaussian curvature. 3 Press F2 to show the Command History window.

Note Every point on a smooth curve has a circle that best approximates the curve at that point. To see the

circle, use the Curve command to make a smooth curve and then use the Curvature command on that curve to create the circle.

Every point on a smooth surface has similar circles. The circle with a biggest radius is always orthogonal to the circle with a smallest radius.

The principal curvatures are the radii of the arcs.

The Gaussian curvature is positive when both circles point the same way, negative when the circles point opposite ways, and zero if one of the circles degenerates into a line.

Curve

Draw a curve by control points.

Toolbar: Curve

Menu: Curve > Free-form > Control Points

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1 At the Start of curve ( Degree=3 ) prompt, enter the start of the curve. 2 At the Next point. Press Enter when done ( Degree=5 Undo ) prompts, enter an additional

control point. 3 At the Next point. Press Enter when done ( Degree=5 Sharp Close Undo ) prompts, enter

additional control points. 4 To end the curve, press Enter. Or move the cursor near the start of the curve, and pick. The curve closes. Press Alt to suspend autoclose.

Curve from control points

Options Degree

You can set the degree of the curve up to 11.

When drawing a high degree curve, the output curve will not be the degree you request unless it is complex enough. You must draw one more control point than the degree.

Sharp

When you make a closed curve, it will come to a point instead of making a smooth closure as it normally does.

Close

Closes the curve smoothly by creating a periodic.

Closed curve from control points

Undo

Removes the last control point you entered.

Cut

Cut objects to the Clipboard.

Toolbar: Standard

Menu: Edit > Cut

Shortcut: Ctrl+X

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Note All selected objects are removed from your model and placed on the Windows Clipboard. Object

properties and location are stored with the object.

When you Paste objects into Rhino, they are placed on the same layer they came from in the original model. If the layer does not exist, it is created when the object is pasted.

Right click the Paste toolbar button to paste objects on the current layer.

CutArea

Calculate the area of surfaces or polysurfaces inside a box.

Toolbar: Mass Properties

This command can be used for finding areas under a "waterline" defined by the box.

1 Draw a box around your objects to represent the waterline. 2 At the Select surfaces or polysurfaces for area calculation prompt, select closed surfaces or

polysurfaces and press Enter. 3 At the Select solid box for cutting prompt, select the box. The area displays on the command line in the format Area = 17.34 (+/- 0.014).

CutAreaCentroid

Calculate the area centroid of surfaces or polysurfaces inside a box.

Toolbar: Mass Properties

This command can be used for finding area centroids under a "waterline" defined by the box.

1 Draw a box around your objects to represent the waterline. 2 At the Select surfaces or polysurfaces for area centroid calculation prompt, select closed

surfaces or polysurfaces and press Enter. 3 At the Select solid box for cutting prompt, select the box. The area centroid displays on the command line in the format Area Centroid = -0.4601236,-

1.8545412,0 (+/- 1.7e-006,1.1e-006,0). A point object is placed at the centroid coordinates.

CutAreaMoments

Calculate the area moments of surfaces or polysurfaces inside a box.

Toolbar: Mass Properties

This command can be used for finding area moments under a "waterline" defined by the box.

1 Draw a box around your objects to represent the waterline. 2 At the Select surfaces or polysurfaces for area moments calculation prompt, select closed

surfaces or polysurfaces and press Enter. 3 At the Select solid box for cutting prompt, select the box. First moments, second moments, product moments, area moments of inertia about world coordinate

axes, area radii of gyration about world coordinate axes, area moments of inertia about centroid coordinate axes, and area radii of gyration about centroid coordinate axes are printed at the command line.

4 Use CommandHistory or press F2 to view the data.

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CutPlane

Create cutting planes through objects.

Toolbar: Plane

Menu: Surface > Rectangle > Cutting Plane

1 At the Select objects for cut planes prompt, select the objects that the cutting planes will pass through and press Enter.

2 At the Start of cut plane prompt, select the first point of a line to define a plane. 3 At the End of cut plane prompt, select the end point of a line that defines a plane. The prompts repeat to make several cut planes. press Enter to stop making cut planes. Planes perpendicular to the current construction planes are generated that pass through the selected

objects and are large enough to intersect all of the objects.

Lines in top view define cutting planes

Cutting planes in perspective view

CutVolume

Calculate the volume of surfaces or polysurfaces inside a box.

Toolbar: Mass Properties

This command can be used for finding volumes under a "waterline" defined by the box.

1 Draw a box around your objects to represent the waterline. 2 At the Select surfaces or polysurfaces for volume calculation prompt, select closed surfaces or

polysurfaces and press Enter. 3 At the Select solid box for cutting prompt, select the box. The volume displays on the command line in the format Volume = 623.3921 (+/- 0.0001).

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CutVolumeCentroid

Calculate the volume centroid of surfaces or polysurfaces inside a box.

Toolbar: Mass Properties

This command can be used for finding volume centroids under a "waterline" defined by the box.

1 Draw a box around your objects to represent the waterline. 2 At the Select surfaces or polysurfaces for area centroid calculation prompt, select closed

surfaces or polysurfaces and press Enter. 3 At the Select solid box for cutting prompt, select the box. The volume centroid displays on the command line in the format Volume Centroid = -0.4601236,-

1.8545412,0 (+/- 1.7e-006,1.1e-006,0). A point object is placed at the centroid coordinates.

CutVolumeMoments

Calculate the volume moments of surfaces or polysurfaces inside a box.

Toolbar: Mass Properties

This command can be used for finding area moments under a "waterline" defined by the box.

1 Draw a box around your objects to represent the waterline. 2 At the Select surfaces or polysurfaces for volume moments calculation prompt, select closed

surfaces or polysurfaces and press Enter. 3 At the Select solid box for cutting prompt, select the box. First moments, second moments, product moments, volume moments of inertia about world

coordinate axes, volume radii of gyration about world coordinate axes, volume moments of inertia about centroid coordinate axes, and volume radii of gyration about centroid coordinate axes are printed at the command line.

4 Use CommandHistory or press F2 to view the data.

Cylinder

Draw a cylinder.

Toolbar: Solid

Menu: Solid > Cylinder

1 At the Base of cylinder prompt, choose a center point for the base. 2 At the Radius prompt, choose a radius. 3 At the End of cylinder prompt, choose a point for the center of the top surface. The cylinder is a polysurface of three joined surfaces.

Solid cylinder

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Solid cylinder with Vertical option

Options Vertical

Type V and press Enter to draw the cylinder vertical to the current construction plane.

Diameter

Type D and press Enter to draw the cylinder's base by diameter.

Note The first point can be anywhere in 3-D space. The second point is constrained to a plane that goes

through the first point and is parallel to the construction plane.

Delete

Delete selected objects.

Menu: Edit > Delete

Shortcut: Delete

Pre-select the objects you want to delete.

Note You can get the accidentally deleted objects back with the Undo command.

If you want to post-select objects to delete, use the Erase command.

Delete control points on curves 1 Show control points for the curve you want to edit. 2 Select the control points on the curve to delete. 3 Press Delete.

DeleteAll

Delete all objects in the model.

Note You can get the accidentally deleted objects back with Undo command.

All objects in the model are deleted. Layers, saved views, and saved construction planes are not deleted.

To start a new model, use New command instead.

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DetachTrim

Detach the trimming boundary from a surface.

Toolbar: Surface Tools and Geometry Fix

Menu: Surface > Edit Tools > Detach Trim

At the Choose a boundary to detach prompt, select a boundary to detach. The surface is no longer trimmed by the boundary, and the trim curve is created. Similar to Untrim - it removes a trimming curve from a surface, but it creates an independent curve

from what used to be the trimming curve. This is more convenient than duplicating the trimming curve and then using Untrim.

Untrims a surface and converts the trimming curve into a curve. Any geometry attached to the edges of the boundary is detached from the trimmed hole but left in

place.

Surface before outside trimming curve detached.

Surface after outside trimming curve detached.

Dig

Start a 3-D digitizer.

Toolbar: 3-D Digitizing, Microscribe, and Tools

Menu: Tools > Digitize > Connect

1 In the Select Digitizer dialog box, select your digitizing arm. 2 In the Baud Rate dialog box, select the proper serial port and baud rate. 3 At the Choose an origin with the digitizer prompt, use the arm to choose an origin in the real

world. 4 At the Choose an x axis point with the digitizer prompt, use the arm to choose an x- axis in the

real world. 5 At the Choose a y axis point with the digitizer prompt, use the arm to choose a y- axis in the real

world. You do not need to ensure that the y- axis is perpendicular to the x- axis, Rhino will do it for you. 6 At the Choose a point in Rhino to map origin to prompt, choose an origin in Rhino. Press Enter to use the world coordinate system.

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7 At the Choose an x axis in Rhino prompt, choose an x- axis in Rhino. 8 At the Choose a y axis in Rhino prompt, choose a y- axis in Rhino

Using Other Commands With the Digitizer

Whenever Rhino prompts you to choose a point, you can use the digitizer. Thus, all the commands on the curve menu work with the digitizer as input. You can draw lines, arcs, circles, and curves with the digitizer, just as if you were choosing the points with the mouse.

Bypassing the foot pedal

The DigClick command simulates pushing the foot pedal, and is assigned to the F12 key. If it is more convenient, you can use the F12 key to pick points with the digitizer instead of using the foot pedal.

Digitizing large objects

The method for successfully digitizing large objects is like leapfrogging from one portion of the object to the next, recording reference points as you go. The digitizer should always be able to reach at least two sets of reference points.

Setting up reference points

1 Mark reference points on the object. 2 Calibrate the digitizer with the table. 3 Digitize the first two sets of reference points. 4 Move the arm so the second and third sets can be reached. 5 Calibrate the digitizer with the second set of reference points. 6 Digitize the third set of reference points. 7 Continue moving from one set of reference points to the next until all the reference points are

digitized.

DigCalibrate

Calibrate a 3-D digitizer.

Toolbar: 3-D Digitizing and Microscribe

Menu: Tools > Digitize > Calibrate

1 At the Choose an origin with the digitizer prompt, pick a point on or near your physical model that will be the origin of the digitizer coordinate system.

2 At the Choose an x axis point with the digitizer prompt, pick a point on or near your physical model that is on the X axis of the digitizer coordinate system.

3 At the Choose a y axis point with the digitizer prompt, pick a point on or near your physical model that is on the Y axis of the digitizer coordinate system.

Rhino will automatically make the Y axis orthogonal to the X axis in the plane of the three points you pick, so the Y axis point in the digitizer coordinate system needn't be orthogonal to the X axis.

4 At the Choose a point in Rhino to map origin to (enter for world origin) prompt, use the mouse to pick a point in Rhino that corresponds to the origin of the digitizer coordinate system.

5 Press Enter if you want the origin of the digitizer coordinate system to correspond to the world coordinate system in Rhino.

6 At the Choose an x axis in Rhino prompt, use the mouse to pick a point in Rhino that corresponds to the X axis of the digitizer coordinate system.

7 At the Choose a y axis in Rhino prompt, use the mouse to pick a point in Rhino that corresponds to the Y axis of the digitizer coordinate system.

A Method for Repeatable Calibration

It is often necessary to recalibrate the digitizer so that Rhino is in synch with the real world. Sometimes the digitizer gets bumped, or the object moves slightly, or you needed to close Rhino in the middle of the digitizing session. Whatever the reason, it is useful to set up reference points to allow recalibration of the digitizer.

Overview

1 Clamp the arm and the object to digitize to the table. 2 Calibrate the digitizer to properly orient the real object inside Rhino. 3 Mark three reference points on the real object that will be used to recalibrate the digitizer. 4 Digitize the three reference points in Rhino.

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5 Whenever you need to recalibrate the digitizer, use the three reference points on the real object and the three corresponding points in Rhino.

The first calibration

1 From the Tools menu, click Digitize, and then click Connect 2 At the Choose an origin with the digitizer prompt, use the arm to choose an origin point on the

table. 3 At the Choose an x axis point with the digitizer prompt, use the arm to choose an x- axis on the

table. 4 At the Choose a y axis point with the digitizer prompt, use the arm to choose a y- axis on the

table. 5 At the Choose a point in Rhino to map origin to prompt, press Enter to use the world coordinate

system.

Creating reference points

1 Mark three points on the real object with a permanent pen. 2 Label each point O, X, and Y for the origin, x- , and y- axes. 3 Menu: Curve > Line >Polyline. 4 Draw a polyline from X to O to Y. This is the reference polyline. It may be useful to move this polyline

to a layer called "reference points" for later use. 5 Use the Dot command to label the endpoints and vertex of the polyline X, Y, and O. If the digitizer or object moves, or you need to close and restart Rhino, you will need to recalibrate

the digitizer so that the new data lines up with the existing data.

Recalibrating the digitizer

1 From the Tools menu, click Digitize, and then click Calibrate. 2 At the Choose an origin with the digitizer prompt, use the arm to choose point O on the real

object. 3 At the Choose an x axis point with the digitizer prompt, use the arm to choose point X on the

real object. 4 At the Choose a y axis point with the digitizer prompt, use the arm to choose point Y on the real

object 5 At the Choose a point in Rhino to map origin to prompt, snap to the vertex of the reference

polyline labeled O. 6 At the Choose an x axis in Rhino prompt, snap to the endpoint of the reference polyline labeled X. 7 At the Choose a y axis in Rhino prompt, snap to the endpoint of the reference polyline labeled Y.

DigClick

Pick a point with a 3-D digitizer.

Digitizers use a foot pedal to pick points. The DigClick command lets you pick points from within Rhino. Set up a function key (such as F12) with the DigClick command so that when you press the function key, it is as if you pressed the foot pedal.

DigDisconnect

Disconnect a 3-D digitizer.

Toolbar: 3-D Digitizing, Microscribe, and Tools

Menu: Tools > Digitize > Disconnect

DigPause

Pause a 3-D digitizer.

Toolbar: 3-D Digitizing and Microscribe

Menu: Tools > Digitize > Pause

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DigScale

Set 3-D digitizer scale.

Toolbar: 3-D Digitizing and Microscribe

Menu: Tools > Digitize >Set Scale

At the Scale factor for digitized input prompt, type the scale factor for all digitized input. To digitize in meters, enter 0.0254. To digitize in centimeters, enter 2.54. To digitize in millimeters, enter 25.4.

DigSection

Create sections with a 3-D digitizer.

Toolbar: 3-D Digitizing and Microscribe

Menu: Tools > Digitize > Planar Sections

To digitize planar sections:

1 At the First Point on plane prompt, enter a point on the base plane. The base plane defines the plane that all sections will be parallel to. 2 At the Second point on plane prompt, enter a second point on the base plane. 3 At the Third point on plane prompt, enter a third point on the base plane. 4 At the Start of axis prompt, enter the start of the section plane axis. The first section plane will pass through the start of the axis. 5 In the Section Plane Spacing dialog box, specify how you want to space the planes. You can space the planes at intervals, or you can space the planes evenly between the start and end

of the axis. 6 At the Push and hold the pedal to sketch prompt, touch your object with the arm and depress the

pedal. As long as the pedal is depressed, points will be sampled when the arm crosses over one of the

section planes. Releasing the pedal prevents Rhino from sampling points so you move the digitizer without keeping it on the object. Depress the pedal again to continue sampling points.

7 Press Enter when you are finished.

Note Multiple digitizing planes defined for quick sectioning of your object. Every time the arm passes

through one of the digitizing planes, a point is sampled.

The planes are defined with a base point, direction, and spacing. The planes are perpendicular to the line between the base point and the direction point.

When you finish digitizing points on the object, a planar curve is created in each digitizing plane. The points are left selected so you can move them to another layer or delete them.

DigSketch

Sketch with a 3-D digitizer.

Toolbar: 3-D Digitizing and Microscribe

Menu: Tools > Digitize > Sketch Curve

To sketch a curve with the digitizer:

At the Push and hold the pedal to sketch prompt, move the arm to where you want to start digitizing, hold the pedal, and drag the arm through the curve to digitize.

You can press and hold any key on the keyboard as well. Type C to create a closed curve.

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Points are sampled at increments set with the DigSpacing command. Whenever the arm is moved through this distance, a point is sampled. As long as the pedal is depressed, Rhino samples points. When you release the pedal, a curve is fit such that it is within global modeling tolerance of each point. The points are left selected so you can move them to another layer or delete them.

To set the distance between digitized points:

At the Sketch skip distance prompt, enter the distance between sampled points.

DigSpacing

Set the spacing between digitized points when sketching with a 3-D digitizer.

DimAligned

Create a dimension aligned with the dimension points.

Toolbar: Dimensions

Menu: Dimension > Aligned

1 At the First dimension point prompt, pick the a point in the model to dimension from. 2 At the Second dimension point prompt, pick a point on the model to dimension to. 3 At the Dimension line location prompt, pick a point for the dimension line location.

DimAngle

Dimension the angle between two lines.

Toolbar: Dimensions

Menu: Dimension > Angle

1 At the Select first line prompt, pick a line. 2 At the Select second line prompt, pick a second line. 3 At the Place the dimension prompt, pick a location for the dimension text and leader.

Note You can dimension polyline segments and linear surface and polysurface edges.

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DimDiameter

Dimension the diameter of a curve.

Toolbar: Dimensions

Menu: Dimension > Diameter

1 At the Select curve for diameter dimension prompt, pick a curve. 2 At the Place the dimension prompt, pick a location for the dimension text and leader.

DimHorizontal

Create a horizontal linear dimension.

Toolbar: Tools and Dimensions

Menu: Dimension > Horizontal

1 At the First dimension point prompt, pick the a point in the model to dimension from. 2 At the Second dimension point prompt, pick a point on the model to dimension to. 3 At the Dimension line location prompt, pick a point for the dimension line location.

DimOptions

Opens the Document Properties dialog box with the Dimensions tab displayed.

Toolbar: Dimensions

Menu: File > Properties > Dimensions tab

Menu: Dimension > Properties

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DimRadius

Dimension the radius of a curve.

Toolbar: Dimensions

Menu: Dimension > Radius

1 At the Select curve for radius dimension prompt, pick a curve. 2 At the Place the dimension prompt, pick a location for the dimension text and leader.

DimRecenterText

Returns text that has been moved away from its default position to its original location.

Toolbar: Dimensions

Menu: Dimension > Recenter Dimension Text

Note To move dimension text away from the dimension line, turn on control points for the dimension and

drag the control point for the text.

DimRotated

Create a linear dimension rotated to an angle.

Toolbar: Dimensions

Menu: Dimension > Rotated

1 At the Angle or first reference point prompt, enter an angle for the dimension line. Or the first point of a reference angle. At the Second reference point prompt, enter the second point of a reference angle. 2 At the First dimension point prompt, pick the a point in the model to dimension from.

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3 At the Second dimension point prompt, pick a point on the model to dimension to. 4 At the Dimension line location prompt, pick a point for the dimension line location.

DimVertical

Create a vertical linear dimension.

Toolbar: Dimensions

Menu: Dimension > Vertical

1 At the First dimension point prompt, pick the a point in the model to dimension from. 2 At the Second dimension point prompt, pick a point on the model to dimension to. 3 At the Dimension line location prompt, pick a point for the dimension line location.

Dir

Show direction display.

Toolbar: Main and Analyze

Menu: Analyze > Direction

1 At the Select object for direction display prompt, select a curve, surface or polysurface. 2 At the Press Enter when done prompt, white arrows appear on the object showing the normal

(perpendicular direction) at selected points. Moving the cursor over the object shows a dynamic white arrow for the normal. On surfaces, red and

green arrows show the u- and v- directions at the point. The draft angle for surfaces displays on the status bar. 3 Press Enter to terminate the display. Or, to change the direction, type F.

Curve direction

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Flipping the curve's direction

Options UReverse

Reverses the u-direction.

VRreverse

Reverses the v-direction.

SwapUV

Swaps the u-and v-directions.

FlipNormal

Flips the normal direction of the curve or surface.

Arrow length

Type a number to define the arrow length in screen pixels.

Note You generally don't need to care about surface u- and v- order and direction, unless you apply

textures. If the textures don't apply in the right direction, the UReverse, VReverse, and SwapUV options change surface order and direction.

DirectionalLight

Inserts a directional light.

Menu: Render > Create Directional light

1 At the End of light direction vector prompt, pick a point at which to aim the directional light. 2 At the Start of light direction vector prompt, pick a location for the directional light. The directional light icon does not render or shade.

Directional light icon

Note Directional light is a parallel light beam that lights toward the chosen direction. The location of the

directional light does not matter. The icon merely indicates the direction the light comes from.

Directional lights do not cast shadows when using the Rhino renderer.

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The directional light icon does not render or shade.

Directional light properties

Use the Properties command to set the light's color and on or off state. Darker colors, like gray, light the scene less.

DisableOsnap

Temporarily turn off persistent object snaps.

Toolbar: Object Snap

Menu: Tools > Object Snap > Disable Object Snap

Status bar: Osnap Disable

DisableOsnap is a toggle command. When Object snaps are disabled, persistent object snaps are temporarily suspended.

To reactivate persistent object snaps

In the Osnap dialog box, clear the Disable checkbox. All persistent object snaps will be reactivated.

To clear all persistent object snaps

In the Osnap dialog box, right-click the Disable checkbox.

DisplayBitmap

Show a bitmap in a separate window.

Distance

Measure the distance between two points.

Toolbar: Analyze

Menu: Analyze > Distance

1 At the First Point for distance prompt, pick a point.

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2 At the Second Point for distance prompt, pick a point The distance between the points displays at the command line, with angles and distances in the axis

directions in world and construction plane coordinates. The distance displays on the command line in the format Distance = 1.0000 units.

Divide

Divide a curve by number of segments.

Toolbar: Point

Menu: Curve > Point Object > Divide Curve by > Number of Segments

1 At the Select curves to divide prompt, select curves and press Enter. 2 At the Number of segments prompt, type an integer number and press Enter. Point objects are created evenly spaced along the curve and one at each end of the curve.

Divide a curve into eight segments

Options FlipDirection

Reverses the arrow on the selected seam point, reversing the direction of the curve.

You can also flip the direction by clicking the arrowhead.

Automatic

Attempts to align the seam points and directions without intervention.

Natural

Returns the seam points to the way they were at the beginning of the command.

Note Point objects display as small squares.

Point objects are not a part of any other object.

To split the curve at the points created by Divide, use the Split command.

DivideByLength

Divide a curve by length.

Toolbar: Point

Menu: Curve > Point > Divide Curve by > Length of Segments

1 At the Select curves to divide by length prompt, select the curves to divide and press Enter. The lengths of the curves are reported at the command line. 2 At the Length of segments prompt, enter the length of segments to mark with point objects.

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Points at 1-unit increments along a curve

Note The DivideByLength command creates point objects on a curve starting from the natural start of the

curve. If you want points to start at the other end, use the Dir command to flip the curve.

Direction of curve is left to right

Direction of curve is right to left

Point objects display as small squares.

Point objects are not a part of any other object.

To split the curve at the points created by DivideByLength, use the Split command.

DocumentProperties

Opens the Document Properties dialog box.

Command DocumentProperties

Domain

Determine the domain of a curve or surface.

At the Select curve or surface for domain prompt, select a curve, surface, or polysurface to evaluate.

The curve domain or the U and V domains of a surface are printed on the command line. When a polysurface is picked, the result is calculated for the component surface at the pick point.

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Dot

Create annotation dot.

Toolbar: Annotate

1 At the Text to display prompt, type the text to show in the dot. 2 At the Location of dot prompt, enter the location of the dot.

Note The dot font and size cannot be changed.

DraftAngleAnalysis

Displays the draft angle relative to the active construction plane.

Toolbar Surface Analysis

Menu: Analyze > Surface > Draft Angle Analysis

1 Select objects for analysis. 2 In the Draft Angle Options dialog box set the angle for the color display. The draft angle describes the angle between the surface normal direction and the construction plane. 0 = perpendicular to the construction plane. +90 or –90 = parallel to the construction plane. You can adjust the density of the mesh if the level of detail is not fine enough.

Draft angle analysis

Note If you set the Min and Max angle to the same value, all portions of the surface that exceed the angle

will be red.

Set both angles the same

The pull direction for DraftAngleAnalysis is the z-axis of the construction plane in the active viewport when the command starts.

The normal direction of the surface points toward the pull direction of the mold. You can check this with the Dir command.

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Normal direction of surface

Changing the construction plane before using DraftAngleAnalysis lets you define any direction as the pull direction.

DragMode

Toggle drag mode.

Drag mode lets you drag object parallel to the view plane rather than parallel to the construction plane.

Menu: Edit > View based drag mode

Drape

Drape a surface over existing objects.

Toolbar: Surface 2

Menu: Surface > Drape

All the viewports change to shade mode.

At the Drag a window over area to drape prompt drag a rectangle in one of the viewports. A surface is created that drapes over the objects.

Objects to drape

Resulting drape surface

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Note Drape works over meshes, surfaces, and solids.

Drape samples points in the render depth buffer (z-buffer) and then uses the point locations directly for the surface control point locations. Because of this, the surface will always sag more than the original.

It uses the deepest point in the view for the base level of the drape surface. It only sees mesh or render mesh objects.

DrapePt

Drape points on Z-buffer.

Menu: Curve > Point Object > Drape Points

This is like Drape, but it only makes points.

Dup

Duplicate an object.

At the Select objects to duplicate prompt, select an object to duplicate. The object will be duplicated in place.

Note You can constrain the type of objects to select if you want to duplicate a sub-part of an existing

object.

For example, to duplicate a curve that is the edge of a surface, at the Select objects to duplicate prompt, type c (curve), edge, or bnd (boundary), and press Enter, then select the edge to duplicate.

To limit your selection to surfaces, type f (face).

The Dup command only duplicates curves, surfaces, and polysurfaces. It does not duplicate points, meshes, dimensions, textblocks, or lights.

DupBorder

Duplicate the border of a surface or polysurface.

Toolbar: Curve From Object

Menu: Curve > From Objects > Duplicate Border

Select surfaces or polysurfaces for duplicate border. The border curves of the selected objects are created as separate curves.

Duplicate border curve

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DupEdge

Duplicate an edge of a surface.

Toolbar: Curve From Object

Menu: Curve > From Objects > Duplicate Edge

At the Select edges to duplicate prompt, select the edges of a surface. The edges are duplicated as separate curves.

Duplicate edge curve

Note On trimmed surfaces DupEdge creates a curve that is the same as the trim curve on the surface. This

curve doesn't have the same control point structure as the original curve used to trim the surface.

For many surface creation commands, DupEdge is not needed because the commands are designed to be able to select surface edges as curves.

DynamicShading See ShadedViewport.

DynamicShadingPerspective See ShadedViewport.

EdgeSrf

Draw a surface by edge curves.

Toolbar: Surface

Menu: Surface > Edge Curves

1 At the Choose 3 or 4 curves prompt, select the first curve. 2 At the next Choose 3 or 4 curves prompt, select the second curve. 3 At the next Choose 3 or 4 curves prompt, select the third curve. 4 At the next Choose 3 or 4 curves prompt, select the fourth curve. Or, press Enter to create a triangular surface.

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Surface from three curves

Surface from four curves

Note EdgeSrf creates an bilinearly blended Coons patch.

The curves you select must meet at their ends or cross.

You can use surface edges.

For a surface from closed planar curves, use Create a planar surface through planar curves.

EditDim

Edit dimension text.

Toolbar: Dimensions

Menu: Dimension > Edit Dimension

1 At the Select dimension to edit prompt, select a dimension. 2 In the Edit Dimension dialog box, type new text.

Note The angle brackets < > represent the dimension value. You can type additional text before or after

the angle brackets, or you can eliminate the angle brackets.

Enter new text in the dialog box

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The resulting dimension

EditPtOn

Show edit points.

Toolbar: Main and Point Editing

Menu: Edit > Point Editing > Edit Points On

Select curves for edit point display and press Enter. The edit points are turned on for the selected curves.

Edit points on

Note The edit points in Rhino are points on the curve evaluated at knot averages. They are not the same as knots.

EditText

Edit two-dimensional annotation text blocks.

Toolbar: Dimensions

Menu: Dimension > Edit Text

1 At the Select text to edit prompt, select a text block. 2 In the Edit Text dialog box, set the options. 3 Type the new text.

Options Annotation text is primarily used for printing, so the settings affect the printed size of your annotation text.

Font

Sets the font for the annotation text.

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Scaled size

The size you want the text to print. This is with the understanding you will print with Print to scale value equal to the inverse of the Annotation Scale Factor.

Annotation scale factor

This is set by the Scale factor setting in the Document Properties dialog box on the Dimension tab.

Model size

The Scaled size times the Annotation scale factor.

Example

If your units are inches, and you intend to print at 1/4 true size, set Annotation Scale factor to 4, and in the Print dialog box set the Rhino unit to 1 and set the scale to 0.25 inches. The text will be four times larger in Rhino (Model size) than it will be on paper (Scaled size).

When you place annotation text, you can choose the text size based on how big you want it to print or how big it should be relative to the other objects in your model. The two sizes update each other.

Ellipse

Draw an ellipse from center and axes.

Toolbar: Ellipse and Main

Menu: Curve > Ellipse > From Center

1 At the Center of ellipse ( Deformable Vertical AroundCurve FromFoci ) prompt, enter the center point.

2 At the End of first axis prompt, enter the endpoint for the first axis. 3 At the End of second axis prompt, enter the endpoint for the second axis.

Ellipse

Options Deformable

Creates uniform cubic splines. You can enter the number of control points.

Vertical

Draws the circle perpendicular to the construction plane.

Ellipse with Vertical option

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AroundCurve

Draws the circle perpendicular to a curve at the chosen point

Ellipse with AroundCurve option

FromFoci

Draws the ellipse from the focus points.

Draw an ellipse from focus points.

Toolbar: Ellipse and Main

Menu: Curve > Ellipse > From Foci

1 At the Ellipse focus ( MarkFoci=No Partial=No Repeat=No ) prompt, enter a focus point. 2 At the Other ellipse focus ( MarkFoci=No Partial=No Repeat=No ) prompt, enter the second

focus point. 3 At the Point on ellipse ( MarkFoci=No Partial=No ) prompt, enter a point on the ellipse curve.

Options MarkFoci

Places point objects at the focus points.

Partial

Draws a partial ellipse.

EllipseD

Draw an ellipse through its major axes.

Toolbar: Ellipse

Menu: Curve > Ellipse > Diameter

1 At the Start of first axis prompt, enter start of an axis of the ellipse. 2 At the End of first axis prompt, enter the end of the axis. 3 At the End of second axis prompt, enter the end of the second axis.

Options Vertical

Draw an ellipse vertical to the construction plane.

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Ellipse End to End

Ellipsoid

Draw an ellipsoid from the center an axes.

Toolbar: Solid

Menu: Solid > Ellipsoid > From Center

1 At the Center of ellipsoid ( From Foci ) prompt, choose a center point. 2 At the End of first axis prompt, choose an endpoint for the major axis. 3 At the End of second axis prompt, choose an endpoint for the minor axis. 4 At the End of third axis prompt, choose an endpoint, or type a height and press Enter.

Solid ellipsoid

Note The first point can be anywhere in 3-D space. The second point is constrained to a plane that goes

through the first point and is parallel to the construction plane.

Draw an ellipsoid from focus points.

Menu: Solid > Ellipsoid > From Foci

1 At the Ellipsoid focus ( MarkFoci=No Partial=No ) prompt, enter a focus point. 2 At the Other ellipsoid focus ( MarkFoci=No Partial=No ) prompt, enter the second focus point. 3 At the Point on ellipsoid ( MarkFoci=No Partial=No ) prompt, enter a point on the ellipsoid

surface.

Options MarkFoci

Places point objects at the focus points.

Partial

Draws a partial ellipsoid.

Cap

Caps the partial ellipsoid to create a solid.

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EMap

Use environment mapping for analysis.

Toolbar: Surface Analysis

Menu: Analyze > Surface > Environment Map

1 Select objects for environment mapping. 2 In the Environment Map Options dialog box, select a bitmap file to use for mapping.

Options Blend with object render color

Blends the bitmap with the render color of the object. This lets you simulate different materials with the environment map. Use a neutral colored bitmap and blend with the object render color to simulate different materials.

No color blend

Color blend

Note The EMap command is one of a series of visual surface analysis commands. These commands use

NURBS surface evaluation and rendering techniques to help you visually analyze surface smoothness, curvature, and other important properties.

When you use the EMap command, if any selected objects that do not have surface analysis meshes, an invisible mesh will be created based on the settings in the Polygon Mesh Options dialog box.

The surface analysis meshes are saved in the Rhino files. These meshes can be large. The RefreshShade command and the Clear render meshes option of the Save and SaveAs commands remove any existing surface analysis meshes.

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To properly analyze a freeform NURBS surface, the analysis commands generally require a detailed mesh.

Environment mapping is a rendering style that makes it look like a scene is being reflected by a highly polished metal. There may be a few cases where environment mapping actually shows a surface defect that can't be seen using Zebra and rotating the scene.

This environment map simulates tube lights shining on a metal surface

Windows 2000 OpenGL

If you are using Windows 2000 and your environment map display does not look right, you will need to change a setting in the Options dialog box, Shade tab to use a different driver for environment mapping.

This is an example of what the sunset environment map should look like on a sphere:

Correct environment mapping

The Windows 2000 OpenGL driver bug causes mapping like this:

Incorrect environment mapping

If your environment mapping displays this behavior, in the Options dialog box, on the Shade tab, under Zebra and EMap, select More reliable.

When More reliable is selected, Rhino uses it's own mapping functions. The new default setting with new installs is More reliable which causes the EMap command to be slower on some computers, but will always work. When Faster is selected, Rhino uses the OpenGL driver to calculate environment maps and zebra stripes.

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EndBulge

Adjust the end bulge of a curve.

Toolbar: Curve Tools

Menu: Curve > Edit Tools > Adjust End Bulge

1 Select a curve. 2 At the Drag points to adjust end bulge prompts, drag point indicators. 3 Press Enter when your adjustments are complete.

Adjusting curve end bulge

Options PreserveCurvature

Type P and press Enter to toggle. Yes means two drag points appear on each end of the curve. No means there is one drag point.

Note EndBulge lets you edit the shape of a curve without changing the tangent direction and the

curvature of the curve. This is especially useful with curves that have been made to conform to other geometry, as with the Blend command.

One-point-per-end mode, maintains the tangent direction. The magnitude of the first derivative changes how stiffly the curve maintains the end direction.

Two-point-per-end mode maintains the curvature. The magnitude of the second derivative can be adjusted to determine how fast the curvature changes as you move away from the end of the curve.

In each case, you are moving control points of the curve, constrained along a path that keeps the direction and curvature from changing.

EndBulgeSrf

Edits the surface near the edge to help align with other surfaces.

Menu: Surface > Edit > Adjust End Bulge

1 At the Select surface edge to edit prompt, select a surface edge. 2 At the Point to edit prompt pick a point on the edge you want to influence. 3 At the Start of region to edit. Press Enter to edit entire range pick a point that defines the start

of the part of the edge that will be changed. 4 At the End of region to edit. Press Enter to edit remainder of range pick a point that defines the

end of the part of the edge that will be changed. 5 At the Drag points to adjust end bulge ( PreserveCurvature=Yes ) prompt, drag control points

to edit the edge bulge.

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Surface before editing.

During EndBulgeSrf editing.

After editing.

Note Your surface must be at least degree 3 in both u- and v-directions and therefore have at least four

control points each way.

Enter

Simulate pressing Enter in a script.

The Enter command can be used in shortcuts, aliases, and command file scripts to simulate pressing the Enter key. This command does not repeat the previous command like pressing Enter does, so you don't need to worry that the command you just ran will run again when the Enter command is encountered.

For example, the script

Circle 0,0 1 Enter Enter Enter Line 1,1 2,2

does the same thing as

Circle 0,0 1<space><space><space>Line 1,1 2,2

Note Typing Enter at the command line does nothing.

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Erase

Erase objects.

At the Select objects to erase prompt, select the objects you want to erase.

Note Erase is the same as Delete.

You can get the accidentally erased objects back with Undo command.

EvaluatePt

Evaluate the coordinates of a point.

Toolbar: Analyze

Menu: Analyze > Point

At the Point to measure prompt, select a point. The Cartesian coordinates of the point, in both world and construction plane coordinates are displayed

on the command line in x,y,z format.

EvaluateUVPt

Evaluate the UV coordinates of points on a surface.

Toolbar: Surface Analysis

Menu: Analyze > Surface > UV Coordinates of Point

1 At the Select surface to get UV values from ( CreatePoint=Y Normalized=N ) prompt, select the surface to evaluate.

Or use the C option to suppress creating points. Or use the N option to report normalized UV coordinates (between 0 and 1). 2 At the Points to evaluate uv coordinates of. Press Enter when done prompt, click points on the

surface. A point object is created on the surface, and the U,V coordinates of that point are displayed on the

command line. 3 Press Enter when you are finished creating points on the surface.

Note When a polysurface is picked, the result is calculated for the component surface at the pick point. If

the surface is trimmed, the untrimmed surface is used.

Exit

Exit Rhino.

Menu: File > Exit

Note When you exit Rhino, Rhino asks if you want to save the changes made to the model since the last

save.

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Explode

Explode objects.

Toolbar: Main and Geometry Fix

Menu: Edit > Explode

1 At the Select objects to explode prompt, select objects to explode. 2 Press Enter when finished selecting objects to explode.

Note You can explode a polysurface into separate surfaces.

You can explode a curve into curve segments and polyline into line segments.

You can explode a mesh into individual mesh faces.

When Rhino creates a seamless mesh from a complex closed polysurface NURBS object, the resulting mesh when exported can be larger than is supported in other programs. The simple meshes resulting from exploding the joined mesh may be small enough.

ExplodeMesh

Explode a mesh.

This command is obsolete. Use the Explode command.

Export

Export selected objects to a file.

Toolbar: Standard, File, and STL Tools

Menu: File > Export Selected

1 Select objects to export. 2 In the Files of type box, select Rhino 2 3D Models. 3 In the File name box, type a filename. 4 At the Insertion base point < World Origin > prompt, pick a point in the model that will become

the world origin in the new file. 5 Click Save.

Options Save Small

Removes the render and analysis meshes from the file. Clearing the render meshes makes the file smaller, but it will shade and render slower the next time you open the file.

Exporting to other file types 1 Select objects to export. 2 In the Files of type box, select the file type you want to use. 3 In the File name box, type a filename. 4 Click Save.

Note The base point option is only supported in Rhino 2.0 files.

Rhino supports several file types.

If you are exporting to a polygon mesh file, in the Create mesh from NURBS object dialog box, set the way Rhino creates a polygon mesh from the NURBS geometry.

Object properties can be exported to a comma-delimited text file that contains a tabulation of various object properties including layer name, layer color, object name, object render color, and selected mass properties. The text file is created in a way that makes it easy to import the information into spreadsheet programs like Microsoft Excel.

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ExportCommandAliases

Export command aliases.

Menu: Tools > Commands > Export Command Aliases

In the Export Command Aliases dialog box, enter a name for the text file.

Note The aliases are saved in the format:

[KeyCombination1] [CommandAlias1] [KeyCombination2] [CommandAlias2] …

You can read the aliases back into Rhino with the ImportCommandAliases command.

ExportWithOrigin

Export selected objects to a file with selected origin and construction plane.

1 At the Insertion base point < World Origin > prompt, pick a point in the model that will become the world origin in the new file.

2 In the Files of type box, select Rhino 2 3D Models. This command only exports to Rhino 2 3D Models. 3 In the File name box, type a filename. 4 Click Save. The objects in the resulting file have the same angular relationship to the world top construction plane

as the original objects had to the construction plane of the active viewport during the export.

Options Save Small

Removes the render and analysis meshes from the file. Clearing the render meshes makes the file smaller, but it will shade and render slower the next time you open the file.

Extend

Extend a curve.

Toolbar: Curve Tools and Extend

Menu: Curve > Extend > Extend Curve

1 At the Select boundary objects or enter extension length. Press Enter for dynamic extend prompts, select a boundary object to extend to.

Or, press Enter to extend without boundary edges. 2 At the next Select boundary objects. Press Enter when done prompts, select boundary objects to

extend to and press Enter when done. 3 At the Select object to extend ( Type=Line ) prompts, select objects to extend. Or, type t and press Enter to change the extension type. 4 At the next Select object to extend prompts, select objects to extend and press Enter when done. The extension is joined to the original curve.

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Options Type=Arc

Makes an arc extension.

Type=Line

Makes a line extension.

Type=Smooth

Makes a smooth curve extension.

Note You can use any combination of curves, surfaces, and solids as boundary edges.

If you want to extend two curves to meet each other simultaneously, use the Fillet command with a zero radius.

ExtendByArc

Extend a curve with an arc.

Toolbar: Extend

Menu: Curve > Extend > By Arc

1 At the Select curve to extend ( Join=Yes )prompt, select a curve to extend. Click near the end of the curve where you want the arc to go. 2 At the Radius of arc prompt, enter a point to define the radius of the arc. Or, type a number for the radius and press Enter. 3 At the End point or angle prompt, enter the end of the extension. Or, type an angle for the arc.

Options No options selected

Curve extended with an arc by angle

MatchRadius

The radius of the arc is the same as the radius of curvature at the endpoint of the curve being extended.

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Curve extended with an arc by angle, MatchRadius option selected

Join

If Join=Yes, the extension will be joined to the original curve.

Note To draw an arc extension and join it in one step, use Extend a curve.

ExtendByArcToPt

Extend a curve with an arc to a point.

Toolbar: Extend

Menu: Curve > Extend > By Arc to Point

1 At the Select curve to extend ( Join=Yes ) prompt, select a curve to extend. Select near the end of the curve to extend. 2 At the End of arc prompt, enter the endpoint of the extension.

Curve extended with an arc to a point

Options Join

If Join=Yes, the extension will be joined to the original curve.

Note To draw an arc extension and join it in one step, use Extend a curve.

ExtendByLine

Extend a curve with a line.

Toolbar: Extend

Menu: Curve > Extend > By Line

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1 At the Select curve to extend ( Join=Yes ) prompt, select a curve to extend, near the end you want to extend.

2 At the End of line or length prompt, enter the endpoint for the line extension. Or, type a distance to extend and press Enter.

Options Join

If Join=Yes, the extension will be joined to the original curve.

Note The extension is joined to the original curve and, if possible, unnecessary control points are deleted

when extending lines and polylines.

ExtendCrvOnSrf

Extend a curve on a surface.

Toolbar: Extend

Menu: Curve > Extend > Curve on Surface

1 At the Select curve to extend prompt, select the curve to extend. 2 At the Select surface that the curve is on prompt, select the surface with the desired extension

boundaries.

Original curve on surface

Curve extended to surface boundary

ExtendSrf

Extend a surface.

Toolbar: Surface Tools

Menu: Surface > Extend

1 At the Select edge of surface ( Type=Smooth ) to extend, pick an edge of an untrimmed surface that is not a polysurface.

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2 At the Extension factor prompt, enter an amount to extend, or pick two points to specify the distance.

Options Smooth

Extends the surface smoothly curving from the edge.

Linear

Extends the surface in a straight line from the edge.

Note With the linear extension, there will be knots of full multiplicity at the end of the original surface. This

fixes the original. Then the surface is extended on the end.

The extension length is based on parameterization, thus the length will change if you use ReparameterizeSrf to change the parameterization. If you use Improve to make the parameterization roughly match the physical size of the surface, the actual extension length can be close to the extension factor, depending on the shape of the object.

ExtractControlPolygon

Extract control polygon.

Creates a polyline through the control points of a curve, or a polygon mesh through the control points of a surface.

Toolbar: Mesh

Menu: Tools > Polygon Mesh > From NURBS Control Polygon

Select curves or surfaces to extract control polygon. Polylines and/or meshes are created that have vertices at the original objects' control points.

Surface with control points on

Polygon mesh through control points of surface

Note ExtractControlPolygon is useful if for some reason you want to extract the control point data of

your NURBS surface as an object all by itself.

Sometimes this can be used to export that polygon data to a different program and use polygon mesh smoothing tools on it – examples are MeshSmooth in MAX, and MetaNURBS in LightWave.

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ExtractIsoparm

Extract isoparms from a surface or polysurface.

Toolbar: Curve From Object

Menu: Curve > From Objects > Extract Isoparm

1 Select a surface. The marker is constrained to the surface, and isoparms display at the marker. The draft angle of the surface displays at the status bar. 2 At the Select isoparm to extract prompt, choose a point. The isoparms that go through that point are created as separate curves.

ExtractIsoparm curves

Options Direction=U

Isoparms are extracted only in the u-direction of the surface.

Direction=V

Isoparms are extracted only in the v-direction of the surface.

Direction=Both

Isoparms are extracted in both the u- and v-directions of the surface.

Note ExtractIsoparm creates the simplest possible curve running exactly on the surface in u, v or both

directions.

ExtractIsoparm is useful for creating trimming curves on surfaces. Surfaces trimmed along isoparms can be made into untrimmed surfaces with ShrinkTrimmedSrf.

Isoparms can be used to recreate an existing surface with different parameterization. Extract several isoparms, and Loft a surface through them.

If you need angled cross sections along surface, use Section instead of ExtractIsoparm. If you need curved cross sections, use Project or Intersect.

The Knot object snap can be used to create isoparametric curves at exact knot locations.

In contrast to InsertKnot, ExtractIsoparm creates separate curves that are not attached to the surface.

If you need to place an object on a surface, use ExtractIsoparm to add visual cues or snappable locations on the surface area to help position the object. Using ExtractIsoparm does not change the surface in any way.

ExtractPt

Place point objects at control point locations on existing curves, surfaces, and polygon mesh objects.

Toolbar: Curve From Object

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Menu: Curve > From Objects > Extract Points

1 Turn on control points on an object. 2 Select the points you want to duplicate with point objects.

Note ExtractPt works on curves, surfaces, and polygon mesh objects.

If you select an object that does not have control points turned on, Rhino creates point objects for every control point in the object.

You can extract edit points of curve by turning on the edit points first.

ExtractSrf

Extract a surface from a polysurface.

Toolbar: Main, Solid Tools, and Geometry Fix

Menu: Solid > Extract Surface

At the Select surfaces to extract ( Copy ) prompt, select surfaces and press Enter. The surfaces are separated from the polysurfaces. The remainder of each polysurface stays joined. The extracted surface is also removed from any groups the original surface may belong to. If you choose the Copy option, the surface is copied. The original surface is left intact.

Note Extracting a surface from the polysurface ExtractSrf can save you a lot of time (as opposed to

Explode) because it lets you extract only the selected surfaces from the polysurface, and then there isn't as much joining work to do afterwards.

ExtractWireframe

Extract the wireframe of a surface or polysurface.

Toolbar: Curve From Object

Menu: Curve > From Objects > Extract Wireframe

Select objects to extract wireframe curves from. The isoparms and edge curves are duplicated as separate curves.

Extrude

Extrude a curve into a surface.

Toolbar: Surface and Extrude

Menu: Surface > Extrude

Extrude a closed curve into a solid.

Toolbar: Solid

Menu: Solid > Extrude Planar Curve

1 At the Select curves to extrude prompt, select curves and press Enter. 2 At the Extrusion distance prompt, drag the desired distance and pick, or type a distance and press

Enter.

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Extrude a curve perpendicular to the construction plane

Extruded closed planar curve

Options Direction

Change the extrusion direction from the default direction. If one or more planar curves are selected with the same planar normal, then the extrusion is in that direction. Otherwise, the curves are extruded perpendicular to one of the construction planes.

Cap

Extrusions from closed curves are capped at both ends to make closed polysurfaces. This option does not appear for open curves.

BothSides

Extend the extrusion in both directions from the original object.

Tapered

Taper the extrusion by an angle.

Corner

This option controls the shape of the tapered end corners. The choices are Sharp, Round, Smooth, and Chamfer.

Tapered extrude with round and chamfered corners

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ExtrudeAlongCrv

Extrude a curve along a curve.

Toolbar: Extrude

Menu: Surface > Extrude > Along Curve

1 At the Select shape curve prompt, select the curve to extrude. 2 At the Select path curve prompt, select the path curve.

Extrude a curve along a path

Note If you want the shape curve to rotate during extrusion, so that it remains perpendicular to the path

curve, use Create a 1-Rail sweep.

The path curve does not have to intersect the shape curve.

To draw a deformable plane, draw two lines at right angles. Use Rebuild to add control points to the lines, then use ExtrudeAlongCrv to draw the plane using one line as the shape curve and the other as the path.

ExtrudeSrf

Extrude a surface into a solid.

Toolbar: Solid

Menu: Solid > Extrude Surface

1 At the Select surfaces to extrude prompt, select surfaces and press Enter. 2 At the Extrusion distance prompt, pick a point, or enter a distance and press Enter.

Options Direction

Specify a direction for the extrusion. The default is vertical to the construction plane, or vertical to the plane of a planar surface.

ExtrudeToPt

Extrude a curve to a point.

Toolbar: Extrude

Menu: Surface > Extrude > To Point

1 At the Select curve to extrude prompt, select the curve. 2 At the Point to extrude to prompt, choose the point.

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Extrude a curve to a point

Fair

Fair a curve.

Toolbar: Curve Tools

Menu: Curve > Edit Tools > Fair

1 At the Select curves to fair prompt, select curves and press Enter.

2 At the Tolerance prompt, enter a number, or accept the default and press Enter.

Note Fair works best on degree 3 (cubic) curves. Fair attempts to remove large curvature variations while

limiting the geometry changes to be no more than the specified tolerance. Sometimes several applications of the Fair command are necessary to remove nasty curvature problems. You can use the CurvatureGraphOn command to view the curvature hair while fairing.

Faro

Start digitizing with a FaroArm.

Fillet

Fillet two curves.

Toolbar: Main and Curve Tools

Menu: Curve > Fillet

1 At the Select first curve to fillet ( Radius=1 Join=No ) prompt, select the first curve near the end for the fillet.

2 At the Select second curve to fillet ( Radius=1 Join=No ) prompt, select the second curve near the end for the fillet.

Options Radius

To change the fillet radius, type R and press Enter.

Or, type the fillet radius and press Enter.

Join

To change the Join option, type J and press Enter. The fillet and the curves you selected are trimmed or extended to the fillet and joined.

Note You can create a fillet between two adjacent segments of a joined curve.

You can use curve fillet with a radius set to 0 to trim and extend in one command.

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FilletEdge

Fillet the edge of a polysurface.

Toolbar: Solid Tools

Menu: Solid > Fillet Edge

At the Select edges to fillet prompts, select edges of solid objects to fillet and press Enter.

Option

Radius

Specify the fillet radius for all the fillets.

Note Fillets work on the analogy of rolling a ball of a defined radius along the edge of your surfaces. If a

corner is more narrow than the ball radius, the ball cannot "negotiate" the turn and can cause the fillet to fail.

The FilletEdge command cannot always handle situations where several edges meet at a corner.

FilletSrf

Fillet two surfaces.

Toolbar: Main and Surface Tools

Menu: Surface > Fillet

1 At the Select first surface to fillet prompt, choose the first surface to fillet. Click on the part of the surface where you want the fillet to go. Component surfaces will be selected and unjoined from their polysurfaces.

2 At the Choose second surface to fillet prompt, choose the second surface to fillet. Click on the part of the surface where you want the fillet to go.

Two surfaces

Two surfaces filleted

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Options Radius

The radius of the fillet. Type R and press Enter to change the fillet radius.

Extend

Extends the fillet surfaces to surface edges.

Trim

Trim original surfaces back to fillet edges.

Note Fillets work on the analogy of rolling a ball of a defined radius along the edge of your surfaces. If a

corner is more narrow than the ball radius, the ball cannot "negotiate" the turn and can cause the fillet to fail.

FilletSrf is sensitive to where you pick the surfaces. In general, pick the surfaces approximately where the edges of the fillet should end up. Sometimes it helps to set the object properties increase the number of isoparms displayed.

FitCrv

Fit a curve to an existing curve.

Toolbar: Curve Tools

Menu: Curve > Edit Tools > Refit to Tolerance

1 At the Select curves to fit prompts, select curves and press Enter. 2 At the Fitting tolerance <0.01 ( DeleteInput=Yes FitDegree ) prompt, enter a tolerance. Type zero to use the current absolute tolerance. The curves are refitted. The original curves are unchanged.

Options DeleteInput

Deletes the original curve.

FitDegree

Changes the degree of the new curve.

Note Use FitCrv for fitting dense point lists and for replacing curves with too many control points.

When the input to FitCrv is a polyline, FitCrv treats the polyline as a list of points and tries to compute a curve that goes near the points but has a reasonable number of control points. You can use FitCrv on any polyline, but it is intended to be used on polylines with lots of closely spaced points. If you have a dense string of points, you can use the PolylineThroughPt command to order the list make a polyline.

When the input to FitCrv is a wiggly curve with lots of control points, FitCrv tries to compute a curve that has the same general shape but fewer control points.

For scripting, you can use the DeleteInput=Yes/No option to bypass the dialog box.

FlatShade

Flat Shade the current viewport.

Toolbar: STL Tools

The current viewport is shaded with no smoothing across mesh faces. Each face has a constant monochrome color.

Press Esc or click in a viewport to return to wireframe display mode.

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Shaded viewport using FlatShade

OpenGL Shading

You can also set Rhino to use OpenGL shading. If you have an OpenGL accelerator card, this shading mode may be much faster.

To turn on OpenGL shading

1 From the Tools menu, click Options. 2 On the Shade tab, click Use OpenGL. If OpenGL shading is turned on, the OpenGL shade options will be available.

Note OpenGL drivers are often outdated. If OpenGL does not work for you even if you have a new OpenGL

card, see Troubleshooting OpenGL.

FlatShade1

Flat Shade the current viewport and leave the grid.

Toolbar: STL Tools

The objects in the current viewport are shaded with no smoothing across mesh faces. Each face has a constant monochrome color. The grid, axes, object highlighting, and view background are unchanged from the normal wireframe display. Objects can be selected and highlighted without losing the shading.

Press Esc to return to wireframe display mode.

Shaded viewport using FlatShade1

FlatShadeAll

Flat shade all viewports.

Toolbar: STL Tools

All viewports are shaded with no smoothing across mesh faces. Each face has a constant monochrome color.

Press Esc or click in a viewport to return to wireframe display mode.

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OpenGL Shading You can also set Rhino to use OpenGL shading. If you have an OpenGL accelerator card, this shading mode may be much faster.

To turn on OpenGL shading

1 From the Tools menu, click Options. 2 On the Shade tab, click Use OpenGL. If OpenGL shading is turned on, the OpenGL shade options will be available.

Note OpenGL drivers are often outdated. If OpenGL does not work for you even if you have a new OpenGL

card, see Troubleshooting OpenGL.

FlattenSrf

Create flat curves from a developable surface.

1 At the Select first edge of surface to flatten select an edge of a surface. 2 At the Select other edge of surface to flatten select an edge. 3 At the Increment size prompt, enter a number and press Enter.

Note The purpose of the command is to draw a 2- D outline of a flattened view of a developable surface.

Not all developable surfaces can be flattened correctly by this command.

This command uses an approximation that is often used in doing this task by hand. It gives reasonable results when the surface being flattened is fairly uniform and not kinked. The inputs are really two opposite edges of the surface to be flattened. The surface is assumed to be a ruled surface between the two edges with the rulings based on arc length parameterization of the edges.

The edges are divided into a number of small segments, and rulings are made between the edges according to the spacing of those divisions. The increment size is used as a guide in deciding the division size, but there are always the same number of equally spaced divisions on each edge. The size specified should be chosen so that the divisions are much closer together than the distance across between the curves. After the assumed surface is divided into skinny quadrangles by ruling between the divisions, each quadrangle is divided diagonally into two triangles. The side lengths of those triangles are then plotted on a plane to determine the sequential point locations of the quadrangle corners in the flattened view. Curves are then fit through the points and the ends are closed with lines.

The result of the command is a group of four curves with one corner at the world coordinate origin 0,0 and drawn in the world x-y plane, that define the outline of the flattened surface.

Flip

Flip the direction of a curve or surface.

Toolbar: Mesh and STL Tools

At the Select objects to flip prompt, select curves, surfaces or meshes and press Enter. The number of objects flipped is reported at the command line. The objects looks exactly the same,

but their directions are reversed.

Note Curve and surface direction affects the results of various surface creation commands and Boolean

operations. If Booleans give unexpected results, such as Union instead of Difference, it is likely that the direction of one or both of the surfaces should have the surface normal direction flipped.

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Flow

Flow objects along a curve.

Toolbar: Transform

Menu: Transform > Flow along Curve

1 Select the objects. 2 At the Original backbone curve - select near end ( Line Copy ) prompt, select the "backbone"

curve of objects to flow. You might want a line to be one of the backbones. Instead of drawing a line before the command,

type L and press Enter to draw the reference line. Rhino uses the first curve as a "backbone" that goes through the first set of objects. 3 Type C and press Enter to copy the original object. 4 At the New backbone curve - select near end ( Line Copy ) prompt, select the new backbone

curve to flow to. This curve will be used as a new backbone. The objects are twisted from the first backbone's shape

into the second backbone's shape.

Flow along a curve

Options Copy

Creates a copy of the object.

Note You'd usually use this command to take a flat, straight shape and map it to some squiggly shape

since it can be easier to draw things when they are all lined up straight instead of trying to draw a complex shape around a squiggly curve.

All 3-D edges will be rebuilt to the current absolute tolerance.

Flow works on the control points of an object - it remaps them from the original backbone curve to the new one. Flow does not work on polysurfaces. Polysurfaces have a tendency to pull apart at the seams and no longer be a valid polysurfaces, especially those with trimmed edges.

For Flow to work reasonably well the curves or surfaces should be at least degree 3. You can use ChangeDegreeSrf or RebuildSrf with plenty of points to get enough control points to use then use Flow.

Front

Set to world front view.

Toolbar: Set View

Menu: View > Set View > Front

Menu: Right-click viewport title > Set view > Front

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Note This command sets the viewport projection to parallel.

If you do not want this command to change the projection to parallel, you must edit your Rhino.ini file and change the setting

DefinedViewsSetProjection=y

to

DefinedViewsSetProjection=n

GCon

Measure geometric continuity of two curves.

Toolbar: Analyze

Menu: Analyze > Curve > Geometric Continuity

1 At the First curve - select near end prompt, select a curve near the end that coincides with the end of another curve.

2 At the Second curve - select near end prompt, select the second curve near the coinciding end. Tangency and curvature continuity information is displayed on the command line.

Grid

Toggle the display of the grid.

GridAxes

Toggle the display of the grid axes.

Grid axes on

Grid axes off

GridOptions

Opens the Document Properties dialog box with the Grid tab displayed.

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GridSections

Set the distance between gridlines.

GridSize

Set the extents of the grid.

GridThick

Set the number of thin gridlines between each thick gridline.

Group

Place selected objects in a group.

Grouping objects allows all members of the group to be selected as one. You can then apply commands to the entire group.

Menu: Edit > Group

Shortcut: Ctrl+G

Use the Ungroup command to remove grouping.

Use the AddToGroup command to add objects to a group.

Use the RemoveFromGroup command to remove objects from a group.

Use the SetGroupName command to name groups.

HBar

Edit a curve or surface with handlebars.

Toolbar: Point Editing

Menu: Edit > Point Editing > Handlebar editor

To handlebar edit curves:

1 At the Select curve or surface for handlebar editing prompt, select the curve or surface to edit. A handlebar displays on the curve. 2 At the Click and drag to edit curve prompt, click and drag one of the handlebar grips to move it

around. 3 Click near the object to move the handlebar to the marker position. The marker is constrained to move along the object when the cursor is near the object to edit. 4 Press Enter when you have finished editing the curve or surface.

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Handlebar curve editor

To handlebar edit surfaces:

1 At the Select curve or surface for handlebar editing prompt, select the surface to edit. A handlebar will display on the surface. 2 At the Click and drag to edit surface (Tangents=Y Shaded=N) prompt, click and drag one of the

handlebar grips to move it around. 3 Click near the object to move the handlebar to the marker position. The marker is constrained to move along the object when the cursor is near the object to edit. 4 Press Enter when you have finished editing the surface.

Options Tangents

This option controls if the tangent and normal grips are shown with the grip on the surface.

Shaded

With this option you see a shaded preview of the surface while you edit it.

Note When you handlebar edit surfaces, press and hold Alt to be able to drag points on the surface in the

surface normal direction.

Heightfield

Create a surface by color values of a bitmap.

Toolbar: Surface 2

Menu: Surface > Heightfield from Bitmap

1 In the Select bitmap dialog box, select a bitmap file. 2 At the First corner prompt, pick a point. The base of the surface will be parallel to the current

construction plane. 3 At the Second corner or length prompt, pick a point, or enter a length. The shape of the pick

rectangle matches the aspect ratio of the bitmap file. 4 In the Heightfield dialog box, adjust options.

Options Number of sample points

The bitmap's "height" is sampled at the entered numbers of points along the width and height of the bitmap.

Height

The scale of the height of the surface.

Control points at samples

Create surface control points at each of the sample points.

Interpolate through samples

Surface constrained to pass through each sample point's height.

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Helix

Draw a helix.

Toolbar: Curve

Menu: Curve > Helix

1 At the Start of axis prompt, enter the start of the helix axis. This is the line the helix will wind around. 2 At the End of axis prompt, enter the end of the helix axis. 3 At the Radius prompt, enter the radius for the helix. 4 In the Helix / Spiral dialog box, select Turns or Pitch. If you select Turns, enter the number of turns for the helix. If you select Pitch, enter the pitch (distance between turns) for the helix. If you select Reverse twist, the helix will twist counterclockwise. Select Preview after changing options to see the helix.

Options No options selected

Helix

Vertical

The helix axis will be perpendicular to the construction plane in the active viewport.

Helix with Vertical option

AroundCurve

Select a curve for the helix to wind around to create "phone cord" shapes.

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Helix around curve

Hide

Hide objects.

Toolbar: Standard, Visibility, and Geometry Fix

Menu: Edit > Visibility > Hide

1 At the Select objects to hide prompt, select the objects you want to hide. 2 Press Enter when you are finished selecting objects to hide.

Note You can use the Hide command multiple times.

The Show command shows ALL hidden objects.

HideBackgroundBitmap

Hide a background bitmap.

Toolbar: Background Bitmap

Menu: View > Background Bitmap > Hide

Temporarily hides a background bitmap. Use ShowBackgroundBitmap to show a hidden bitmap.

Note The hidden status of background bitmaps only applies to the current session. If you exit the model

and reopen it, hidden background bitmaps are displayed.

HideOsnap

Hide the Osnap dialog box.

Status bar: Osnap

Or, close the Osnap dialog box.

HidePt

Hide control points and edit points.

Toolbar: Visibility, Organic, and STL Tools

Menu: Edit > Control Point Visibility > Hide

Select the control points you want to hide.

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Note Try using Lasso to select the points to hide.

HideSwap

Swap hidden and visible objects to work on objects previously hidden.

Toolbar: Repository

The hidden objects display. The visible objects hide.

Hotspot

Set the spotlight hotspot.

1 Select one or more spotlights. 2 At the Spotlight hotspot prompt, enter a number between 0.0 and 1.0 The uneven distribution of the light in the spotlight cone is set. If no spotlight is selected before the command starts, the command does nothing.

Note Hotspot has the same effect as setting Spotlight hardness in Properties for a spotlight. The

number entered for Hotspot is multiplied by 100.

The smaller the number, the more concentrated the hotspot, and the more fuzzy and dim the light at edge of the spotlight cone. Use 1.0 for even circle of light with a sharp edge.

Hydrostatics

Display hydrostatic values for surfaces.

At the Select surfaces or polysurfaces ( WaterLineElevaton=0 Symmetric=Yes, Longitude=X, ) prompt, select a group of surfaces or polysurfaces, and press Enter.

The information displays in a separate window.

Options WaterLineElevation

The water plane must always be horizontal in world coordinates. (This is a limitation of the command, not a statement of a physical principle.) Its location is defined by specifying the depth of the origin in world coordinates.

Symmetric

If Symmetry = Yes, only half of the model needs to be given. The calculations are done on this half model and the results are doubled or adjusted as appropriate to represent a full model.

Longitude

The symmetry plane is either x=0 (when y is longitudinal) or y=0 (when x is longitudinal). The longitudinal direction, that is, from bow to stern (front to back) must be either the direction of the x- axis or the y- axis.

Value

Volume Displacement

Volume under the water.

Center of Buoyancy

Centroid of the volume displacement.

Wetted Surface Area

Surface area under water.

Waterline Length

Length at water line.

The longitudinal bounding box extents of the water plane area.

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Maximum Waterline Beam

Maximum beam at water line. The transverse bounding box extents of the water plane section.

Water Plane Area

Area of the cross section at the water plane.

Center of Floatation

Centroid of the water plane section These are the values for the whole model even if only a half model is given.

Save As

Save the information to a comma-separated value file that can be used in spreadsheet programs.

Note To get displacement information there must be no naked edges below the waterline except in the case

of Symmetry = Yes, in which case there can be naked edges on the symmetry plane.

If the waterline falls on a singularity (place in the surface where points converge like at a pole of a sphere), the command will fail. Move the singularity point a fraction away from the water line.

Import

Import or merge objects from another file.

Toolbar: Standard, File, and STL Tools

Menu: File menu, click Import/Merge

1 In the Files of type box, select Rhino 3D Models. 2 In the File name box, type a filename. 3 Click Open.

Note Rhino supports many file types.

Rhino imports objects to the model on their original layers and creates the layers if they do not exist. If the imported file type does not support layers, the objects are placed on the current layer. Rhino leaves the imported objects selected to make it possible to move them or to change the layer if necessary.

ImportCommandAliases

Import command aliases.

Menu: Tools > Commands > Import Command Aliases

In the Import Command Aliases dialog box, select the file that contains the aliases you want to import.

Note The aliases must be in a text file of the format:

[KeyCombination1] [CommandAlias1] [KeyCombination2] [CommandAlias2] …

You can export command aliases from Rhino with the ExportCommandAliases command.

Aliases for AutoCAD users are included with the Rhino installation. Import the file AutoCAD Aliases.txt

Improve

Reparameterize an object.

At the Select objects to reparameterize prompts, select curves, surfaces or polysurfaces and press Enter.

The objects are reparameterized. The parameters values of the objects are recalculated so that the parameter space of the objects is roughly the same size as the 3-D geometry of the objects.

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Note Poorly parameterized objects may not intersect and trim properly when combined with other objects.

"Poorly parameterized" means the curve's domain or the surface's u or v spaces are tiny or huge compared to the size of the object.

IncrementalSave

Save sequentially numbered versions of your model.

Menu: File > Incremental Save

Note Use this to save version histories of your Rhino 3dm files for testing, etc.

Here's a table of input and output for IncrementalSave:

Current Filename Incremented Filename

hi.3dm hi 1.3dm

hi 1.3dm hi 2.3dm

tricky 1a.3dm tricky 1a 1.3dm

tricky 1a 1.3dm tricky 1a 2.3dm

bg 32985.3dm bg 32986.3dm

Untitled Choose a file (just like Save or SaveAs)

a 2147483647.3dm a 1.3dm (People will probably run out of hard drive space before then.)

If you run IncrementalSave and the incremented filename already exists, Rhino asks if you want to overwrite it. If you say yes, it does. If you say no, it lets you choose a filename just like SaveAs.

Insert

Import objects from a file with the option to drag, scale, and rotate.

1 In the Files of type box, select Rhino 3D Models. 2 In the File name box, type a filename. 3 Click Open. 4 At the Insertion point ( Rotate Scale ) prompt, choose an insertion point for the imported objects. Press Enter to place the model at 0,0,0 with no changes in rotation or scale. 5 At the Rotation Angle <0.000> ( Reference Scale ) prompt, choose a start angle, or a point to

rotate from. 6 At the Scale factor <1.00> ( Reference XYZ ) prompt, enter a scale factor or choose a reference

point that shows the current scale.

Options Rotate

Rotates the objects. The rotation operation works just like the Rotate command.

Scale

Scales the objects. The scale operation works just like the Scale command.

AxisAlign

Rotates objects by picking points on the X and Y axes.

Reference

Places a reference line and allows you to enter a number of degrees to rotate from that line.

XYZ

Scales the inserted object differently in the x, y, and z-directions.

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InsertEditPoint

Insert edit points in a curve.

Toolbar: Organic and Point Editing

Menu: Edit > Point Editing > Insert Edit Point

1 At the Select curve for edit point insertion prompt, select the curve to insert edit points to. The edit points are displayed on the selected curve.

2 At the Point on curve to add edit point prompt, click a point on the curve to insert an edit point.

InsertKink

Insert kinks in a curve.

Toolbar: Point Editing

Menu: Edit > Point Editing > Insert Kink

1 At the Select curve for kink insertion prompt, select the curve to which you want to add a kink. The marker is constrained to track along the curve. 2 At the Point on curve to add a kink prompts, choose points where you want to insert a kink. 3 After inserting kinks, press Enter to end the command.

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Curve before adding kink

Curve after adding kink

Curve after adding kink and moving control point at kink

InsertKnot

Insert knots to a curve or surface.

Toolbar: Organic and Point Editing

Menu: Edit > Point Editing > Insert Knot

To add a knot to a curve:

1 At the Select curve or surface for knot insertion prompt, select a curve 2 At the Point on curve to add knot prompts, pick points on the curve for new knots.

To add a knot to a surface:

1 At the Select curve or surface for knot insertion prompt, select a surface. 2 At the Point on surface to add knots (Direction=Both Symmetrical=No) prompt, pick points of

the surface for new knots.

Options Direction

Specifies the direction you want to add the knots: U, V, or Both.

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Symmetrical

With this option knots are added symmetrically to the surface.

Note Inserting a knot in a surface also displays an isoparm at the knot location.

InsertLineIntoCrv

Flatten a section of a curve.

1 At the Select curve for line insertion prompt, select a curve The marker is constrained to the curve. 2 At the Start of line prompt, pick a point for the start of the straight segment. 3 At the End of line prompt, pick a point for the end of the straight segment. A straight line replaces part of the curve, and the parts are joined.

InterpCrv

Draw a curve by interpolating points.

Toolbar: Curve, Main, and 3-D Digitize

Menu: Curve > Free- form > Interpolate Points

1 At the Start of curve ( Tangent Knots=SqrtChord Degree=3 ) prompt, enter the start of the curve.

2 At the Next point of curve ( Tangent Knots=SqrtChord Degree=3 Undo ) prompt, enter an additional point.

3 At the Next point of curve. Press Enter when done ( Sharp Close Tangent Knots=SqrtChord Degree=3 Undo ) prompts, enter additional points.

4 To end the curve, press Enter. Or move the cursor close to the start point of the curve, and pick. The curve closes automatically. Press Alt to suspend autoclose.

Interpolated curve

Options Close

Closes the curve smoothly (creates a periodic closed curve).

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Closed interpolated curve

Tangent

Turns on the Tangent object snap so you can draw the curve tangent to another curve.

Knots

Determines how the interpolated curve is parameterized.

When you draw an interpolated curve, the points you pick are converted into knot values on the curve. The parameterization means how the intervals between knots are chosen:

Uniform means the knot spacing is always 1 and not based on the physical spacing of the points. Uniform parameterization can be used if the point spacing is roughly equal and it is desirable to draw several curves that have the same parameterization. This is possible only with uniform curves (unless you rebuild the curves).

Chord means the spacing between the picked points is used for the knot spacing. This makes curves that have widely varying point spacing behave better than uniform curves.

SqrtChrd means the square root of the spacing between picked points is used for the knot spacing.

When the spacing between the picked points is equal for the whole curve, all three parameterizations generate the same curve.

Degree

You can set the degree of the curve. Valid degrees are 1, 3, 5, 7, 9, and 11.

Undo

Undoes the last curve segment.

Sharp

When you make a closed curve, it will come to a point instead of making a smooth closure as it normally does.

Note Many CAD programs use the term spline to describe an interpolated curve.

InterpCrvOnSrf

Interpolate a curve on a surface.

Toolbar: Curve and Main

Menu: Curve > Free- form > Interpolate on Surface

1 At the Select surface to draw curve on prompt, select a surface. The marker is constrained to the surface. 2 At the Start of curve prompt, choose the first point of the curve. 3 At the Next point on curve ( Undo ) prompt, choose an additional point. 4 At the Next point on curve. Press Enter when done ( Sharp Close Undo ) prompts, choose

additional points and press Enter to end the curve.

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Interpolated curve on surface

Closed interpolated curve on surface

Options Sharp

When you make a closed curve, it will come to a point instead of making a smooth closure as it normally does.

Close

Creates a closed curve.

Undo

Undoes the last interpolate point.

Note The curve will not cross seams in the surface.

Object snaps End, Cen, Midpoint, Near, Knot, and Intersection work.

InterpPolyline

Interpolate a curve through a polyline.

Toolbar: Curve

Menu: Curve > Free- form > Interpolate Polyline

At the Select polylines to interpolate select polylines and press Enter.

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Interpolated polyline

Note Single-segment lines are duplicated.

Non-polyline curves are rejected.

Intersect

Intersect two objects.

Toolbar: Curve From Object

Menu: Curve > From Objects > Intersection

At the Select objects to intersect prompt, select the objects. A curve or point object at the intersection of the two objects is created.

Curve from the intersection of two surfaces

Note Intersecting curves with curves results in point objects.

Intersecting curves with surfaces results in point objects.

Intersecting surfaces or polysurfaces with surfaces or polysurfaces results in curves or points.

To create surface and solid intersections, use the BooleanIntersection command.

Invert

Invert the selection.

Toolbar: Select and Organic

Menu: Edit > Select > Invert

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InvertPt

Invert the selection of points on objects with points on without affecting the selection status of other objects.

Points selected.

InvertPts inverts point selection only.

Contrast this with the Invert command, which also selects other objects.

Invert also selects the polysurface.

Join

Join objects.

Toolbar: Main and Geometry Fix

Menu: Edit > Join

1 At the Select objects to join prompt, select objects. 2 When you are finished selecting objects to join, press Enter.

Note You can join curves that are arranged sequentially.

You can join surfaces and polysurfaces that touch by naked edges. The result is always a polysurface that can be exploded into separate surfaces.

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Joining does not change the surfaces' underlying surface geometry. It simply "glues" adjacent surfaces together so that meshing, Booleans, and intersections go across the seam without gaps.

If you want to actually change a surface so it fills in a gap, use MatchSrf or fill the gap with a new surface created by FilletSrf, BlendSrf, NetworkSrf, or Patch.

If you want to change two adjacent surfaces into a single surface, use MergeSrf. Pay special attention to the setting of the Smooth option to get the geometry you want.

Here's how Join decides which edge to move: Each edge has a tolerance (actually two) which indicates how close the 3- D edge curve is to the curve it approximates. For simplicity, lets say the tolerance tells how close the 3- D edge curve is to the surface it is supposed to be on. When two edges are joined, if one edge is considered to be more accurate than the other, in most cases the less accurate one will be changed. If the edges have roughly the same accuracy, then the second one gets moved. An edge's tolerance is changed upon rebuilding and also upon joining.

You can preselect a group of curves or surfaces to join.

For the group joiner, the join tolerance is the same as the absolute tolerance. For the surface-by-surface joiner the join tolerance is two times the absolute tolerance.

Using the Millimeter template, if you make two plane surfaces that are 0.015 units apart, prepicking the surfaces and then joining fails, but running Join and picking the surfaces one by one does work.

JoinEdge

Join the edges of two surfaces that are out of tolerance.

Toolbar: Edge Tools and Geometry Fix

Menu: Analyze > Edge Tools > Join 2 Naked Edges

At the Select 2 unjoined edges prompts, select two naked edges of different surfaces or polysurfaces that are coincident or close together.

If the edges overlap (run somewhat parallel) along at least part of their length (an interval), but are not coincident, the Edge Joining dialog box appears with "Joining these edges requires a join tolerance of <distance>. Do you want to join these edges?". The surfaces will extend to join along the intervals.

Note JoinEdge is basically a tolerance override. It will "join" edges no matter how far apart they are.

Joining has to do with topology (what's listed as being connected) rather than geometry (where the parts are in relation to each other).

When you join two surfaces by whatever method, a 3- D curve is made to stand in place of the edges involved and represents a single position in space for both edges, but the surfaces aren't changed at all, so the new curve will not lie exactly on either of them.

If the surface edges are pretty close to each other (within tolerance) everything works fine. If not, you can have some problems later on, depending on what you may do with the model.

If you can't join surfaces using the Join command, it is usually an indication that you need to make the surfaces a little more accurately or that you have your tolerance set too small.

If you use JoinEdge, you should be aware of what it is and is not doing and use good judgment. Try to think of it as a shortcut for changing your tolerance to a bigger value, doing a Join, and resetting the tolerance.

If the edges are too far out of line, no join occurs, and "Unable to find overlapping intervals" appears at the command line.

Joining edges does not change the surfaces' underlying surface geometry. It simply "glues" adjacent surfaces together so that meshing, Booleans, and intersections go across the seam without gaps.

If you want to actually change a surface so it fills in a gap, use MatchSrf or fill the gap with a new surface created by FilletSrf, BlendSrf, NetworkSrf, or Patch.

If you want to change two adjacent surfaces into a single surface, use MergeSrf. Pay special attention to the setting of the Smooth option to get the geometry you want.

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JoinMesh

Join polygon meshes.

Toolbar: Mesh and STL Tools

Menu: Tools > Polygon Mesh >Join

Select polygon meshes to join. Meshes are joined so they select as one object. The action performed is reported on the command

line. No mesh points are moved, merged or deleted.

Note To create a mesh that is not explodable, most joined meshes will need to have their edge points

welded. Use SelNakedMeshEdgePt and Weld.

the Properties command does not distinguish between meshes before and after they are joined.

Meshes do not have to be adjacent or touching to be joined.

JoinSrf

Join selected surfaces.

Toolbar: Main and Geometry Fix

Select a group of surfaces. Rhino tries to join the selected surfaces and polysurfaces together into as few polysurfaces as

possible.

Note Press Esc to cancel the command.

This command does not work in all cases. It only works if the edges of the surfaces touch exactly and all edge endpoints match.

JoinSrf is useful for joining back surfaces of an exploded polysurface.

Use the ShowNakedEdges command to highlight edges that did not join. They are called naked edges and may indicate the join operation was not complete.

If there are naked edges, Explode the objects and use Join selecting the surfaces one by one.

Joining does not change the surfaces' underlying surface geometry. It simply "glues" adjacent surfaces together so that meshing, Booleans, and intersections go across the seam without gaps.

If you want to actually change a surface so it fills in a gap, use MatchSrf or fill the gap with a new surface created by FilletSrf, BlendSrf, NetworkSrf, or Patch.

If you want to change two adjacent surfaces into a single surface, use MergeSrf, Pay special attention to the setting of the Smooth option to get the geometry you want.

Most joining problems occur when attempting to join several surfaces, and an edge that is to be joined is close in length to the joining tolerance. The picking order can make the difference. Pick the surfaces with matching corners first.

LabelCurveEndpoints

Places a text label with the x, y, and z coordinates of the endpoint of a curve.

Plug-in name: Utilities

File: Utilities.rhp

To label curve endpoint coordinates

At the Select curves ( TextHeight=1.000 Precision=4 ) prompt, select curves. A text label using the current text settings is placed at the curve endpoint. The text label is placed on

the same layer as the curve.

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Note This command will not work unless the plug-in is loaded. See the PluginManager command.

Lasso

Select points with a lasso.

Toolbar: Select, Select Points, and Organic

Menu: Edit > Select Control Points > Lasso

1 Show control points for the objects you want to edit. 2 Start the Lasso command. 3 Click points or drag a "rope" around the points you want to edit. Click and drag the left mouse button to draw a curved selection boundary. Pick points to draw straight line segments in the selection boundary. 4 press Enter to close the lasso.

Selecting points with lasso

LayerLock

Lock a layer.

Rhino displays objects on locked layers, but you cannot select them. You can use object snaps to snap to objects on locked layers.

From the dialog box:

Toolbar: Standard and Layer

Menu: Edit > Layers > Edit Layers

Status bar: Right click the Layer pane.

1 In the Edit Layers dialog box, select the layers you want to lock. 2 Click the Lock option.

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From the command prompt:

At the Layer to lock prompt, type the name of the layer to lock.

Note For layer names with spaces, surround the name with quotes: "Layer 01"

To turn off more than one layer, separate the layer names with commas: One,Two,Three (note there are no spaces after the commas).

To turn off multiple layer names with spaces, surround the whole thing with quotes and separate layers with commas: "Layer One,Layer Two,Layer Three".

The display appearance of objects with a locked layer does not change, unlike the Lock (object) command.

LayerOff

Turn a layer off.

From the dialog box:

Toolbar: Standard and Layer

Menu: Edit > Layers > Edit Layers

Status bar: Right click the Layer pane.

1 In the Edit Layers dialog box, from the list. select the layers you want to turn off. 2 Click the Off option.

From the command prompt:

At the Layer to turn off prompt, type the name of the layer to turn off.

Note For layer names with spaces, surround the name with quotes: "Layer 01"

To turn off more than one layer, separate the layer names with commas: One,Two,Three (note there are no spaces after the commas).

To turn off multiple layer names with spaces, surround the whole thing with quotes and separate layers with commas: "Layer One,Layer Two,Layer Three".

LayerOn

Turn a layer on.

From the dialog box:

Toolbar: Standard and Layer

Menu: Edit > Layers > Edit Layers

Status bar: Right click the Layer pane.

3 In the Edit Layers dialog box, from the list select layers you want to turn on. 4 Click the On option.

From the command prompt:

At the Layer to turn on prompt, type the name of the layer to turn on.

Note For layer names with spaces, surround the name with quotes: "Layer 01"

To turn on more than one layer, separate the layer names with commas: One,Two,Three (note there are no spaces after the commas).

To turn on multiple layer names with spaces, surround the whole thing with quotes and separate layers with commas: "Layer One,Layer Two,Layer Three"

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Leader

Draw an arrow leader.

Toolbar: Dimensions

Menu: Dimension > Leader

1 At the Head of leader prompt, pick the start of the leader. This is the arrow end. 2 At the Next point of leader. Press Enter when done prompt, pick the next point on the leader

line. 3 At the Next point of leader. Press Enter when done ( Undo ) prompt, pick additional points.

Press Enter to stop the command.

Two-dimensional leader

Note Leaders will only be visible in a plan view of the construction plane on which they are placed. They will

not show in the perspective view.

The text height and arrow size are controlled by the dimension options.

Left

Set to world left view.

Toolbar: Set View

Menu: View > Set View > Left

Menu: Right-click viewport title > Set view > Left

Note This command sets the viewport projection to parallel.

If you do not want this command to change the projection to parallel, you must edit your Rhino.ini file and change the setting

DefinedViewsSetProjection=y

to

DefinedViewsSetProjection=n

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Length

Measure the length of a curve.

Toolbar: Analyze

Menu: Analyze > Length

At the Select curve to measure prompt, select a curve or edge. The length of the curve or edge displays on the command line.

Line

Draw a line.

Toolbar: Lines

Menu: Curve > Line > Single Line

Rhino represents all curves: lines, polylines, arcs, circles, ellipses, and free-form curves (in fact everything you can create from the Curve menu) as NURBS curves. Whenever Rhino asks you to select a curve, you can select any of these curve objects, including lines and polylines.

Lines and polylines are special curves that have straight segments. Lines and polylines can be created from other objects, and can be used to create other curves, surfaces, polysurfaces, and meshes.

1 At the Start of line prompt, pick the start point for the line. 2 At the End of line prompt, pick the end point for the line.

Options No options selected

Single line

BothSides

Type B and press Enter.

The line extends on both sides of the start point.

Line, BothSides option selected

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Note Use the Lines command to create multiple head-to-tail line segments

Use the Polyline command to create a single object made up of several straight segments.

Line4Pt

Draw a line from four points.

Toolbar: Lines

Menu: Curve > Line > From 4 Points

1 At the Start of base line prompt, enter the start of the base line. 2 At the End of base line prompt, enter the second point. The marker is constrained to track along a line defined by the two points. 3 At the Start of line prompt, enter the start of the line. 4 At the End of line prompt, enter the end of the line.

Example

Existing geometry

To draw a line that passes through endpoints 1 and 2, and extends beyond curves 3 and 4, use endpoints 1 and 2 to define the base line, and pick points beyond curves 3 and 4 for the endpoints.

Line from 4 points

LineAngle

Draw a line at a specified angle from another line.

Toolbar: Lines

Menu: Curve > Line > Angled

1 At the Start of base line prompt, enter the start of the base line. The new line will be created at an angle you specify from the base line.

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2 At the End of base line prompt, enter the end of the base line. 3 At the Pivot angle prompt, type an angle and press Enter. 4 At the End of line prompt, enter the end of the line.

Line at 15° from the base line

LinearizeTrims

Linearize trimming boundaries of surfaces.

At the Select object prompts, select trimmed surfaces and press Enter. LinearizeTrims changes all the trimming boundaries on trimmed NURBS surfaces to be represented with polyline trim curves.

LinePerp

Draw a line perpendicular from a curve.

Toolbar: Lines

Menu: Curve > Line > Perpendicular from Curve

The marker tracks along curves. 1 At the Point on curve for start of line prompt, choose the point on a curve for the start of the line. The marker tracks along a line perpendicular to the curve, and parallel to the current construction

plane. 2 At the End of line prompt, pick the end of the line.

Options No options selected

Line perpendicular to a curve

BothSides

Type B and press Enter to draw a line that extends on both sides of the start point.

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Line perpendicular to a curve, BothSides option selected

LinePP

Draw a line perpendicular to two curves.

Toolbar: Lines

Menu: Curve > Line > Perpendicular to 2 Curves

1 At the Select curve near perpendicular point prompt, select the first curve near the start of the desired line.

2 At the Select curve near perpendicular point prompt, select the second curve near the end of the perpendicular line.

Line perpendicular to two curves

Lines

Draw multiple lines.

Toolbar: Lines and Main

Menu: Curve > Line > Line Segments

1 At the Start of first line prompt, enter the start of the first line segment. 2 At the End of line prompts, enter pick endpoints for segments. 3 When you are finished drawing lines, press Enter. Line segments are drawn with start and end points coincident.

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Line segments

Option:

Undo

Type U and press Enter to remove the last segment drawn.

Note Use this command if you want to create arc fillets between straight segments or want the segments

to be separate objects.

Use the Polyline command to create a single object made up of several straight segments.

LineTan

Draw a line tangent from a curve.

Toolbar: Lines

Menu: Curve > Line > Tangent from Curve

The marker is constrained to curves. 1 At the Point on curve for start of line prompt, select a point on a curve for the start of the line. The marker is constrained to a line tangent to the curve. 2 At the End of line prompt, enter the end of the line.

Options No options selected

Line tangent to a curve

BothSides

Type B and press Enter to draw a line that extends on both sides of the start point.

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Line tangent to a curve, BothSides option selected

Note You can enter a number to set the distance for the line.

LineTP

Draw a line tangent to a curve and perpendicular to a second curve.

1 At the Select curve near tangent point prompt, select the first curve near the start of the tangent line.

2 At the Select curve near perpendicular point prompt, select the second curve near where the perpendicular line will end.

Line tangent to a curve and perpendicular to another

Note The two curves must be coplanar.

LineTT

Draw a line tangent to two curves.

Toolbar: Lines

Menu: Curve > Line > Tangent to 2 Curves

1 At the Select curve near tangent point prompt, select the first curve near the start of the tangent line.

2 At the Select curve near tangent point prompt, select the second curve near the end of the tangent line.

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Line tangent to two curves

Note The two curves must be coplanar.

LineV

Draw a vertical line.

Toolbar: Lines

Menu: Curve > Line > Vertical to CPlane

1 At the Start of line prompt, enter the first endpoint in a viewport with the desired construction plane. 2 At the End of line prompt, enter the second endpoint, or enter a length and press Enter.

Options No options selected

Line vertical to construction plane

BothSides

Type B and press Enter to draw a line that extends on both sides of the start point.

Line vertical to construction plane, BothSides option selected

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List

List data structure of an object.

Toolbar: Diagnostics

Menu: Analyze > Diagnostics > List

1 At the Select object to list prompt, select one object. 2 At the Amount to print? (-1 prints everything) prompt, enter an integer, or press Enter to accept

the default. A report on the internal data structure of the object shows on the command line. Use

CommandHistory or press F2 to view.

Note Integer values of –1 and greater than 1 give large amounts of information that will be useful only to

the most technical user.

LoadPlugin

Loads a plug-in application.

You can download plug-ins, from www.rhino3d.com/plug-ins.

You can also use the PluginManager command to load plug-in applications.

LoadScript

Loads a VBScript or JScript.

Plug-in name: RhinoScript

File: Rhinoscript.rhp

Scripts are loaded into memory and are available as long as Rhino is running unless you set Reinitialize when opening new models, on the Options dialog box, RhinoScript tab in which case the scripts are only available for the currently loaded model.

Options Select Script File

A list of script files that you might want to load.

Load

Loads a selected script file. If the script file contains subroutines and/or functions, the code is interpreted for syntax errors and loaded into memory for use later. If the script file just contains script expressions, the code interpreted and run immediately.

Close

Closes the dialog box.

Add

Adds an item to the list of script files.

Remove

Removes an item from the list of script files.

Remove All

Removes all items from list of script files.

Edit

Launches the default editor (specified through the Options dialog box, RhinoScript tab) and loads the script file into it.

Save

Saves the current list of script files so it is available between modeling sessions.

Note This command will not work unless the plug-in is loaded. See the PluginManager command.

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If you use the LoadScript command from within a button and you don't specify the full path to the script, then the command looks for the file in these locations:

1 In the folder where the model was opened. 2 In the scripts folder (e.g., C:\Program Files\Rhinoceros 2.0 Beta\Scripts). 3 In the install folder (e.g., C:\Program Files\Rhinoceros 2.0 Beta). 4 In the folder where Rhino.exe is located (e.g., C:\Program Files\Rhinoceros 2.0 Beta\System). A full path is the filename and both drive and directory specifiers.

Lock

Lock objects.

Toolbar: Visibility

Menu: Edit > Visibility > Lock

1 At the Select objects to lock prompt, select the objects you want to lock. 2 Press Enter when you are finished selecting objects to lock.

Note You cannot select locked objects.

You can snap to locked objects.

Use the Layer dialog box to lock all objects on a layer.

LockSwap

Swap locked and unlocked objects to work on objects previously locked.

Toolbar: Repository

The locked objects unlock. The unlocked objects lock.

Loft

Loft a surface through a series of curves.

Toolbar: Surface

Menu: Surface > Loft

At the Select curves to loft prompts, select the curves in the order that the surface should pass through them.

Select open curves near the same ends.

If you select closed curves:

At the Select seam point to adjust prompts, pick on a seam point marker, and move it along the closed curve.

At the Location of seam point prompt, pick a new location for the seam point on the closed curve. Continue to adjust the seam points so they line up and the closed curves all have the same direction.

Use the FlipDirection option to change the direction of curves. You can flip the directions by clicking the arrowhead. Real-time feedback indicates when clicking will

flip the direction. When you are done adjusting the connections, press Enter. In the Loft Options dialog box, adjust options, Preview.

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Curves with seams and directions misaligned

Curves with seams aligned and directions misaligned

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Curves with seams and directions aligned

Options Point

Creates a surface that begins or ends at a point, use this option only at the start or end of the curve series.

FlipDirection (closed curves only)

Reverses the arrow on the selected seam point, reversing the direction of the curve.

You can also flip the direction by clicking the arrowhead.

Automatic (closed curves only)

Attempts to align the seam points and directions without intervention.

Natural (closed curves only)

Returns the seam points to the way they were at the beginning of the command.

Style

Normal

Uses chord-length parameterization in the loft direction.

Normal loft

Loose

The surface is allowed to move away from the original curves to make a smoother surface. The surface control points are created at the same locations as the control points of the loft input curves.

Loose loft

Tight

The surface sticks closely to the original curves.

Uses square root of chord-length parameterization in the loft direction.

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Tight loft

Straight sections

The sections between the curves are straight. This is also known as a ruled surface.

Straight sections (ruled) loft

Developable

Creates a separate developable surface or polysurface from each pair of curves.

A separate developable surface is created from each pair of curves

Closed loft

Creates a closed surface, continuing the surface past the last curve around to the first curve. Available when you have selected three shape curves.

Shaded preview

Click Preview to shade all viewports.

Simplify

Do not simplify

Rebuild with control points

Rebuilds the shape curves before lofting.

Refit within units

Refits the shape curves to a tolerance value set in the Document Properties dialog box, Units tab before lofting.

Match start tangent

If the start curve is a surface edge, maintains tangency with the adjacent surface. You must use at least three curves to activate this option.

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Match end tangent

If the end curve is a surface edge, maintains tangency with the adjacent surface. You must use at least three curves to activate this option.

Preview

Click to preview the loft.

Note The Developable option is designed to create surfaces that can be developed (flattened) using the

UnrollSrf command without stretching the surface.

Not all sets of curves create developable surfaces. You may get no surface or a partial surface.

If the curves have kinks, you may get unexpected results.

Two straight lines that aren't parallel are not developable.

Developable Surface Rhino has commands to create and unroll developable surfaces with holes and marking curves.

Developable surfaces are surfaces that can be formed by rolling a flat sheet of material such that the material doesn’t stretch, tear, or wrinkle. Examples of this type of shape are cylinders, cones, and some steel ship hulls.

Developed surfaces used to make patterns for cutting steel

Picture trying to make your surface out of aluminum foil. If it crinkles or tears as you try to bend it into position, the surface is not developable. A sphere is an example of a surface that are not developable (try wrapping an apple with aluminum foil). So are most of the shapes on car bodies and most modern car windshields.

The Developable option of the Loft command creates surfaces that are linear in one direction only. Surfaces can be created in other ways, too, but they must still be linear in one direction for UnrollSrf to unroll them. You could lay a ruler along the surface and it would touch the surface from one edge to the other. These are called ruling lines.

Ruling lines

Because these surfaces are linear in one direction, the Gaussian curvature is zero at every point on the surface. If the Gaussian curvature is not zero, Rhino will not be able to unroll the surface. If the surface is not linear in one direction, Rhino will not be able to unroll the surface.

A developable surface cannot be created through all curves.

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Loft lines

Normal loft

Developable loft

Since developable surfaces cannot be created from just any two curves, results from the developable style loft can be unpredictable. Curves of similar shape without kinks work best.

You can use Gaussian curvature analysis to determine which areas of a surface are not developable.

These developable surface tools work best for designing airfoil and hydrofoil type surfaces. They were not designed to be used for bending and unfolding sheet metal like duct work or for developing fabric patterns.

Advice from an expert user:

Using developable surfaces in Rhino and exporting planar Rhino geometry to DWG or DXF for NC cutting are the two areas where I have seen the most problems. You just have to be careful.

Developable surface pitfalls:

The Loft developable surface routine is very sensitive to the makeup of the curves being lofted. You can get very different results depending on the complexity and similarity of the two edge curves. It is best if they are as simple as possible and have the same parameterization.

Picking different ends of the curves can give different results. You can sometimes combine the different results to get a better developable surface.

A developable surface is not necessarily a fair surface.

It is possible to make a dev surf that unrolls with a difference in area and ruling lengths from the 3- D surface. It's easy to miss the warning Rhino gives. I have cut some bad plates because I didn't see the message go by.

You can unroll surfaces that are not developable.

Rhino doesn't have any method of making a surface a bit 'more or less' developable. Some programs have a way of spreading out the concentrated fans of rulings that often occur, thereby smoothing the surface.

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Since metal has some elasticity (esp. aluminum), you can deviate quite a bit from a mathematically correct developable surface and still plate it up. I know some builders that use developable surfaces in their models, expand the plates, and then add up to 1" chord depth of radius to the flat sides in the sections to make the plate "taut." The expanded plates fit up to the changed sections just fine. They have not figured out how to get this "blow" into their 3- D models, though.

One way to approach the problem is to use the CurvatureAnalysis command to analyze the Gaussian curvature as a guide to surface creation instead of the developable loft. But there is no way in Rhino to expand surfaces created this way (unless they happen to meet the requirements for UnrollSrf).

Exporting geometry for NC planar cutting from Rhino:

It is important to compare the geometry Rhino exports in DWG (or DXF) format to the original. The settings in the DWG export dialog are critical. It is easy to end up with arcs in Rhino translated into dense polylines, or curves in Rhino interpolated too loosely.

Make2D

Make a 2-D drawing.

Toolbar: Dimensions

Menu: Dimension > Make 2-D Drawing

1 Select objects. 2 In the Make 2D Options dialog box, select the layout and object visibility options. Make2D creates curves from the selected NURBS objects as silhouettes relative to the active construction plane. The silhouette curves are projected flat and then placed on the world x,y-plane.

Two-dimensional drawing created from 3-D object

Options Current View

Creates the 2-D drawing from only the currently active view.

Original object

Current CPlane

The hidden lines are generated from the plan view of the active viewport and the results are placed on that viewport's construction plane.

4-View (USA)

Creates four views with US (3rd angle) layout, using world-coordinate orthographic projections (not view or construction plane directions of current viewports).

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ProjectionAngle=US

4-View (Europe)

Creates four views with European (1st angle) layout, using world-coordinate orthographic projections(not view or construction plane directions of current viewports).

ProjectionAngle=Europe

Show tangent edges

Draw all surface edges.

Create hidden lines

Draw hidden lines in the 2- D view.

Maintain source layers

Rhino will create new layers based on the existing layers with the name extensions "Visible" and "Hidden" added.

Visible line layer

Select a layer name for visible lines or type a new layer name.

Hidden line layer

Select a layer name for hidden lines or type a new layer name.

Note This command does not create 2- D drawings from mesh objects.

If two surfaces pass through each other, Make2D will not create the intersection line where the surfaces pass though. Use the Intersect command to generate this curve and include the resulting curve in the objects you want to make into a 2-D drawing.

If silhouettes are nearly overlapping another curve in the view, they may not appear on the correct layer.

While a single surface cylinder seam will not be shown, the two linear seams of a cylinder made out of two semi-cylinders will both be shown. There is no way to avoid this.

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MakeCrvPeriodic

Make a curve periodic.

Toolbar: Curve Tools

Menu: Curve > Edit Tools > Make Periodic

At the Select curve to make periodic prompt, select a curve to make periodic. If the curve was open, it is closed.

Note Some closed curves like circles can develop kinks when their control points are edited. Other closed

curves, like ones made with the Curve command cannot develop kinks. Then closed curves that remain smooth during control point editing are called periodic curves. The MakeCrvPeriodic command makes a closed curves into periodic curve. Sometimes, the geometry of the curve must be slightly changed to when the curve is forced to be periodic.

If a joined curve is made periodic, it becomes a single-span curve and can no longer be exploded.

You can use the Properties command's Info tab to see if a curve is closed and periodic.

To get a feel for what the command does, make two circles and apply MakeCrvPeriodic to the second circle. Then use control point editing on both curves.

MakeSrfNonPeriodic

Make a surface non-periodic.

Toolbar: Surface Tools

Changes a periodic surface into a non-periodic surface. Non-periodic surfaces can develop kinks when deformed. To create a periodic surface use the MakeSrfPeriodic command.

At the Choose an object prompt, select the surface you want to make non-periodic.

MakeSrfPeriodic

Make a surface periodic.

Toolbar: Surface Tools

Menu: Surface > Edit Tools > Make Periodic

At the Select edge to make periodic prompt, select the edge of the surface to make periodic. Rhino creates periodic surfaces. Surfaces created from periodic curve in previous releases of Rhino

had seams that would develop kinks when deformed. This command tries to fix those surfaces.

Match

Match two curves.

Toolbar: Curve Tools

Menu: Curve > Edit Tools > Match

1 At the Select curve to change - pick near end ( SurfaceEdge ) prompt, select the first curve at the end that will move.

2 At the Select curve to match - pick near end prompt, select the second curve at the end where the end of the first curve should move.

The result dynamically previews as you change the dialog box options. 3 Close the dialog box.

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Options SurfaceEdge

Matches the curve perpendicular to the curve and uses the surface to determine continuity.

Edge matched as a curve

Edge with Surface edge option

Continuity

Continuity specifies how the smoothly the two curves meet each other.

Position

The endpoint of the curve to change is moved to the endpoint of the curve to match. This guarantees that the curves have positional (G0) continuity.

Position match

Tangency

The curve to change changes so it is tangent at the point where they touch. This guarantees that the curves have tangent (G1) continuity.

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Tangency match

Curvature

The curve to change changes so they smoothly blend this guarantees that the curves have curvature (G2) continuity.

Curvature match

Average curves

Both curves are adjusted to match each other.

Preserve other end

If you are working with curves lower than degree 5, the curvature at the other end of the curve to match may be adjusted. Selecting the Preserve other end option guarantees that the curvature at the other end is not modified.

Join

The curves are joined into one curve after the match.

Merge

Only available with the Curvature option. The curves are merged together after the match. This creates a single curve instead of a composite curve. If you edit this curve with control points, the point where the two original curves matched will deform smoothly. You cannot explode the curve into the segments that were originally matched.

MatchLayer

Match the layer of one object to another.

Toolbar: Layer

Menu: Edit > Layers > Match Object Layer

1 Select objects for layer change and press Enter 2 Pick object that defines the layer for the selected objects.

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MatchSrf

Match two surfaces.

Toolbar: Surface Tools

Menu: Surface > Edit Tools > Match

1 At the Select surface to change - select near edge prompt, select the edge of the surface to match.

This surface must be an untrimmed surface. 2 At the Select target surface - select near edge prompt, select the edge of the target surface. This surface can be either a trimmed or untrimmed surface. 3 In the Match Surface dialog box, choose the type of match.

Before Surface Match

After Surface Match

Options FlipDirection (closed curves only)

Reverses the arrow on the selected seam point, reversing the direction of the curve.

You can also flip the direction by clicking the arrowhead.

Automatic (closed curves only)

Attempts to align the seam points and directions without intervention.

Natural (closed curves only)

Returns the seam points to the way they were at the beginning of the command.

Position

Match surface so it touches the target edge (G0 continuity).

Tangency

Match surface so it is tangent to target edge (G1 continuity).

Curvature

Match surface so it is curvature-continuous with target edge (G2 continuity).

Average surfaces

Both surfaces to be modified to an intermediate shape. If the target surface is also untrimmed, the surfaces can be matched by averaging between the two.

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Refine match

Determines if the match results should be tested for accuracy and refined so that the faces match to a specified tolerance. If necessary, knot lines are added to the modified surface or surfaces until the surfaces are within tolerance.

Match edges by closest points

There are two ways the surface being changed is aligned to the edge its being matched to:

It can be stretched or compressed to match the entire edge end to end, or each point on the edge can be pulled to the closest point on the other edge.

Generally, this is useful to match a short edge to a longer one without stretching the short one.

Original surfaces

Closest point match

Closest point match off

Preserve opposite end

This adds enough knots to the span so that the edge opposite the one being adjusted isn't changed. It's useful to keep from disturbing the smoothness you just fixed on the other edge. If the span is simple (few knots) and this isn't checked, the opposite edge may be changed so that its not tangent to something it used to be tangent to.

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Surface 2 does not have enough control points to preserve the continuity at the right end

Without preserving opposite end

Preserving opposite end

Shaded preview

The preview is shaded

Preview

Previews the match changes in the viewports.

Additional Options Click Options to see additional options

Refinement Tolerances

Distance

Maximum gap width between matched surfaces, in units.

Tangency

Maximum angle between adjacent surface normals, in degrees.

Curvature

Maximum difference in curvature between surfaces, percent.

Isoparm direction adjustment

Specifies the way the parameterization of the matched surfaces is determined.

Automatic

Match target isoparm direction if the surface being matched is not trimmed.

Make perpendicular to target edge if the edge being matched is a trimming edge.

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Preserve isoparm direction

As closely as possible, keep the existing isoparm directions the same as they were in the surface before matching. This is done by doing the simplest rotation of the edge normals that will achieve the desired match. This is sometimes useful, especially when matching to trimmed surfaces to avoid excessive twisting of the surface near the area being adjusted

Match target isoparm direction

Make the isoparms of the surface being adjusted parallel to those of the surface it matches to. If the conditions are right (the surfaces are nearly in the right place already and you are just trying to get a smooth seam) this often makes the prettiest transition, but if the conditions are wrong, it can twist the surface near the edge. This is the default if the surface being matched is not trimmed and usually works best then.

Make perpendicular to target edge

Similar to Match target isoparm direction, but instead of parallel to the other surface isoparms, the changed isoparms are made perpendicular to the edge being matched. This is the default if the edge being matched is a trimming edge.

Preserve bulginess

Tries to preserve the "fullness" or subjective bulge of the surface. (It tries to maintain the ratio of the inter- knot spacing to curvature vector.) In usable terms, if the surface starts with a flattish shape near the edge it will have a flattish character after matching. If it is roundish, it will stay roundish. This is the hardest condition to meet, and sometimes doesn't work as advertised, especially if the surface is being changed a lot.

Note The edge of a surface being modified must be a full untrimmed edge.

Two edges of the same surface can't be matched to each other.

A closed edge can't be matched to an open edge.

Matching can be done only between single complete edge curves. If you need to match to part of an edge, you have to trim the surface or split the edge (using SplitEdge).

It is possible to have multiple edge curves in an edge that looks like it should have only one curve. You may also need to Import edges (use MergeEdge ) to get a longer match target.

If the surface being changed is trimmed, the shape of the trim will probably be changed if it is anywhere near the part of the surface being modified, but it will still be a valid trim.

Surfaces that are linear along the edge being modified and are being matched to curvy edges are raised to degree 3 along the modified edge.

Surfaces that are linear perpendicular to the modified edge are raised to degree 3 in that direction.

Surfaces with less than five rows of control points parallel to the edge being modified will get at least one more knot in that direction.

Knot lines perpendicular to the modified edge are added by refinement as necessary to get the edge to match accurately.

The surface(s) being modified are adjusted at specific points to match the other surface. If refinement is specified, the match is tested several more places to see if it is accurate. If it isn't, knots are added to the modified surface and another match is done. This process repeats several times if necessary to get a good fit.

Refinement may be time consuming on complex surfaces that need to be changed a lot to match correctly, especially if tight tolerances are specified.

Press Esc during the refinement stage to stop after the current iteration of refinement. That may be several seconds. If refinement is interrupted, an inaccurately matched surface will probably result, but you will get something.

MatchSrf is the most predictable when the surfaces being matched are nearly matched already, and the movement needed to get an accurate match are small.

MatchSrf can be useful for matches that are more like geometry creation than fine tuning. It is possible to move edges a long way and change their shape drastically, but it might take some experimenting to get what you want.

An open surface can be matched to a closed surface. The points you use to pick the edges determine how the surface will be matched up.

In these cases, it may be useful to preview without refinement, or to loosen the refinement tolerances to make refinement faster. Something like position = 0.2, tangency = 10 and curvature = 50 will probably give a good idea of how the finished match will look.

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You can sometimes change the results of MatchSrf quite a bit by adding or removing knots manually before you do the match using InsertKnot and RemoveKnot.

Maximize

Maximize Rhino.

MaxViewport

Maximize a viewport.

Menu: Right-click viewport title > Maximize

Toolbar: Viewport Layout

To maximize the current viewport:

Right click the viewport title bar, then click Maximize. Or, double click the viewport title bar.

Right click the viewport title bar, then click Restore. Or, double click the viewport title bar.

Menu

Toggle the display of the menu bar.

MergeEdge

Merge two adjacent edges of a surface.

Toolbar: Edge Tools

Menu: Analyze > Edge Tools > Merge Edge

1 At the Select naked edge to merge prompt, select a naked edge on a surface or polysurface. An adjacent edge of the same simple surface is merged with it into one edge, if possible. Otherwise

"Edge is already joined" appears at the command line, and the prompt repeats. 2 At the Select edge to merge to prompt, select an adjacent edge.

Note The edges must be naked, must belong to the same surface, must share an endpoint, and must meet

smoothly at the shared endpoint.

Use ShowNakedEdges to display edges and their ends.

Use MergeEdge when complex polysurfaces have been unjoined, and there are "split" edges that are interfering with Join.

MergeSrf

Merge two untrimmed surfaces.

Toolbar: Surface Tools

Menu: Surface > Edit Tools > Merge

1 At the Select untrimmed surface near edge to merge ( Tolerance Smooth=Yes Roundness=1 ) prompt, select the first surface to merge.

2 At the Select adjacent untrimmed surface near edge to merge ( Tolerance Smooth=Yes Roundness=0.1 ) prompt, select the second surface.

Both surfaces must be untrimmed and share an edge.

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Options Tolerance

Surface edges must be within this tolerance for the two surfaces to merge. The Tolerance setting defaults to the absolute tolerance if the you set the tolerance to less or equal to zero.

Smooth

The surface will be smooth. This makes the surface behave better for control point editing, but may alter the shape of both surfaces.

End view of original surfaces - notice kink at joint

Rendered perspective view of original surfaces - notice kink at joint

End view of merged surface

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Rendered perspective view of merged surface - notice no kink

Roundness

Defines the roundness/smoothness/dullness/bluntness/non-sharpness of the merge. The default is 1 (full smoothing). Acceptable values are between zero (sharp) and one (smooth).

Note Untrimmed surfaces that share an edge can be merged into a single surface. The seam where the two

surfaces meet is smoothed out. This is useful for modeling half of an object, mirroring it, and then merging the surfaces together to eliminate the kink. The resulting surface can be edited.

Surfaces can be merged only if the shared edge on both surfaces run exactly along u or v parameter direction and the surfaces share both edge endpoints.

For closed surfaces, use the MakeSrfPeriodic command after merging to make an even smoother, editable surface.

Generally, you can only use MergeSrf when you create untrimmed surfaces by lofting or sweeping and the surfaces share adjacent edges. You can use MergeSrf to make them into a single surface. Once you have trimmed surfaces, you have to approach things differently.

A trimmed surface has an untrimmed surface that is underneath that defines the geometry of the shape. Trimming curves on the shape tell Rhino that some parts of the surface are supposed to be holes or are cut out. It is the underlying surface that controls the geometry, and that's what MergeSrf needs to join surfaces to make one large surface out of smaller surfaces. In some ways, the trimming curves on the surface define "unnatural" edges of the shape that is different from the natural edge of the underlying surface.

Despite the problems and limitations caused by trimmed surfaces, they let you define irregular holes or outer boundaries that can be difficult to achieve with untrimmed surfaces.

The MergeSrf command will not smooth non-fully multiple interior knots.

Mesh

Create a mesh from NURBS objects.

Toolbar: Main and Mesh

Menu: Tools > Polygon Mesh > From NURBS Object

Select surfaces or polysurfaces to mesh. The Polygon Mesh Options dialog box appears. A mesh can be preview and then created, with finer or coarser mesh.

Polygon Mesh Options Fewer polygons – More polygons

The slider roughly controls the density and number of mesh polygons. Set the slider and click Preview to see the density of the mesh.

Preview

The mesh is drawn as a preview in the viewports, and the dialog box stays on screen for more adjustments.

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Detailed Controls

The Polygon Mesh Detailed Options dialog box appears. These detailed controls are an alternate way to control the way the mesh is made. Changing settings in this dialog box doesn't affect the settings in the Polygon Mesh Options dialog box.

Polygon Mesh Detailed Options The mesh is created in three steps based on the detailed criteria: initial quads (estimated to roughly

meet the criteria), refinement (subdivision to meet the criteria), and adjustment for trim boundaries. Max angle

Smaller values result in slower meshing, more accurate meshes, and higher polygon count. The Max angle is the maximum allowable change between the surface normal at any point and the mesh vertex.

Max aspect ratio

Smaller values result in slower meshing and higher polygon count with more equilateral polygons. This is approximately the maximum aspect ratio of the quads in the initial mesh grid. Setting Max aspect ratio to zero turns off the option. Zero means no limit. The default value is 6 and the suggested range is from 1 to 100. Scale independent.

Min edge length

Bigger values result in faster meshing, less accurate meshes and lower polygon count. Setting Min edge length to zero turns off the option. Limits the size of the polygon edges. Default is 0.01 and the usable range depends on the size of the model. Scale-dependent.

Max edge length

Smaller values result in slower meshing and higher polygon count with more equally sized polygons. Setting Max edge length to zero turns off the option, which is the default. When the Refine is checked, polygons are refined until all polygon edges are shorter than this value. This is also approximately the maximum edge length of the quads in the initial mesh grid. This option is scale dependent and can be used for making sure the polygons are approximately the same size.

Max dist, edge to srf

Smaller values result in slower meshing, more accurate meshes, and higher polygon count. Setting Max dist, edge to srf to zero turns off the option. The default value is zero and the usable range depends on the size of the model. When the Refine is checked, polygons are refined until the distance from a polygon edge midpoint to the NURBS surface is smaller than this value. This is also approximately the maximum distance from polygon edge midpoints to the NURBS surface in the initial mesh grid. This option is scale dependent and can be used as a general polygon mesh tolerance setting.

Min initial grid quads

Bigger values result in slower meshing, more accurate meshes and higher polygon count with more evenly distributed polygons. Setting Min initial grid quads to zero turns off the option, which is the default. Forces simple geometry to be meshed with more polygons. Zero means no minimum. The default is zero. Scale independent. This is the number of quads per surface in the initial mesh grid. In practice, Rhino will use at least this many polygons for each surface. This option is scale independent and can be used for making sure that surfaces with very subtle details are meshed with high enough polygon count.

Refine

The mesh is refined until the angle between surface normals along a polygon edge is smaller than this value. The default is 20 degrees and the suggested range is from 5 to 90 degrees. Setting Max angle to zero turns off the option. Scale independent.

No refinement results in faster meshing, less accurate meshes, and lower polygon count. Clearing this check box also means untrimmed individual surfaces and surface areas away from trim edges and joined edges are meshed with evenly sized quadrangles. When this Refine is checked, after initial meshing, Rhino uses a recursive process to refine the mesh until it meets the criteria defined by Max Angle, Min edge length and Max edge length and Max dist, edge to Srf options.

Jagged seams

Causes dramatically faster meshing, lower polygon count and cracks between joined surfaces in the rendered image. By default, Jagged seams is not selected. This options means that all surfaces are meshed independently and the meshes of joined surface edges are not stitched together.

Simple planes

Causes slower meshing and minimum polygon count on planar surfaces. Meshing can be slower especially for complex trimmed surfaces. By default, Simple planes is not selected. This option means all planar surfaces are meshed by meshing the surface edges and then filling the area bounded by the edges with triangles.

Weld

Welds coincident mesh vertices that came from seams between tangent surfaces of a polysurface.

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Preview

Previews the mesh that results from the current options.

Simple Controls

The Polygon Mesh Options dialog box appears. These simple controls are an alternate way to control the way the mesh is made. Changing settings on this dialog box doesn't affect the settings on the Polygon Mesh Detailed Controls dialog box.

Note The meshes created by the Mesh command are visible and editable, and separate from the NURBS

objects they were created from.

The meshes created by Render and Shade on NURBS surfaces and polysurfaces are invisible, not editable, and cannot be separated from the NURBS object, except to destroy them with the RefreshShade command. Render meshes are controlled by a different set of meshing settings, which are on the Document Properties dialog box Render tab.

MeshBox

Draw a polygon mesh box.

Toolbar: Mesh

Menu: Tools > Polygon Primitives > Box

1 At the First corner of box prompt, choose a corner of the box. 2 At the Other corner or length prompt, choose a diagonal corner. Or type in a length and press Enter, to specify the length in the x-direction of the construction plane. 3 If a length was entered, at the Width prompt, choose a width by picking, or type in a width and press

Enter, to specify the width in the y-direction of the construction plane. 4 At the Height prompt, choose a height, or type in a height and press Enter. A box-shaped mesh of six joined planar meshes is created.

Mesh box

Note Use MeshDensity to control the number of vertices and polygons for the mesh primitives.

MeshCone

Draw a polygon mesh cone.

Toolbar: Mesh

Menu: Tools > Polygon Primitives > Cone

1 At the Base of cone ( Vertical ) prompt, choose a center point for the base. Or type V to constrain the cone's tip to be directly above the center of the base. 2 At the Radius (Diameter) prompt, choose a radius. Or type D to choose a diameter instead. 3 At the End of cone prompt, choose the cone's point.

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A closed cone-shaped mesh is created, joined from a base circular mesh, and a open cone-shaped mesh.

Mesh cone

Note Use MeshDensity to control the number of vertices and polygons for the mesh primitives.

MeshCylinder

Draw a polygon mesh cylinder.

Toolbar: Mesh

Menu: Tools > Polygon Primitives > Cylinder

1 At the Base of cylinder (Vertical ) prompt, choose a center point for the base. Or type V to constrain the cylinder's top to be directly above the base. 2 At the Radius (Diameter) prompt, choose a radius. Or type D to choose a diameter instead. 3 At the Height prompt, choose a height. A closed cylinder-shaped mesh is created, joined from a base and top circular meshes, and a open

cylindrical-shaped mesh.

Mesh cylinder

Note Use MeshDensity to control the number of vertices and polygons for the mesh primitives.

MeshDensity

Change density for polygon mesh primitives.

Toolbar: Mesh

Menu: Tools > Polygon Primitives > Density

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Options X

The number of mesh points in the x direction.

Y

The number of mesh points in the y direction.

Z

The number of mesh points in the z direction. The z-value applies only to mesh boxes.

Circle Points

Type the number of mesh points around the circumference.

Layers

The number of mesh points in the height.

MeshPlane

Draw a polygon mesh plane.

Toolbar: Mesh

Menu: Tools > Polygon Primitives > Plane

1 At the First corner prompt, choose a corner of the plane. 2 At the Other corner or length prompt, choose a the diagonal corner. Or type in a length and press Enter, to specify the length in the x-direction of the construction plane. 3 If a length was entered, at the Width prompt, choose a width by picking, or type in a width and press

Enter, to specify the width in the y-direction of the construction plane. A planar rectangular mesh of quads parallel to the construction plane is created.

Mesh plane

Note Use elevator mode or object snaps to place the first corner of the planar mesh off the construction

plane. Elevator mode and object snaps are ineffective for the second corner.

Use MeshDensity to control the number of vertices and polygons for the mesh primitives.

MeshPolyline

Create a mesh from a closed polyline.

Toolbar: Mesh

Menu: Tools > Polygon Mesh > From Closed Polyline

At the Select closed polyline prompt, select a closed polyline to mesh with triangles. A polygon mesh of triangles whose boundary matches the input polyline is created.

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Before mesh

After mesh

Note MeshPolyline is designed to work on planar polylines.

MeshSphere

Draw a polygon mesh sphere.

Toolbar: Mesh

Menu: Tools > Polygon Primitives > Sphere

1 At the Center point prompt, choose a center point. 2 At the Radius prompt, choose a radius.

Mesh sphere

Note Use MeshDensity to control the number of vertices and polygons for the mesh primitives.

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MeshToNurb

Convert each polygon in a polygon mesh into a NURBS surface.

Select the objects.

Note Complex meshes will create NURBS surfaces that use large amounts of memory.

Minimize

Minimize Rhino.

Mirror

Mirror objects.

Toolbar: Main and Transform

Menu: Transform > Mirror

1 Select the objects. 2 At the Start of mirror plane ( NoCopy ) prompt, choose a point on the mirror plane. 3 At the End of mirror plane ( NoCopy ) prompt, choose a second point to define the mirror plane.

As you move the cursor, Rhino previews the location for the mirrored objects. The two points specify a mirror plane perpendicular to the construction plane.

Mirror

Options NoCopy

Flips the object without making a mirrored copy.

Note Mirror makes a copy. The original is left selected. Press delete to delete the original.

Use object snaps to accurately place the mirror plane, especially if you want to Join a surface and its mirrored copy.

Move

Move objects.

Toolbar: Main and Transform

Menu: Transform > Move

Shortcut: M

1 Select the objects. 2 At the Choose base point ( Vertical ) prompt, choose a point to move the objects from.

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Or, to move the objects vertically, type V and press Enter. 3 At the Choose offset point prompt, choose a location for objects.

Move

Other ways of moving objects You can also simply select and drag objects including control points.

To move objects small amounts, select the objects and move them with use the Nudge keys. Hold the Alt key and press one of the Arrow or Page keys to move objects in the world x-, y-, or z-direction. You can set the distance that the objects move in the Options dialog box, Modeling Aids tab.

MoveBackgroundBitmap

Move a background bitmap.

Toolbar: Background Bitmap

Menu: View > Background Bitmap > Move

1 At the Point to move from prompt, pick a base point. 2 At the Point to move to prompt, pick a new location for the base point.

Note MoveBackgroundBitmap has four hidden options. During the command, you can type corner1,

corner2, corner3, or corner4 to snap to a corner of the bitmap for more accurate placement.

MoveUVN

Use u-, v-, and n- sliders to move the selected control points.

Options U

Moves a control point towards the average of the neighboring points in the u-direction.

V

Moves a control point towards the average of the neighboring points in the v-direction.

N

Moves control points in the surface normal direction.

Scale

Sets the scale of the sliders in Rhino units.

UV Move mode

Along tangent

The u- and v-sliders move the points in a plane roughly tangent to the surface. Slider scale affects this mode.

Along control polygon

The u- and v-sliders move the points along control polygon chords. This mode is relative not affected by the slider scale.

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U Symmetry

Make it possible to edit two sides of a symmetrical surface at the same time. All points to edit have to be selected.

V Symmetry

Makes it possible to edit two sides of a symmetrical surface at the same time. All points to edit have to be selected.

Smoothing

Smoothing is done before UVN move to make it possible to combine the actions. Smoothing tends to even out the control point grid, and the other controls can be used for making tweaks the shape.

Mscribe

Start digitizing with a MicroScribe arm.

NamedCPlane

Edit named construction planes.

Toolbar: Set CPlane

Menu: View > Named CPlanes > Edit

In the Edit CPlanes dialog box, rename or delete unwanted construction planes.

Note Use the SaveCPlane command to save a named construction plane.

Use the RestoreCPlane command to restore a named construction plane.

NamedView

Edit named views.

Toolbar: Set View

Menu: View > Named Views > Edit

In the Edit Named Views dialog box, rename or delete unwanted named views.

Note Use the SaveView command to save a named view.

Use the RestoreView command to restore a named view.

NetworkSrf

Create a surface from a curve network.

Toolbar: Surface

Menu: Surface > From Curve Network

NetworkSrf creates a surface from a network of smooth curves. You can select a group of curves and Rhino sorts them out automatically. Rhino also handles curves that don't touch exactly.

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Select the curves. The surface will be created. If the automatic curve sorter cannot figure out which curves go in which direction, you will be

prompted to select the curves manually. If you want to select the curves individually, you can turn the automatic sorter off.

Command line option

NoAutoSort

Turns off automatic sorting so you can select the curves manually.

Dialog box options

Edge Curves

Sets the tolerance for the edge curves. The edges of the surface will be within this value from the edge curves. The default is the system tolerance.

Interior Curves

Sets the tolerance for the interior curves. The interior of the surface will be within this value from the interior curves. The default is the system tolerance x 10.

If the curves themselves are farther apart from each other than the tolerance values, the best guess is made at the surface.

Angle

If you are matching tangency or curvature, this is the accuracy that is used for matching surface normals.

Edge Matching

After the command is done, the surface will have four edges. Edge matching determines how those edges match the input geometry.

Curve

Position

The surface edge is matched within tolerance of the input curve.

Loose

The surface edge is does not attempt to match the edge to the curve within tolerance.

Surface Edge

Loose

The surface edge is matched within tolerance of the input surface edge.

Position

The surface edge is does not attempt to match the edge to the surface edge within tolerance.

Tangency

The surface edge is matched tangent (G1) to the surface edge.

Curvature

The surface edge is matched curvature continuous (G2) to the surface edge.

You can choose the type of edge matching you want for each curve or surface edge. You must select surface edges as part of your curve network to match edges. If a curve and surface edge overlap, be sure to select the surface edge. The Choose multiple objects dialog box differentiates between the two.

You can create:

Surfaces from open or closed curve networks.

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Closed curve network

Surfaces with one or two singularities.

Surface with singularities

Toroid shapes.

Toroid shapes

Surfaces with curvature and tangent continuity to neighboring surfaces. Select from Loose, Position, Tangent, or Curvature continuity at each adjacent surface edge.

Define continuity with neighboring surfaces

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Note All curves in one direction have to cross all curves in the other direction and cannot cross each other.

This is a legitimate network:

These are not:

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Curves that have stacked control points will cause NetworkSrf to fail.

New

Create a new model.

Toolbar: Standard and File

Menu: File > New

Shortcut: Ctrl+N

In the Template File dialog box, select a template to base your model file on.

Note Check Use when Rhino starts to make Rhino use the selected template as a default next time you

create a new model.

Click No Template to start Rhino without a template file using the internal defaults. Use this if you accidentally overwrite or delete the default templates.

Templates include all the information that is stored in a Rhino 3DM file: geometry, grid settings, viewport layout, layers, units, and tolerances. For example, if you want Rhino to use inches as default units, Use New to open the template you want to change, change the units to inches and use Save As Template to overwrite the changes to the template.

NewViewport

Create a new viewport.

Menu: View > Viewport Layout > New Viewport

At the Drag a window for new viewport prompt, drag a window for a new viewport. Or enter options to create a viewport specification.

Scripting Options Name

Specifies new viewport's name

Width

Specifies new viewport's width in pixels

Height

Specifies new viewport's height in pixels

CopyActive

The new viewport's projection matches the one in the active viewport.

NextOrthoViewport

Make the next viewport with orthogonal (parallel) projection active.

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NextPerspectiveViewport

Make the next viewport with perspective projection active.

NextU

Select the next control point in the u-direction.

Toolbar: Select Points

Menu: Edit > Select Control Points > Next u

1 Show control points on a surface. 2 Select a point on the surface. 3 Start the NextU command. The next control point in the u-direction is selected.

Surface with four control points selected

Next control points in the u-direction selected

NextV

Select the next control point in the v-direction.

Toolbar: Select Points

Menu: Edit > Select Control Points > Next v

1 Show control points on a surface. 2 Select a point on the surface. 3 Start the NextV command. The next control point in the v-direction is selected.

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Surface with four control points selected

Next control points in the v-direction selected

NextViewport

Make the next viewport active.

Shortcut: Ctrl + Tab

NextViewportToTop

Makes the next viewport current.

Normal

Draw a line normal to a surface.

Toolbar: Lines

Menu: Curve > Line > Normal to Surface

1 At the Select surface prompt, select a surface. The marker is constrained to the surface. 2 At the Point on surface prompt, choose a point on the surface. The marker is constrained to a line perpendicular to the surface. 3 At the Length of line prompt, pick a point for the end of the line, or enter a length and press Enter.

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Options No options selected

Line normal to a surface

BothSides

Type B and press Enter to draw a line that extends on both sides of the surface.

Line normal to a surface, BothSides option selected

Notes

Add notes to your model.

Toolbar: File

Menu: File > Notes

In the Notes dialog box, type information you want to save with the model.

To close the Notes dialog box:

Click in the upper right corner of the Notes dialog box.

Note Notes are saved with Rhino 3DM and IGES files.

Use Windows shortcut keys or right click context sensitive menu to cut, copy, and paste to and from the Notes dialog box.

If the Notes dialog box is open when you save a model, it will be open next time the model is opened. This is useful if you want to make sure the person that opens the 3DM file sees the notes.

Offset

Offset a curve.

Toolbar: Curve Tools

Menu: Curve > Offset

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1 At the Select curve to offset ( Distance=1 Corner=Sharp ThroughPoint OffsetTolerance ) prompt, select a curve or edge.

2 At the Side to offset ( Distance=1 Corner=Sharp ThroughPoint OffsetTolerance ) prompt, click on one side the curve.

Options Distance

Type D and press Enter to change the offset distance.

Corner

Type C and press Enter to change how corners are offset. You can see the difference between these options by offsetting a rectangle to the outside.

Sharp

Curves are offset and extended with a straight line until they intersect.

Round

Curves are offset and filleted with an arc of radius equal to the offset distance.

Smooth

Curves are offset and connected with a smooth (G1) curve.

Chamfer

Curves are offset and connected with a straight line between their endpoints.

ThroughPoint

Type T and press Enter to offset through a point instead of specifying an offset distance.

OffsetTolerance

Sets the tolerance for the offset curve. Type 0 to use the default tolerance.

Note For best results, use proportionately small offset distances and smooth curves. Otherwise, you may

get kinks and doubled-back curves.

OffsetSrf

Offset a surface.

Toolbar: Surface Tools

Menu: Surface > Offset

1 At the Select surfaces to offset prompt, select the surfaces to offset and press Enter. 2 At the Offset distance <1> ( FlipAll Tolerance Loose ) prompt, enter an offset distance and press

Enter. Positive values offset in the direction of the surface normal. Negative values offset the other way. If

the surface is offset to the wrong side, undo and use the negative of the distance you just used. When a plane, torus, sphere, cylinder, or cone is offset, the resulting surface is exact. Freeform

surfaces are offset to within the global tolerances.

A surface and its offset

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Options FlipAll

Flips normals on all selected surfaces.

An arrow indicates the offset direction. Clicking or pressing F+Enter flips the arrow (offset) direction. If there are multiple selected objects under the cursor, clicking on an object flips the offset direction for that object only.

Tolerance

Sets the tolerance for the offset curve. Type 0 to use the default tolerance.

The tolerance only affects offsetting the surface, not the trim edges. The trim edges are still applied using the absolute tolerance.

Loose

The resulting surface point structure is identical to the original surface.

Arrow length

Type a number to define the arrow length in screen pixels.

Solid

Makes a closed solid from the input and offset surfaces by lofting a ruled surface between all of the matching edges.

OneLayerOff

Turn a layer off by selecting an object.

Menu: Edit > Layers > One Layer Off

At the Layer to turn off prompt, select an object on the layer you want to turn off.

OneLayerOn

Turn one layer on and the rest off.

Toolbar: Layer

Menu: Edit > Layers > One Layer On

In the Layer to Leave On dialog box, select the layer to turn on. All other layers will be turned off.

Note This command also turns off layers that were locked, so the fact that they are locked is lost. When

you turn the layers back on, they are also unlocked.

Open

Open an existing model.

Toolbar: Standard, File, and STL Tools

Menu: File > Open

Shortcut: Ctrl+O

1 In the Files of type box, select Rhino 3D Models. 2 In the File name box, type a filename. 3 Click Open.

Note Rhino supports several file types.

When Rhino reads polygon mesh formats like 3DS and LWO, the polygon mesh objects in the original file remain polygon meshes in Rhino; they are not converted to NURBS objects.

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OpenWorkspace

Open a workspace.

Toolbar: Tools

Menu: Tools > Toolbar Layout

1 In the Toolbars dialog box, from the File menu, click Open. 2 In the Open Workspace dialog box, select a workspace file. The toolbars and buttons of the layout that are stored in the workspace appear on your screen, or

some of them may be hidden. Use the Toolbar command to adjust the show and hide status of toolbars. The workspace file holds

all aspects of the layout: the toolbars, the buttons in them, the screen position of each toolbar, and whether it is hidden or showing, whether it is floating or docked, and the number of columns when floating.

Options

Opens the Options dialog box.

Toolbar: Standard and Tools

Menu: Tools > Options

Command Options

Orient

Orient objects.

Toolbar: Transform

Menu: Transform > Orient > 2 Points

1 Select the objects. 2 At the Reference point 1 ( Scale=Yes Copy ) prompt pick a point that will be reoriented to the first

target point. Or, to orient copies of the objects, type c and press Enter. Or to have the objects reoriented but not change size, type s and press Enter. The prompt will change

to Scale=No. 3 At the Reference point 2 ( Scale=Yes Copy ) prompt pick a point that will be reoriented to the

second target point. 4 At the Target point 1 ( Scale=Yes Copy ) prompt, pick a target point for the first reference point. 5 At the Target point 2 ( Scale=Yes Copy ) prompt, pick a target point for the second reference

point. The objects are moved, scaled and rotated so that the reference points get transformed to the target

points.

Options Copy

Creates a copy of the scaled object.

Scale

If Scale=No, the second target point defines the direction of the transformation, but objects remain the same size.

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Orient3Pt

Orient objects by three points.

Toolbar: Transform

Menu: Transform > Orient > 3 Points

1 Select the objects. 2 At the Reference point 1 ( Copy ) prompt, pick a point that will be transformed to the first target

point. Or, to orient copies of the objects, type c and press Enter. 3 At the Reference point 2 ( Copy ) prompt, pick a point that defines a base direction from the first

reference point; that direction will be transformed to the direction between the first and second target points.

4 At the Reference point 3 ( Copy ) prompt, pick a point that, with the other two reference points, defines a plane that will be transformed to the corresponding target plane.

5 At the Target point 1 ( Copy ) prompt, pick a point that corresponds to reference point 1. 6 At the Target point 2 ( Copy ) prompt, pick a point that corresponds to reference point 2. 7 At the Target point 3 ( Copy ) prompt, pick a point that corresponds to reference point 3. Orient objects by three points does not scale the objects. The three points are not interchangeable, different transforms result when the points are picked in a

different order. The two triplet of points define two planes. The selected objects are transformed so that the reference

plane transforms into the target plane, with the first reference point exactly going to the first target point, and the second reference point going to the line through the first and second target points.

Options Copy

Creates a copy of the scaled object.

OrientCrvToEdge

Copy and align curves to surface edges.

Menu: Transform > Orient > Curve to Edge

Note If the curve already starts on the edge, it is copied with a minimum amount of twisting to a new place

on the edge.

If the curve does not start on the edge, it is rotated so that the start direction of the curve it tangent to the surface and perpendicular to the edge, and the curve is twisted so that the construction plane z-direction of the starting curve is aligned to the surface normal.

OrientOnSrf

Orient objects on a surface.

Toolbar: Transform

Menu: Transform > Orient > On Surface

1 At the Select objects to orient prompts, select objects and press Enter. 2 At the Point to orient from ( OnSurface ) pick a point to orient the surface from. This can be a point on the object you want to move or any point in space. 3 At the Select surface to orient on prompt, select the surface. 4 At the Point on surface to orient to ( Align=U Mirror SwapUV FlipNormal NoCopy ) prompt,

pick a point on the surface to define the target point.

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5 At the next Point on surface to orient to ( Align=U Mirror SwapUV FlipNormal NoCopy ) prompt, pick a point on the surface to define another target point.

As you move the cursor over the surface, you see a dynamic preview image of the transformed objects being reoriented by the varying normal direction of the surface.

Three cones oriented (copied) on the surface

A red/green arrow indicates the alignment direction (U/V), and an arrow indicates the normal direction. The geometry and the arrows flip around as the options are used.

Options OnSurface

Lets you pick a surface on which an object is already sitting. This sets the orientation relative to the normal of the base surface.

Orient an object already on a surface

Align

U/V toggles the alignment direction.

Mirror

Flips the object around on the surface. There are four possible orientations on the surface. The Mirror option toggles between them. This option is most obvious if the object you are orienting is not symmetrical.

SwapUV

Swaps the surface u- and v-directions. It makes it possible to rotate the object to orient 90 degrees on the surface.

FlipNormal

Flips the surface normal direction. This option is most obvious when orienting 3-D objects that are not symmetrical.

NoCopy

Moves the original object instead of making copies.

Arrow length

Type a number to define the arrow length in screen pixels.

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OrientPerpToCrv

Aligns an object to a curve.

Toolbar: Transform

Menu: Transform > Orient > On Curve

1 Select an object. 2 At the Base point prompt, select a base point on the object.

The circle will be aligned with the curve from its center point

3 At the Select orientation curve prompt, select the curve you want to align the object to. The cursor tracks along the curve. The object will be perpendicular to the curve. 4 At the New base point on curve ( Copy ) prompt, click a point on the curve to move the object. Or type C to copy instances of the object on the curve.

Copies of the circle are aligned to the curve

This is a general purpose positioning tool. It makes it easier to move or copy an object on the construction plane so that it can be oriented along a curve.

Options Copy

Creates a copy of the object.

Radial

Prompts for an axis and makes the world y-coordinate of the curve being oriented point away from this axis.

Note The base point controls the spot that will be mapped to touch the curve in the final step. The

command also looks at the construction plane in the viewport that you pick the point in and uses that as the base orientation. If you pick this point in different views, you will get different end results.

Ortho

Toggle ortho mode.

Status bar: Ortho

Shortcuts: F8, Shift

Note The Ortho command, clicking Ortho in the status bar, and the F8 key, are all toggles. Holding Shift

changes the mode while you hold the key down.

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The SetOrtho command prompts for a setting with the options On, Off, and Toggle. This is useful for inclusion in a script for the ReadCommandFile command.

When Ortho is on, marker movement is restricted to points at multiples of a specified angle from the last point created. The default angle is 90 degrees.

OrthoAngle

Set the ortho angle.

At the Ortho Angle prompt, type the new angle and press Enter.

Note When Ortho is on, marker movement is restricted to points at multiples of a specified angle from the

last point created. The default angle is 90 degrees.

You can also set the ortho angle from the Options dialog box, Modeling Aids tab.

PackTextures

Packs the mesh textures of meshes in the selection set.

When polysurfaces are meshed, the packed texture coordinates are created. A packed texture is a partition of the unit square into disjoint sub-rectangles so that one bitmap can be use to apply independent textures to each face of the polysurface.

The PackTextures command will pack the mesh textures of every mesh and render mesh in the selection set. If more than one object is selected, the packing "spreads" the texture over all the objects. The UnpackTextures command returns every mesh and render mesh in the selection set to the unpacked state.

These commands are generally for paint program plug-in programmers.

Polysurface made of four surfaces.

Packed textures.

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Unpacked textures.

Pan

Pan the view.

Toolbar: Standard

Menu: View > Pan

Click and drag in a viewport to pan the view.

Shortcuts

You can pan by holding Shift and dragging with the right mouse button.

Plan parallel views like the default Top, Front, and Right view pan by dragging with the right mouse button.

Hold Shift or Ctrl and press the arrow keys.

PanDown

Pan the view down.

Note This command is most useful in command scripts. To pan with the mouse or keyboard, use the Pan

command.

PanLeft

Pan the view left.

Note This command is most useful in command scripts. To pan with the mouse or keyboard, use the Pan

command.

PanRight

Pan the view right.

Note This command is most useful in command scripts. To pan with the mouse or keyboard, use the Pan

command.

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PanUp

Pan the view up.

Note This command is most useful in command scripts. To pan with the mouse or keyboard, use the Pan

command.

Parabola

Draw a parabola from the focus point and direction.

Menu: Curve > Parabola > Focus, Direction

The prompts vary depending on which menu option you choose.

1 From the Curve menu, click Parabola, and then click Focus, Direction. 2 At the Parabola focus ( Vertex MarkFocus=No Half=No ) prompt, enter a point for the focus of

the parabola. 3 At the Parabola direction ( MarkFocus=No Half=No ) prompt, show a direction for the parabola. This is the "open" direction. 4 At the Parabola end ( MarkFocus=No Half=No ) prompt, enter a point for an end of the parabola. The focus to vertex distance and length of the parabola displays at the command prompt.

Draw a parabola from the vertex point and focus points.

Menu: Curve > Parabola > Vertex, Focus

1 From the Curve menu, click Parabola, and then click Vertex, Focus. 2 At the Parabola Vertex ( Focus MarkFocus=No Half=No ) prompt, enter a point for the vertex of

the parabola. 3 At the Parabola focus ( MarkFocus=No Half=No ) prompt, enter a point for the focus of the

parabola. This is the "open" direction. 4 At the Parabola end ( MarkFocus=No Half=No ) prompt, enter a point for an end of the parabola. The focus to vertex distance and length of the parabola displays at the command prompt.

Options Vertex

Sets a point for the vertex of the parabola.

Focus

Sets a point for the focus of the parabola.

Mark Focus

Places a point object at the focus of the parabola.

Half

Draws only half the parabola from the vertex to one end point.

Paraboloid

Draw a paraboloid from the focus point and direction.

Menu: Solid > Paraboloid > Focus, Direction

Command: Paraboloid

To draw a paraboloid from the focus, direction and end points:

1 At the Paraboloid focus ( Vertex MarkFocus=No Cap=No ) prompt, enter a point for the focus point of the paraboloid.

3 At the Paraboloid direction ( MarkFocus=No Cap=No ) prompt, enter a point for the direction of the paraboloid.

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This is the "open" direction.

Focus and direction.

4 At the Paraboloid end ( MarkFocus=No Cap=No ) prompt, enter a point on the parabola's edge. The focus to vertex distance and length of the paraboloid displays at the command prompt.

End.

Uncapped paraboloid.

To draw a paraboloid from the vertex and focus points:

1 At the Paraboloid focus ( Vertex MarkFocus=No Cap=No ) prompt, type V to enter a point for the vertex of the paraboloid.

2 At the Paraboloid vertex ( MarkFocus=No Cap=No ) prompt, enter a point for the vertex of the paraboloid.

3 At the Paraboloid focus ( MarkFocus=No Cap=No ) prompt, enter a point for the focus of the paraboloid.

Vertex and focus.

4 At the Paraboloid end ( MarkFocus=No Cap=No ) prompt, enter a point on the parabola's edge.

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End.

Uncapped paraboloid.

Options Vertex

Sets a point for the vertex of the paraboloid.

Mark Focus

Places a point object at the focus of the paraboloid.

Cap

Caps the paraboloid to make a solid.

Paste

Paste objects from the Clipboard.

Toolbar: Standard

Menu: Edit > Paste

Shortcut: Ctrl+V

Note If there are Rhino objects on the Windows Clipboard, they are pasted into your model. Object

properties and location are restored with the object.

When you Paste objects into Rhino, they are placed on the same layer they came from in the original model. If the layer does not exist, it is created when the object is pasted.

Right click the Paste toolbar button to paste objects on the current layer.

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Patch

Fit a surface through curves and point objects.

Toolbar: Surface and Surface 2

Menu: Surface > Patch

1 At the Select curves and point objects to fit surface through prompts, select the point objects, curves, and edges to base the patch on.

2 In the Patch Options dialog box, adjust options.

Options Sample point spacing

The nominal 3-D distance between points sampled from input curves. Minimum of 8 points per curve.

Surface U spans

The u-direction span count for the automatically generated surface. Also used if the starting surface is a 1x1 span plane.

Surface V spans

The v-direction span count for the automatically generated surface. Also used if the starting surface is a 1x1 span plane.

Stiffness

Adds a low-influence tendency for each span of the resulting patch surface to be like the adjacent spans. The tendency is weighted relatively low so it doesn't change the surface if there's some other input that applies to an area, but keeps the spans that fall between input shapes from undulating randomly. Sometimes you need to increase the value as high as 1 in really big geometry without enough shapes to keep it stable.

Adjust tangency

Match to the tangent direction of surfaces if the input curves are edges of existing surfaces.

Automatic trim

Tries to find an outside curve and trims the surface to it.

Preserve edges

Does not move the outside row of control points in the starting surface

Shaded preview

Use shaded preview rather than wireframe.

Delete input

The starting surface is deleted after the new surface is made.

Note This command can be very useful, but it also can produce some unexpected results. Use Sweep2

instead if possible.

It is best if you create a starting surface that is close to the surface you are looking for. To make a highly curved surface, use a starting surface with a similar shape. Even for a relatively flat patch, you may need a starting surface.

For a trimmed patch, select curves that form a closed shape, and select them in order so each additional curve touches one already selected.

You can select additional curves that will influence the shape of the patch (such as dips or peaks in the middle of the patch). These don't have to be connected.

The patch is a fit surface and may not pass exactly through all of the input curves, but with proper configuration. it will be very close to reasonable input. Points are sampled from the input curves and the surface is fit to the points. Input curves that are surface edges are also sampled for normals to use in orienting the surface.

Use caution if you increase the number of spans.

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Pause

Stop for user input in a script.

The Pause command can be used in shortcuts, aliases, and command file scripts to stop the script for user input.

Pause is a built in command option, it is not a command and cannot be used alone from the command prompt.

It can be used to stop macro execution for user input, like this:

! Circle Pause 50

This script asks for a point and then draws a R50 circle there.

Note Typing Pause at the command line does nothing.

Perspective

Set to perspective view.

Toolbar: Set View

Menu: View > Set View > Perspective

Menu: Right-click viewport title > Set view > Perspective

Note This command sets the viewport projection to perspective.

If you do not want this command to change the projection to perspective, you must edit your Rhino.ini file and change the setting

DefinedViewsSetProjection=y

to

DefinedViewsSetProjection=n

PerspectiveAngle

Set the perspective angle.

Toolbar: Viewport Layout

Set the field of view of a perspective view by defining half of the angle of view of the smaller view dimension.

PerspectiveMatch

Sets the perspective view to match an image.

1 Use the Wallpaper command to place an image in a perspective viewport.

The wallpaper image.

2 Click in the viewport with the wallpaper image (to make it the active viewport), and type PerspectiveMatch.

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3 Carefully pick a point on the wallpaper image, then carefully pick the corresponding 3-D point on the model.

Keep picking pairs of image/3-D points until you have at least 6 pairs.

The first point on the image.

The first point on the model.

All points picked on the image.

All points picked on the model.

4 Press Enter when you have picked at least 6 points.

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The view matched to the wallpaper image.

If you have a perspective picture of a part and an accurate 3-D model, you can set the projection in a perspective viewport so that the model lies on top of the picture. You might want to do this to validate that your model really is accurate, if you need to add more elements to the model to reconstruct a crash/construction scene, you have modified your model, changed the viewport settings, and want the same rendering projection used to create a previous image, etc.

Note The image must be a true perspective image. Photos taken with lenses that are designed to remove

perspective distortion will not work.

The center of the image must be on the camera's viewing axis. In particular, an image or photo that has had non-symmetric cropping will not work because the center of the resulting image is not the same as the center of the original image.

Pick carefully. Accurate picking is rewarded with accurate results. Sloppy picking gives you garbage.

Make the image view large. This aids in accurate image point picking.

If possible, pick point pairs where an end or point snap can be used to select the 3-D point. This aids in accurate 3-D point picking.

Pick points that are spread out in all dimensions.

PictureFrame

Create a picture frame.

The brick background is a pictureframe object

1 In the Open Bitmap File dialog box, select a bitmap file to use. 2 At the First corner of picture frame prompt, choose a corner for the bitmap backdrop plane. 3 At the Length of picture frame prompt, choose an adjacent corner for the bitmap. The plane retains the same aspect (length to width) ratio as the image. It draws the plane vertical to

the construction plane current when the first corner was picked. The bitmap image appears on the plane in the image from Render.

Pipe

Draw a pipe.

Toolbar: Solid

Menu: Solid > Pipe

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To create solid pipe

1 At the Select curve to create a pipe around prompt, select a curve. 2 At the Starting radius prompt, enter the radius for the beginning of the pipe. Or, if the curve is closed, at the Radius for closed pipe prompt, enter the radius for the pipe, and

the closed pipe is created. 3 For an open curve, at the End radius prompt, enter the radius for the end of the pipe.

To create a hollow pipe with a thick wall

Thick wall pipe

1 At the Select curve to create a pipe around prompt, select a curve. 2 At the Starting radius prompt, type T and press Enter. 3 At the Starting radius prompt, enter a radius for one wall at the beginning of the pipe. 4 At the Second start radius prompt, enter the radius for the other wall at the beginning of the pipe. 5 At the First end radius prompt, enter a radius for one wall at the end of the pipe. 6 At the Second end radius prompt, enter a radius for one wall at the end of the pipe.

Options Cap

The pipe ends are closed with circular surfaces.

Thick

The pipe has two walls.

Diameter

Type D and press Enter to draw the pipe's parts by diameter.

Note Pipe bundles the Circle command with the OnCurve option with one-rail sweep and caps the ends to

create solid pipes. The Thick option lets you specify two radii at each end of the curve to create pipes with holes bored through the middle.

The size of capped pipe models can be reduced quite dramatically, if you make pipe objects with Cap=No option. If the pipe objects are capped, Rhino has to match the cap and the pipe side meshes together and that can result a very high polygon count when meshed for export or rendering.

PlaceBackgroundBitmap

Place a background bitmap.

Toolbar: Background Bitmap and Viewport Layout

Menu: View > Background Bitmap > Place

1 In the Open Bitmap File dialog box, select a bitmap file. 2 Click Open. 3 At the First corner prompt, click to place the first corner of the bitmap. 4 At the Second corner or length prompt, click to place the diagonal corner of the bitmap or type in

the width of the bitmap in Rhino units.

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Background bitmap is an image placed on the construction plane. The bitmap is placed behind the grid and geometry and can be used as a guide for tracing shapes.

You can move the background bitmap, scale it, align it (move and scale in one operation), remove it, and temporarily hide it.

Rhino supports several bitmap formats that can be used as background bitmaps—PNG, BMP, TGA, PCX, and JPG.

Note Bitmaps are visible only in a view where you are looking directly at the construction plane and the

construction plane axes are aligned to the view. In other cases you see a rectangle with crossing lines.

By default the Top, Front, and Right views are suitable for placing background bitmaps.

Redraws will slow down when a background bitmap is being displayed

Rhino automatically converts the image into grayscale. You may want to do it yourself beforehand in a paint program for optimal results.

Background bitmaps are a construction aid, not a part of the scene that will be rendered. To place a backdrop behind your model, see Place a bitmap backdrop.

The image is displayed as a rectangle with an x in it when the view is not a plan view of the construction plane.

If the viewport is rotated away from a "plan" view (looking straight down at a parallel projection), the background bitmap appears as plane with an 'x' through the center.

Background bitmaps are always aligned with the x-axis of the construction plane. If you want your bitmap rotated with respect to the construction plan, you must open it in a bitmap editing program and rotate it there, or you can create a rotated construction plane and place the bitmap on it.

You can place only one image in a viewport at a time. Placing a second deletes the first.

Rhino stores the absolute path to the background bitmap in the 3DM file. If you copy 3DM files that contain background bitmaps to another computer, the path to the background bitmap file in the other computer should be the same as in the computer it was copied from.

PlaceCameraTarget

Place the camera and target location.

Toolbar: Set View, 3-D Digitizing, and Microscribe

Menu View > Set Camera > Place Camera and Target

1 At the New camera location <X,Y,Z> prompt, enter the camera point. 2 At the New target location <X,Y,Z> prompt, enter the target point.

Note The camera and target will be set in the viewport that is active when the command starts.

You can set the camera and target points with the ViewportProperties command.

In PARALLEL viewports, if the camera/target pair is accidentally placed so some objects are behind the camera, then Rhino automatically adjusts the PARALLEL viewport camera location so that all objects are in front of the camera. This adjustment does not change the projection of the objects in the PARALLEL viewport, it simply ensures that all the objects appear on the screen in PARALLEL viewports.

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In PERSPECTIVE viewports the camera/target pair can be freely placed. If any objects are behind the camera in a PERSPECTIVE viewport, then those objects are not visible on the screen. In PERSPECTIVE views, the rotate camera commands can be use to pan the camera around a model's interior.

PlaceTarget

Place the target location.

Toolbar: Set View, 3-D Digitizing, and Microscribe

Menu View > Set Camera > Place Target

At the New target location <X,Y,Z> prompt, enter the target point.

Note The target will be set in the viewport that is active when the command starts.

You can set the target with the ViewportProperties command.

In PARALLEL viewports, if the camera/target pair is accidentally placed so some objects are behind the camera, then Rhino automatically adjusts the PARALLEL viewport camera location so that all objects are in front of the camera. This adjustment does not change the projection of the objects in the PARALLEL viewport, it simply ensures that all the objects appear on the screen in PARALLEL viewports.

In PERSPECTIVE viewports the camera/target pair can be freely placed. If any objects are behind the camera in a PERSPECTIVE viewport, then those objects are not visible on the screen. In PERSPECTIVE views, the CameraRotate commands can be use to pan the camera around a model's interior.

Plan

Set to plan view of construction plane.

Toolbar: Set View

Menu: View > Set View > Plan

Menu: Right-click viewport title > Set View > Plan

Note This command sets the viewport projection to parallel.

Planar

Toggle planar mode.

Planar mode aids in creating planar objects with commands that allow free picking. Successive points have the same construction plane elevation.

Status bar: Planar

Example

1 From the status bar, click the Planar pane to turn on Planar. 2 From the Curve menu, click Free-form, then click Control Points. 3 Pick the first point in the lower part of the Top viewport. 4 Move the cursor to the Front viewport and continue drawing. You'll see that all the points you pick define a planar curve at the same elevation in the Front

viewport. (Watch the Top and Right viewports). That elevation for the Front viewport was defined by the very first point you placed in the Top viewport. Without Planar on, the subsequent points would be at elevation 0 in the Front viewport.

Note Each point picked in a viewport will have the same elevation from that viewport's construction plane

as the previous point, regardless of where the previous point was picked.

Planar mode can be overridden with elevator mode or object snaps.

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PlanarSrf

Create a planar surface through planar curves.

Toolbar: Surface

Menu: Surface > From Planar Curves

At the Select planar curves to build surface prompts, select planar curves that are all in the same plane and press Enter.

Note If the curves partially overlap, each curve produces a separate surface.

If a curve is wholly within another curve then it will be treated as a hole boundary.

Plane

Draw a plane.

Toolbar: Surface and Plane

Menu: Surface > Rectangle > Corner to Corner

1 At the First corner of plane ( Deformable ) prompt, pick a point for the corner. You can set the degree in the u- and v-directions and the point count in the u- and v-directions. 2 At the Other corner or length prompt, pick the other corner, enter x,y coordinates, or type a length

and press Enter. 3 If a length was entered, at the Width prompt, type a width and press Enter.

Normal and deformable planes

Options Deformable

Enter a number to create a plane with more control points.

Plane3Pt

Draw a plane through three points.

Toolbar: Plane

Menu: Surface > Rectangle > 3 Points

1 At the Start of edge prompt, choose the first corner. 2 At the End of edge prompt, choose an adjacent corner. 3 At the Width prompt, choose a location for the opposite edge.

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Rectangular plane from three points

PlaneThroughPt

Fit a plane through point objects.

Menu: Surface > Rectangle > Through Points

At the Select point objects to fit plane through prompts, select three or more point objects and press Enter.

PlaneV

Draw a vertical plane.

Toolbar: Plane

Menu: Surface > Rectangle > Vertical

1 At the Start of edge prompt, choose the first corner of the surface. Use the construction plane the surface will be perpendicular to. 2 At the End of edge prompt, choose an adjacent corner. 3 At the Height of rectangle prompt, choose a location for the opposite edge. Use a different construction plane.

Rectangular plane vertical to the construction plane

PluginManager

Displays a list of loaded and registered plug-in applications.

You can load plug-ins from this list.

You can download plug-ins, from www.rhino3d.com/plug-ins.

You can also use the LoadPlugin command to load plug-in applications.

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Point

Draw a point object.

Toolbar: Main and Point

Menu: Curve > Point Object > Single Point

At the Location of point object prompt, pick a location.

Note Point objects display as small squares.

Point objects are not a part of any other object.

Point filters Point filters extract individual x-, y-, and z-coordinate values from different points to create a new, composite point.

You can use point filters to pick one coordinate value at a time while temporarily ignoring other coordinate values. If you use point filters with object snaps, they extract coordinate values from an existing object so you can locate another point.

After you specify the first value, you are prompted for the remaining values.

Point filters only work when 3-D input is allowed, and you cannot start with one point filter and then apply another one.

Example

To place a point at the x-coordinate of the right end of a line and the y-coordinate of the left end of a line.

1 From the Curve menu, click Point object, and then click Single Point. 2 At the Location of point object prompt, type .x. 3 At the of prompt, with the End object snap activated, pick the right endpoint of the line. This sets the x-coordinate of the point to the right end of the curve.

Set the x-coordinate

4 At the next Location of point object prompt, pick the left endpoint of the line. This sets the y-coordinate of the point to the left end of the curve.

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Set the y-coordinate

Point placed

If you specified an x-value, the coordinate of the new point matches the x-value of the first point and the y,z-value of the second point. The following filters are possible: .x .y .z .xy (.yx) .xz (.zx) .yz (.zy) .wx .wy .wz .wxy (.wyx) .wxz (.wzx) .wyz (.wzy)

PointCloudSection

Create a curve from a cloud of points.

Menu: Curve > From Objects > Point Cloud Section

1 At the Select points prompt, select some points and press Enter. 2 At the Start of section prompts, enter the start point to specify a section plane. 3 At the End of section prompts, enter the end of the section. Section curves are created by intersecting the point objects with the section plane, which is

perpendicular to the construction plane. 4 Press Enter when you finish creating sections.

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PointCloudSection.

Options Create spline

Creates a spline curve.

Create polyline

Creates a polyline.

Maximum point distance to plane

The thickness of the "slab" around the plane from which points are sampled. Those points are projected to the section plane and a polyline is found that connects them. This distance is very dependent on the size of the point cloud and the spacing of the points.

Minimum inter-point distance

A threshold for the minimum spacing between adjacent sampled points. If there are points closer than that, some are thrown out.

Spline fitting tolerance

The tolerance used to fit the spline through the polyline made by ordering the points.

PointDeviation

Measure the deviation of points from curves and surfaces.

Toolbar: Surface Analysis

Menu: Analyze > Surface > Point Set Deviation

1 Select point objects. 2 At the Select curves, surfaces, and polysurfaces to test prompt, select the objects for measuring

deviation from and press Enter. The Point / Surface Deviation dialog box appears, and the selected points may be re-colored from

their normal layer colors and marked with indicator hair lines.

Option

Proximity angle

Points qualify for display if the hair line would be this close to the normal direction on the curve or surface. Default is 3 degrees. No points are disqualified at 180.

Hair scale

The hair is exaggerated by this factor from the actual distance to the curve or surface. Default is 10.

Display hair

Display the hair line for each qualifying point.

Make hair permanent

Create a line object when the command terminates. Line objects are created on layers with names "Point Test <color>".

Good point

Points closer than this distance are colored blue.

Bad point

Points beyond this distance are colored red or ignored.

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Ignore

Points beyond this distance are ignored

View

After changing settings in the dialog box, click View to have the display recalculated.

Note control points, edit points, edges, and meshes cannot be selected with this command.

Trimmed surfaces are treated as if they weren't trimmed, the surface is treated as it would be after the Untrim command is used.

PointGrid

Create a grid of point objects.

1 At the Number of points in the X direction prompt, type the number of points to be created in the x-direction of the construction plane in the active viewport and press Enter.

2 At the Number of points in the Y direction prompt, type the number of points to be created in the y-direction of the construction plane in the active viewport and press Enter.

3 At the First corner prompt, choose a corner for the rectangular grid of points. 4 At the Other corner or width prompt, choose the other corner for the rectangular grid of points.

Entering a width lets you drag the height separately. Point objects are created in a rectangular array.

PointLight

Inserts a point light.

Menu: Render > Create Point light

At the Point light location prompt, pick a point at which to place the point light.

Point light icon

Note The point light icon does not render or shade.

Light emits from the point light object in all directions.

Point lights do not cast shadows when using the Rhino renderer.

Point light properties Use the Properties command to set the light's color and on or off state. Darker colors, like gray, light the scene less.

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Points

Draw multiple point objects.

Toolbar: Main, Point, and 3-D Digitize

Menu: Curve > Point Object > Multiple Points

1 At the Location of point object prompts, pick a location. 2 Press Enter when you are done creating points objects.

Note Point objects display as small squares.

Point objects are not a part of any other object.

PointsAtNakedEdges

Create point objects at endpoints of naked edges.

Toolbar: Analyze, Edge Tools, and Geometry Fix

Menu: Analyze > Edge Tools > Create Points at Naked Edges.

Select surfaces or polysurfaces for points at naked edges. Point entities are created at the endpoints of naked edges. The number of naked edges is reported at

the command line.

Note This is useful when the edges highlighted by the ShowNakedEdges command are too small to see.

PointsFromUV

Create points by entering UV coordinates.

Toolbar: Surface Analysis

Menu: Analyze > Surface > Point from UV Coordinates

1 At the Select surface to evaluate ( CreatePoint=Y Normalized=N ) prompt, select a surface to create a point on.

2 At the Enter U value between <domain> prompt, type a number within the domain displayed and press Enter.

3 At the Enter V value between <domain> prompt, type a number within the domain displayed and press Enter.

A point object is created on the surface with those UV coordinates. 4 Press Enter when you are finished creating points on the surface.

Note When a polysurface is picked, the result is calculated for the component surface at the pick point. If

the surface is trimmed, the untrimmed surface is used.

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Polygon

Draw a polygon.

Toolbar: Main and Polygon

Menu: Curve > Polygon > Center, Radius

1 At the Center of inscribed polygon ( NumSides=4 Circumscribed Vertical AroundCurve) prompt, enter the center point for the polygon.

Or, type the number of sides for the polygon and press Enter. 2 At the Corner of polygon (for inscribed polygons) or Midpoint of polygon edge (for circumscribed

polygons) prompt, enter the radius for the polygon.

Options NumSides

Specify the number of sides for the polygon.

Circumscribed

Create a circumscribed polygon. The default is inscribed, which means the whole polygon will be within the radius.

Circumscribed polygon

Inscribed polygon

Vertical

Draws the polygon perpendicular to the construction plane.

AroundCurve

Draws the polygon perpendicular to a curve at the chosen point

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On curve

PolygonEdge

Draw a polygon by its edge.

Toolbar: Polygon

Menu: Curve > Polygon > By Edge

1 At the Start of edge prompt, choose a corner point. Or, type the number of sides for the polygon and press Enter. 2 At the End of edge prompt, choose an adjacent corner.

Options NumSides

Specify the number of sides for the polygon.

Vertical

Create polygon that is perpendicular to the construction plane

Flip

Flip the polygon about the edge you are drawing.

Polygon from edge

Polygon from edge, flipped

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Polyline

Draw a polyline.

Toolbar: Lines and Main

Menu: Curve > Line > Polyline

1 At the Start of polyline prompt, enter the start point of the polyline. 2 At the Next point of polyline prompts, enter additional vertices for the polyline. 3 To end the polyline, press Enter.

Polyline

Options Undo

Type U and press Enter to remove the last vertex.

Close

Type C and press Enter to use the first vertex as the end of the current segment, making a closed polyline.

Unseen Options NoClose

Stops the autoclose behavior when you move your mouse to a point near the start point of the curve.

Press Alt to suspend autoclose.

Note Use the Lines command to create multiple head-to-tail line segments as separate objects.

PolylineOnMesh

Draw a polyline directly on a mesh object.

Toolbar: Lines

Menu: Curve > Line > PolylineOnMesh

1 At the Select one mesh and press ENTER prompt, select a mesh object. 2 At the Start of polyline on mesh ( Undo ) prompt, start the polyline. 3 At the Next point of polyline on mesh ( Undo ) prompts, enter additional vertices for the polyline. 4 To end the polyline, press Enter.

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Polyline

Options Undo

Type U and press Enter to remove the last vertex.

Close

Type C and press Enter to use the first vertex as the end of the current segment, making a closed polyline.

PolylineThroughPt

Create a polyline through a group of point objects.

Toolbar: Lines

Menu: Curve > Line > Polyline Through Points

Select point objects for the polyline to go through.

Polyline fit through group of points

Note Your order of selection does not determine the path of the polyline

The viewport you select them in does influence the order in which they are traversed by the polyline.

Use the Polyline command with Snap to a point to control the order.

PopupMenu

Pops a menu at the cursor location with your favorites and the most recently used commands.

PopupToolbar

Pops a named toolbar at the cursor location.

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PrevU

Select the previous control point in the u-direction.

Toolbar: Select Points

Menu: Edit > Select Control Points > Previous u

1 Show control points on a surface. 2 Select a point on the surface. 3 Start the PrevU command. The previous control point in the u-direction is selected.

Surface with four control points selected

Previous control points in the u-direction selected

PrevV

Select the previous control point in the v-direction.

Toolbar: Select Points

Menu: Edit > Select Control Points > Previous v

1 Show control points on a surface. 2 Select a point on the surface. 3 Start the PrevV command. The previous control point in the v-direction is selected.

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Surface with four control points selected

Next control points in the v-direction selected

PrevViewport

Make the previous viewport active.

Shortcut: Ctrl + Shift + Tab

Print

Prints a wireframe view of the current viewport.

Toolbar: File

Menu: File > Print

Shortcut: Ctrl+P

In the Print dialog box you can change the Rhino-specific print options: print active or all viewports, print scale, color, print to a file, and number of copies.

Options Print all viewports

The page is divided in proportion to the sizes of the viewports, and each viewport is printed in its area. If viewports overlap, the contents are printed on top of each other.

Print to scale

If the viewport is too large to fit on the page, the central part of the view is printed. The part that does not fit is not printed.

If the scaled viewport is smaller than the page, the objects outside the viewport are printed. No viewport edge is printed.

When Rhino prints one viewport here's what it does:

1 It figures out what is at the center of the viewport. That point will go to the center of the piece of paper when you print. Always.

2 If you fit the image to the page, it figures out the best way to fit all the geometry on the page, using the orientation (landscape or portrait) you have set in the printer options. The center of the viewport will land at the center of the page.

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3 If you print to scale, the center of the viewport will be at the center of the page. Then, Rhino will put whatever happens to fit (based on the print scale and model units) on the page. It will print objects that are not visible in the viewports, too. It will crop objects that are visible, if they don't fit on the page.

If you're trying to print 1:1:

1 Draw a rectangle on the screen (in the viewport you want to print) that is the same size, and same orientation, as the paper you're printing on.

Printing 1:1 to 8-1/2 x 11 landscape requires an 8-1/2 wide by 11 high rectangle. (Actually, it requires a smaller rectangle that represents the printable area of the paper and depends on the printer.

2 Move this rectangle so it contains the objects you want to print. If the objects don't fit, you can't plot to that scale on your piece of paper.

3 Select the rectangle and do a ZoomSelected. If objects are inside the rectangle that you don't want to print, hide them.

4 Print. You should end up with something close to what's inside the rectangle, provided the rectangle and printer settings are synchronized.

If you want to print at some other scale, you'll need to scale your rectangle up or down accordingly.

Note Printing to scale only affects printing from parallel viewports, not printing from perspective viewports.

Annotation dots and arrows print as point objects.

Light objects do not print.

Set your printer with the PrintSetup command.

PrintSetup

Set up your printer.

Toolbar: File

Menu: File > Print Setup

Project

Project a curve to a surface.

Toolbar: Main and Curve From Object

Menu: Curve > From Objects > Project

1 Select curves and points to project. 2 At the Select surfaces or polysurfaces to project onto prompt, select surfaces and polysurfaces

and press Enter. The curves are projected onto the surfaces.

Curve projected to a surface

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Note You can select all the projection objects and surfaces before starting the command.

The curves are projected vertical to the construction plane active when the curve selection is completed.

A curve is not created if the projection misses the selected surfaces and polysurfaces. Make sure the correct construction plane is active when you select the curves.

Project is the same as extruding the projection curve straight through the target surface and then creating an intersection curve.

Pull will suck the curve back toward the surface by closest points. Pull is useful when you want to suck a curve onto a cylinder when the curve goes most of the way around the cylinder. Project will never work correctly for this.

Project creates complex curves that can be simplified with Rebuild. You'll need to be careful with Rebuild and use enough points to keep the curve trimmable.

Project can be faster than Extrude followed by Trim or Split. You cannot trim or split polysurfaces with curves, however. You must therefore extrude the curve before splitting.

Smooth projection curves create smooth trim curves. Basic shapes like ellipses, circles, lines, and free-form curves work well.

Projection

Set the viewport projection to parallel or perspective.

Toolbar: Viewport Layout

At the Projection is now parallel. New value ( Parallel Perspective Toggle ) prompt, set the projection type for the viewport.

ProjectToCPlane

Project objects to construction plane.

Toolbar: Transform

Menu: Transform > Project to CPlane

1 Select the objects. 2 In the ProjectToCplane dialog box, choose to keep or delete the input objects. The objects are projected to the construction plane in the viewport that is current when the command

ends.

Note The projected object has the same control point structure as the original object, except that all the

control points are projected to the construction plane. This command works on points, curves, surfaces, and polysurfaces.

Properties

Edit object properties.

Toolbar: Standard

Menu: Edit > Object Properties

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PtOff

Turn off control and edit points.

Toolbar: Main, Organic, Point Editing, STL Tools, and Geometry Fix

Menu: Edit > Point Editing > Points Off

All control points and edit points are turned off.

PtOffSelected

Turn off control and edit points for selected objects.

Toolbar: Point Editing

Menu: Edit > Point Editing > Points Off Selected

PtOn

Show control points.

Toolbar: Main, Organic, Point Editing, STL Tools, and Geometry Fix

Menu: Edit > Point Editing > Control Points On

Select curves, surfaces, or polygon meshes for control point display and press Enter. The control points or polygon mesh vertices are turned on for the selected objects.

Control points on

Note To make sure the seams of polysurfaces do not accidentally crack open, you cannot turn on

polysurface control points.

To control point edit a polysurface, Explode the object into separate surfaces first or Extract the surfaces you want to edit.

When you control point edit curves that are smooth and consist of several curve segments joined together, the curve will get fused into a single curve that cannot be exploded. If necessary you can use Split with point option and Knot object snap to break the curve into segments.

Pull

Pull a curve back to a surface.

Toolbar: Main and Curve From Object

Menu: Curve > From Objects > Pullback

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1 Select curves to pull back. 2 At the Select surface that pulls prompt, select the surface to pull the curves back to.

Curve pulled to surface

Note Use Pull to create complex trim curves. An example is a curve that goes most of the way around a

cylinder.

Project should be used if you know what the trim curve looks like from one view.

Pull should be used if you know where on the surface (in 3D) the trim path should be. Use curve commands to draw the curve, drag the control point or edit points to move the curve near the surface. Then, use Pull to suck the curve onto the surface. You can also use InterpCrvOnSrf to create a curve on a surface.

When drawing the curves, use the fewest control point possible. This guarantees the smoothest possible trim curve.

PushViewportToBack

Puts a viewport behind any viewport that is underneath it.

At the Name of viewport to push to back prompt, type the name of the viewport to push to the back and press Enter.

This command together with the BringViewportToTop command will let you create buttons that manage floating views. Both commands ask for the viewport name.

These commands let you have "floating" render viewports that are exactly the same size as the renderings and can be easily managed by some button scripts.

Note This is useful when you have rearranged your viewports so that they overlap each other.

Radius

Measure the radius of a curve.

Toolbar: Analyze

Menu: Analyze > Radius

At the Select point on curve for radius measurement prompt, select a curve to measure. Press Enter to end the command without picking a point. The radius displays on the command line in the format Radius at pick point is 1.0000.

RailRevolve

Revolve a curve along a rail.

Toolbar: Surface

Menu: Surface > Rail Revolve

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1 At the Select profile curve ( ScaleHeight ) prompt, select a profile curve. 2 At the Select path curve ( ScaleHeight ) prompt, select a rail curve. 3 At the Revolve axis origin prompt, select one end of the axis that the profile curve will revolve

about. 4 At the Revolve axis direction prompt, select the other end of the axis that the profile curve will

revolve about. The order these ends are picked does not affect the surface.

Profile curve, rail curve, and revolve axis

Rail revolved surface

Options ScaleHeight

The profile curve, in addition to being revolved, is stretched along the revolve axis using the revolve axis origin as the scale base point. The distance from the revolve axis origin to the path curve start point along the revolve axis is the primary reference height, and the distances from the revolve axis origin to path curve control points along the revolve axis are the secondary reference heights.

You do not need ScaleHeight option if the rail curve is planar and perpendicular to the revolve axis. In this case, the result looks exactly the same both ways. This is the way RailRevolve is normally used.

Rail revolved surface without ScaleHeight

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Rail revolved surface with ScaleHeight

You will need ScaleHeight option if the rail curve is not on a plane perpendicular to the revolve axis, and you want a part of the profile curve to only revolve around the revolve axis, not move along the revolve axis as it is revolved. This is the case if you want to build rail revolved surfaces with nice smooth round ends even if the rail curve is not planar.

The revolve axis origin is also the scale origin. The one-dimensional scaling happens parallel to the revolve axis.

If the rail curve is closed, the seam should be where the profile touches the rail.

ReadCommandFile

Read commands from a text file.

Toolbar: Tools

Menu: Tools > Commands > Read from File

In the Read Command File dialog box, select the file to read. The file contents are copied into the command line, and the lines of the command file are interpreted

as if they were typed into the command line.

Note When building command files, use the Enter command, which is equivalent to pressing enter to

execute commands.

If you read in a particular file often, you can assign ReadCommandFile to a toolbar button along with a filename, readcommandfile myfile.txt Click the button to read the file. If you leave off the filename, a file dialog box appears. You can then select a file from the list.

Example Make a text file like the following example that has commands for creating all your curves in it, and

then create the curves all at once with ReadCommandFile. ! Interpcrv

23,5,0 23.2,5,0 23.7,5.2,1 Enter Interpcrv 26.1,4.9,1.1 26.8,4.9,1.0 27.1,4.8,0.9 Enter

etc….

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ReadNamedCPlanesFromFile

Read named construction planes from a 3DM file.

Toolbar: Set CPlane

Menu: View > Named CPlanes > Read from File.

In the File for Named CPlanes dialog box, select the 3DM file to read named construction planes from.

ReadNamedViewsFromFile

Import named views from a 3DM file.

Menu: View > Named Views > Read from File

In the File for Named Views dialog box, select the 3DM file to read viewports from.

ReadViewportsFromFile

Read viewport layout from a 3DM file.

Toolbar: Set View

Menu: View > Viewport Layout > Read from File

In the File for Viewports dialog box, select the 3DM file to read viewports from. The viewport layout and views are changed to match the selected 3DM file.

Rebuild

Rebuilds a group of curves with curves of specified degree and number of control points.

Toolbar: Curve Tools

Menu: Curve > Edit Tools > Rebuild

1 At the Select curves to rebuild prompts, select the curves to rebuild and press Enter. 2 In the Rebuild Curve dialog box, click Preview to see what the rebuilt curves will look like. When

you are satisfied with the results, click OK. Rebuilds a group of curves with curves of specified degree and number of control points. The knots of the resulting curve will be more or less evenly spaced. To rebuild a curve with uneven knot spacing, but a more accurate fit, use the FitCrv command.

Options Point Count

Sets the number of control points that will be used to rebuild the selected curves. The number of control points in the original curve is in parentheses. If more than one curve is selected, the highest number of control points is shown.

Degree

Sets the degree for the new curves. You can create curves of degree 1 through 9. The number in parentheses is the highest degree of all of the selected curves.

Delete Input

Deletes the original curves, leaving only the rebuilt curves.

Current Layer

Creates the rebuilt curves on the current layer. Clear this checkbox to place the rebuilt curves on the layer of the original curves.

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Preview

Shows what the rebuilt curves will look like.

RebuildEdges

Rebuild the edges of a surfaces or polysurface.

Toolbar: Edge Tools

Menu: Analyze > Edge Tools > Rebuild Edges

At the Select surface or polysurface for rebuild edges prompt, select an object. This command is useful for restoring original 3-D edges of surfaces after exploding a polysurface into separate surfaces.

To see what it does, draw two planes several units apart. Force Rhino to join the surfaces with the JoinEdge command. Explode the object and then use RebuildEdges to restore the edges.

Joined and exploded polysurface. Edges are pulled away from the surface.

RebuildSrf

Rebuild a surface.

Toolbar: Surface Tools

Menu: Surface > Edit Tools > Rebuild

1 At the Choose surfaces to rebuild prompts, select the surfaces to rebuild and press Enter. 2 In the Rebuild Surface dialog box, in the Point Count boxes, set the number of control points that

will be used to rebuild the selected surfaces in the U and V directions. The values in parentheses are the largest number of points for each of the surface directions.

3 In the Rebuild Surface dialog box, in the Degree box, set the degree of the U and V directions of the new surfaces.

The degree can be set to 1 through 9. The value in parentheses is the largest degree for any of the selected surfaces.

4 Check Delete Input to delete the original surfaces, leaving only the rebuilt surfaces. 5 Check Current Layer to create the rebuilt surfaces on the current layer. 6 Click Preview to see what the rebuilt surfaces will look like.

Original surface with uneven parameterization

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Surface rebuilt with 10 control points in each direction

Surface rebuilt with 14 by 7 control points

Options Point Count

Sets the number of points in the u- an v-directions.

Degree

Sets the degree of the surface.

Delete Input

Deletes the original surface.

Current Layer

Places the rebuilt surface on the current layer.

Retrim

Retrims the surface with the original trimming curves.

Deviation

Samples the original surface at knots and halfway between the knots and then pulls the sample points to the rebuilt surface and calculates the deviation.

Rectangle

Draw a rectangle.

Toolbar: Main and Rectangle

Menu: Curve > Rectangle > Corner to Corner

1 At the First corner of rectangle prompt, choose a corner for the rectangle. 2 At the Other corner or length prompt, choose a diagonal corner for the rectangle. Or, enter the length of the rectangle. You will be prompted for the width. 3 If you are creating a rounded rectangle, at the Radius or point for rounded corner to pass

through ( Corner=Arc ) prompt, enter a radius or choose a point in the corner to set its curvature. Or at the Rho or point for rounded corner to pass through ( Corner=Conic ) prompt, enter a

rho or choose a point in the corner to set its curvature.

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Options No options selected

Rectangle from diagonal corners

Rounded

Creates a rectangle with rounded corners.

Rounded rectangle from diagonal corners

Corner=Arc

Rounded corners are circular arcs.

Corner=Conic

Rounded corners are conic sections. See the Conic command for information on drawing conic sections.

Rectangle3Pt

Draw a rectangle through three points.

Toolbar: Rectangle

Menu: Curve > Rectangle > 3 Points

1 At the Start of edge prompt, enter the start of one edge of the rectangle. 2 At the End of edge prompt, enter the end of the same edge. 3 At the Width prompt, enter the width of the rectangle.

RectangleCen

Draw a rectangle by center.

Toolbar: Rectangle

Menu: Curve > Rectangle > Center, Corner

1 At the Center of rectangle prompt, select the center point of the rectangle. 2 At the Corner or length prompt, select a corner point. Or, enter the length of the rectangle. You will be prompted for the width.

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Options No options selected

Rectangle by center and corner

Rounded

Creates a rectangle with rounded corners.

Rounded rectangle by center and corner

Corner=Arc

Rounded corners are circular arcs.

Corner=Conic

Rounded corners are conic sections.

RectangleV

Draw a vertical rectangle.

Toolbar: Rectangle

Menu: Curve > Rectangle > Vertical

1 At the Start of edge prompt, pick a point that is one end of the base of the rectangle. 2 At the End of edge prompt, pick a point that is the other end of the base of the rectangle. The rectangle will start at this line and will be perpendicular to the construction plane active where

you pick this point. 3 At the Height of rectangle prompt, drag out the height of the rectangle or type a number and press

Enter.

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Rectangle vertical

Redo

Redo the last undo.

Toolbar: Standard and Geometry Fix

Menu: Edit > Redo

Shortcut: Ctrl+Y

Note Redo is available immediately after you use Undo The number of commands you can redo depends

on the undo options on the Options dialog box, General tab.

RedoMultiple

Provides a list of commands you can redo.

Menu: Edit > Redo Multiple

The RedoMultiple command accepts steps=number command line option. This makes this command scriptable. An example script: ! UndoMultiple steps=10 undoes last 10 steps ! RedoMultiple steps=10 redoes last 10 undone steps

ReduceMesh

Reduce mesh density.

Toolbar: Mesh

Menu: Tools > Polygon Mesh > Reduce

1 In the Reduce Mesh Options dialog box, set the polygon count. 2 To see the results of the reduction, click Preview.

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Meshes reduced

Note If the mesh has quads in it, the count of starting triangles is the number of triangles after all of the

quads are split. Only triangles will be made in the new mesh, so it is possible to reduce the mesh and have more faces than you started with.

It is possible to end up with meshes that have edges shared by more than two faces (non-manifold), which may be undesirable in some cases. For one thing, this makes it hard to tell where the inside is.

RefreshShade

Clear render mesh from selected objects.

Menu: Right-click viewport title > Refresh

Select objects for clear mesh. This command replaces the ClearMesh command. Render and analysis meshes are cleared from the selected objects. This mode is turned off in all viewports with the ClearAllMeshes command.

Note To avoid having to recreate the render meshes in your next session, avoid clearing meshes.

After RefreshShade, render meshes are created automatically when you have shaded working mode on in any viewport or if you render or shade the model.

Render meshes are cleared and recreated automatically if you change your Render Mesh Properties and render or shade the model.

To reduce the size of the model file, use the SaveAs command and check Save small.

RemapCPlane

Remap objects to a new construction plane.

Toolbar: Transform

Menu: Transform > Orient > Remap to CPlane

1 Select the objects. 2 At the Click on CPlane to map to ( Copy ) prompt, click in a viewport that contains the

construction plane you want to map the objects to. Or, to remap copies of the objects, type c and press Enter. The objects are moved and rotated so they have the same relationship to the new construction plane

as they had to the original construction plane.

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Top view of original objects

Front view of original objects

Top view after remapping objects to CPlane

Front view after remapping objects to CPlane

Options Copy

Creates a copy of the object.

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RemoveBackgroundBitmap

Remove a background bitmap.

Toolbar: Background Bitmap

Menu: View > Background Bitmap > Remove

Permanently removes a background bitmap from the active viewport.

RemoveFromGroup

Remove the group status from selected objects.

At the Select objects to extract from group prompt, select objects. Use the Group command to group objects together. Use the Ungroup command to remove grouping.

Use the AddToGroup command to add objects to a group.

Use the SetGroupName command to name groups.

RemoveKnot

Remove knots from a curve or surface.

Toolbar: Organic and Point Editing

Menu: Edit > Point Editing > Remove Knot

To remove knots from a curve:

1 At the Select curve or surface for knot removal prompt, select a curve. 2 At the Click knot to remove prompt, pick the knots to remove and press Enter.

To remove knots from a surface:

1 At the Select curve or surface for knot removal prompt, select a surface. 2 At the Select knotline to remove. Press Enter when done (Direction=U) prompt, pick the

knotlines to remove and press Enter.

Options Direction

You can remove knots in either U or V direction.

Note Remove knot can be used to remove the connecting joint between two joined curves. The resulting

curve will not Explode into separate parts.

RemoveMultiKnotSrf

Removes multiple but not fully-multiple knots from surfaces.

In particular, the RemoveMultiKnotSrf command will remove the double knots made by the Sweep1, Sweep2, and Blend commands.

Multiple knots means more than one at a point. Fully-multiple knots means as many as possible at a point, which is equal to the degree. There may be a kink at that point that is desired.

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RemoveWallpaper

Remove wallpaper

Render

Render the current viewport.

Toolbar: Render and Standard

Menu: Render > Render

A new Display Window appears with the rendering of the viewport. It has a single menu: File. Texture loading messages and an elapsed-time message show at the command line.

Full render

File Options Save As

Saves the image to one of five or more popular image file formats.

Copy to Clipboard

The image is copied to the Windows clipboard, for possible pasting into an image processing program or a document.

Print

The rendered image is printed to the Windows default printer, expanded to fill the page, and printed in color if the printer is color-capable.

Note The render display window is the same size as the viewport it rendered, and the resolution of the

render image is the size of the image on the screen in screen pixels, unless set to a Custom resolution in the Document Properties dialog box, Render tab. To quickly increase the resolution (number of pixels) for the render image, increase the size of the viewport, and render again.

The Texture Folder

When rendering a scene Rhino loads the textures and bump maps specified each object. If Rhino can't find the texture in the folder specified, it looks for the texture in the following places:

the folder where the model is saved.

the current working folder.

a folder named "Textures" (if it exists) under the Rhino install folder.

RenderAGEdges

Toggle rendering of render meshes.

When on, the polygons of the render mesh for NURBS surfaces and polysurfaces appear in Render images.

There is no corresponding setting in the Document Properties dialog box, Render tab.

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RenderCrv

Toggle rendering of curves.

When on, the isoparms and edges of NURBS surfaces and polysurfaces appear in Render images.

This is the command line version of the Document Properties dialog box Render tab Render wireframe option.

RenderEdges

Toggle rendering of edges.

This is the command line version of the Document Properties dialog box Render tab Render polygon mesh edges option.

RenderOptions

Opens the Document Properties dialog box with the Render tab displayed.

RenderPreview

Preview your rendering using OpenGL shading.

Toolbar: Render

Menu: Render > Render Preview

You can pan, zoom, and rotate the viewport to see the model from different views.

The RenderPreview command mimics but does not exactly duplicate what you will get in a Render.

Render preview

Note Uses the settings on the Document Properties dialog box Render Mesh tab.

Does not show shadows, or bump mapping.

Does a quick approximation of spotlight behavior. Basically, you can use render preview to aim spotlights.

NOT suitable for fine tuning spotlight settings.

It is common for transparent objects to contain noticeable shading defects.

OpenGL drivers are often outdated. If OpenGL does not work for you even if you have a new OpenGL card, see Troubleshooting OpenGL.

RenderPreviewAll

Preview your rendering using OpenGL shading in all viewports.

Toolbar: Render

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RenderPreviewSelected

Preview selected objects using OpenGL shading.

RenderPreviewSelectedAll

Preview selected objects using OpenGL shading in all viewports.

ReparameterizeSrf

Reparameterize a surface.

At the New U begin domain prompt, and similar prompts, set the new limits of the u- and v- domains for the surface.

You generally don't need to care much about surface parameterization, including the domain unless you apply textures. Then you may need to change the domain in order to make the texture apply correctly over the surface.

Example

You have two surfaces side by side; let's call them lefty and righty.

You are going to merge them into a single surface using MergeSrf.

However, if you simply merge the surfaces and apply the texture, it is distorted.

Once you're done fine tuning the geometry you are going to apply a texture. In this example, you want about 2/3 of the texture to appear on the part of the surface that came from lefty and about 1/3 to appear on the part that came from righty.

First you must set the u- and v- directions on the surface so they match using the Dir command.

Then use ReparameterizeSrf to set the u-domain of lefty from 0 to about 20 and the v-domain from about 0 to about 22.

(In this example, the x- length of the side on lefty is about 20 units. The x- length of righty is about 11. The y- length for both is about 22 units.)

Make the u-domain of lefty run from 0 to 20 and the y-domain run from 0 to 22. Make the u-domain of righty to run from 0 to 11 and the y-domain run from 0 to 22.

Now when you use MergeSrf and apply a texture, the texture is not distorted.

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Restore

Restore Rhino from being minimized.

RestoreCPlane

Restore a named construction plane.

Toolbar: Set CPlane

Menu: View > Named CPlanes > Restore.

In the Select CPlane to Restore dialog box, select the construction plane to restore.

Note Use the NamedCPlane command to edit named CPlanes.

Use the SaveCPlane command to save a named construction plane.

RestoreView

Restore a named view.

Toolbar: Set View

Menu: View > Named Views > Restore

In the Select View to Restore dialog box, select the named view to restore.

Or,

Right click the title of a viewport, then click Set View, then click the name of the view to restore.

Note You can choose to restore the view and the construction plane saved with the view, or to restore only

the view.

Use the NamedView command to edit named views.

Use the SaveView command to save a named view.

Revolve

Revolve a curve.

Toolbar: Surface

Menu: Surface > Revolve

1 At the Select curves to revolve prompt, select one or more curves. 2 At the Start of revolve axis prompt, choose a point on the revolution axis.

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3 At the End point of revolve axis prompt, choose a second point, defining the revolution axis. 4 In the Revolve Options dialog box, click Exact or Deformable. 5 If you choose Deformable, enter the number of control points. 6 Enter the Start angle and End angle. If you want a complete 360 degree rotation, enter 0 for the start angle and 360 for the end angle.

Revolved surface

RevU

Reverse the u-direction of a surface.

At the Select surface to reverse u direction prompt, select a surface that is not a polysurface.

RevV

Reverse the v-direction of a surface.

At the Select surface to reverse v direction prompt, select a surface that is not a polysurface.

Ribbon

Extrude by offsetting a curve.

Toolbar: Extrude

Menu: Surface > Extrude > Ribbon

1 At the Select curve to ribbon ( Distance=1 Corner=Sharp ThroughPoint Tolerance ) prompt, select a curve.

The marker tracks on the curve. 2 At the Side to offset ( Distance=1 Corner=Sharp ThroughPoint Tolerance ) prompt, drag the

cursor to one side of the curve and pick.

Ribbon offsets a curve to create a surface

Options Distance

Type D and press Enter to change the offset distance.

Corner

Type C and press Enter to change how corners are offset. You can see the difference between these options by offsetting a rectangle to the outside.

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Sharp

Curves are offset and extended with a straight line until they intersect.

Round

Curves are offset and filleted with an arc of radius equal to the offset distance.

Smooth

Curves are offset and connected with a smooth (G1) curve.

Chamfer

Curves are offset and connected with a straight line between their endpoints.

ThroughPoint

Type T and press Enter to offset through a point instead of specifying an offset distance.

Tolerance

Sets the tolerance for the offset curve. Type 0 to use the default tolerance.

Right

Set to world right view.

Toolbar: Standard and Set View

Menu: View > Set View > Right

Menu: Right-click viewport title > Set view > Right

Note This command sets the viewport projection to parallel.

If you do not want this command to change the projection to parallel, you must edit your Rhino.ini file and change the setting

DefinedViewsSetProjection=y

to

DefinedViewsSetProjection=n

Rotate

Rotate objects.

Toolbar: Main and Transform

Menu: Transform > Rotate

1 Select the objects. 2 At the Center of rotation ( Copy ) prompt, choose a point to rotate the objects around. Or, to rotate copies of the objects, type C and press Enter. 3 At the Angle or first reference point ( Copy ) prompt, choose a start angle, or a point to rotate

from. 4 At the Second reference point ( Copy ) prompt, choose an end angle, or a point to rotate to.

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Rotate

Options Copy

Creates a copy of the rotated object.

Rotate3D

Rotate objects about an axis.

Toolbar: Main and Transform

Menu: Transform > Rotate 3-D

1 Select the objects. 2 At the Start of rotate axis prompt, choose a point on the rotation axis. 3 At the End of rotate axis prompt, choose a second point on the rotation axis. 4 At the Angle or first reference point ( Copy ) prompt, type in an angle, or choose a point to rotate

from. Or, to rotate copies of the objects, type c and press Enter. If you entered a point to rotate from, the following prompt appears. 5 At the Second reference point ( Copy ) prompt, choose the second point to define the rotation

angle.

Rotate 3D

Options Copy

Creates a copy of the rotated object.

RotateCamera

Rotates the view camera.

This command uses the settings from the Rotate section of the Options dialog box View tab to control what axis is rotated about and which way things move when you press and arrow key, etc.

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RotateCameraDown

Rotates the view camera down.

This command uses the settings from the Rotate section of the Options dialog box View tab to control what axis is rotated about and which way things move when you press and arrow key, etc.

RotateCameraLeft

Rotates the view camera left.

This command uses the settings from the Rotate section of the Options dialog box View tab to control what axis is rotated about and which way things move when you press and arrow key, etc.

RotateCameraRight

Rotates the view camera right.

This command uses the settings from the Rotate section of the Options dialog box View tab to control what axis is rotated about and which way things move when you press and arrow key, etc.

RotateCameraUp

Rotates the view camera up.

This command uses the settings from the Rotate section of the Options dialog box View tab to control what axis is rotated about and which way things move when you press and arrow key, etc.

RotateCPlane

Rotate a construction plane.

Toolbar: Set CPlane

Menu: View > Set CPlane > Rotate

1 Click in the viewport (or on the viewport titlebar) of the viewport that displays the construction plane you want to change.

2 At the Start of rotation axis ( X Y Z ) prompt, enter the start of the rotation axis. 3 At the End of rotation axis prompt, enter the end of the rotation axis. 4 At the Angle or first reference point prompt, enter the angle to rotate the construction plane. Or, pick a point. This point will be used to drag the construction plane around the rotation axis. 5 At the Second reference point prompt, place the construction plane.

Options X

Rotates around the construction plane x-axis.

Y

Rotates around the construction plane y-axis.

Z

Rotates around the construction plane z-axis.

Note The construction plane displayed in the active viewport when the command starts is changed.

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RotateDown

Rotate the view down.

Shortcut: Down Arrow

Note This command is most useful in command scripts. To rotate with the mouse or keyboard, use the

RotateView command.

RotateLeft

Rotate the view left.

Shortcut: Left Arrow

Note This command is most useful in command scripts. To rotate with the mouse or keyboard, use the

RotateView command.

RotateRight

Rotate the view right.

Shortcut: Right Arrow

Note This command is most useful in command scripts. To rotate with the mouse or keyboard, use the

RotateView command.

RotateUp

Rotate the view up.

Shortcut: Up Arrow

Note This command is most useful in command scripts. To rotate with the mouse or keyboard, use the

RotateView command.

RotateView

Rotate the view.

Toolbar: Standard

Menu: View > Rotate

Click and drag in a viewport to rotate the view.

Shortcuts

Press and hold Ctrl and Shift and drag with the right mouse button.

Views that are not looking perpendicular to the construction plane rotate with the right mouse button.

Press the arrow keys.

Run

Run another application from Rhino.

At the Name of program to run prompt, type the name and path of the file to run.

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RunScript

Runs a VBScript or a JScript.

Plug-in name: RhinoScript

File: Rhinoscript.rhp

If you need to run routines that are not assigned to buttons, you can use RunScript command.

Options Script Code

Enter either expressions that you want to execute, or loaded subroutine names that you want to run.

Run

Runs the code specified in the edit window.

Cancel

Closes the dialog box.

Merge

Merges code from an external file into the edit window

Save

Saves the contents of the edit window to a file.

Push Pin

When the button is depressed, the dialog box will remain open when the Run button is selected. Otherwise, the dialog box will close when Run is selected.

Language

Specifies the language of the code.

Note This command will not work unless the plug-in is loaded. See the PluginManager command.

Save

Save your model.

Toolbar: Standard, File, and STL Tools

Menu: File > Save

Shortcut: Ctrl+S

1 In the Files of type box, select Rhino 2 3D Models. 2 In the File name box, type a filename. 3 Click Save.

Options Save Small

Removes the render meshes from the file. Clearing the render meshes makes the file smaller, but it will shade and render slower the next time you open the file.

Note Rhino supports several file types.

A preview image of the active viewport is saved with the model. This image displays when you select the file in the Open, Save, or SaveAs dialog boxes.

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SaveAs

Save your model to a different name or file type.

Toolbar: File

Menu: File > Save As

1 In the Files of type box, select Rhino 2 3D Models. 2 In the File name box, type a filename. 3 Click Save.

Options Save Small

Removes the render and analysis meshes from the file. Clearing the render meshes makes the file smaller, but it will shade and render slower the next time you open the file.

Note Rhino supports several file types.

A preview image of the active viewport is saved with the model. This image displays when you select the file in the Open, Save, or SaveAs dialog boxes.

SaveAsTemplate

Save a template.

Toolbar: File

Menu: File > Save As Template

1 In the File name box, type a filename. 2 Click Save.

Options Save Small

Removes the render and analysis meshes from the file. Clearing the render meshes makes the file smaller, but it will shade and render slower the next time you open the file.

Note Templates are normal 3DM files. You can set up grid settings, viewport layout, layers, units, and

tolerances and save them in a template. You can also save default geometry with the template.

You can change the default location of template files on the Options dialog box, Files tab.

SaveCPlane

Save a named construction plane.

Toolbar: Set CPlane

Menu: View > Named CPlanes > Save

In the Name of CPlane dialog box, type the name for the construction plane and press Enter.

Note Use the NamedCPlane command to edit named construction planes.

Use the RestoreCPlane command to restore a named construction plane.

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SaveDisplayWindowAs

Save the image in the render window.

In the Save Bitmap dialog box, choose the name, location, and file type for the bitmap file. You can save the bitmap in BMP, TGA, JPG, PCX, or PNG formats. In a script, you can follow the command with the name of the file to save to: SaveDisplayWindowAs "C:\My Images\Rendering Two.bmp".

SaveSmall

Save your model without render meshes to decrease file size.

Menu: File > Save Small

Note Use this command when you want to save disk space, send the file to someone via e-mail or other

electronic media.

Your render meshes will regenerate when you Shade, Render, or use ShadedViewport.

If your model takes a long time to shade the first time, saving render meshes saves time when opening the file or shading the first time.

SaveView

Save a named view.

Toolbar: Set View

Menu: View > Named Views > Save

In the Name of View dialog box, enter the name to save the view.

Note Use the NamedView command to edit named views.

Use the RestoreView command to restore a named view.

SaveWorkspace

Save workspaces.

Toolbar: Tools

Menu: Tools > Toolbar Layout

1 In the Toolbars dialog box, from the File menu, click Save All. 2 The current workspaces are saved.

SaveWorkspaceAs

Save a workspace under a different name.

Toolbar: Tools

Menu: Tools > Toolbar Layout

1 In the Toolbars dialog box, from the File menu, click Save As. 2 In the Save Workspace As dialog box, enter a name for the workspace file. The toolbar layout is saved in a new workspace file, or replaces an existing workspace file after

requesting confirmation. Workspace files have the extension .WS.

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Scale

Scale objects.

Toolbar: Main, Transform, and Scale

Menu: Transform > Scale > Scale 3- D

1 Select objects to scale. 2 At the Origin point ( Copy ) prompt, choose a scaling origin. Or, to scale copies of the objects, type c and press Enter. 3 At the Scale factor or first reference point ( Copy ) prompt, enter a scale factor or choose a

reference point that shows the current scale. If you do not use a scale factor, at the Second reference point ( Copy ) prompt, choose a

reference point that shows the new scale. The objects are expanded or contracted in all dimensions by the scale factor.

Scale

Options Copy

Creates a copy of the scaled object.

Note When scaling by dragging, the scale factor becomes the default next time that scale command is

used.

To scale an arbitrarily sized object to a specific size, use the origin point and the first reference point to establish the original size of the object. At the Second reference point prompt, type the new size. The distance constraint will be used to scale the object to the required size.

Scale1D

Scale objects in one dimension.

Toolbar: Scale

Menu: Transform > Scale > Scale 1- D

1 Select objects to scale. 2 At the Origin point ( Copy ) prompt, choose a scaling origin. Or, to scale copies of the objects, type c and press Enter. 3 At the Scale factor or first reference point ( Copy ) prompt, enter a scale factor or choose a

reference point for the current scale. If you use a reference point, at the Scaling direction ( Copy ) prompt, choose a reference point for

the new scale and the direction of scaling relative to the base point. Or enter a new distance. The objects are expanded or contracted in the single direction specified, without expanding the

objects in the other directions.

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Scale in one direction

Options Copy

Creates a copy of the scaled object.

Note When scaling by dragging, the scale factor becomes the default next time that scale command is

used.

Scale2D

Scale objects in two dimensions.

Toolbar: Main, Transform, and Scale

Menu: Transform > Scale > Scale 2-D

1 Select objects to scale. 2 At the Origin point ( Copy ) prompt, choose a scaling origin. Or, to scale copies of the objects, type c and press Enter. 3 At the Scale factor or first reference point ( Copy ) prompt, enter a scale factor or choose a

reference point for the current scale. If you use a reference point, at the Second reference point ( Copy ) prompt, choose a reference

point for the new scale. The objects are expanded or contracted uniformly in the two directions of the axes of the construction

plane of the active viewport where you specify the scale factor.

Options Copy

Creates a copy of the scaled object.

Note When scaling by dragging, the scale factor becomes the default next time that scale command is

used.

ScaleBackgroundBitmap

Scale a background bitmap.

Toolbar: Background Bitmap

Menu: View > Background Bitmap > Scale

1 At the Origin point prompt, pick the scale origin. 2 At the First reference point prompt, pick a point that defines the first reference line from the scale

origin to the reference point. 3 At the Second reference point prompt, pick a point that defines the second reference line from the

scale origin to the second reference point.

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ScaleNU

Scale objects non-uniformly.

Toolbar: Scale

Menu: Transform > Scale > Non-Uniform Scale

1 Select objects to scale. 2 At the Origin point ( Copy ) prompt, choose a scaling origin. Or, to scale copies of the objects, type c and press Enter. Whichever viewport is active when the origin point is picked determines the construction plane for the

x, y and z scaling factors. 3 At the X axis scale (enter for none) prompts either: enter a scale factor, pick two points to specify

a scale factor, or press Enter for a scale of 1.0. The second identical prompt will not appear unless a point is picked. 4 At the Y axis scale (enter for none) prompts either: enter a scale factor, pick two points to specify

a scale factor, or press Enter for a scale of 1.0. The second identical prompt will not appear unless a point is picked. 5 At the Z axis scale (enter for none) prompts either: enter a scale factor, pick two points to specify

a scale factor, or press Enter for a scale of 1.0. The second identical prompt will not appear unless you pick a point. The objects are expanded or contracted in the three directions with the factors specified.

Options Copy

Creates a copy of the scaled object.

Note The x, y, and z directions are those directions of the construction plane of the viewport that was

active when the origin point was specified.

ScreenCaptureToClipboard

Capture a viewport to the Clipboard.

Toolbar: Surface Analysis

The active viewport is captured to the Clipboard as a bitmap. You can paste this image into a paint program for further editing, or into Word as part of a document.

If you want to save the bitmap to a file, use the ScreenCaptureToFile and ScreenCaptureToFile256 commands.

ScreenCaptureToFile

Capture a viewport and save it as a bitmap file.

Toolbar: Surface Analysis

In the Save Screen Capture dialog box, choose the location, file type, and name for the bitmap file. You can save the bitmap in BMP, TGA, JPG, PCX, or PNG formats. The color depth of the bitmap file is the same as the color depth your display is set to. For 256 color

bitmaps, use the ScreenCaptureToFile256 command.

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ScreenCaptureToFile256

Capture a viewport and save it as a 256 color bitmap file.

In the Save Screen Capture dialog box, choose the location, file type, and name for the bitmap file. You can save the bitmap in BMP, TGA, JPG, PCX, or PNG formats. The color depth of the bitmap file is 256 colors. For bitmaps with the same color depth as your

display, use the ScreenCaptureToFile command.

Section

Create sections through a surface or polysurface.

Toolbar: Curve From Object

Menu: Curve > From Objects > Section

1 Select surfaces, polysurfaces, and meshes. 2 At the Start of section prompts, enter the start point to specify a section plane. 3 At the End of section prompts, enter the end of the section. Section curves are created by intersecting the selected objects with the section plane, which is

perpendicular to the construction plane. 4 Press Enter when you finish creating sections.

Section curve

Note Sections curves can be created in different directions by picking the section in different construction

planes.

SelAll

Select all objects.

Toolbar: Standard and Select

Menu: Edit > Select > All Objects

Shortcut: Ctrl+A

Note To select all objects in the file, turn on all layers before using Select All.

This command is "transparent." It can be used to select objects inside another command or script.

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SelBadObjects

Select bad objects.

Toolbar: Analyze, Diagnostics, and Geometry Fix

Menu: Analyze > Diagnostics > Select Bad Objects

Objects that don't pass Check select.

Note Delete or rebuild the object.

SelColor

Selects all objects that have a specified color property set.

Plug-in name: Utilities

File: Utilities.rhp

Specify the color in the Select Color dialog box.

Note This command will not work unless the plug-in is loaded. See the PluginManager command.

SelConnected

Select adjacent control points.

Toolbar: Select Points

Menu: Edit > Select Control Points > Connected

1 Show control points for the object you want to edit. 2 Select a point. 3 Start the SelConnected command. The adjacent points are selected.

Example:

A surface with control points selected

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Connected control points selected

SelCrossing

Select with a crossing window.

Drag the mouse to select everything inside or partially inside the selection rectangle

To add objects to a selection set:

Press and hold Shift and drag a selection rectangle around objects.

To remove objects from a selection set:

Press and hold Ctrl and drag a selection rectangle around the objects to remove.

Note Type c to start a crossing selection.

The selection rectangle for Crossing selection is dashed.

SelCrv

Select all curves.

Toolbar: Select

Menu: Edit > Select> Curves

Note This command is "transparent." It can be used to select objects inside another command or script.

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SelDim

Select all dimensions

Toolbar: Select

Menu: Edit > Select> Dimensions

Note This command is "transparent." It can be used to select objects inside another command or script.

SelDup

Select all duplicate objects.

Toolbar: Select

Menu: Edit > Select > Duplicates

All duplicate objects are selected. Objects that were selected prior to running SelDup remain selected.

Note The SelDup command selects duplicate curves, surfaces, and polysurfaces if they are geometrically

identical (within tolerance) and visible, regardless of other object properties.

SelGroup

Selects a group by name.

SelID

Select objects by object ID number.

This command can be run from a script in the forms:

SelID {165F4620-43F3-4a3d-A215-CC5D3785DB7B}

SelID 165F4620-43F3-4a3d-A215-CC5D3785DB7B

SelID id={165F4620-43F3-4a3d-A215-CC5D3785DB7B}

SelID id=165F4620-43F3-4a3d-A215-CC5D3785DB7B

It can also be run from the command line with a prompt that lets you type in the object ID in the form:

165F4620-43F3-4a3d-A215-CC5D3785DB7B

or

{165F4620-43F3-4a3d-A215-CC5D3785DB7B}

The hyphens are optional and can appear anywhere in the ID number.

You can get an object's ID from the Properties command Information display or CSV export.

SelLast

Selects the object created last.

Note SelLast clears the current selection set.

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SelLayer

Select all objects on a layer.

Toolbar: Select

Menu: Edit > Select > On Layer

In the Layer to Select dialog box, select the name of the layers that contain objects you want to select. You can select more than one layer.

SelLayerNumber

Select objects by layer number.

SelLayerNumber asks for a layer order number and then selects all objects on that layer.

The number of the first layer is zero.

SelLight

Select all spotlights.

Toolbar: Select

Menu: Edit > Select> Lights

Note This command is "transparent." It can be used to select objects inside another command or script.

SelMesh

Select all mesh objects.

Toolbar: Select

Menu: Edit > Select> Meshes

Note This command is "transparent." It can be used to select objects inside another command or script.

SelNakedMeshEdgePt

Select naked edge points of polygon meshes.

Toolbar: STL Tools

At the Select polygon meshes for naked edge point search prompt, select polygon meshes and press Enter.

Points at edges of polygon meshes are selected.

Note This command shows where polygon mesh vertices are not completely surrounded by faces.

Joined meshes, such as are made by Mesh Box, have naked mesh edge points where the sub-meshes are joined.

To eliminate naked mesh edge points, move them to make them match in pairs, then weld them to make a single mesh that cannot be exploded. Edges that formerly rendered sharp will shade rounded, unless you use FlatShade.

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SelName

Select objects by object name.

Toolbar: Select

Menu: Edit > Select > By Object Name

At the Object name to select prompt, enter an object name.

Note You can use wild cards (*, ?, etc.) to select multiple objects.

If you press Enter at the Object name to select prompt, all objects with no name are selected.

If the object is on a hidden or locked layer it cannot be selected.

This command is "transparent." It can be used to select objects inside another command or script.

SelNone

Deselect all objects.

Toolbar: Standard and Select

Menu: Edit > Select > None

You can also press Esc.

SelPolyline

Select all polylines.

Toolbar: Select

Menu: Edit > Select> Polylines

Note The SelPolyline command selects single-segment "lines" and any curve or compound curve where the

components are linear.

SelPolysrf

Select all polysurfaces.

Toolbar: Select

Menu: Edit > Select> Polysurfaces

Note This command is "transparent." It can be used to select objects inside another command or script.

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SelPrev

Re-selects the previous selection set.

Note SelLast clears the current selection set.

SelPt

Select all point objects.

Toolbar: Select

Menu: Edit > Select> Points

Note This command is "transparent." It can be used to select objects inside another command or script.

SelSrf

Select all single surfaces.

Toolbar: Select

Menu: Edit > Select> Surfaces

Note This command is "transparent." It can be used to select objects inside another command or script.

SelU

Select all control points in the u-direction.

Toolbar: Select Points and Organic

Menu: Edit > Select Control Points > Select U

1 Show control points for the object you want to edit. 2 Select a point on the surface that is in the row you want to select. 3 Start the SelU command. SelU selects whole rows of control points in the surface u- direction based on previously selected

control points. This command also selects all control points on curves that have selected control points.

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Example:

A surface with control points selected

A row of control points in the u-direction selected

SelUV

Select all control points in the u- and v- direction.

Toolbar: Select Points and Organic

Menu: Edit > Select Control Points > Select uv

1 At the Choose an object prompt, select the surface. The control points on the surface display. 2 At the Select row of points prompt, move the cursor near the row or column of control points to

select. Hold the Shift key to select multiple rows on the surface. 3 Press Enter to finish selecting rows.

A surface with control points selected

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A row of control points in the u- and v-directions selected

Options Direction

With this option you can select rows of control points in the u-direction, v-direction, or both directions.

Hideothers

With this option only the selected control points are shown and the others are automatically hidden.

SelV

Select all control points in the v-direction.

Toolbar: Select Points and Organic

Menu: Edit > Select Control Points > Select V

1 Show control points on a surface. 2 Select a point on the surface that is in the row you want to select. 3 Start the SelV command. SelV selects whole rows of control points in the surface v- direction based on previously selected

control points. This command also selects all control points on curves that have selected control points.

A surface with control points selected

A row of control points in the v-direction selected

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SelWindow

Select with a window.

Drag the mouse to select everything inside the selection rectangle

To add objects to a selection set:

Press and hold Shift and drag a selection rectangle around objects.

To remove objects from a selection set:

Press and hold Ctrl and drag a selection rectangle around the objects to remove.

Note Type w to start a window selection.

The selection rectangle for Window selection is solid.

SetActiveViewport

Set the active viewport by name.

At the Name of viewport to switch to prompt, type the name of the viewport to make active and press Enter.

Note A viewport with the name you type must exist. This is not the same as restoring a named view, which

actually changes the view and name of the current viewport.

This command works best when applied to a toolbar button or alias. It would be tedious to type this long command then type a viewport name.

SetCurrentRenderPlugIn

Sets the current rendering plug-in application.

Sets the current render plug-in by passing the name that appears in the menu (in quotes if there are spaces in the name) or the plug-in ID.

You can download plug-ins, from www.rhino3d.com/plug-ins.

Use the LoadPlugin or PluginManager commands to load plug-in applications.

SetGLShade

Toggle shaded mode between OpenGL and monochrome.

This command is a quick way to change which type of shading is used by the Shade, ShadeAll, FlatShade, and FlatShadeAll.

This is the same as using the Use OpenGL setting on the Options dialog box, Shade tab.

This command is most useful assigned to a toolbar button or an alias.

Note OpenGL drivers are often outdated. If OpenGL does not work for you even if you have a new OpenGL

card, see Troubleshooting OpenGL.

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SetGroupName

Names a group.

Lets you name or rename a group.

You can combine groups by setting the group name to an existing group name.

The Undo command will work.

SetLayer

Set the current layer.

Toolbar: Standard and Layer

Menu: Edit > Layers > Edit Layers

Status bar: Click the Layer pane and select the layer from the list.

In the Edit Layers dialog box, check the layer you want to make current by clicking the white space on the left side of the layer name.

From the command prompt:

In the Set Current Layer dialog box, select the layer to set current. You can script the SetLayer command for use on a toolbar button or in a script. The syntax for the

script command is: SetLayer Layer=layername If the layer name has spaces, put quotes around the layer name: SetLayer Layer="layer 01"

SetLayerMaterialProperties

Set the material source and attributes for a layer.

Sets the material source and attributes including render plug-in ID. This provides the ability to create/modify and assign Rhino or Flamingo materials to layers via scripts.

You can set the following properties:

Material plug-in Material Library Diffuse color (red channel) Diffuse color (green channel) Diffuse color (blue channel) Specular color (red channel) Specular color (green channel) Specular color (blue channel) Reflective finish (0.0 to 255) Transparency (0.0 to 1.0) Texture Bump

SetLayerToObject

Set the current layer by selecting an object.

Menu: Edit > Layers > Set Layer to Object

At the Select object on layer to set current prompt, select an object on the layer you want to be current.

SetMaximizedViewport

Set the maximized viewport by name.

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At the Name of viewport to maximize prompt, type the name of the viewport you want maximized and press Enter.

Or, right-click the viewport title bar and click Maximize. Or, double-click the viewport title bar.

Note A viewport with the name you type must exist. This is not the same as restoring a named view, which

actually changes the view and name of the current viewport.

This command works best when applied to a toolbar button or alias. It would be ridiculous to type this long command then type a viewport name.

SetObjectMaterial

Assign a rendering material to an object.

Note The object material can be used by RIB, POV, and OBJ material/shader export.

SetObjectMaterialProperties

Set the material source and attributes.

The SetObjectMaterialProperties command is a command line version of the object properties material tab. It lets you set the material source and attributes including render plug-in ID. This provides the ability to create/modify and assign Rhino or Flamingo materials via scripts.

You can set the following properties:

Assign material by Layer/Object Material plug-in Material Library Diffuse color (red channel) Diffuse color (green channel) Diffuse color (blue channel) Specular color (red channel) Specular color (green channel) Specular color (blue channel) Reflective finish (0.0 to 255) Transparency (0.0 to 1.0) Texture Bump

SetObjectName

Set the name of an object for export into programs that accept named objects.

Note You can set the name of an object also with the Properties command.

Object names are exported to IGES, POV-Ray, Moray UDO, 3DS, and RenderMan RIB.

This command does not prevent separate objects from having the same name. This can be useful when identifying objects for RIB or POV export.

To set names for a group of objects, use the SetObjectNameMultiple command.

3DS export uses the first ten characters of the name.

If the object name has already been used, the name is truncated to six characters and a three-digit index is added.

If no object name is defined, Rhino uses a generic name.

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SetObjectNameMultiple

Set the names of multiple objects for export into programs that accept named objects.

Options Prefix

Sets the name prefix.

Starting number

Sets the starting number.

For example, if you selected ten unnamed objects, specified a prefix of "myobjects" and a starting number of 3, the objects will be named "myobjects 3" through "myobjects 12".

Overwrite existing names

Lets you overwrite existing object names.

Insert leading zeros

Inserts zeros at the beginning of the increment number.

Note You can specify a prefix and a starting number.

You can set the name of an individual object also with the Properties command.

Object names are not used in Rhino, but they are stored in the Rhino 3DM file and exported to IGES, POV-Ray, and RenderMan RIB.

This command doesn't prevent separate objects from having the same name. This can be useful when identifying objects for RIB or POV export.

To set names for individual objects, use the SetObjectName command.

SetOrtho

Turn ortho mode on or off.

At the Ortho is Off. New value ( On Off Toggle ) prompt, enter one of the options. This is useful for inclusion in a script file for the ReadCommandFile command.

SetPlanar

Turn planar mode on or off.

At the Planar is On. New value (On Off Toggle ) prompt, enter one of the options. This is useful for inclusion in a script file for the ReadCommandFile command.

SetPt

Set control point location.

Toolbar: Transform

Menu: Transform > Set Points.

1 Select the objects. This command is often used to accurately adjust control points. 2 In the Set Points dialog box, check the coordinates you want to set. 3 At the Location for points ( Copy ) prompt, pick a set point to define the coordinate value or values

to match. The selected points or objects will line up with the set point in the direction or directions you chose.

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Original curves with points to set highlighted

Curve with y coordinate of selected points aligned

Option Copy

Makes copies of the object with the control points moved to the designated location.

SetRedrawOff

Prevents screen redraw, CPlane or camera changes during scripts.

You still see interactive drawing of curves, etc.

SetRedrawOn

Turns screen redraw back on after SetRedrawOff.

SetSnap

Turn snap mode on or off.

At the Grid snap is Off. New value (On Off Toggle ) prompt, type the first letters of one of the options to set it.

The SetSnap command provides explicit on and off options. This is useful for inclusion in a script for the ReadCommandFile command.

SetViewportWindowSize

Sets the size of the viewport in pixels.

1 At the Viewport width prompt, enter the viewport width in pixels. 2 At the Viewport height prompt, enter the viewport height in pixels.

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Note You can dynamically set up render views with a viewport that is exactly the same size as the rendered

image.

SetWorkingDirectory

Set working directory.

In the Browse for Folder dialog box, select the working directory.

Shade

Shade a viewport.

Toolbar: Standard and Render

Menu: Render > Shade

The current viewport is shaded in monochrome with a white light coming from the viewpoint. The grid and axes are not shown, and a special background color appears.

1 Pan, zoom, and rotate the viewport to see the shaded model from different views. 2 Press Esc or click in a viewport to return to wireframe display mode.

Shaded viewport using the default shade mode

To configure the appearance of the shading:

1 From the Tools menu, click Options. 2 On the Shade tab set the options.

Note Be patient on the first shade. It may not be very quick the first time. Rhino has to create a mesh from

the objects in memory. Subsequent renderings may be faster.

Shade renders the objects in the active viewport with a white light in front, monochrome, with no shadows, and no antialiasing. If OpenGL is turned on, the OpenGL shade options will be available.

If you use the normal Rhino Shade command, you get 256 colors for background and surface color.

OpenGL Shading

You can also set Rhino to use OpenGL shading. If you have an OpenGL accelerator card, this shading mode may be faster.

Shaded viewport using OpenGL shading

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OpenGL is a graphics software library. It was introduced in 1992 and has become a widely used graphics application programming interface (API).

For more information, see www.opengl.org/ and www.sgi.com/software/optimizer/.

OpenGL comes with Windows 98 and Windows NT. There are some issues with early versions of Windows 95. See Troubleshooting OpenGL for more information.

You do not need a special video card to use OpenGL with Rhino. If you have a fancy video card that accelerates OpenGL, then Rhino will use it. Otherwise Rhino will use a version of OpenGL that runs on any video card.

To turn on OpenGL shading

1 From the Tools menu, click Options. 2 On the Shade tab, click Use OpenGL.

Note OpenGL drivers are often outdated. If OpenGL does not work for you even if you have a new OpenGL

card, see Troubleshooting OpenGL.

If you use OpenGL Shade, you can use whatever color depth your video card supports.

Shade1

Shade the current viewport and leave the grid.

The objects in current viewport are shaded. The grid, axes, object highlighting, and view background are unchanged from the normal wireframe display. Objects can be selected and highlighted without losing the shading.

Press Esc to return to wireframe display mode.

Note This command does not use the OpenGL settings on Options dialog box Shade tab.

ShadeAll

Shade all viewports.

Toolbar: Render and Standard

Menu: Render > Shade All Viewports

All viewports are shaded in monochrome with a white light coming from the viewpoint. The grid and axes are not shown, and a special background color appears.

1 Pan, zoom, and rotate the viewport to see the shaded model from different views. 2 Press Esc or click in a viewport to return to wireframe display mode.

Note ShadeAll renders the objects in all the viewports with a white light in front, monochrome, with no

shadows, and no antialiasing. If OpenGL is turned on, the OpenGL shade options will be available.

Be patient on the first Shade. It may not be very quick the first time. Rhino has to create a mesh from the objects in memory. Subsequent renderings will be faster.

OpenGL Shading

You can also set Rhino to use OpenGL shading. If you have an OpenGL accelerator card, this shading mode may be much faster.

To turn on OpenGL shading

1 From the Tools menu, click Options. 2 On the Shade tab, click Use OpenGL.

Note OpenGL drivers are often outdated. If OpenGL does not work for you even if you have a new OpenGL

card, see Troubleshooting OpenGL.

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ShadedViewport

Set the viewport to display in shaded mode.

Menu: Right-click viewport title > Shaded

Shaded display mode

Note If you are using a shaded viewport, you can click on a shaded object to select it. You do not have to

select an isoparm. The click cannot be near curves, isoparms, points, or annotation or the object will be selected. If there are several objects behind each other in the view, the object closest to your viewpoint will be selected.

Changing the render settings causes the viewports to reshade.

ShadeOptions

Opens the Options dialog box with the Shade tab displayed. Command ShadeOptions

ShadeSelected

Shade selected objects.

Toolbar: Render

Menu: Render > Shade Selected

The selected objects in current viewport are shaded. Press Esc to return to wireframe display mode.

ShadeSelectedAll

Shade selected objects in all viewports.

Toolbar: Render

The selected objects in all viewports are shaded. Press Esc to return to wireframe display mode.

Shear

Shear objects.

Toolbar: Transform

Menu: Transform > Shear

1 At the Select objects to shear prompt, select the objects to shear.

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2 At the Origin point prompt, pick the base point for the shear. The base point does not move with the shear. 3 At the Reference point prompt, pick the first point that defines the shear angle. 4 At the Shear angle ( Copy ) prompt, pick the second point that defines the shear angle.

Option Copy

Creates a copy of the scaled object.

Show

Show hidden objects.

Toolbar: Standard, Visibility, and Geometry Fix

Menu: Edit > Visibility > Show

Note The Show command shows ALL hidden objects.

ShowBackgroundBitmap

Show a background bitmap.

Toolbar: Background Bitmap

Menu: View > Background Bitmap > Show

Shows a background bitmap previously hidden with HideBackgroundBitmap

Note The hidden status of background bitmaps only applies to the current session. If you exit the model

and reopen it, hidden background bitmaps are displayed.

ShowBrokenEdges

Display broken edges.

Toolbar: Diagnostics

Menu: Analyze > Diagnostics > Show Broken Edges

At the Select surfaces or polysurfaces for broken edge display prompt, select objects and press Enter.

Broken edges show in the selected objects color, or "Found 0 edges with problems" appears at the command line.

The edge is highlighted, and point blips are drawn at the edge's endpoints so you can see the edges even if the edge itself is microscopic.

If your object has broken edges, one solution is to use DetachTrim and re-trim your surface.

Note Broken edges are edges that do not pass some internal checking functions. It does not mean the

edges need to be merged or joined.

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ShowCamera

Interactively sets the camera view.

A camera icon showing a representation of the perspective viewport's view displays in the other viewports.

You can use the camera icon's the control points to move the camera and target points and change the lens length of the perspective viewport.

The ShowCamera command toggles the camera icon on or off.

Camera icon.

ShowEdges

Display edges of a surface or polysurface.

Toolbar: Edge Tools

Menu: Analyze > Edge Tools > Show Edges

1 Select a polysurface for edge display. The edges highlight, and the ends of edges are marked with squares in the selected objects color. 2 At the Press Enter when done prompt, terminate the command.

ShowNakedEdges

Display naked edges of a surface or polysurface.

Toolbar: Analyze, Edge Tools, and Geometry Fix

Menu: Analyze > Edge Tools > Show Naked Edges

1 Select surfaces or polysurfaces for naked edge display. Naked edges of the selected object highlight, with indicator boxes in the selected objects color at their

ends. The number of naked edges is reported on the command line. 2 At the Press Enter when done prompt, press Enter to terminate the command.

Note Use this command to find areas in complex polysurfaces that are not quite closed.

If you cannot see the naked edges, use the PointsAtNakedEdges command.

Sometimes, the naked edges can be joined together with the JoinEdge command.

ShowOsnap

Show the Osnap dialog box.

Status bar: Osnap

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ShowPt

Show hidden control points and edit points.

Toolbar: Visibility, Organic, and STL Tools

Menu: Edit > Control Point Visibility > Show

ShowSelected

Show selected hidden objects.

Toolbar: Visibility

Menu: Edit > Visibility > Show Selected

All hidden objects temporarily display and normally visible objects are hidden. 1 At the Select objects to show prompt, select the objects you want to show. 2 Press Enter when you are finished selecting objects.

Note This does not affect control or edit points hidden with the HidePt command.

ShrinkTrimmedSrf

Shrink the underlying untrimmed surface near to trimming boundaries.

Toolbar: Surface Tools and Geometry Fix

Menu: Surface > Edit Tools > Shrink Trimmed Surface

At the Select trimmed surfaces to shrink prompt, select the desired trimmed surfaces and press Enter.

Trimmed surfaces are represented by an untrimmed surface with trimming boundaries. When textures are applied to surfaces, the textures are mapped to the underlying untrimmed surface. Sometimes the underlying untrimmed surface is much larger than the trimmed surface, resulting in only a small portion of the texture showing up in the rendering.

To fix this, the ShrinkTrimmedSrf command shrinks the underlying untrimmed surface to be as small as possible, resulting in the maximum amount of the texture map displaying in the rendering.

You will see no visible change in the surface. Only the underlying untrimmed surface is altered.

Original trimmed surface, with underlying surface control points shown

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Surface control points after ShrinkTrimmedSrf

Note Shrinking a surface is like extending smoothly, only backwards. Knots of full multiplicity are added

where you want the surface to be cut off. Then the remaining control points are thrown away.

Silhouette

Create silhouette curves of a surface or polysurface.

Toolbar: Curve From Object

Menu: Curve > From Objects > Silhouette

1 Select a surface or polysurface to create silhouette curves from. 2 Press Enter when you finish selecting objects.

Silhouette curve

When you are looking at a model, the "visual edge" of the model is where the model stops and the background begins. This visual edge is sometimes called the silhouette or horizon of the model.

Sometimes you would like to have curves that lie along the silhouette (for things like 2- D drawings) or cut the model in two along the silhouette (for things like mold halves or fancy relief).

Note The silhouette direction based on the current view. For example, if you look at a doughnut from the

top, the silhouette is two circles. If you look at a doughnut from the side, the silhouette looks like an oval.

SimplifyCrv

Simplify curves.

Toolbar: Curve Tools

Menu: Curve > Edit Tools > Simplify Lines and Arcs

Select curves.

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Note SimplifyCrv attempts to detect portions of the curve that have the geometry of line or arc segments

and replace the segments with true NURBS line and arc segments.

Sketch

Sketch a curve.

Toolbar: Curve

Menu: Curve > Free- form > Sketch

1 At the Click and drag to sketch. Press Enter when done ( Closed=No ) prompt, drag the mouse, a polyline appears along your path.

2 Release the mouse button. You can also click and release the mouse button to start the curve and click again to end.

Options Closed

Creates a closed curve. This option can be selected before you start dragging points with the mouse. The curve will close when you stop dragging points.

Or, type C to close the curve in the middle of dragging points. The curve closes immediately and the command ends.

Sketch curve

Closed sketch curve

Note You cannot use object snaps during this command.

Points dragged into a different viewport are treated as if that viewport didn't exist and the original viewport filled the screen.

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SketchOnMesh

Sketch a curve on a polygon mesh.

Toolbar: Curve

Menu: Curve > Free- form > Sketch on Polygon Mesh

All viewports shade.

At the Click and drag to sketch prompt, drag a curve.

Sketch on mesh

SketchOnSrf

Sketch a curve on a surface.

Toolbar: Curve

Menu: Curve > Free- form > Sketch on Surface

1 At the Select surface to sketch on prompt, select the surface to sketch on. The marker is constrained to the surface. 2 At the Click and drag to sketch. Press Enter when done ( Closed=No ) prompt, drag a curve. Or, type C, press Enter, and then drag a series of points to create a closed curve. Type C to close the curve mid-drag. This closes the curve immediately and ends the command.

Sketch on surface

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Closed sketch on surface

Note You cannot use object snaps or cross surface seams while sketching a curve on a surface.

Smooth

Smooth objects.

Toolbar: Transform and Geometry Fix

Menu: Transform > Smooth

This command smoothes curves and surfaces by slowly averaging control points in the region to be smoothed. The Smooth command evens out the spacing of selected control points in small increments.

This command is useful for removing unwanted detail, and for removing loops in curves and surfaces.

Smooth works on mesh objects, too. Use the Weld command on mesh objects before smoothing to prevent the mesh from pulling apart.

Smooth an entire curve or surface

At the Select objects to smooth prompt, select the curves, meshes, or surfaces to smooth and press Enter.

The selected entities will appear to melt, losing detail by averaging the positions of the control points.

Smooth part of a curve or surface

1 Select a curve or surface to smooth. 2 From the Edit menu, click Point Editing, then click Control Points On. 3 Select the control points in the region of the curve or surface to smooth. 4 From the Transform menu, click Smooth. 5 In the Smooth dialog box, check the coordinate directions you want for smoothing, adjust the

Smooth factor. The selected control points will move slightly, smoothing the curve or surface.

Note The Smooth factor can be a number between 0.01 and 1.00. The default is 0.2. The larger the

number, the more smoothing is done by Smooth.

Below are examples of using smooth on curves and surfaces. The yellow box bounds the control points that were selected for smoothing.

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Smoothing a wiggley curve

Removing a loop with the smooth command

Removing a loop in a surface with the smooth command

Smoothing out a wiggley surface

Snap

Toggle snap mode.

Shortcut: F9

Status bar: Snap

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When Snap is on, the marker "snaps" between grid snap points, whose distance apart is set by the SetSnap command or by the Options dialog box, Modeling Aids tab.

Note When Snap is on, the word "Snap" in the Snap pane of the status bar is dark. When Snap is off, it is

grayed out.

Toggle snap mode also by clicking the Snap pane of the status bar.

Grid snap is overridden by object snaps and coordinate input, and partially overridden by angle and distance constraint.

SnapSize

Set snap size.

SnapSize sets the grid snap increment. It can also be set from the Document Properties dialog box, Grid tab.

Note This is different from the grid size. There is no necessary relationship between the grid size and the

snap size.

Often it is convenient to have the grid size and snap size the same, so the marker snaps to grid crossing points.

Grid snap is overridden by object snaps and coordinate input, and partially overridden by angle and distance constraint.

Sphere

Draw a sphere.

Toolbar: Solid and Sphere

Menu: Solid > Sphere > Center, Radius

1 At the Center of sphere prompt, choose a center point. 2 At the Radius prompt, choose a point for the radius, or enter a distance and press Enter. A sphere is single closed surface.

Sphere from a center point and radius

Option

Diameter

Specify the size of the circle by diameter.

Note The first point can be anywhere in 3-D space. The second point is constrained to a plane that goes

through the first point and is parallel to the construction plane.

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Sphere3Pt

Draw a sphere through three points.

Toolbar: Sphere

Menu: Solid > Sphere > 3 Points

1 At the First point on sphere prompt, choose the first circumference point. 2 At the Second point on sphere prompt, choose the second circumference point. 3 At the Third point on sphere prompt, choose the third circumference point. A sphere is a single closed surface.

Sphere from three points

Note The first point can be anywhere in 3-D space. The second point is constrained to a plane that goes

through the first point and is parallel to the construction plane.

SphereD

Draw a sphere by its diameter.

Toolbar: Sphere

Menu: Solid > Sphere > Diameter

1 At the Start of diameter prompt, choose an endpoint for the diameter. 2 At the End of diameter prompt, choose the other end of the diameter of the sphere. A sphere is a single closed surface.

Sphere from two diameter points

Note The first point can be anywhere in 3-D space. The second point is constrained to a plane that goes

through the first point and is parallel to the construction plane.

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Spiral

Draw a spiral.

Toolbar: Curve

Menu: Curve > Spiral

1 At the Start of axis prompt, enter the start of the spiral axis. This is the line the spiral will wind around. 2 At the End of axis prompt, enter the end of the spiral axis. 3 At the Radius prompt, enter the radius for the spiral. 4 In the Helix / Spiral dialog box, select Turns or Pitch. If you select Turns, enter the number of turns for the spiral. If you select Pitch, enter the pitch (distance between turns along the axis) for the spiral. If you select Reverse twist, the spiral will twist counterclockwise. Select Preview after changing options to see the spiral.

Note You can reverse the twist direction of the spiral by checking the Reverse twist box.

Options No options selected

Spiral

Flat

Lets you draw a planar spiral.

Spiral with Flat option

Vertical

The spiral axis will be perpendicular to the construction plane in the active viewport.

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Spiral with Vertical option

AroundCurve

Select a curve for the spiral to wind around to create "phone cord" shapes.

Spiral around curve

Split

Split curves and surfaces with cutting curves, surfaces, and points.

Toolbar: Main and Geometry Fix

Menu: Edit > Split

1 At the Select objects to split prompt, select the objects to split. You can select multiple curves and surfaces to split with multiple objects. You can also select multiple polysurfaces to split with a single cutter. If you select polysurfaces with

other objects, the polysurfaces are ignored. 2 At the Select cutting objects prompt, select the cutting objects. 3 When you are finished selecting cutting objects, press Enter.

Splitting a surface

Split a curve at a point:

1 At the Select object to split prompt, select the curve to split. 2 At the Select cutting objects ( Point ) prompt, type p and press Enter. The marker moves along the curve.

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3 At the Point to split curve - press Enter when done prompt, pick the points to split the curve at and press enter.

Split a curve at a point

Note You can split curves and surfaces with curves, surfaces and polysurfaces. Polysurfaces can only be

split with surfaces and polysurfaces.

Use Untrim or DetachTrim to remove a trimming boundary from a surface.

When you split a surface with a curve in a plan parallel view like the default Top, Front, and Right view, the cutting curve is projected on the surface in the view direction.

When you split a surface with a planar curve in an angled parallel or a perspective view like the default Perspective view, the cutting curve is projected on the surface in a direction perpendicular to the curve plane.

When you split a surface with a 3-D curve in an angled parallel or a perspective view, the cutting curve is pulled on the surface by closest points.

SplitEdge

Split the edge of a surface.

Toolbar: Edge Tools

Menu: Analyze > Edge Tools > Split Edge

1 At the Select edge to split prompt, select an edge on a surface or polysurface. 2 At the Point to split edge prompt, the marker is constrained to the edge, select a point. The edge is split into two edges.

Note There is no visual indication of the split edge.

Use ShowEdges to display the edge endpoints.

SplitSrf

Splits a surface into multiple pieces by its own isoparms.

Toolbar: Main and Geometry Fix

Menu: Surface > Edit Tools > Split by Isoparm.

1 Select a surface. 2 At the Split point prompts, select points at which to split the surface. Options control the direction of the split. Type u, v, or b, to access option directly.

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SplitSrf on a sphere

Separated parts

Options Direction=U

Surface is split by isoparms only in the u-direction of the surface.

Direction=V

Surface is split by isoparms only in the v-direction of the surface.

Direction=Both

Surface is split by isoparms in both the u- and v-directions of the surface.

Note The SplitSrf command is a general purpose surface modeling tool for anyone that needs to cut a

surface into smaller pieces.

This is a convenient way to split surfaces into smaller pieces. It is the same as using ExtractIsoparm, then Split, and then ShrinkTrimmedSrf, and then deleting the extra isoparms.

SplitViewportHorizontal

Split a viewport horizontally.

Toolbar: Viewport Layout

Menu: View > Viewport Layout > Split Horizontal

SplitViewportVertical

Split a viewport vertically.

Toolbar: Viewport Layout

Menu: View > Viewport Layout > Split Vertical

Splits the active viewport with a vertical line into two viewports.

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Spotlight

Insert a spotlight.

Toolbar: Render and Standard

Menu: Render > Create Spotlight

1 At the Base of cone (Vertical) prompt, pick a target point for the spotlight. 2 At the Radius (Diameter)prompt, set the radius of the spotlight. Or, enter D to set the spotlight width by diameter. 3 At the End of cone prompt, pick a location for the spotlight. The spotlight object appears as a cone shape. Its light appears only in full renderings of the targeted

objects. The spot light icon does not render or shade.

Spotlight icon

Spotlight properties

Use the Properties command to set the color and intensity of light the spotlight will cast, assign a render color to the spotlight object with the. Darker colors, like gray, light the scene less.

Note Turn on the spotlight's control points and move or drag the control points to edit the spotlight's

direction, length, beam angle, hotspot angle, and position.

Spotlights with narrower cones produce more detail than spotlights with wider cones.

The shape of the cone affects the lighting. The cone that you see on the screen is a visual representation of a cone that keeps on extending forever.

The cone for the spotlight represents the direction of the light, not the range of the light.

The brightness of the light from the spotlight doesn't decrease the farther that you get away from the tip of the cone - it stays the same.

The length and width of the spotlight together do control the shape of the infinite cone in space that is illuminated by the spotlight.

Objects near the center axis line of the cone are illuminated the most brightly. That bright full illumination continues for half of the width of the cone, and then slowly drops off to nothing at the very outside of the cone.

Spotlight hardness controls the fully illuminated region. You can either shrink it or to expand it so that there is no drop-off at all. The easiest way to see what this does it to create a plane and a single spotlight shining on it, and then play with the spotlight hardness parameter to see what it does.

SrfControlPtGrid

Create a surface by picking a grid of control points.

Toolbar: Surface 2

1 At the Degree in U prompt, enter a u-direction degree for the surface. 2 At the Degree in V prompt, enter a v-direction degree for the surface. 3 At the Number of control points in U prompt enter a control point count for the u-direction

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4 At the Number of control points in V prompt enter a control point count for the v-direction 5 At the Choose a point prompts, enter points until all the control points have been entered.

SrfPt

Draw a surface by corner points.

Toolbar: Main and Surface

Menu: Surface > Corner Points

1 At the First corner of surface prompt, choose the first corner. 2 At the Second corner of surface prompt, choose the second corner. 3 At the Third corner of surface prompt, choose the third corner. 4 At the Fourth corner of surface prompt, choose the fourth corner. Or, press Enter to create a triangular surface.

Surface from three points

Surface from four points

Note Use different construction planes or elevator mode to draw a non-planar surface.

SrfPtGrid

Create a surface by picking a grid of points.

Toolbar: Surface 2

Menu: Surface > From Point Grid

1 At the Number of points in a row prompt, enter an integer number above 2 and press Enter. 2 At the Number of points in a column prompt, enter an integer number above 2 and press Enter. 3 At the Point prompts, enter points until all the points have been entered.

Options Closed

The surface can be closed in one or both directions. The created surface will be closed in the direction whose point count is being requested.

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Degree

The degree of the surface in the direction whose point count is being requested.

KeepPoints

When on, this option will create point objects at the coordinates that are entered in the command. When off, the surface is created but not point objects.

Note The points in the grid must be entered one at a time and in order. This command is most useful when

you have an ordered grid of points in a text file and use it in conjunction with the ReadCommandFile command.

Example command file to create an approximate cylinder

To see this example perform, select the following text, copy it, and run the CommandPaste command.

! SrfPtGrid KeepPoints 3 Closed 6 0,-5,0 4.33,-2.5,0 4.33,2.5,0 0,5,0 -4.33,2.5,0 -4.33,-2.5,0 0,-5,5 4.33,-2.5,5 4.33,2.5,5 0,5,5 -4.33,2.5,5 -4.33,-2.5,5 0,-5,10 4.33,-2.5,10 4.33,2.5,10 0,5,10 -4.33,2.5,10 -4.33,-2.5,10

StatusBar

Toggle the display of the status bar.

SubCrv

Trim a curve by two points.

1 At the Select curve to shorten prompt, select a curve. The marker is constrained to the curve. 2 At the Start of curve prompt, pick a point for the new start point. 3 At the End of curve prompt, pick a point for the new end point.

SwapUV

Swap a the u- and v-directions of a surface.

At the Select surface to swap u and v directions prompt, select a surface that is not a polysurface.

SwapView

Swap views of two viewports.

At the Click in viewport to swap prompt, click in the other viewport to swap.

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Sweep1

Create a one-rail sweep.

Toolbar: Surface

Menu: Surface > Sweep 1 Rail

1 At the Select rail curve prompt, select the single rail curve for sweeping. 2 At the Select cross-section curves prompts, select curves in the order that the surface will pass

through them and press Enter. 3 In the Sweep 1 Rail Options dialog box, adjust options.

One-rail sweep

Options FlipDirection (closed curves only)

Reverses the arrow on the selected seam point, reversing the direction of the curve.

You can also flip the direction by clicking the arrowhead.

Automatic (closed curves only)

Attempts to align the seam points and directions without intervention.

Natural (closed curves only)

Returns the seam points to the way they were at the beginning of the command.

Point

Creates a surface that begins or ends at a point, use this option only at the start or end of the curve series.

Style

Freeform twisting

The shape curve rotates to maintain its angle to the rail throughout the sweep.

Roadlike top

The shape curve maintains its angle with the Top construction plane throughout the sweep.

Roadlike front

The shape curve maintains its angle with the Front construction plane throughout the sweep.

Roadlike right

The shape curve maintains its angle with the Right construction plane throughout the sweep.

Follow edge

If the rail is a surface edge, the shape will twist with the surface edge. If the shapes are tangent to the surface, the new surface should also be tangent.

Closed sweep

Creates a closed surface, continuing the surface past the last curve around to the first curve. Only available after you enter three cross-section curves.

Shaded preview

Click Preview to shade all viewports.

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Simplify

Do not simplify

Does nothing to the shape curves before creating the sweep.

Rebuild with control points

Rebuilds the shape curves before creating the sweep.

Refit within units

Refits the shape curves before creating the sweep. The default distance is the global tolerance value set in the Document Properties dialog box Units.

Preview

Click to preview the surface.

Note To create a single surface, the cross section curves need to be compatible. If you use the Smooth

option, the cross section curves are refit with compatible cubic splines. If you don't use Smooth, the cross section curves are made compatible by degree elevation and knot addition. (The original curves are not modified.) You can specify fitting tolerances for both the rails and the cross section curves.

With closed rail curves, the first cross section curve selected gets added to the end of the list if you choose to create a closed surface.

Sweep2

Create a 2-rail sweep.

Toolbar: Surface

Menu: Surface > Sweep 2 Rails

1 At the Select 2 rail curves prompts, select two curves as the rails for the sweep. 2 At the Select cross-section curves prompts, select curves in the order that the surface will pass

through them and press Enter. 3 In the Sweep 2 Rail Options dialog box, adjust options. The swept surface is created.

Two-rail sweep

Options FlipDirection (closed curves only)

Reverses the arrow on the selected seam point, reversing the direction of the curve.

You can also flip the direction by clicking the arrowhead.

Automatic (closed curves only)

Attempts to align the seam points and directions without intervention.

Natural (closed curves only)

Returns the seam points to the way they were at the beginning of the command.

Point

Creates a surface that begins or ends at a point. Use this option only at the start or end of the curve series.

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Maintain height

Shape curves are normally scaled in both the height and width dimensions by default. To decouple the height scaling from the width scaling, use the Maintain height option.

Two-rail sweep without Maintain height option

Two-rail sweep with Maintain height option

Closed sweep

Creates a closed surface continuing the surface past the last curve around to the first curve. Only available after you enter three cross-section curves.

Shaded preview

Click Preview to shade all viewports.

Simplify

Do not simplify

Does nothing to the shape curves before creating the sweep.

Rebuild with control points

Rebuilds the shape curves before creating the sweep.

Refit within units

Refits the shape curves before creating the sweep. The default distance is the global tolerance value set in Document Properties dialog box Units.

Rail continuity Position

Matches the adjacent surface edge position.

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Tangency

Matches the adjacent surface edge tangency.

Curvature

Matches the adjacent edge curvature.

Preserve first shape

When you are matching edge tangency or curvature, your surface may pull away from your profile curves. This option forces the surface shape to match the first profile curve.

Preserve last shape

When you are matching edge tangency or curvature, your surface may pull away from your profile curves. This option forces the surface shape to match the last profile curve.

Preview

Click to preview the surface.

Note If you create an open surface from closed rails and exactly two cross-section curves, one of two

possible surfaces appears. If you get the wrong surface, repeat the command and select the cross-section curves in the opposite order.

To create a single surface, the cross-section curves need to be compatible. If you use the Rebuild option, the cross-section curves are refit with compatible curves. If you don't use Rebuild, the cross-section curves are made compatible by degree elevation and knot addition. (The original curves are not modified.)

With closed rail curves, the first cross-section curve selected gets added to the end of the list if you choose to create a closed sweep.

If the input to Sweep2 is two rails and a single shape curve, the sweep starts on the rails where the shape curve touches them, and continues to the ends of the rails, so that the edge of the far end of the sweep is the analogue of the initial shape curve, and it touches the rail curves at their ends.

If the input to Sweep2 is two rails and two or more shape curves, the sweep starts and ends where the "end" shape curves touch the rails.

If you want the same shape curve to be used in the whole sweep, but want to control where the sweep ends, use the Orient commands to create a scaled copy of the shape curve and place its ends at the places on the rail curves where you want the sweep to stop.

SynchronizeViews

Set the scale and center of all viewports to match the active viewport.

Menu View > Zoom > Synchronize Views

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The SynchronizeViews command works best if when the "active" viewport is a plan orthographic viewport that displays what you want to look at.

If you only have one viewport or a viewport is maximized, the SynchronizeViews command does nothing.

Note The SynchronizeViews command has no effect on perspective views.

Taper

Taper objects.

Toolbar: Transform

Menu: Transform > Taper

1 Select the objects. 2 At the Start of taper axis prompt, pick the first point of the axis line you want to taper the objects

around. 3 At the End of taper axis prompt, pick the second point of the axis line you want to taper the objects

around. 4 At the Start distance ( Flat=No Copy ) prompt, enter half the beginning new width for the objects

to fit into, or pick a point relative to the taper axis start point. Type C if you want to make a copy of your original objects instead of tapering them. 5 At the End distance ( Flat=No Copy ) prompt, enter half the ending new width for the objects to fit

into, or pick a point relative to the taper axis end point. Type C if you want to make a copy of your original objects instead of tapering them.

Options Flat

Creates a uni-directional 1-D taper.

Normal taper

Taper with Flat option

Copy

Creates a copy of the tapered object.

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Note The length of the axis that you pick is important. The taper only applies to the points of objects that

are inside of that axis. If you make an axis that is smaller than an object, you will only taper that part of the object.

Taper moves the control points of objects. You have to construct your object with a lot of control points so that it will taper properly.

You can't taper a polysurface - only control points, curves, surfaces, and meshes.

All 3-D edges will be rebuilt to the current absolute tolerance.

TCone

Draw a truncated cone.

Toolbar: Solid

Menu: Solid > Truncated Cone

1 At the Base of truncated cone ( Vertical ) prompt, choose a center point for the base. 2 At the Radius prompt, choose a radius for the base of the cone. 3 At the second Radius prompt, choose a radius for the top surface of the cone. 4 At the End of cone prompt, choose a point for the center of the top surface of the cone.

Solid truncated cone

Solid truncated cone with Vertical option

Options Vertical

Type V and press Enter to draw the cone vertical to the current construction plane.

Diameter

Type D and press Enter to draw the cone's base or top surface by diameter.

Note The first point can be anywhere in 3-D space. The second point is constrained to a plane that goes

through the first point and is parallel to the construction plane.

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Text

Create two-dimensional annotation text.

Toolbar: Main and Dimensions

Menu: Dimension > Text Block

1 At the Text location prompt, enter the start position for the text. 2 In the Edit Text dialog box, set the options. 3 Type the text.

two-dimensional text

Options Annotation text is primarily used for printing, so the settings affect the printed size of your annotation text.

Font

Sets the font for the annotation text. Text supports Unicode (double-byte font) for Windows NT, 2000, and XP.

Scaled size

The size you want the text to print. This is with the understanding you will print with Print to scale value equal to the inverse of the Annotation Scale Factor.

Annotation scale factor

This is set by the Scale Factor setting in the Document Properties dialog box on the Dimension tab.

Model size

The Scaled size times the Annotation scale factor.

Example

If your units are inches, and you intend to print at 1/4 true size, set Annotation Scale factor to 4, and in the Print dialog box set the Rhino unit to 1 and set the scale to 0.25 inches. The text will be four times larger in Rhino (Model size) than it will be on paper (Scaled size).

When you place annotation text, you can choose the text size based on how big you want it to print or how big it should be relative to the other objects in your model. The two sizes update each other.

Note The text will only be visible in a parallel plan view of the construction plane on which it is placed. It

will not show in a perspective view.

TextObject

Create text-shaped objects from curves, surfaces, or solids based on TrueType fonts.

Toolbar: Main

Menu: Solid > Text

Creates two or three-dimensional text from True Type fonts, in the form of curves, surfaces, or solids.

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Create text using planar surfaces

1 In the Add Text dialog box, in the Font box, select a font. 2 In the Font Style box, select a style. 3 In the Text height box, specify the height of the text characters. 4 Under Create, select Surfaces. 5 In the Text box, type text characters to make into surfaces. The text appears in the Sample window. Text surfaces are created on the construction plane of the active viewport near the origin. The text surfaces are selected for moving into position or resizing.

Text as planar surfaces

Create text using 3-D solids

1 In the Add Text dialog box, in the Font box, select a font. 2 In the Font Style box, select a style. 3 In the Text height box, specify the height of the text characters. 4 Under Create, select Solid. 5 In the Thickness box enter an extrusion depth for the text solids. 6 In the Text box, type text characters to make into solids. The text appears in the Sample window. Text solids are created on the construction plane of the active viewport near the origin. The text solids are selected for moving into position or resizing.

Text as 3D solids

Solid text rendered with Shade

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TiltLeft

Tilt the view left.

Shortcut: Ctrl+Shift+Page Up

Note This command is most useful in command scripts.

TiltRight

Tilt the view right.

Shortcut: Ctrl+Shift+Page Down

Note This command is most useful in command scripts.

Title

Toggle the display of the title bar.

ToggleOsnap

Toggle the Osnap dialog box.

Toolbar: Standard

Menu: Tools > Object Snap > Persistent Osnap Dialog

Status bar: Osnap

The Osnap dialog box shows or hides.

Toolbar

Edit toolbar layout.

Toolbar: Tools

Menu: Tools > Toolbar Layout

The Toolbars dialog box shows the contents of the workspace. The workspace holds the toolbars, the buttons in them, the screen position of each toolbar, and whether it is hidden or showing.

Use the Toolbars dialog box to rename toolbars, adjust the show and hide status of toolbars, adjust the size of buttons, create new toolbars, add new buttons to toolbars, import toolbars from a different workspace file, and to delete toolbars from the workspace.

Top

Set to world top view.

Toolbar: Set View

Menu: View > Set View > Top

Menu: Right-click viewport title > Set View > Top

Note This command sets the viewport projection to parallel.

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If you do not want this command to change the projection to parallel, you must edit your Rhino.ini file and change the setting

DefinedViewsSetProjection=y

to

DefinedViewsSetProjection=n

Torus

Draw a torus.

Toolbar: Solid

Menu: Solid > Torus

1 At the Center of torus prompt, choose a center point. 2 At the Radius prompt, choose a radius for the centerline of the torus tube. 3 At the Second radius prompt, choose a radius for the cross section of the tube.

Solid torus

Option:

Vertical

The torus is drawn vertical to the construction plane

AroundCurve

The torus is centered and perpendicular to a point on a curve,

Diameter

The torus sizes are entered by diameter.

Note The first point can be anywhere in 3-D space. The next points are constrained to a plane that goes

through the first point and is parallel to the construction plane.

Trim

Trim objects with cutting objects.

Toolbar: Main and Geometry Fix

Menu: Edit > Trim

1 At the Select cutting objects. Press Enter to clear selection and start over ( Options ) prompt, select objects you want to trim other objects with.

2 When you are finished selecting objects, press Enter. 3 At the Select object to trim ( Options ) prompt, click the parts of objects to trim away. 4 When you are finished trimming, press Enter.

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Trim input

Trim result

Options Extend Lines

When line objects are used as cutting objects, imaginary extensions of the line are used. This makes it unnecessary to manually extend lines that do not intersect the objects to trim.

Use Apparent Intersections

When this option is selected the objects are trimmed in relation to the view. They do not need to intersect in 3-D space. They only need to appear to intersect in the active viewport.

Note You can trim curves and surfaces with curves, surfaces and polysurfaces. Polysurfaces can only be

trimmed with surfaces and polysurfaces.

If you are having a hard time selecting the parts you want to trim off, use Split and then delete the unwanted parts.

Use Untrim or DetachTrim to remove a trimming boundary from a surface.

When you trim a surface with a curve in a plan parallel view like the default Top, Front, and Right view, the cutting curve is projected on the surface in the view direction.

When you trim a surface with a planar curve in an angled parallel or a perspective view like the default Perspective view, the cutting curve is projected on the surface in a direction perpendicular to the curve plane.

When you trim a surface with a 3-D curve in an angled parallel or a perspective view, the cutting curve is pulled on the surface by closest points.

To trim a surface with more than one curve, use trim several times, or use Split.

Tube

Draw a tube.

Toolbar: Solid

Menu: Solid > Tube

1 At the Choose base point ( Vertical ) prompt, choose a center point for the tube's base. 2 At the first Radius prompt, choose a radius for the tube wall size. 3 At the second Radius prompt, choose a radius for the second tube wall size.

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4 At the End of tube prompt, choose a point for the center of the other end of the tube. The tube is a polysurface of four joined surfaces.

Solid tube

Solid tube with Vertical option

Options Vertical

Type V and press Enter to draw the tube vertical to the current construction plane.

Diameter

Type D and press Enter to draw the tube's inner or outer walls by diameter.

Note The first point can be anywhere in 3-D space. The next points are constrained to a plane that goes

through the first point and is parallel to the construction plane.

Turntable

Continuously rotate your view.

Note The view rotates about the target point. Use the PlaceTarget command to set the center of rotation.

Press Esc to stop the turntable.

You can pan and zoom while Turntable is running.

You can use the Turntable command inside surface analysis commands, Shade, and Render Preview.

Click and drag with the right mouse button to stop the turntable. Let go of the mouse button and it keeps going.

Twist

Twist objects.

Toolbar: Transform

Menu: Transform > Twist

1 Select the objects.

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2 At the Start of twist axis prompt, choose a point on the twist axis. The part of the object closest to this point will be fully twisted, and the part farthest from it will keep

its original orientation. 3 At the End of twist axis prompt, choose a second point on the axis. 4 At the Angle or first reference point ( Copy ) prompt, type in an angle, or choose a point to rotate

from. Or, to twist copies of the objects, type c and press Enter. If you entered a point to rotate from, the following prompt appears. 5 At the Second reference point ( Copy ) prompt, choose the second point to define the rotation

angle.

Twist

Options Copy

Creates a copy of the object.

Note The length of the axis that you pick is important. Twist only applies to the points of objects that are

inside of that axis. If you make an axis that is smaller than an object, you will only twist that part of the object.

Twist moves the control points of objects. You have to construct your object with a lot of control points so that it will twist properly.

You can't twist a polysurface - only control points, curves, surfaces, and meshes.

All 3-D edges will be rebuilt to the current absolute tolerance.

Undo

Undo the last command.

Toolbar: Standard and Geometry Fix

Menu: Edit > Undo

Shortcut: Ctrl+Z

Note You can undo most recent or several create, edit, or transform commands. You cannot undo File

operations or changes made to the layers, viewports, or construction planes. Use Undo view change to undo changes made to the view.

The number of commands you can undo depends on the minimum number of undo levels and the memory size reserved for undo. By default Rhino reserves 512kB for undo, but also makes sure at least 10 undo steps are always stored. You can change the undo options on the Options dialog box, General tab.

The opposite to undo is Redo.

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UndoMultiple

Provides a list of commands you can undo.

Menu: Edit > Undo Multiple

The UndoMultiple command accepts steps=number command line option. This makes this command scriptable. An example script: ! UndoMultiple steps=10 undoes last 10 steps ! RedoMultiple steps=10 redoes last 10 undone steps

UndoSelected

Undoes the last action on a selected object.

Note The UndoSelected command undoes the whole operation for the selected object. For example, if the

selected object and other things were moved in the same operation, if you use UndoSelected to undo the Move, all the other objects that were moved in the same operation will also be "unmoved."

Ungroup

Remove the group status from a selected group.

Ungrouping objects destroys the group allowing individual objects to be selected. You can then apply commands to the individual objects.

Menu: Edit > Ungroup

Shortcut: Ctrl+U

Use the Group command to group objects together.

Use the AddToGroup command to add objects to a group.

Use the RemoveFromGroup command to remove objects from a group.

Use the SetGroupName command to name groups.

UnifyMeshNormals

Unify polygon mesh normals.

Toolbar: Mesh and STL Tools

Menu: Tools > Polygon Mesh >Unify Normals

Select a single unjoined mesh. The normals of all the faces of the mesh now point to one side of the mesh. The UnifyMeshNormals command changes the direction of the surface normals of a mesh object so they all face the same direction. This command is useful for tidying up your mesh objects for export into 3D Studio.

To test if the mesh needs to be unified

Menu: File > Properties

1 On the Render tab, clear the Render Backfaces checkbox. 2 Render your mesh. If some of the faces that should render disappear, their normals are flipped. Use UnifyMeshNormals

to make them all match.

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Note If UnifyMeshNormals doesn't seem to affect your mesh, explode it. Once the normals are correct,

re-join the meshes.

A polygon can have two types of normals: vertex normals and a face normal.

All polygons have a face normal direction, but many polygon meshes do not have vertex normals. For example, 3DFace object, all mesh primitives and all polygon meshes imported in formats other than 3DM and 3DS do not have vertex normals at all.

In general, the order of the vertices in a polygon determines the face normal direction. The order of the vertices should be either clockwise or counterclockwise. The normal direction is determined from the vertices using right hand rule.

UnifyMeshNormals is primarily for making sure the order of the vertices in all polygons in welded polygon meshes is the same.

A potential workflow is:

1 Import STL file with holes in it. 2 Use 3DFace to fill the holes in the mesh. 3 Join the 3DFaces to the mesh with JoinMesh. 4 Weld the mesh setting the welding angle to 180 to make sure all vertices get welded. 5 Use UnifyMeshNormals. 6 Turn on one sided rendering and shade the model to see if the mesh face normals point in or out. If

you see inside the mesh, normals point the wrong way. 7 Use Flip to change the mesh normal direction if necessary. 8 Export in desired format.

Units

Opens the Document Properties dialog box with the Units tab displayed.

UnLock

Unlock locked objects.

Toolbar: Visibility

Menu: Edit > Visibility > Unlock

UnLockSelected

Unlock selected locked objects.

Toolbar: Visibility

Menu: Edit > Visibility > Unlock Selected

The locked objects display. 1 At the Select objects to unlock prompt, select the objects you want to unlock. 2 Press Enter when you are finished selecting objects.

UnpackTextures

Packs the mesh textures of meshes in the selection set.

When polysurfaces are meshed, the packed texture coordinates are created. A packed texture is a partition of the unit square into disjoint sub-rectangles so that one bitmap can be use to apply independent textures to each face of the polysurface.

The PackTextures command will pack the mesh textures of every mesh and render mesh in the selection set. If more than one object is selected, the packing "spreads" the texture over all the objects. The

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UnpackTextures command returns every mesh and render mesh in the selection set to the unpacked state.

These commands are generally for paint program plug-in programmers.

Polysurface made of four surfaces.

Packed textures.

Unpacked textures.

UnrollSrf

Unroll (flatten to a plane) a surface.

Toolbar: Surface Tools

Menu: Surface > Unroll Developable Srf

At the Select surface to unroll or Select curves to unroll prompt, select a surface or curves. If the surface is developable, a new surface on the current layer is created that is flattened on the

construction plane at the origin point.

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A developed cylinder

A developed cone

Note You can use Gaussian curvature analysis to determine which areas of a surface have double

curvature and are not developable.

This command may take some time.

This is not like folding out a box, In Rhino, a developable surface has to be single span linear. Surfaces such as spheres, tori, and surfaces curved in two directions cannot be developed.

Curves on a surface can also be developed. This is useful if you are trying to develop a trimmed polysurface. In some situations where the surface cannot be developed, you can remove the trim curves, develop the surface and curves and then trim the developed surface.

If the flattened rail is a different length from the 3-D rail it came from by more than the current tolerance setting, an information message is printed at the command line.

If the area of the developed surface is different from the 3-D surface by a significant amount (2 x tolerance x sqrt(area)), an information message is printed at the command line. A difference in the area means that the surface wasn't really developable, and some stretching or compressing had to be done to get it flat.

UnrollSrf will reject any surface that is not 1 span of degree 1 in at least one direction. If you make a surface with Loft using the Straight sections option, or some other way except with Loft using the Developable option, it may be geometrically developable, but not meet that requirement.

The UnrollSrf algorithm has been programmed so that the rails will be quite accurate in length compared to the originals. The process is to make a sort of micro-fan of alternating triangles in the quadrilateral between consecutive rulings and then plotting those triangles on a flat plane. Think of it as if the surface was made of fan-folded paper with very skinny triangles that get expanded out to a plane.

If the surface grows or shrinks in area, it means that the fan-fold analogy doesn't work very well and the surface can't be flattened this way. Usually this is because there is compound curvature and the folds can't be straight lines

Untrim

Untrim a surface, removing any attached geometry.

Toolbar: Main, Surface Tools, and Geometry Fix

Menu: Surface > Edit Tools > Untrim

At the Select boundary to detach prompt, pick on an edge boundary of a trimmed surface.

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Any geometry attached to the edges of the boundary is deleted.

Trimmed surface.

Untrim removes the trimming curve.

Untrim joined polysurfaces.

Untrim removes the hole and the attached geometry.

Note Compare with Detach the trimming boundary from a surface.

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ViewCPlaneBack

Set to construction plane back view.

Toolbar: CPlane View

Menu View > Set Camera > CPlane Back

ViewCPlaneBottom

Set to construction plane bottom view.

Toolbar: CPlane View

Menu View > Set Camera > CPlane Bottom

ViewCPlaneFront

Set to construction plane front view.

Toolbar: CPlane View

Menu View > Set Camera > CPlane Front

ViewCPlaneLeft

Set to construction plane left view.

Toolbar: CPlane View

Menu View > Set Camera > CPlane Left

ViewCPlaneRight

Set to construction plane right view.

Toolbar: CPlane View

Menu View > Set Camera > CPlane Right

ViewCPlaneTop

Set to construction plane top view.

Toolbar: CPlane View

Menu View > Set Camera > CPlane Top

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ViewportProperties

Edit viewport properties.

Toolbar: Viewport Layout

Menu: View > Viewport Properties

Menu: Right-click viewport title > Properties

Options Viewport title

Type a title for the viewport that shows in the top left corner of a viewport.

Projection

Select between parallel and perspective projection.

Lens length on 35mm camera

When the projection is set to perspective, you can change the lens length of the camera. The default lens length in Rhino is 100mm.

A "normal" lens length for a 35mm camera is 43-50mm.

Camera and target location

Camera

The camera location in world coordinates. Type in or click Pick to select a new location for the camera.

Target

The camera target location in world coordinates. Type in or click Pick to select a new location for the target

Pick both

Asks you to pick a location for both the camera and target.

Viewport info

Shows the active viewport size in pixels and the name of the possible background bitmap.

ViewportTitle

Toggle viewport titles.

Note You can set other display options on the Options dialog box, Appearance tab.

Right-click the viewport title to open the viewport title menu.

Volume

Calculate the volume of surfaces or polysurfaces.

Toolbar: Mass Properties

Menu: Analyze > Mass Properties > Volume

At the Select solids for volume calculation prompt, select closed surfaces or closed polysurfaces and press Enter.

The volume displays on the command line in the format Volume = 623.3921 (+/- 0.0001).

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VolumeCentroid

Calculate the volume centroid of surfaces or polysurfaces.

Toolbar: Mass Properties

Menu: Analyze > Mass Properties > Volume Centroid

At the Select solids for volume centroid calculation prompt, select closed surfaces or closed polysurfaces.

The volume centroid displays on the command line in the format Volume Centroid = -2.9553974,-4e-016,3.4649522 (+/- 6.7e-007,1.2e-007,6.7e-007).

VolumeMoments

Calculate the volume moments of surfaces or polysurfaces.

Toolbar: Mass Properties

Menu: Analyze > Mass Properties > Volume Moments

1 At the Select solids for volume moment calculation prompt, select closed surfaces or closed polysurfaces.

First moments, second moments, product moments, volume moments of inertia about world coordinate axes, volume radii of gyration about world coordinate axes, volume moments of inertia about centroid coordinate axes, and volume radii of gyration about centroid coordinate axes are printed at the command prompt.

2 Use CommandHistory or press F2 to view the data.

VRBSrf

Create a variable radius blend between two surfaces.

1 At the Select first surface for variable radius blend prompt, select a surface or part of a polysurface.

2 At the Select second surface for variable radius blend prompt, select a surface or part of a polysurface.

3 At the Start radius prompt, enter or drag a radius for the start of the blend. 4 At the End radius <x> prompt, enter or drag a radius, or press Enter to use the same radius as the

start. 5 At the Point on edge prompts, choose a point on the edge, or press Enter to complete specifying

intermediate blend radii. 6 If an edge point was picked, at the Blend radius at this point <x> prompt, enter a radius for this

point.

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Variable radius blend after trimming original surfaces

Note Variable Radius Blend works best if the surfaces share the edge to fillet and the edge ends meet the

edge to fillet at right angles, like adjacent surfaces in a cube.

In other cases, one possibility is to create a curve that follows the edge to fillet and extends beyond the edge at both ends, use Circle with AroundCurve option to place desired radius circles along the curve, use Sweep1 to build a surface from the curve and the circles, Split or Trim the surfaces with the swept surface and build a blend surface between the trimmed edges.

Wallpaper

Display wallpaper.

Wallpaper is a bitmap that displays behind the grid in a viewport. It does not change when you zoom, pan, or rotate your view.

Note The wallpaper does not appear when you render the viewport.

Weight

Edit control point weight.

Toolbar: Point Editing

Menu: Edit > Point Editing > Edit Weight

1 Select control points for weight adjustment. 2 In the Set Control Point Weight dialog box, use the slider to adjust the weight of the selected

control points.

Note You can type an exact weight in the Weight box. The boxes on either end of the slider bar set the

range of weights for the slider.

The initial focus in the dialog box is in the Weight box to make it easy to type a new weight or paste it from the Clipboard.

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Weld

Weld polygon meshes.

Toolbar: Mesh and STL Tools

Menu: Tools > Polygon Mesh >Weld

1 Select the group of polygon mesh objects. 2 At the Angle tolerance prompt, enter an maximum angle between mesh polygon normals where

welding of points should occur. If two naked mesh edge points of a selected mesh are coincident and their neighboring faces are

within the angle tolerance of each other, they are replaced by a single mesh point. If the two points were from different "sub-meshes" of a joined mesh, the meshes become one mesh that cannot be exploded.

To perform a similar operation with control points, see the SetPt command.

Welding polygon meshes affect rendering, texture mapping on mesh objects, and file export for stereolithography.

Smoother Rendering In wireframe these two meshes look the same.

When shaded, the red mesh looks smooth and the blue mesh looks chunky.

Every triangle point in the red mesh is welded to its neighbors. This causes the shader to make that point look smooth. No points in the blue mesh are welded. This causes the points in the blue mesh to look sharp.

Suppose you want the blue mesh to look smoother. For example say you want the five triangle "roof" and "floor" to look smooth but you want the square walls to stay chunky.

First you have to figure out the angle tolerance. Conceptually this is the angle where you want shaded creases to look sharp. In our case, the angle between a wall and its neighboring wall is about 60 degrees and the angle between a wall and the roof is around 55 degrees. The angle between neighboring roof triangles is around 35 degrees. If we want a smooth roof, then we'd like the 55 and 60 degree edges to look sharp and the 35 degree edges to look smooth. To get this to happen, we can use weld with an angle of 40.

A Do a Render where the roof and walls show nicely and leave the image visible. B Select the blue mesh and do a Weld with angle=40. C Do a Render and compare with the result from A.

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Texture Mapping Texture mapping coordinates control how a texture gets wrapped around the object. They are two-dimensional coordinates attached to a polygon vertex that tell which point on the texture bitmap gets mapped to this vertex. The points between the vertices are interpolated from the vertex values.

The bottom left corner of the bitmap is the origin, the bottom right is (1,0), top left is (0,1) and top right (1,1). The texture mapping coordinates are always between these values. In Rhino the mapping coordinates cannot be edited directly.

There can only be one pair of texture mapping coordinates attached to a single vertex. That's why welding vertices and thus removing the overlapping duplicates throws away all but one pair of texture mapping coordinates.

The mesh on the right has been welded and the one on the left not.

This artifact is caused by Rhino throwing away half the mapping coordinates along the start/end seam. The result is some of the texture is missing and the missing part is filled with a mirror image of the rest of the texture.

When you Mesh objects using the simple mesh controls, they always get welded. The only way to make unwelded meshes is to use detailed controls.

Welding meshes with texture mapping coordinates is irreversible. The mapping coordinates cannot be recovered from the remaining mesh information.

To remove welding (and to also lose the texture mapping coordinates) the geometry must be exported in 3DFace DXF (preserves quads) or RAW (all triangles) formats and then imported back.

Difference from Rendering Programs If you are using uv texture mapping coordinates generated by Rhino in your target application (for example, 3D Studio MAX).

Welding in Rhino physically fuses overlapping vertices into one. Thus, the resulting vertex can only have one texture mapping coordinate attached to it. Possible other mapping coordinates are tossed away and this will show as texture wrap-arounds in the rendered image.

Welding in MAX is different. It does not physically fuse the vertices, but simply makes the vertex look smooth in the rendered image. The vertices themselves stay separate and thus the texture mapping coordinates are preserved.

So if you plan to use uv-texture mapping in MAX and want to use the uv-texture mapping coordinates generated by Rhino, you will most likely want to export the mesh unwelded and do the welding in MAX. A mesh that has been welded in Rhino cannot be unwelded later.

STL Mesh Export Diagnostics For some rapid prototyping machines, STL files must contain completely closed (watertight) polygon mesh objects.

You might want to do this to make sure the meshes really do fit together before exporting them for use in an expensive STL job.

Use JoinMesh, then Weld (angle=180), UnifyMeshNormals to turn a group of meshes into a single watertight mesh object. Then use SelNakedMeshEdgePt to find the open (naked) edges.

See Importing and exporting STL files.

Note Weld will not merge vertices of two different meshes, they must be joined before welding is effective.

Weld does not report the results on the command line.

There is no way to "un-weld" meshes.

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What

Display object information.

At the Select object prompt, select a curve, surface, or polysurface. Information about the nature of the object and its layer appears at the command line. The same information appears on the Info tab of the dialog box from the Properties command.

WireframeViewport

Set the viewport to display in wireframe mode.

Menu: Right-click viewport title > Wireframe

Wireframe display mode

WireShade1

Shade the current viewport with wireframe.

Toolbar: Render and Organic

The surfaces and polysurfaces are shaded in the current viewport. The wireframe of the objects, the grid, axes, object highlighting, and view background are unchanged from the normal wireframe display. Objects can be selected and highlighted without losing the shading.

Press Esc to return to wireframe display mode.

WorldAxes

Toggle the display of world axes.

World axes icon on

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World axes icon off

Note The WorldXAxisIcon=, WorldYAxisIcon=, and WorldZAxisIcon= settings in the Rhino.ini file set the

color for the icon.

Zbuffer

Show Z-buffer.

Displays the z-buffer information of a viewport in a bitmap form.

When objects are rendered in Rhino, the distance of each pixel from your viewpoint is tracked. All of those distance values together are called the "z-buffer" for that viewport.

That's how Rhino can tell if an object is visible or not when rendering - it compares the depth for the pixel it wants to draw, and if the depth is closer than the current value for that pixel in the z-buffer, then the new pixel is closer and should replace it.

There is only z-buffer information attached to a viewport after a shade without OpenGL has been done.

The ZBuffer command displays this information in bitmap form, where white is the closest to your eye, and black is the farthest away.

This information can be used to create random-dot stereograms.

Zebra

Analyze surfaces using zebra stripes.

Toolbar: Surface Analysis

Menu: Analyze > Surface > Zebra

1 Select objects for zebra stripe analysis. 2 In the Zebra Options dialog box, set the stripe direction, size, and color. The base color of the object is based on the shade settings. It can either be the layer color or a

specific color you set in the Options dialog box, on the Shade tab. Set the stripe color to contrast with the base color of the object to see the zebra stripes.

The first stage is to set the detail level for the analysis mesh. You can adjust the density of the mesh if the level of detail is not fine enough.

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Note The Zebra command is one of a series of visual surface analysis commands. These commands use

NURBS surface evaluation and rendering techniques to help you visually analyze surface smoothness, curvature, and other important properties.

If the stripes have kinks or jump sideways as they cross the connection from one surface to the next, the surfaces touch, but have a kink or crease at the point where the zebra stripes jag. This indicates G0 (position only) continuity between the surfaces.

Position only (G0)

If the stripes line up as they cross the connection but turn sharply at the connection, this means the position and tangency between the surfaces matches. This indicates G1 (position + tangency) continuity between the surfaces. Surfaces that are connected with Fillet display this behavior.

Tangent matches; curvature does not match (G1)

If the stripes match and continue smoothly over the connection, this means the position, tangency, and curvature between the surfaces match. This indicates G2 (position + tangency + curvature) continuity between the surfaces. Surfaces connected with BlendSrf, MatchSrf, or NetworkSrf display this behavior. The NetworkSrf options allow any of these connections when you use surface edges as part of the curve network.

Position, curvature, and tangency match (G2)

When you use the Zebra command, if the selected objects that do not have surface analysis meshes, an invisible mesh will be created based on the settings in the Polygon Mesh Options dialog box.

The surface analysis meshes are saved in the Rhino files. These meshes can be large. The RefreshShade command and the Clear render meshes option of the Save and SaveAs commands remove any existing surface analysis meshes.

To properly analyze a freeform NURBS surface, the analysis commands generally require a detailed mesh.

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Windows 2000 OpenGL

If you are using Windows 2000 and your environment map display does not look right, you will need to change a setting in the Options dialog box, Shade tab to use a different driver for zebra mapping.

This is an example of what the zebra map should look like on a sphere:

Correct zebra

The Windows 2000 OpenGL driver bug causes mapping like this:

Incorrect zebra

If your zebra mapping displays this behavior, in the Options dialog box, on the Shade tab, under Zebra and EMap, select More reliable.

When More reliable is selected, Rhino uses it's own mapping functions. The new default setting with new installs is More reliable which causes the Zebra command to be slower on some computers, but will always work. When Faster is selected, Rhino uses the OpenGL driver to calculate environment maps and zebra stripes.

ZoomDynamic

Zooms in and out as you drag with the left mouse button down.

Toolbar: Standard

Menu: View > Zoom > Dynamic

Click and drag in a viewport to zoom.

Shortcuts for Zoom:

Press and hold Ctrl and drag up and down with the right mouse button to zoom in and out.

If you have a wheel mouse, you can rotate the wheel to zoom in and out.

Press Page Up to zoom in and Page Down to zoom out.

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ZoomExtents

Zoom to the extents of visible objects

Toolbar: Standard

Menu: View > Zoom > Extents

Menu: Right-click viewport title > Zoom > Extents

Zooms to the extents of visible objects in the active viewport.

ZoomExtentsAll

Zoom to the extents of visible objects in all viewports.

Toolbar: Standard

Menu: View > Zoom > Extents All

ZoomIn

Zoom in.

Shortcut: PageUp

Zooms in by a factor defined on the Options dialog box View tab.

ZoomNext

Redo the last view change.

Toolbar: Standard and Viewport Layout

Menu: View > Redo View Change

Shortcut: End

ZoomOut

Zoom out.

Shortcut: PageDown

Zooms out by a factor defined on the Options dialog box View tab.

ZoomPrev

Undo the last view change.

Toolbar: Standard and Viewport Layout

Menu: View > Undo View Change

Shortcut: Home

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ZoomSelected

Zoom to the extents of selected objects.

Toolbar: Standard

Menu: View > Zoom > Selected

Menu: Right-click viewport title > Zoom > Selected

Zooms to the extents of selected objects or points in the active viewport.

ZoomSelectedAll

Toolbar: Standard

Menu: View > Zoom > Selected All.

Zoom to the extents of selected objects in all viewports.

ZoomTarget

Sets the target point for a window zoom.

Toolbar: Standard

Menu: Edit > View > Zoom > Target

At the Select new camera target prompt, pick a point for the center of the view. The window forms with the target point as the center of the view. When you rotate a view after ZoomTarget, the scene will rotate about the target point you pick. This

is particularly useful in perspective views.

ZoomWindow

Zoom window.

Toolbar: Standard

Menu: View > Zoom > Window

Menu: Right-click viewport title > Zoom > Window

Shortcut: Z

At the Drag a window to zoom prompts, drag a window to zoom.

Note In a perspective view, ZoomWindow does not always work exactly the way you would expect.

Sometimes Rhino is not able to determine how close you want to zoom to, especially if there are parts of several objects inside the zoom rectangle. If you have problems with ZoomWindow, try using ZoomSelected instead or try to have parts of only a single object inside the rectangle.

ZoomX

Change the zoom factor.

At the Zoom factor prompt, type a zoom factor and press Enter. A value between 0 and 1 zooms out and a value bigger than 1 zooms in.

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Index !, 123; toolbar button function, 123 2Circle command, 5, 170 2-D drawings from model, 279 2Sphere command, 5, 393 34View command, 135 3Arc command, 5, 143 3Box command, 5, 163 3Circle command, 5, 169 3CPlane command, 5, 181 3-D Digitize toolbar, 255, 330 3-D digitizing: about, 127; calibrate, 204, 205;

create planar sections, 206; disconnect, 205; initialize, 203; pause input, 205; set scale, 206; set spacing between points, 207; set up function key for click, 205; sketch curve with, 206; with a MicroScribe, 298; with FaroArm, 239

3-D Digitizing toolbar, 203, 204, 205, 206, 322, 323

3-D digitizing:, 127, 203, 204, 205, 206, 207, 239, 298

3D Studio file exchange, 26, 27, 28, 29, 53; 3DS file format, 27; DOS, 28; MAX 1.2, 29; MAX 2.0, 28; MAX 2.5, 27, 28; MAX 3.0 IGES, 53; MAX 3.0 OBJ, 29; VIZ, 29

3DFace command, 135 3DM file exchange, 229, 251, 307, 361, 362 3Plane command, 5, 324 3Rectangle command, 5, 346 3Sphere command, 5, 393 3View command, 135 4View command, 135 ACIS file export, 30 add object to selection, 24 AddNextU command, 136 AddNextV command, 136 AddPrevU command, 137 AddPrevV command, 138 AddToGroup command, 138 adjust end bulge, 226 Adobe Illustrator file exchange, 31 AG file exchange, 32 AGLib file exchange, 32 Alias IGES file exchange, 53 aliases, 5, 88, 230, 251; built into Rhino, 5;

export, 230; import, 251; options, 88 align: background bitmap, 139; profile curves, 140 Align command, 5, 308 align:, 139 Align3D command, 5, 309 AlignBackgroundBitmap command, 139 AlignOnSrf command, 5, 309 AlignProfiles command, 139 AlignTrace command, 5, 139 All command, 5, 367 AllCPlanesThroughPoint command, 5, 140 AllCPlanesThroughPt command, 140 Along object snap, 83 AlongParallel object snap, 83 AlongPerp object snap, 82 AlongTan object snap, 82 Alt key, 2, 76, 133, 180, 197, 255, 333; shortcuts,

2, 3, 5; suspend autoclose, 198, 255, 333; to copy while dragging, 180; to suspend object snaps, 76

analyze: surface with zebra striping, 426

Analyze toolbar, 140, 162, 168, 187, 192, 195, 210, 212, 245, 265, 330, 340, 368, 385

analyze:, 426 angle: constraint, 14; dimension, 207; from the

last point, 10; measure between two lines, 140; set ortho, 312

Angle command, 140 angle:, 10, 14, 140, 207, 312 AngleLine command, 5, 266 animate view, 412 Annotate toolbar, 152, 215 AnnotateArrow command, 5, 152 AnnotateArrowhead command, 5, 152 AnnotateDot command, 5, 215 annotation, 152, 215, 220, 221, 305, 407; add

notes to the model, 305; arrow, 152; arrowhead on curve, 152; dot, 215; scale factor, 221, 407

Applied Geometry file exchange, 32 apply planar curves to a surface, 141 ApplyCrv command, 141 ApplyCurves command, 5, 141 ApplyMesh command, 141 arc: extend by, 231; extend to a point, 232; from

start; end and direction, 144; end and radius, 144; from three points, 143; tangent to two curves, 144

Arc command, 142 Arc toolbar, 142, 143, 144 arc:, 143, 144, 231, 232 Arc3Pt command, 143 Arc3Pts command, 5, 143 ArcDir command, 144 ArcSER command, 144 ArcTTR command, 144 Area command, 145 AreaCentroid command, 145 AreaMoments command, 146 arguments at the command line, 125 array: along a curve, 149; around a pole, 150;

circular, 150; on a surface, 151; polar, 150, 151; rectangular, 149

Array command, 148 Array toolbar, 148, 149, 150, 151 array:, 148, 149, 150, 151 ArrayCrv command, 149 ArrayCrvOnSrf command, 149 ArrayCurve command, 5, 149 ArrayPolar command, 150 ArraySrf command, 151 ArraySurface command, 5, 151 arrow annotation object, 152 Arrow command, 152 arrow keys scroll icon image, 123 Arrowhead command, 152 arrowhead on curve, 152 ASAP file exchange, 55 Ascii STL tag, 43 Ashlar Vellum IGES file exchange, 54 AssignBlankTexture command, 152 Attach command, 5, 281 AttachEnd command, 5, 281 Audit command, 152 AutoCAD, 33, 34, 35, 251; command aliases, 251;

DWG file exchange, 33; DXF file exchange, 33; export options, 34; Release 12 export, 34

Autodesk IGES Translator R14, 62

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AUTOFORM IGES file exchange, 54 autosave: file location, 90; settings, 152; time

control, 90 Autosave command, 152 autosave:, 90, 152 AutoShip file exchange, 55 axis, 12, 184, 245, 425; display grid, 245; lock,

13; set construction plane x, 184; set construction plane z, 184; toggle world icon, 425

Back command, 153 back view, 153 background bitmap: align, 139; hide, 249; move,

297; place, 321; remove, 351; scale, 365; show, 384; use, 322

Background Bitmap toolbar, 139, 249, 297, 321, 351, 365, 384

background bitmap:, 139, 249, 297, 321, 322, 351, 365, 384

bad objects, 368; select, 368 Baseball command, 153 BaseballEllipsoid command, 154 baseball-style seams, 153, 154; ellipsoid, 154;

sphere, 153 BD command, 5, 160 Bend command, 154 Between object snap, 84 Bezier curve, 179; convert NURBS curve to, 179 BI command, 5, 160 bi-rail sweep, 402 Bisector command, 155 bitmap, 139, 249, 297, 320, 321, 322, 351, 365,

384; align backgound, 139; backdrop for rendering, 320; background, 322; hide background, 249; move background, 297; place background, 321; remove background, 351; scale background, 365; show hidden background, 384; use for tracing, 322

blend: curve, 156, 157; surface, 157, 158, 159; variable radius between surfaces, 421

Blend command, 156 blend:, 156, 157, 421 BlendSrf command, 157 Blue Moon Rendering Tools support, 39 BMP file format, 322, 367 BMRT Lights toolbar, 39 BMRT Materials toolbar, 39 BMRT support, 39 Boolean, 114, 115, 116, 118, 160, 161, 243;

difference, 160; intersection, 160, 161; troubleshooting, 113, 243; union, 161

BooleanDifference command, 160 BooleanIntersection command, 160 BooleanUnion command, 161 Bottom command, 162 bottom view, 162 BoundingBox command, 162 box: from length; width; height, 162; from three

points, 163; polygon mesh, 292 Box command, 162 Box toolbar, 162, 163 box:, 162, 163, 292 Box3Pt command, 163 Box3Pts command, 5, 163 Breault Research's ASAP file exchange, 55 BringViewportToTop command, 163 B-spline, 133 BU command, 5, 161 buffer, 172; clear undo, 172 built-in aliases, 5

bumpmap for rendering, 130, 338 buoyancy, 250; center of, 250 button, 122, 123, 124, 125; capture button image,

124; clear button image, 124; command, 123; copy toolbar button, 122; delete toolbar button, 122; edit button icons, 123; edit button image, 124; edit toolbar, 123; import button image, 124; move toolbar button, 122; save button image to file, 125; toolbar, 123, 124

C command, 2, 5, 369 C2View command, 5, 185 CAD 3D SUM 4.0 file exchange, 71 CADCEUS (IGES) file exchange, 55 calibrate a 3-D digitizer, 204 camera, 322, 323; place, 322 CamSoft file exchange, 56 cancel command, 123, 133; with Esc key, 133;

with toolbar button, 123 Cap command, 164 cap open planar ends, 164 capture image for toolbar button, 124 capture viewport, 366, 367; as 256-color bitmap,

367; as bitmap, 366; to the Clipboard, 366 CArc command, 5, 231 CArcPt command, 5, 232 CATIA file exchange, 56 center: buoyancy, 250; floatation, 250 Center object snap, 79 center:, 250 centroid, 145; area, 145 chamfer: two curves, 164; two surfaces, 165 Chamfer command, 164 chamfer:, 164, 165 ChamferSrf command, 165 change, 85, 90, 101, 102, 123, 166, 167, 168,

312, 392; layer, 101; object properties, 338; ortho angle, 312; snap size, 392; surface degree, 166; the layer of an object, 167; to current layer, 168; toolbar button tooltip, 123; toolbar layout, 409; undo levels, 90

ChangeDegree command, 165 ChangeDegreeSrf command, 166 ChangeLayer command, 167 ChangeToCurrentLayer command, 168 Check command, 168 check objects for errors, 168 CheckInLicense command, 168 CheckOutLicense command, 168 choose one object, 24 circle: by diameter, 170; from center; radius, 168;

from three points, 170; tangent to three curves, 171; tangent to two curves, 170

Circle command, 168 Circle toolbar, 168, 169, 170, 171 circle:, 168, 169, 170, 171 Circle3Pt command, 169 Circle3Pts command, 5, 169 CircleD command, 170 CircleTTR command, 170 CircleTTT command, 171 clear, 124, 133, 171, 172, 363; render meshes,

171, 172; render meshes when saving file, 363; selection, 133; toolbar button image, 124; undo buffer, 172

ClearAllMeshes command, 171, 229, 362 ClearMesh command, 5, 349 ClearUndo command, 172 CLine command, 5, 232 Clipboard, 180, 198, 199, 316; copy to, 180; cut,

198; paste from, 316

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close, 119, 164, 172; holes in surfaces, 164; render window, 172; toolbar, 119; viewport, 172

CloseDisplayWindow command, 172 ClosePoint command, 5, 172 Closest point to an object, 172 ClosestPt command, 172 CloseViewport command, 172 cloud of points, 327; create curve from, 327 Cob command, 5, 217 COff command, 5, 195 color, 21, 75, 85, 89, 104, 131; dialog box, 75;

display, 88, 89; false, 131; layer, 75, 104; list, 75; render, 75, 338; wheel, 75

comma-delimited file export, 35 command: alias, 88; assign to mouse buttons,

123; display in clipboard or history, 173; display recently used, 90; Esc to cancel, 133; list all, 173; macro, 125; paste from clipboard, 173; read from file, 342; script, 125, 126; undo, 413

command aliases. AutoCAD, 251 command area, 131 command history, 2, 4; shortcut, 2 command line, 88, 125, 126, 172, 173;

arguments, 126; history, 172; options, 88, 89; toggle display of, 173

command names, 5; old, 5 command:, 88, 90, 123, 125, 133, 173, 342, 413 CommandHistory command, 172 CommandPaste command, 173 CommandPrompt command, 173 commands: list of all, 173 Commands command, 173 commands:, 173 COn command, 5, 195 cone: cone, 173, 174; polygon mesh, 292;

truncated, 406 Cone command, 173 cone:, 173, 292, 406 ConfigScript command, 126 conic: curve, 174, 175; perpendicular to curve,

176 Conic command, 174 conic:, 174, 176 ConicPerp command, 176 constraint, 14, 15; along line, 13; angle, 14;

distance, 15 construction plane, 11, 84, 140, 180, 181, 182,

183, 184, 245, 246, 298, 323, 338, 343, 359, 362, 419; coordinates, 10, 11; copy settings of one to the all, 180; display axes, 245; import from 3DM file, 343; make all have same orientation, 181; move all through a point, 140; move along Z, 181; move through a point, 183; named construction plane, 298; next, 182; options, 18, 245; plan view, 323; previous, 183; project object snap to, 84; project objects to, 338; rotate, 359; save, 362; set distance between grid lines, 246; set extents of, 246; set front, 181; set normal to curve, 182; set origin, 182; set origin of all construction planes, 182; set right, 183; set the number of thin gridlines, 246; set to 3 points, 181; set to next, 182; set to object, 183; set to previous, 183; set to vertical, 184; set to view, 184; set to x-axis, 184; set to z-axis, 184; set top, 183; turn grid on or off, 245; view back of, 419; view bottom of, 419; view front of, 419; view left of, 419; view right of, 419; View top of, 419

context menu, 74, 75

continuity, 176, 177, 245; curve, 245; curve and surface, 176; G0; G1; G2, 177

continuous shading, 218 Contour command, 177 contour curves, 177, 178 control point definition, 131 control points, 114, 115, 136, 137, 138, 155, 166,

197, 202, 235, 249, 297, 303, 304, 335, 336, 339, 345, 373, 374, 375, 379, 380, 386, 398, 406, 422; add next in u-direction to selection, 136; add next in v-direction to selection, 136; add previous in u-direction to selection, 137; add previous in v-direction to selection, 138; add to surface, 166, 344; bend, 154, 155; coincident, 114, 115; delete from a curve, 202; draw curve using, 197; for spotlight editing, 398; hide, 249, 250; move in u-; v-; and n-directions, 297; move to coordinate location, 379; place point objects on, 235; select next in u-direction, 303; select next in v-direction, 303; select previous in u-direction, 335; select previous in v-direction, 335; select row in v-direction, 375; select row on surface, 373; set weight, 422; show hidden, 386; taper, 405, 406; turn off, 339; turn on, 339; weld, 379

control polygon, 178, 179, 234; extract, 234; highlight, 179; set display density, 178; toggle display, 178

control vertex, 131 ControlPolygon command, 178 ControlPolygonDensity command, 178 ControlPolygonHighlight command, 179 ConvertToBeziers command, 179 ConvertToCurves command, 5, 236 ConvertToPolyline command, 179 ConvertToPolylines command, 5, 179 Coons patch, 219 coordinate entry, 10, 11, 12; construction plane

coordinates, 11; entering coordinates, 10; polar coordinates, 12; relative coordinates, 11; relative polar coordinates, 12; world coordinates, 11

coordinates, 11, 228; display for a point, 228; toggle construction plane entry, 11; toggle world coordinate entry, 11

copy: command shortcut, 2; objects, 180; objects to Clipboard, 180; render window to Clipboard, 181; rendering to Clipboard, 181; settings of one construction plane to all, 180; toolbar button, 122; view to all viewports, 181

Copy command, 180 copy:, 2, 122, 180, 181 CopyClip command, 180 CopyCPlaneSettingsToAll command, 180 CopyCPlaneToAll command, 181 CopyDisplayWindowToClipboard command, 181 CopyViewToAll command, 181 Cosmos/M file exchange, 57 CPDash command, 5, 178 CPHighlight command, 5, 179 CPlane View toolbar, 419 CPlane3Pt command, 181 CPlane3Pts command, 5, 181 CPlaneElevation command, 181 CPlaneFront command, 181 CPlaneNext command, 182 CPlaneO, 5 CPlaneObject command, 183 CPlaneOrigin command, 182 CPlaneOriginAll command, 182

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CPlanePerpToCrv command, 182 CPlanePrev command, 183 CPlaneRight command, 183 CPlaneThroughPoint command, 183 CPlaneThroughPt command, 183 CPlaneToObject command, 183 CPlaneTop command, 183 CPlaneToView command, 184 CPlaneV command, 184 CPlaneView command, 184 CPlaneX command, 184 CPlaneZ command, 184 CPTog command, 178 CreateControlPolygon command, 234 CreatePCurves command, 185 CreateUniformSurface command, 398 CreateUVCrv command, 185 CRectangle command, 346 cross sections through profiles, 189 crosshairs, 15; toggle, 15 crossing: select with mouse, 90; selection, 24, 25,

369 crossing selection, 3 crossing:, 24, 90, 369 Crv2View command, 185 CrvBox command, 162 CrvDeviation command, 187 CrvEnd command, 187 CrvSeam command, 187 CrvStart command, 188 CrvThroughSrfControlPt command, 189 CSec command, 189 CSV export, 35 Ctrl + Shift + Tab, 336 Ctrl + Tab, 304 Ctrl+A, 3 Ctrl+C, 180 Ctrl+N, 2, 4, 302 Ctrl+O, 2, 4, 307 Ctrl+P, 2, 4, 336 Ctrl+PageDown, 2 Ctrl+S, 361 Ctrl+Shift+Alt +right mouse drag, 2 Ctrl+Shift+PageUp, 2 Ctrl+Tab, 2, 4 Ctrl+V, 2, 4, 316 Ctrl+X, 2, 4, 198 Ctrl+Y, 2, 4, 348 Ctrl+Z, 3, 4, 413 CullControlPolygon command, 190 CullCP command, 190 cursor, 14, 15, 24, 131, 216, 311, 323; constrain

along line, 13; constrain parallel to view plane, 216; constrain to ortho, 311; constrain to plane, 323; crosshairs, 15; marker; tracking line, 131; menu for selecting from multiple objects, 24

curvature: analyze curve, 191, 195; analyze surface, 197; display graph, 195; Gaussian, 194; graph off, 195; graph on, 195; mean, 194; measure between two curves, 245

Curvature command, 191 curvature:, 191, 192, 194, 195, 197, 245 CurvatureAnalysis command, 192 CurvatureGraphOff command, 195 CurvatureGraphOn command, 195 CurvatureSrf command, 197 curve, 230, 239; add knots, 254; adjust end

bulge, 226; adjust seam point, 187; align in two views, 139; apply to surface, 141; arc, 142; arc from start; end; direction, 144; arc from three

points, 143; arc tangent to two curves, 144; bisector line, 155, 156; blend, 156, 157; bounding box, 162; chamfer, 164, 165; circle by diameter, 170; circle from center; radius, 168, 169; circle from three points, 169; circle tangent to two curves, 170; conic, 174, 175; contour, 177, 178; convert to Beziers, 179; convert to polyline, 179; cross sections through profiles, 189; curvature graph, 195, 196, 197; curvature graph off, 195; delete control points, 202; divide by number of segments, 213; duplicate border of surface, 217; duplicate edge of surface, 218; ellipse, 221, 222; extend, 230; extend by arc, 231; extend by arc to a point, 232; extend by line, 232; extend to surface boundary, 233; extract isoparms from surface, 235; extract wireframe from surface, 236; extrude along path, 238; extrude straight, 236; extrude to point, 238; fair, 239; fillet, 239; flatten section of, 255; from 2 views, 186; from control points, 197; from interpolated points, 255; from point cloud, 327; helix, 248, 249; insert edit point, 253; interpolate on surface, 256; interpolate through polyline, 257; intersect two objects, 258; line, 267, 268; line normal to a surface, 304, 305; line perpendicular to two curves, 268; line segments, 268; line tangent to two curves, 270; line vertical to construction plane, 271; make periodic, 281; match ends, 281; measure radius, 340; offset, 305, 306; parabola, 314; periodic, 133; place point at end, 187; place point at start, 188; point, 326; points, 330; polyline, 333; polyline through point objects, 334; project onto surface, 337; pull to surface, 339; raise degree, 165; rebuild, 343; refit, 241; remove knots, 351; revolve, 355, 356; section, 367; select all, 369; silhouette, 387; simplify, 387; single line, 265; sketch, 388; sketch on polygon mesh, 389; sketch on surface, 389; smooth, 390, 391; spiral, 394, 395; surface from network, 298; tangent line, 269

Curve command, 197 curve degree, 195 Curve From Object toolbar, 141, 177, 185, 217,

218, 235, 236, 258, 279, 337, 339, 367, 387 Curve toolbar, 174, 197, 248, 255, 256, 257, 388,

389, 394 Curve Tools toolbar, 156, 164, 165, 185, 187,

189, 226, 230, 239, 241, 281, 305, 343, 387 curve:, 133, 139, 141, 142, 143, 144, 155, 156,

162, 164, 165, 168, 169, 170, 174, 177, 179, 185, 187, 188, 189, 195, 197, 202, 213, 217, 218, 221, 226, 231, 232, 233, 235, 236, 238, 239, 241, 248, 253, 254, 255, 256, 257, 258, 265, 267, 268, 269, 270, 271, 281, 298, 304, 305, 314, 326, 327, 330, 333, 334, 337, 339, 340, 343, 351, 355, 367, 369, 387, 388, 389, 390, 394

CurveBlend command, 156 CurveBox command, 162 CurveEnd command, 187 CurveOverlap command, 187 CurveSeam command, 187 CurveSketch command, 388 CurveSketchSrf command, 389 CurveStart command, 188 cut objects to Clipboard, 198 CutPlane command, 200

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cutting objects, 395, 410, 411; in Split command, 395; in Trim command, 410

cylinder: NURBS, 201; polygon mesh, 293 Cylinder command, 201 cylinder:, 201, 293 data structure for object, 272 date, 22 degree, 165, 166, 167, 196, 197; change degree

of surface, 166; curve, 195, 196, 197; raise curve degree, 165

Delcam file exchange, 58 delete: all objects, 202; control points, 202; layer,

104; objects, 202; shortcuts, 2; toolbar, 121; toolbar button, 122

Delete command, 202 delete:, 2, 104, 121, 122, 202 DeleteAll command, 202 Deselect All, 133, 372 Deselect command, 372 DeselectAll command, 372 DetachTrim command, 203 develop a surface, 416 developable surface definition, 277 diagnostics, 127, 168, 384 Diagnostics toolbar, 168, 272, 368, 384 diameter dimension, 208 difference, 160; Boolean, 160 Dig command, 203 DigCalibrate command, 204 DigClick command, 205 DigDisconnect command, 205 digitize, 127; 3-D digitizing, 127; calibrate, 204;

disconnect, 205; intialize, 203; pause input, 205; planar section, 206; set scale, 206; set spacing between points, 207; set up function key for click, 205; sketch curve, 206; with FaroArm, 239; with MicroScribe, 298

DigPause command, 205 DigScale command, 206 DigSection command, 206 DigSketch command, 206 DigSpacing command, 207 DimAligned command, 207 DimAngle command, 207 DimDiameter command, 208 dimension, 17, 18, 207, 208, 209, 210, 219, 370;

aligned, 207; angle between lines, 207; diameter, 208; edit text, 219; horizontal, 208; options, 17; radius, 209; recenter text, 209; rotated, 209; select all, 370; vertical, 210

Dimensions toolbar, 207, 208, 209, 210 DimHorizontal command, 208 DimOptions command, 208 DimRadius command, 209 DimRecenterText command, 209 DimRotated command, 209 DimVertical command, 210 Dir command, 210 DirArc command, 144 direction, 210, 211, 243; display curve or surface,

210; reverse object direction, 243 DirectionalLight command, 211 DirectX file export, 45 dirty looking rendering, 99 disable, 212; persistent object snaps, 212 DisableOsnap command, 212 disconnect digitizer, 205 displacement, 250, 251; hydrostatic calculation,

250

display: bitmap window, 212; broken edges, 384; change, 338; control polygon, 178; edit points, 220; grid, 245; grid axes, 245; isoparm density, 85, 91; naked edges, 385; object discription, 425; options, 88; wallpaper, 422

Display command, 212 display:, 338 DisplayBitmap command, 212 distance: constraint, 15; from last point, 10, 12,

15 Distance command, 212 distance display, 22, 23 distance:, 10, 12, 15 divide: curve by length, 213; curve by number of

segments, 213 Divide command, 213 divide:, 213 DivideByLength command, 213 dock a toolbar, 120 document properties: notes, 19; render mesh

settings, 19; summary, 22; tolerances, 23; units, 22, 23

Document Properties dialog box, 17; Notes tab, 19; Render Mesh tab, 19

document properties:, 19 DocumentProperties command, 214 domain: match, 251 Domain command, 214 domain:, 251 dot: annotation, 215 Dot command, 215 dot:, 215 draft angle, 131 DraftAngleAnalysis command, 215 drafting, 279; create 2-D curves, 279 Dragmode, 216; toggle, 216 Drape command, 216 drape points on Z-buffer, 217 drape surface, 217 DrapePt command, 217 draw, 135; 3-D polygon mesh face, 135; lines,

265; polylines, 265; surfaces, 105, 106, 107, 108

Dup command, 217 DupBorder command, 217 DupEdge command, 218 duplicate, 217, 218, 370; border of surface, 217;

edge of surface, 218; object, 217; select all objects, 370

DWG file exchange, 33 DWG/DXF file exchange, 34 DXF file exchange, 33 DynamicShading command, 218 DynamicShadingPerspective command, 218 e_tol, 131 Ebroken command, 384 edge: create curve from, 218; display broken,

384; join two out of tolerance edges, 260; merge, 288; naked, 132; points at naked edges, 330; rebuild, 344; show, 385; split, 396

Edge Tools toolbar, 260, 288, 330, 344, 385, 396 edge:, 132, 218, 260, 288, 330, 344, 384, 385,

396 EdgeSrf command, 218 edit: 2-dimensional text, 220; annotation text,

220; button image, 124; command button, 123; dimension text, 219; Rhino.ini, 119; toolbar button bitmap icons, 123; viewport properties, 420

Edit Bitmap dialog box, 123

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edit points, 131, 220, 253; insert on curve, 253; show, 220

Edit Toolbar Button dialog box, 123 edit:, 119, 123, 124, 219, 220, 420 EditDim command, 219 EditPtOn command, 220 EditText command, 220 EJoin command, 260 elevator mode, 12, 13; turn off, 13; turn on, 12 ELine command, 266 ellipse: from ends and direction, 221; from focus

points, 222 Ellipse command, 221 Ellipse toolbar, 221, 222 ellipse:, 221 EllipseD command, 222 EllipseEnds command, 222 ellipsoid: baseball, 154 Ellipsoid command, 223 ellipsoid:, 223 elliptical conic curve, 174 Elmo command, 343 ElmoSrf command, 344 EMap command, 224 EMerge command, 288 Enaked command, 385 EnakedPt command, 330 End key, 429 End object snap, 78 EndBulge command, 226 EndBulgeSrf command, 226 endpoint object snap, 3 Enter: command for scripts, 227; space and right-

mouse click, 133 enter coordinates, 10, 11, 12 Enter:, 133, 227 environment map, 224 erase objects, 202, 228 error messages, 128; unable to run program

renrib, 40 errors in model, 127 Esc key, 133 Escape key, 133 EShow command, 385 ESplit command, 396 EvaluatePoint command, 228 EvaluatePt command, 228 EvaluateUV command, 330 EvaluateUVPt command, 228 Excel, 36, 229; export to, 35, 229 Exit command, 228 exit Rhino, 228 expand a surface, 416 explode: NURBS objects, 229; polygon mesh, 229 Explode command, 229 explode:, 229 ExplodeMesh command, 229 export, 35, 45, 63, 72, 73, 74; 3D Studio (3DS),

26; 3D Studio MAX 3.0 (IGES), 53; 3D Studio MAX 3.0 (OBJ), 29; 3DS MAX (via Rhino 3DM), 26; ACIS, 30, 31; Adobe Illustrator (AI), 31; Alias (IGES), 53; Alias (OBJ), 53; Applied Geometry (AG), 32; Ashlar Vellum (IGES), 54; AutoCAD (DWG), 33; AutoCAD (DXF), 33; AUTOFORM (IGES), 54; AutoShip (IGES), 55; Breault Research's ASAP (IGES), 55; CAD 3D SUM 4.0 (IGES), 71; CADCEUS (IGES), 55; CamSoft (IGES), 56; Catia (IGES), 56; Comma-delimited file, 35; command aliases, 230; Cosmos/M (IGES), 57; CSV file, 35; Delcam

(IGES), 58; DirectX, 45; FastShip (IGES), 58; FastSURF (IGES), 58; GHS, 36; IGES, 46, 47, 48; Integrity Ware (IGES), 59; IronCAD (IGES), 59; Lightwave (LWO), 37; LUSAS (IGES), 60; Mastercam (IGES), 60; Maya (IGES), 61; ME30 (IGES), 61; Mechanical Desktop (IGES), 62; mesh to IGES file, 52; Metastream, 45; Microstation (IGES), 62; Moldex DXF, 46; Moray (UDO), 37; Multisurf (IGES), 63; NASA GridTool, 63; NuGraf (IGES), 64; object properties to file, 35; OptiCAD (IGES), 64; PostScript, 46; POV-Ray (POV), 40; Pro/E (IGES), 65; raw triangles (RAW), 41; SAT file format, 30; SDRC's I-DEAS (IGES), 67; SLA, 42; Softimage (IGES; Plug-in), 68; Solid Designer (IGES), 69; Solid Edge (IGES), 69; SolidWorks (IGES), 70; STL, 42, 43; SURFCAM (IGES), 71; Tebis IGES, 72; TekSoft IGES, 73; triangles, 41; Unigraphics (IGES), 73; Viewpoint Technologies, 45; VRML, 44, 45; Wavefront (OBJ), 51; Windows Metafiles (WMF), 45; Yamaha ESPRi, 74

Export command, 229 export:, 26, 29, 30, 31, 32, 33, 36, 37, 40, 41,

42, 44, 45, 46, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 67, 68, 69, 70, 71, 73, 230

ExportCommandAliases command, 230 ExportWithOrigin command, 230 extend, 230, 231; arc to a point, 232; by arc, 231;

by line, 232; curve, 230, 231; curve on surface, 233; curve to surface boundary, 233; options, 92, 93; surface, 233, 234

Extend command, 230 Extend toolbar, 230, 231, 232, 233 extend:, 92, 231, 232, 233 ExtendByArc command, 231 ExtendByArcToPt command, 232 ExtendByLine command, 232 ExtendCrvOnSrf command, 233 ExtendSrf command, 233 extract, 234, 235, 236; control polygon, 234;

isoparms from surface, 235; surface from polysurface, 236; wireframe curves from surface, 236

ExtractControlPolygon command, 234 ExtractIsoparm command, 235 ExtractPt command, 235 ExtractSrf command, 236 ExtractWireframe command, 236 extrude: curve, 236, 237; curve along path, 238;

curve by offset, 356; curve to point, 238; surface, 236; surface into a solid, 238

Extrude command, 236 Extrude toolbar, 236, 356 extrude:, 236, 238, 356 ExtrudeAlongCrv command, 238 ExtrudeCrvToPt command, 238 ExtrudeSrf command, 238 ExtrudeToPt command, 238 F1, 2, 4 F2, 2, 4 F8, 2, 4 F9, 3, 4 Fair command, 239 fair curve, 239 false color display, 131 FAQ, 1 Faro command, 239 FastShip file exchange, 58 FastSURF file exchange, 58

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file: export selected objects, 229; import, 251; new, 302; open, 307; reduce size of model, 171; run application from inside Rhino, 360; save, 361; save as, 362

File toolbar, 228, 229, 251, 302, 305, 307, 336, 337, 361, 362

file:, 171, 229, 251, 302, 307, 360, 361, 362 FileProperties command, 214 fillet, 239; curve, 239; edge of polysurface, 240;

two surfaces, 240 Fillet command, 239 fillet:, 240 FilletEdge command, 240 FilletSrf command, 240 filter the layer display, 104 fit a plane through points, 325 FitCrv command, 241 FitPlane command, 325 FixCurveEnd command, 5, 281 FlatShade command, 241 FlatShade1 command, 242 FlatShadeAll command, 242 flatten, 255, 416; section of curve, 255; surface,

416, 417 FlattenSrf command, 243 Flip command, 243 floatation, 251; center of, 250, 251 floating license, 130 Flow along a curve, 244 Flow command, 244 Flowline command, 235 FltE command, 240 Flyout a toolbar, 121 foat icon to top of cascading toolbar, 122 font, 220; text, 220, 221 fonts, 407; text, 407; Unicode, 407 freeze: a layer, 262; objects, 273; unlock locked

objects, 415 Freeze command, 273 freeze:, 262, 273, 415 FreezeOsnap command, 212 frequently asked questions, 1 From object snap, 81 Front command, 244 front view, 244 G0 continuity, 176 G1 continuity, 176 G2 continuity, 176 Gaussian curvature, 192, 194; definition, 194 GCon command, 245 Geometry Fix toolbar, 168, 203, 229, 236, 249,

259, 260, 261, 330, 339, 348, 368, 384, 385, 386, 390, 395, 396, 410, 413, 417

ghost: a layer, 262; objects, 273; unlock locked objects, 415

Ghost command, 273 ghost:, 262, 273, 415 GHS file export, 36 glossary terms, 130, 131, 132, 133, 134, 135,

277; bumpmap, 130; command area, 131; control point, 131; cursor, 131; developable surface, 277, 278, 279; edit points, 131; Enter key, 133; Esc key, 133; false color, 131; initial mesh grid, 131; isoparm, 132; marker, 131; naked edge, 132; normal, 132; NURBS, 133; panes, 133; periodic curve, 133; periodic surface, 133; polysurface, 133; seamless mesh, 134; status bar panes, 133; template, 134; texture mapping coordinates, 134; tracking line, 131; wireframe, 135

grid: axes - turn on or off, 245; set distance between lines, 246; set snap size, 380; set the extents of, 246; set the number of lines, 246; snap to, 380; spacing, 18; turn on or off, 245

Grid command, 245 grid:, 245, 246, 380 GridAxes command, 245 GridOptions command, 245 GridSections command, 246 GridSize command, 246 Gridsnap command, 2, 380 GridThick command, 246 group, 377; name, 377 Group command, 246 Group objects for selection, 246 handlebars, 246; edit using, 246 HBar command, 246 HBarSrf command, 246 Heightfield command, 247 Helix command, 248 help: display Help file, 1; shortcut, 2; technical

support, 1 Help command, 1 help:, 1, 2 hidden layer name, 103 hidden objects, 250, 386; show selected, 386;

swap hidden status, 250 hide: background bitmap, 249; control points,

249; flyout toolbar, 122; objects, 249, 250; Osnap dialog box, 249; show hidden control points, 386; toolbar, 119

Hide command, 249 hide:, 119, 122, 249, 250, 386 HideAll command, 307 HideBackgroundBitmap command, 249 HideCV command, 339 HideOsnap command, 249 HidePoints command, 249 HidePt command, 249 HidePts command, 249 HideSwap command, 250 HideToolbar command, 119 HideToolbox command, 119 HideTrace command, 249 highlight in rendering, 338 history, 172; command line, 172 hold, 12; axis lock, 12 Home key, 429 Horizon command, 387 HSV color, 75 hue, 75 Hydrostatics command, 250 Hyperbolic curve, 174 icon, 120, 123, 124, 425, 426; edit toolbar button,

123; keep last used on top, 120; toolbar, 123; world axes, 425

IGES: file exchange, 46; polygon mesh export, 52; tolerance, 46, 47; troubleshooting import problems, 48; units, 46, 47

IGES export: detailed controls, 46; IGES export type details, 50; object names, 378, 379; simple controls, 46; types, 49

IGES Export Type Details dialog box, 49 IGES Export Types dialog box, 49 IGES export:, 46, 49, 50, 378, 379 IGES file types, 53, 54, 55, 56, 57, 58, 59, 60, 61,

62, 63, 64, 65, 67, 68, 69, 70, 71, 72, 73, 74; 3D Studio MAX 3.0, 53; Alias|Wavefront, 53; Ashlar Vellum, 54; AUTOFORM, 54; AutoShip, 55; Breault Research's ASAP, 55; CADCEUS, 55;

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CamSoft, 56; CATIA, 56; Cosmos/M, 57; Delcam, 58; FastShip, 58; FastSURF, 59; Integrity Ware, 59; IronCAD, 59; LUSAS, 60; Mastercam, 60; Maya, 61; ME30, 61; Mechanical Desktop, 62; Microstation, 62, 63; Multisurf, 63; NASA GridTool, 63; Okino NuGraf/Polytrans, 64; OptiCAD, 64; Pro/E, 65, 66, 67; SDRC's I-DEAS, 67; Softimage, 68, 69; Solid Designer, 69, 70; Solid Edge, 69; SolidWorks, 70, 71; SUM 4.0, 71; SURFCAM, 71; Tebis, 72; TekSoft, 73; Unigraphics, 73; Yamaha ESPRi, 74

IGES to Rhino layer translation, 46 IGES:, 46, 48, 52 import, 63, 72, 73, 74; 3D Studio 3DS, 26; 3D

Studio MAX 3.0 IGES, 53; 3D Studio MAX 3.0 OBJ, 29; Adobe Illustrator AI, 31; Alias IGES, 53; aliases, 251; Applied Geometry AG, 32; Ashlar Vellum IGES, 54; AutoCAD DWG, 33; AutoCAD DXF, 33; AUTOFORM IGES, 54; AutoShip IGES, 55; Breault Research ASAP IGES, 55; CAD 3D SUM 4.0 IGES, 71; CADCEUS IGES, 55; CamSoft IGES, 56; CATIA IGES, 56; construction planes from 3DM file, 343; Cosmos/M IGES, 57; Delcam IGES, 58; FastShip IGES, 58; FastSURF IGES, 58; IGES, 46; Integrity Ware IGES, 59; IronCAD IGES, 59; Lightwave LWO, 37; LUSAS IGES, 60; Mastercam IGES, 60; Maya IGES, 61; ME30 IGES, 61; Mechanical Desktop IGES, 62; Microstation IGES, 62; Multisurf IGES, 63; named views from a 3DM file, 343; NASA GridTool IGES, 63; NuGraf IGES, 64; OptiCAD IGES, 64; Pro/E IGES, 65; Raw triangles RAW, 41; SDRC I-DEAS IGES, 67; Softimage IGES, 68; Solid Designer IGES, 69; Solid Edge IGES, 69; SolidWorks IGES, 70; stereolithography STL, 42; SURFCAM IGES, 71; Tebis IGES, 72; TekSoft IGES, 73; toolbar from another layout, 121; triangles, 41, 42; Unigraphics IGES, 73; Yamaha ESPRi IGES, 74

Import command, 251 import:, 26, 29, 31, 32, 33, 37, 41, 42, 46, 53,

54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 67, 68, 69, 70, 71, 73, 121, 251, 343

ImportCommandAliases command, 251 Improve command, 251 IncrementalSave command, 252 information, 425; display for object, 425 ini file, 119 initial mesh grid, 131 insert: edit point, 253; kink in curve, 253; knot,

254 Insert command, 252 insert:, 253, 254 InsertEditPoint command, 253 InsertKink command, 253 InsertKinks command, 253 InsertKnot command, 254 InsertKnots command, 254 InsertKnotSrf command, 254 InsertLineIntoCrv command, 255 Int object snap, 80 Integrity Ware file exchange, 59 InterpCrv command, 255 InterpCrvOnSrf command, 256 InterpCrvSrf command, 256 interpolate, 255, 256, 257; curve, 255, 256; curve

on surface, 256 InterpolatePolyline command, 257

InterpPolyline command, 257 intersect: Boolean, 160; surface or polysurface,

160; two objects, 258 Intersect command, 258 intersect:, 160, 258 IntersectCrv command, 258 intersection, 160; Boolean, 160 Invert command, 258 InvertPt command, 259 IronCAD file exchange, 59 isoparametric curve, 132 isoparm, 78, 85, 91, 132, 135, 255, 396;

definition, 132; display density, 90, 338; insert in surface, 254; snap to, 76, 77, 78; split surface at, 396; wireframe view, 135

jagged shadows, 99 JCAD STL export, 42 join: edges out of tolerance, 260; objects, 259;

surfaces, 261 Join command, 259 join:, 259, 260, 261 JoinEdge command, 260 JoinFaces command, 261 JoinMesh command, 261 JoinSrf command, 261 JPG, 363, 366, 367 JPG file format, 322 JScript, 126 kink, 253, 254; insert in curve, 253 knot, 81, 132, 254, 351; definition, 132; insert on

curve or surface, 254; object snap, 81; remove from curve or surface, 351

LabelCurveEndpoints command, 261 Lasso command, 262 lasso selection, 262 last point, 10, 14, 15, 312; angle from, 10, 14,

312; distance from, 10, 15 lathe, 355 layer: change color, 104; change for an object,

167; change to current, 168; delete, 104; dialog box, 101; filter display, 104; management, 101; match, 283; match attributes, 104; new, 103; one layer on, 307; purge empty, 104; rename, 103; select from list, 103; select objects by, 371; set current, 377; set material, 102; set material properties, 377; translate IGES/Rhino, 46; turn all layers on, 140; turn off, 263; turn off by selecting an object, 307; turn on, 263

Layer command, 101 Layer pane, 2, 103, 133 Layer toolbar, 101, 103, 104, 140, 167, 262, 263,

283, 307, 377 layer:, 46, 101, 102, 103, 104, 140, 167, 168,

263, 283, 307, 371, 377 LayerLock command, 262 LayerOff command, 263 LayerOn command, 263 leader: arrow, 152; arrowhead on curve, 152 Leader command, 264 leader:, 152, 264 Left command, 264 left view, 264 length: measure curve, 265 Length command, 265 length:, 265 license: check in from workgroup license manager,

168; check out from workgroup license manager, 168

license manager, 130 license:, 168

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Light tab, 86 lights, 39, 40, 211, 329, 371, 398; BMRT, 39;

directional, 211, 212; point, 329; select all, 371; spotlight, 398

Lightwave LWO file exchange, 37 line: at angle from line, 266; bisector, 155, 156;

extend by, 232; from four points, 266; insert straight segment into curve, 255; normal to a surface, 304; perpendicular to curve, 267; perpendicular to two curves, 268; polyline, 333; polyline through point objects, 334; segments, 268, 269; single line, 265; tangent to a curve, 270; tangent to two curves, 270; vertical to construction plane, 271

Line command, 265 line:, 155, 232, 255, 265, 266, 267, 268, 269,

270, 271, 304, 333, 334 Line4Pt command, 266 Line4pts command, 266 LineAngle command, 266 LinearizeTrims command, 267 LinePerp command, 267 LinePP command, 268 Lines command, 268 Lines toolbar, 155, 179, 265, 266, 267, 268, 269,

270, 271, 304, 333, 334 LineTan command, 269 LineTP command, 270 LineTT command, 270 LineV command, 271 List command, 272 list data structure of an object, 272 LoadPlugin command, 272 LoadScript command, 126, 273 lock: a layer, 262; axis, 12; objects, 273;

persistent object snaps, 212; unlock locked objects, 415; unlocked objects, 273

Lock command, 273 lock:, 12, 212, 262, 273, 415 locked layer name, 103 locked objects, 84, 273; snap to, 84; swap status

with unlocked objects, 273 LockOsnap command, 212 LockSwap command, 273 Loft command, 273 loft surface, 273 Logoff command, 228 Logout command, 228 LooseLoft command, 273 LUSAS file exchange, 60 LWO file exchange, 37 M command, 296 macro, 88, 91, 92, 123, 125, 173, 342; create,

125; paste script from Clipboard, 173; run from an alias, 88; run from external file, 342; run from shortcut key, 92; run from toobar button, 123; run with middle mouse, 90

Main toolbar, 142, 148, 161, 162, 180, 210, 220, 221, 229, 236, 239, 240, 255, 256, 259, 261, 268, 290, 296, 326, 330, 331, 333, 337, 339, 345, 357, 358, 365, 395, 396, 399, 410, 417

Make2D command, 279 Make2d4View command, 279 MakeAllCPlaneSettingsTheSame command, 180 MakeAllCPlanesTheSame command, 181 MakeAllViewsTheSame command, 181 MakeCrvPeriodic command, 281 MakeCurvePeriodic command, 281 MakeSrfNonPeriodic command, 281 MakeSrfPeriodic command, 281

MakeSurfaceNonPeriodic command, 281 MakeSurfacePeriodic command, 281 manage: license, 130 manage layers, 101 manage:, 130 map, 224, 225, 338; bump, 338; environment,

224, 225; texture, 338 mapping coordinates, 134 marker definition, 131 mass properties, 145, 146, 420, 421 Mass Properties toolbar, 145, 420, 421 Mastercam file exchange, 60 Mastercam Mill X_T file export, 38 match: curve ends, 281; layer, 283; layer

attributes, 105; surface, 284, 285, 286, 287 Match command, 281 match:, 104, 281, 283, 284 MatchLayer command, 283 MatchSrf command, 284 material: for rendering, 338; set for export, 378;

set for layer, 102; set properties for layer, 377 Material properties, 86 material:, 338, 377, 378 maximize: current viewport, 288; Rhino, 288; set

viewport, 377 Maximize command, 288 maximize:, 288, 377 maximum curvature, 194 MaxViewport command, 288 Maya file exchange, 61 MDT IGES options, 62 ME30 file exchange, 61 mean curvature, 192, 194; definition, 194 measure: angle, 140, 141; area, 145; area

centroid, 145; area moments, 145; curve curvature, 191; deviation between two curves, 187; deviation of points and curves from a surface, 328; distance, 212, 213; geometric continuity, 245; length, 265; radius, 340; uv-coordinates of a point on a surface, 228; volume, 420; volume centroid, 421; volume moments, 421

Measure command, 213 measure:, 140, 145, 187, 191, 212, 228, 245,

265, 328, 340, 420, 421 MeasurePoint command, 228 Mechanical Desktop file exchange, 62 menu: context, 74, 75; pop up at cursor, 334;

viewport, 23, 24 menu bar, 288; toggle display, 288 Menu command, 288 menu:, 23, 74, 334 merge: surface, 288, 289, 290; two adjacent

edges of a surface, 288 Merge command, 251 merge:, 288 MergeEdge command, 288 MergeSrf command, 288 mesh: 3D face, 135; 3DFace, 135; apply to

surface, 141; box, 292; breaking apart, 33, 41; clear at save time, 363; clear render mesh, 349; clear render mesh for all objects, 171; cone, 292; convert each face to NURBS surface, 296; cylinder, 293; decrease number of faces, 348; density for primitives, 293; detailed options, 290; explode, 229; export to IGES file, 52; from closed polyline, 294; from NURBS object, 290; join, 261; options, 290, 291, 292; plane, 294; reduce density, 348; seamless, 134; select all, 371; select naked edges, 371;

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sphere, 295; unify normals, 414; weld, 423, 424

Mesh command, 290 Mesh toolbar, 135, 141, 229, 234, 243, 261, 290,

292, 293, 294, 295, 348, 414, 423 mesh:, 33, 41, 52, 134, 135, 141, 171, 229, 261,

290, 292, 293, 294, 295, 296, 348, 349, 363, 371, 414, 423

MeshBox command, 292 MeshCone command, 292 MeshCylinder command, 293 MeshDensity command, 293 MeshPlane command, 294 MeshPolyline command, 294 MeshSphere command, 295 MeshToNurb command, 296 Metastream file export, 45 MicroScribe digitizing, 298 Microscribe toolbar, 203, 204, 205, 206, 322, 323 Microsoft Excel, 229; export to, 229 Microstation file exchange, 62 middle mouse button function, 90 Midpoint object snap, 79 minimize: Rhino, 296 Minimize command, 296 minimize:, 296 minimum curvature, 194 Mirror command, 296 mirror objects, 296 modeling aids, 312 mold, 215, 387; parting line, 387; pull direction,

215, 216 Moldex command, 46 Moldex DXF file export, 46 moments, 145, 146, 147, 148, 421 Moray UDO file export, 37 morph target, 141 mouse, 90, 91, 92; wheel function, 90 move: background bitmap, 297; construction

planes through a point, 140; construction point through point, 183; object to align with curve, 311; objects, 296, 297; objects to new construction plane, 349; off construction plane, 12; scale and rotate, 308, 309; scale and rotate on surface, 309; surface control points in u-; v-; and n-directions, 297; toolbar, 120; toolbar button, 122

Move command, 296 move:, 12, 120, 122, 140, 183, 296, 297, 308,

309, 311, 349 MoveBackgroundBitmap command, 297 MoveTrace command, 297 MoveUVN command, 297 Mscribe command, 298 Multisurf file exchange, 63 naked edge, 132, 385; definition, 132; display,

385; show, 385 name, 377; a view, 298; an object, 378; group,

377; multiple objects, 379; save named construction plane, 362; view, 298, 363

name:, 298, 362, 363, 378, 379 Named Colors list, 75 named construction planes, 298, 343, 355, 362;

edit, 298; read from file, 343; restore, 355; save, 362

named view, 343, 355; read from file, 343; restore, 355

NamedCPlane command, 298 NamedCPlanes command, 298 NamedView command, 298

NamedViews command, 298 NASA GridTool file exchange, 63 Near object snap, 79 NetworkSrf command, 298 new: file, 302; layer, 103; toolbar, 121; toolbar

button, 123; viewport, 302 New command, 302 new:, 2, 103, 121, 123, 302 NewViewport command, 302 next, 2, 3, 4, 302, 303, 304; ortho viewport

active, 302; perspective viewport active, 303; viewport, 2, 3, 4; viewport active, 304; viewport to top, 304

NextOrthoViewport command, 302 NextPerspectiveViewport command, 303 NextU command, 303 NextV command, 303 NextViewport command, 304 NextViewportToTop command, 304 node, 131 NoElev option, 12 None command, 372 non-uniform scale, 366 normal: definition, 132; draw line, 304; move

control points, 297; remove flipped, 30; reverse direction, 243; set mesh the same, 414; surface, 113, 114, 115, 117, 118

Normal command, 304 normal:, 30, 113, 132, 243, 297, 304, 414 NoSnap command, 78 Notes command, 305 notes in Rhino file, 305 N-sided patch, 317 nudge, 93, 296; options, 92; to move objects, 297 NuGraf file exchange, 64 NURBS, 132, 133; definition, 133; surface display,

132 O command, 2, 311 OBJ export properties, 338 OBJ file exchange, 51 OBJ file export for Lightwave, 37 object: description, 425; improve, 251;

parameterization, 251; reparameterize, 251; set properties, 338; show hidden, 384; unlock, 415

object names, 85, 378, 379; export to IGES, 338; export to OBJ, 338; export to RIB, 338; set for multiple objects, 379; set for single object, 378

object properties, 35; export to file, 35 object snap: along, 83; between two points, 84;

center, 79, 80; disable, 212; end, 78, 79; from, 81, 82; hide toolbar, 249; intersection, 80; knot, 81; lock, 212; midpoint, 79; near, 79; on surface, 84; options, 92; perpendicular from a curve, 82; perpendicular to a curve, 80; point, 79; project to construction plane, 84; quadrant, 81; set persistent, 78; show toolbar, 385; snap to a curve, 84; tangent from curve, 82; tangent to a curve, 80; toggle persistent, 409; turn off, 78

Object Snap toolbar, 78, 79, 80, 81, 82, 83, 84, 212

object snap:, 78, 79, 80, 81, 82, 83, 84, 92, 212, 249, 385, 409

object:, 251, 338, 384, 415, 425 offset: curve, 305, 306; surface, 306, 307 Offset command, 305 offset:, 305, 306 OffsetSrf command, 306 Okino NuGraf/Polytrans file exchange, 64 OldFlattenSrf command, 243

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OnCrvOsnap command, 84 OneLayerOff command, 307 OneLayerOn command, 307 OnSrf object snap, 84 open: file, 307; saved toolbar layout, 308; toolbar,

119 Open command, 307 open:, 2, 119, 307, 308 OpenGL: toggle, 376; troublshooting, 101; use for

shade, 94, 98, 381 OpenGL bug in Windows 2000, 224, 426 OpenGL:, 94, 98, 101, 376, 381 OpenWorkspace command, 308 OpenWS command, 308 OptiCAD file exchange, 64 options: aliases, 88; autosave, 90; change

interface appearance, 88; control polygon appearance, 92; detailed polygon mesh, 290; file locations, 90; isoparm density, 90; middle mouse button function, 90; no-repeat commands, 90; nudge increment, 93; object snap radius, 92; ortho angle, 92; pan distance, 96; polygon mesh, 290; redraw speed, 96; select method, 90; shade, 94, 95, 96; shortcut keys, 92; snap increment, 92; startup commands, 90; trackball motion, 96; trim options, 92; undo number, 90; view, 96, 97, 98

Options command, 88, 308 Options dialog box, 88, 90, 92, 94, 96; Aliases

tab, 88; Appearance tab, 88; Files tab, 90; General tab, 90; Keyboard tab, 92; Modeling Aids tab, 92; Shade tab, 94; View tab, 96

options:, 88, 90, 92, 94, 96, 290 Organic toolbar, 190, 249, 253, 258, 262, 339,

351, 373, 374, 375, 386, 425 Orient, 308 Orient command, 308 orient objects, 309, 311; by three points, 309; on

a surface, 309; to curve, 311 Orient3Pt command, 309 OrientCrvToEdge command, 309 OrientOnSrf command, 309 OrientPerpToCrv command, 311 Ortho command, 311 ortho mode, 92, 133, 311, 312, 379; click ortho

pane to toggle, 133; options, 92; press shift to toggle, 311; set angle, 312; turn on or off, 379

Ortho pane, 2, 133 OrthoAngle command, 312 Osnap: pane, 133; toggle, 133 Osnap command, 78 Osnap:, 133 P command, 2, 323 Pa, 2 PackTextures command, 312 PageDown key, 2 Pan: down, 313; left, 313; options, 96; right, 313;

up, 314 Pan command, 313 Pan:, 96, 313, 314 PanDown command, 313 Panes, 133; Layer, 133; Ortho, 133; Osnap, 133;

Planar, 133; Snap, 133 PanLeft command, 313 PanRight command, 313 PanUp command, 314 parabola, 314 Parabola command, 314 parabolic curve, 174 parameterization, 134

Parasolid X_T file export, 38 parting line, 387 paste, 2, 4, 316; objects from the clipboard, 316;

shortcuts, 2 Patch command, 317 pause digitizer input, 205 pause for user input in script, 318 PConic command, 176 PCX file format, 322, 363, 366, 367 pe_tol, 131 pedge, 131 periodic, 133, 281; curve, 133; make curve

periodic, 281; make surface non-periodic, 281; make surface periodic, 281; surface, 133

Perp object snap, 80 Perpendicular line, 267 PerpFrom object snap, 82 PerpLine command, 267 Persistence of Vision Raytracer, 40 perspective angle - set, 318 Perspective command, 318 perspective view, 2, 4, 5, 318, 338; set, 318;

shortcuts, 2; toggle, 338 PerspectiveAngle command, 318 PerspectiveMatch command, 318 Phoenix Tools Softimage translation, 68 PictureFrame command, 320 Pipe command, 320 place, 321, 322, 323; background bitmap, 321;

camera and target location, 322; target location, 323

PlaceBackgroundBitmap command, 321 PlaceCameraTarget command, 322 PlaceTarget command, 323 Plan command, 323 Planar command, 2, 323 planar mode, 92, 323, 379; options, 92; set, 379;

toggle, 323 planar section, 206; digitize, 206 PlanarSrf command, 324 plane: cut through objects, 200; fit through points,

325; from three points, 325 Plane command, 324 Plane toolbar, 200, 324, 325 plane:, 200, 324, 325 Plane3Pt command, 324 Plane3Pts command, 5, 324 PlaneThroughPt command, 325 PlaneV command, 325 Pline command, 333 PluginManager command, 325 plug-ins, 27, 28, 29, 68, 130, 272, 325; 3DS MAX

1.2, 29; 3DS MAX 2.0, 28; 3DS MAX 2.5, 27; about, 130; developers, 130; load, 272; manager, 325; Softimage, 68

PNG file format, 363, 366, 367 POff command, 339 POffSelected command, 339 point: control, 131; lock to axis, 12; place at end

of curve, 187; place at start of curve, 188 point cloud, 327, 328; create curve from, 327 Point command, 326 Point Editing toolbar, 218, 220, 246, 253, 254,

339, 351, 422 Point filters, 326 Point object snap, 79 point objects, 326, 329, 330, 373; grid of, 329; on

surface from UV coordinates, 330; place multiple, 330; place one, 326; select all, 373

Point toolbar, 172, 213, 326, 330

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point:, 12, 131, 187, 188 PointCloudSection command, 327 PointDeviation command, 328 PointGrid command, 329 PointLight command, 329 points: add next in u-direction to selection, 136;

add next in v-direction to selection, 136; add previous in u-direction to selection, 137; add previous in v-direction to selection, 138; control points, 197; create from control points, 235; delete control on curve, 202; edit points, 220; hide back, 190; hide edit and control, 249; invert selection, 259; knot, 254; select connected, 368; select next in u-direction, 303; select next in v-direction, 303; select object to turn off, 339; select previous in u-direction, 335; select previous in v-direction, 335; select with lasso, 262; show control, 339; show edit and control, 386; twist, 412, 413

Points command, 330 points:, 136, 137, 138, 190, 197, 202, 220, 235,

249, 254, 259, 262, 303, 335, 339, 368, 386, 412

PointsAtNakedEdges command, 330 PointsFromUV command, 330 PointsOff command, 339 PointsOffSelected command, 339 PointsOn command, 339 PointTest command, 328 polar array, 150 polar coordinates, 10, 12; absolute, 12; coordinate

points, 10; relative, 12 PolarEllipsoid command, 223 PolarSphere command, 392 polygon: circumscribed, 331; from edge, 332;

inscribed, 331 Polygon command, 331 polygon mesh, 135, 141, 171, 229, 261, 290, 291,

292, 293, 294, 295, 296, 349, 371, 414, 423, 424; 3D face, 135; apply to surface, 141; box, 292; clear render mesh, 349; clear render mesh for all objects, 171; cone, 292; convert each face to NURBS surface, 296; cylinder, 293; density for primitives, 293; explode, 229; from closed polyline, 294; from NURBS object, 290; join, 261; options, 290; plane, 294; select naked edges, 371; set normals the same, 414; sphere, 295; weld, 423

Polygon toolbar, 331, 332 polygon:, 331, 332 PolygonEdge command, 332 polyline: convert curve to polyline, 179; draw,

333; draw on mesh, 333; interpolate curve through, 257; select all, 372; through point objects, 334

Polyline command, 333 polyline:, 179, 257, 333, 334, 372 PolylineOnMesh command, 333 PolylineThroughPt command, 334 polysurface, 229, 259, 372; explode, 229; join,

259, 260; select all, 372 Polytrans, 64, 68; Okino NuGraf/Polytrans IGES

file exchange, 64; Polytrans Softimage translation, 68

POn command, 339 PopupMenu command, 334 PopupToolbar command, 334 PostScript file export, 46 POV Lights toolbar, 40 POV Materials toolbar, 41

POV-Ray file export, 40, 338, 378, 379 preview, 353, 361; image of model, 361; render

using OpenGL shade, 353 previous viewport, 2 PrevU command, 335 PrevV command, 335 PrevViewport command, 336 print, 336, 337 Print command, 336 print screen: to 256-color file, 367; to Clipboard,

366; to file, 366 PrintSetup command, 337 Pro/E file exchange, 65 program toolbar functions, 123 Proj command, 337 ProjCP command, 338 project: curve to surface, 337; objects to

construction plane, 338 Project command, 337 project:, 337, 338 Projection command, 338 ProjectOsnap command, 84 ProjectToCPlane command, 338 properties, 35, 36; display information about an

object, 425; document, 17; export to file, 35; grid, 18, 19; material, 86, 87; notes, 19; object, 85, 338; render, 21; render mesh, 19; toolbar, 121; viewport, 420

Properties command, 338 Properties Dimensions tab, 85 Properties Material tab, 86 Properties Text tab, 87 properties:, 19, 86, 121, 338, 420, 425 PtOff command, 339 PtOffSelected command, 339 PtOn command, 339 Pull command, 339 pull curve to surface, 339 purge empty layers, 104 PushViewportToBack command, 340 QRender command, 381 QRender1 command, 382 QRenderAll command, 382 Quad object snap, 81 QueryDomain command, 214 QueryUVPoint command, 228 quinitics, 50 Quit command, 228 radius: dimension, 209; measure, 340 Radius command, 340 radius:, 209, 340 rail revolve, 340 RailRev command, 340 RailRevolve command, 340 Raw Triangle (RAW) file exchange, 41 read, 343; named construction planes from file,

343; named views from a 3DM file, 343; viewport layout from file, 343

ReadCommandFile command, 342 ReadEveryIGESEntity command, 49 ReadNamedCPlanesFromFile command, 343 ReadNamedViewsFromFile command, 343 ReadViewportsFromFile command, 343 rebuild: curve, 343; edges of surfaces and

polysurfaces, 344; surface, 344, 345 Rebuild command, 343 rebuild:, 343, 344 RebuildEdges command, 344 RebuildSrf command, 344 recent commands list display, 90

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Rect command, 345 Rect3Pt command, 5, 346 rectangle: center; corner, 346; through three

points, 346; vertical, 347 Rectangle command, 345 Rectangle toolbar, 345, 346, 347 rectangle:, 346, 347 Rectangle3Pt command, 346 Rectangle3Pts command, 5, 346 RectangleCen command, 346 RectangleV command, 347 rectangular array, 148 rectangular surface, 324, 325; from three points,

324; length and width, 324; vertical to construction plane, 325

RectCen command, 346 RectV command, 347 redo: last undone command, 348; view change,

429 Redo command, 348 Redo command shortcut, 2 redo:, 348, 429 RedoMultiple command, 348 ReduceMesh command, 348 refit a curve, 241 RefreshShade command, 349 relative coordinates, 10, 11 remap objects to a new construction plane, 349 RemapCPlane command, 349 remove, 24, 30, 203, 351, 352; background

bitmap, 351; curve knots, 351; flipped normals from NURBS surfaces, 30; object from selection, 24; trim curve from surface, 203; wallpaper, 352

RemoveBackgroundBitmap command, 351 RemoveFlippedNormals command, 30 RemoveFromGroup command, 351 RemoveKnot command, 351 RemoveKnots command, 351 RemoveKnotSrf command, 351 RemoveMultiKnotSrf command, 351 RemoveTrace command, 351 RemoveWallpaper command, 352 rename, 103, 120; layer, 103; toolbar, 120, 121 render: BMRT, 39, 40; bumpmaps, 338; clear

render mesh for all objects, 171; close render window, 172; copy to Clipboard, 181; create background image, 320; curves, 353; edges, 353; edges of polygon meshes, 352; highlight, 338; materials, 338; mesh settings, 19; place lights, 398; preview using OpenGL shade, 353; save image in render window, 363; shine, 338; textures, 338; transparency, 338

Render command, 352 render plug-in application: options, 20 render problems, 99 Render toolbar, 171, 338, 352, 353, 381, 382,

398, 425 render:, 19, 39, 171, 172, 181, 320, 338, 352,

353, 363, 398 RenderAGEdges command, 352 RenderCrv command, 353 RenderCurves command, 353 RenderEdges command, 353 Renderman RIB file export, 39, 378, 379 RenderOptions command, 353 RenderPreview command, 353 RenderPreviewAll command, 353 RenderPreviewSelected command, 354 RenderPreviewSelectedAll command, 354

reparameterize, 251, 354; a surface, 354; an object, 251

ReparameterizeSrf command, 354 ReparameterizeSurface command, 354 repeat command exclude list, 90 reshape a toolbar, 120 restore: current viewport size, 288; Front

construction plane, 181; named construction plane, 355; named view, 355; Rhino from being minimized, 355; Top construction plane, 183

Restore command, 355 restore:, 181, 183, 288, 355 RestoreCPlane command, 355 RestoreView command, 355 Rev command, 355 revolve: surface from curve, 355; surface using

rail curve, 340 Revolve command, 355 revolve:, 340, 355 revolved surface, 355 RevU command, 356 RevV command, 356 RGB color, 75 Rhino 1.0 file exchange, 25 Rhino web page, 1 Rhino.ini, 119 Rhinoceros, 1; why the name, 1 RhinoScript options, 94 RIB file export, 39, 338 Ribbon command, 356 Right command, 357 right mouse button, 2, 3, 4, 133 right view, 2, 357 right-click menu, 74 Robert McNeel & Associates, ii roll out a surface, 416 rotate: construction plane, 359; move and scale,

308, 309; objects, 357; objects in 3D space, 358; options, 96; scale and move on surface, 309; view continuously, 412

Rotate command, 357 rotate view, 3, 4, 360; down, 2, 3, 4, 360; left, 2,

3, 4, 360; right, 2, 3, 4, 360; up, 2, 3, 4, 360 rotate:, 96, 308, 309, 357, 358, 359, 412 Rotate3D command, 358 RotateCamera command, 358 RotateCameraDown command, 359 RotateCameraLeft command, 359 RotateCameraRight command, 359 RotateCameraUp command, 359 RotateCPlane command, 359 RotateDown command, 360 RotateLeft command, 360 RotateRight command, 360 RotateUp command, 360 RotateView command, 360 Rule command, 273 ruled surface, 276 run application/program inside Rhino, 360 Run command, 360 RunScript command, 126, 361 S command, 2, 391 SAT file export, 30 save: as small file, 363; autosave, 152; button

image to file, 125; clearing render meshes, 363; command aliases, 230; file, 361; file to a different file name or file type, 362; image in the render window, 363; named construction plane, 362; named view, 363; Rhino 1.0, 25; sequentially numbered versions of model, 252;

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shortcut, 2; template, 362; toolbar layout, 363; toolbar layout as different name, 363

Save command, 361 save template, 362 save:, 25, 125, 152, 230, 252, 361, 362, 363 SaveAs command, 362 SaveAsTemplate command, 362 SaveCPlane command, 362 SaveDisplayWindowAs command, 363 SaveSmall command, 363 SaveView command, 363 SaveWorkspace command, 363 SaveWorkspaceAs command, 363 SaveWS command, 363 SaveWSAs command, 363 scale: background bitmap, 365; IGES, 50, 51;

move and rotate, 308, 309; objects in one direction, 364; objects in two dimensions, 365; objects non-uniformly, 366; objects uniformly, 364; rotate and move on surface, 309

Scale command, 364 Scale toolbar, 364, 365, 366 scale:, 50, 308, 309, 364, 365, 366 Scale1D command, 364 Scale2D command, 365 ScaleBackgroundBitmap command, 365 ScaleNU command, 366 ScaleTrace command, 365 screen capture, 366, 367; to Clipboard, 366; to

file, 366; to file in 256 colors, 367 screen:, 23 ScreenCaptureToClipboard command, 366 ScreenCaptureToFile command, 366 ScreenCaptureToFile256 command, 367 scripting: Rhino installers, 129 scripting tools, 125, 126, 172, 181, 288, 363, 366;

JScript, 126; VBScript, 126 scripting:, 129 scroll icon image with arrow keys, 123 SDRC I-DEAS file exchange, 67 Sect command, 367 Section command, 367 section curves, 367 SelAll command, 367 SelBadObjects command, 368 SelColor command, 368 SelConnected command, 368 SelCrossing command, 369 SelCrv command, 369 SelCrvs command, 369 SelCurve command, 369 SelCurves command, 369 SelDim command, 370 SelDup command, 370 SelDups command, 370 select: add next control point in u-direction, 136;

add next control point in v-direction, 136; add previous control point in u-direction, 137; add previous control point in v-direction, 138; all objects, 367; bad objects, 368; by layer, 371; by object ID, 370; connected points, 368; curves, 369; deselect all objects, 372; dimensions, 370; duplicate objects, 370; in shaded viewport, 383; invert, 258; invert point selection, 259; lasso, 262; layers from list, 103; meshes, 371; next control point in u-direction, 303; next control point in v-direction, 303; objects, 24; objects by layer number, 371; objects by name, 372; objects for render preview, 354; objects instead of control points,

339; objects to shade, 383; objects to unlock, 415; points objects, 373; polylines, 372; polysurfaces, 372; previous control point in u-direction, 335; previous control point in v-direction, 335; row of control points in u-direction, 373; row of control points on surface in v-direction, 375; rows and columns of control points on surface, 374; spotlights, 371; subparts of objects, 25; surfaces, 373; with a window, 376; with crossing window, 369; with mouse method, 90

Select Color dialog box, 75 Select Points toolbar, 136, 137, 138, 262, 303,

335, 368, 373, 374, 375 Select toolbar, 258, 262, 367, 369, 370, 371, 372,

373 select:, 24, 25, 90, 103, 136, 137, 138, 258, 259,

262, 303, 335, 339, 354, 367, 368, 369, 370, 371, 372, 373, 374, 375, 376, 383, 415

SelectBadObjects command, 368 SelectConnected command, 368 SelectID command, 370 selection menu, 24 SelectLayer command, 371 SelectName command, 372 SelGroup command, 370 SelID command, 370 SelLast command, 370 SelLayer command, 371 SelLayerNumber command, 371 SelLight command, 371 SelLights command, 371 SelMesh command, 371 SelMeshes command, 371 SelNakedMeshEdgePt command, 371 SelName command, 372 SelNone command, 372 SelPoint command, 373 SelPolyline command, 372 SelPolylines command, 372 SelPolysrf command, 372 SelPolysrfs command, 372 SelPrev command, 373 SelPt command, 373 SelPts command, 373 SelSolid command, 372 SelSolids command, 372 SelSrf command, 373 SelSrfs command, 373 SelSurface command, 373 SelSurfaces command, 373 SelU command, 373 SelUV command, 374 SelV command, 375 SelWindow command, 376 set: active viewport by name, 376; construction

plane origin, 182; construction plane origins to a point, 182; construction plane to next used, 182; construction plane to object, 183; construction plane to previously used, 183; construction plane to view, 184; construction plane to x axis, 184; construction plane to z-axis, 184; construction plane vertical, 184; construction plane with 3 points, 181; control polygon display density, 178; coordinates of points, 379; current layer, 377; digitizing scale, 206; distance between grid lines, 246; extents of grid, 246; front construction plane, 181; maximized viewport by name, 377; number of thin gridlines between each thick grid line, 246;

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persistent object snap, 78; perspective angle, 318; printer, 337; right construction plane, 183; spotlight hotspot, 250; top construction plane, 183; working directory, 381

set construction plane, 181, 182, 183, 184; 3 Points, 181; Right, 183; to an object, 183; to next used, 182; to previously used, 183; to the view, 184; Top, 183; vertical, 184; x-axis, 184; z-axis, 184

Set CPlane toolbar, 140, 181, 182, 183, 184, 298, 343, 355, 359, 362

Set View toolbar, 153, 162, 244, 264, 298, 318, 322, 323, 355, 357, 363, 409

set:, 78, 178, 181, 182, 183, 184, 206, 246, 250, 318, 337, 376, 377, 379, 381

SetActiveViewport command, 376 SetCurrentRenderPlugIn command, 376 SetGLShade command, 376 SetGridSnap command, 380 SetGroupName command, 377 SetHotspot command, 250 SetLayer command, 377 SetLayerMaterialProperties command, 377 SetLayerToObject command, 377 SetMaximizedViewport command, 377 SetObjectMaterial command, 378 SetObjectMaterialProperties command, 378 SetObjectName command, 378 SetObjectNameMultiple command, 379 SetOrtho command, 379 SetPerspectiveAngle command, 318 SetPlanar command, 379 SetPt command, 379 SetPts command, 379 SetRedrawOff command, 380 SetRedrawOn command, 380 SetSketchSkip command, 207 SetSnap command, 380 Settings command, 308 SetViewportWindowSize command, 380 SetWorkingDirectory command, 381 shade: continuous, 218; continuous in perspective

view, 218; continuous shaded mode, 23; flat in all viewports, 242; flat in one viewport, 241; flat with grid, 242; in all viewports, 382; OpenGL, 94, 95, 96, 381, 382; options, 94; selected objects, 383; selected objects in all viewports, 383; toggle OpenGL mode, 376; viewports, 98; with grid, 382; with no smoothing on mesh, 241, 242; with wireframe, 425

Shade command, 381 shade:, 23, 94, 98, 218, 241, 242, 376, 381, 382,

383, 425 Shade1 command, 382 ShadeAll command, 382 shaded display, 383 ShadedViewport command, 383 ShadeOptions command, 94, 383 ShadeSelected command, 383 ShadeSelectedAll command, 383 shadow, 21 Shear command, 383 shear objects, 383 Shift key, 2, 74; display context menu, 74 Shift+Ctrl+Tab, 2, 4 Shift+PageDown, 5 Shift+PageUp, 5 shine in rendering, 338

shortcuts, 2, 5, 92, 125; built-in aliases, 5; by function, 2; by key, 3; keys, 92; scripting tools, 125

show: background bitmap, 384; bitmap in a separate window, 212; broken edges, 384; control points, 339; edges of surface or polysurface, 385; edit points, 220; handlebars, 246; hidden control points, 386; hidden objects, 384; naked edges, 261, 385; Osnap toolbar, 385; selected hidden objects, 386; toolbar, 119, 120; z-buffer, 426

Show command, 384 show:, 119, 212, 220, 246, 261, 339, 384, 385,

386, 426 ShowAll command, 140 ShowBackgroundBitmap command, 384 ShowBrokenEdges command, 384 ShowCamera command, 385 ShowCommandPrompt command, 173 ShowCV command, 339 ShowEdges command, 385 ShowGrev command, 220 ShowGrid command, 245 ShowGridAxes command, 245 ShowMenu command, 288 ShowNakedEdges command, 385 ShowOsnap command, 385 ShowPoints command, 386 ShowPt command, 386 ShowPts command, 386 ShowSelected command, 386 ShowStatusBar command, 400 ShowTitle command, 409 ShowToolbar command, 119 ShowToolbox command, 119 ShowTrace command, 384 ShowViewportTitle command, 420 ShowWorldAxes command, 425 ShrinkTrimmedSrf command, 386 Silhouette command, 387 silhouette curves, 387 SimplifyCrv command, 387 SimplifyCurve command, 387 sketch: curve, 388; curve on polygon mesh, 389;

curve with digitizer, 206; on surface, 389 Sketch command, 388 sketch:, 206, 388, 389 SketchOnMesh command, 389 SketchOnSrf command, 389 skinning, 273 SLA export, 42 SLC file exchange, 42 Smooth command, 390 smooth curve or surface, 390 snap: along a line, 83; along a line perpendicular

to a curve, 82; along a line tangent to a curve, 82; change size, 392; from a point, 81; grid, 380; midway between two points, 84; near a curve, 79; object, 76, 77, 78; onto a curve, 84; options, 92; pane, 2, 133; perpendicular to a curve, 80; project object snaps to construction plane, 84; shortcuts, 2; tangent to a curve, 80; to a knot, 81; to a point object, 79; to a quadrant of a circle or ellipse, 81; to a surface, 84; to construction plane, 391; to surface isoparm, 76; to the center of a circle, 79; to the end of a curve, 78; to the intersection of two curves, 80; to the midpoint of a curve, 79; toggle object snaps, 409; turn off object snaps, 78

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Snap command, 391 snap mode, 380, 391, 392; toggle, 391; turn on or

off, 380 snap to locked objects, 84 snap:, 2, 76, 78, 79, 80, 81, 82, 83, 84, 92, 133,

380, 391, 392, 409 SnapSize command, 392 SnapToLocked command, 84 Softimage file exchange, 68 Softimage plug-in, 68 solid: Boolean difference, 160; Boolean

intersection, 160; Boolean union, 161; box, 162, 163; box from three points, 163; cap planar ends, 164; cone, 173; create, 385; cylinder, 201, 202; ellipsoid, 223; pipe, 320, 321; select all, 372; torus, 410; truncated cone, 406; tube, 411, 412

Solid Designer file exchange, 69 Solid Edge, 38, 69; IGES file exchange, 69; X_T

file export, 38 Solid toolbar, 162, 173, 201, 223, 238, 320, 392,

406, 407, 410, 411 Solid Tools toolbar, 160, 161, 164, 236, 240 solid:, 160, 161, 162, 163, 164, 173, 201, 223,

320, 372, 385, 406, 410, 411 SolidWorks, 38, 70; IGES file exchange, 70; X_T

file export, 38 SortPoints command, 334 spacebar, 133 sphere, 153; baseball sphere, 153; by diameter,

393; center, 392; from three points, 393; polygon mesh, 295

Sphere command, 392 Sphere toolbar, 153, 154, 392, 393 sphere:, 295, 392, 393 Sphere2Pt, 10, 393 Sphere2Pts, 10, 393 Sphere3Pt command, 393 Sphere3Pts command, 393 SphereD command, 393 Spiral command, 394 spline, 255 split: edge of a surface, 396; one object with

another, 395; surface at isoparms, 396; viewport horizontally, 397; viewport vertically, 397

Split command, 395 split:, 395, 396, 397 SplitEdge command, 396 SplitSrf command, 396 SplitViewHorizontal command, 397 SplitViewportHorizontal command, 397 SplitViewportVertical command, 397 SplitViewVertical command, 397 spotlight: control point editing, 398; for rendering,

398; hotspot, 250; select all, 371 Spotlight command, 398 spotlight:, 250, 371, 398 spreadsheet, 36, 229; comma-delimited file

export, 35; export object properties to, 35, 229 SrfAlign command, 5, 309 SrfBlend command, 157 SrfControlPtGrid command, 398 SrfCV command, 374 SrfCvCrv command, 189 SrfMatch command, 284 SrfMerge command, 288 SrfPointGrid command, 399 SrfPoints command, 399 SrfPt command, 399

SrfPtGrid command, 399 SrfPts command, 399 SrfSum command, 238 Standard toolbar, 1, 19, 88, 90, 92, 94, 96, 101,

103, 104, 180, 182, 198, 229, 249, 251, 262, 263, 302, 307, 313, 316, 338, 348, 352, 360, 361, 367, 372, 377, 381, 382, 384, 398, 409, 413, 428, 429, 430

startup commands, 90 status bar, 2, 3, 4, 133, 400; panes, 133;

shortcuts, 2; turn on or off, 400 StatusBar command, 400 STEP file exchange, 42 Stereograms, 426 STL: ascii tag, 42; file exchange, 42; tolerance, 43 STL Tools toolbar, 135, 229, 241, 242, 243, 249,

251, 261, 307, 339, 361, 386, 414, 423 STL:, 42 StopScript command, 126 Stretch command, 364 SubCrv command, 400 SubCurve command, 400 subtract surfaces or polysurfaces, 160 summary information, 22 support, 1 surface: analyze with zebra stripes, 426; blend,

157, 158, 159; chamfer, 165; change degree, 166; create fillet between, 240; create variable radius fillet between, 421; cutting plane, 200; develop, 417; developable, 277, 278, 279; display, 132; drape, 216, 217; draw curve through control points, 189; extend, 233, 234; extract from polysurface, 236; extrude, 236, 237; extrude curve along path, 238; extrude curve to point, 238; extrude into solid, 238; from 3 or 4 curves, 218; from 3 or 4 points, 399; from curve network, 298; from grid of control points, 398; from grid of points, 399; from heightfield bitmap, 247; from planar curves, 324; hide backfacing control points, 190; loft, 273, 275, 276, 277; make non-periodic, 281; make periodic, 281; match, 284, 285, 286, 287, 288; merge, 288, 289, 290; offset, 306, 307; patch, 317; periodic, 133; plane, 324; plane from three points, 324; plane vertical to construction plane, 325; rebuild, 344; reparameterize, 354; revolved, 356; rule, 273; select all, 373; skin, 273; split, 395, 396; sweep along path, 401; sweep two rails, 402; toolbar, 340; trim, 15, 16; unroll, 416; untrim, 417, 418

Surface 2 toolbar, 216, 247, 317, 398, 399 surface analysis: Gaussian curvature, 192;

maximum radius of curvature, 192; mean curvature, 192; minimum radius of curvature, 192

Surface Analysis toolbar, 171, 192, 224, 228, 328, 330, 366, 426

surface analysis:, 192 Surface menu, 105 surface normal, 114, 243; Booleans, 113, 114,

115, 118; reverse direction, 243 Surface toolbar, 218, 236, 238, 273, 298, 317,

324, 355, 399, 401, 402 Surface Tools toolbar, 157, 165, 166, 203, 233,

240, 281, 284, 288, 306, 344, 386, 416, 417 surface:, 15, 132, 133, 157, 165, 166, 189, 190,

200, 216, 218, 233, 236, 238, 240, 247, 273, 277, 281, 284, 288, 298, 306, 317, 324, 325, 340, 344, 354, 355, 373, 395, 398, 399, 401, 402, 416, 417, 421, 426

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SURFCAM file exchange, 71 Swap, 400; surface u and v, 400; viewports, 400 SwapUV command, 400 SwapView command, 400 sweep, 401, 402, 403, 404; along path, 401; two

rails, 404 Sweep1 command, 401 Sweep2 command, 402 Sxtrd command, 236 SynchronizeViews command, 404 TAB key, 13, 14 Tan object snap, 80 TanFrom object snap, 82 tangent line, 269 TanLine command, 269 Taper command, 405 target, 323; set viewport, 323 TCone command, 406 tear off a cascaded toolbar, 122 Tebis IGES file exchange, 72 technical support, 1 TekSoft IGES file exchange, 73 template, 90, 134, 302, 362; definition, 134; file

location, 90; new file, 302; save, 362 text: annotation dot, 215; edit 2-dimensional,

220; edit annotation, 220; model size, 221, 407; planar curves, 407; scaled size, 221, 407; solids, 407, 408; surfaces, 407, 408

Text command, 407 text:, 215, 220, 407 TextObject command, 407 Texture command, 338 texture for rendering, 338 texture mapping coordinates, 134 TGA file format, 322, 363, 366, 367 Thaw command, 415 tilt view, 409; left, 409; right, 409 TiltLeft command, 409 TiltRight command, 409 title bar, 409, 420; display program, 409; display

viewport, 420 Title command, 409 toggle, 15, 120, 135, 173, 178, 179, 216, 245,

288, 311, 323, 338, 352, 353, 379, 391, 392, 400, 409, 420, 425; 3-viewport and 4-viewport layout, 135; control polygon display, 178; control polygon highlight, 179; crosshairs on and off, 15; display of command prompt, 173; display of menu bar, 288; display of status bar, 400; display of title bar, 409; display of viewport title, 420; dragging based on view plane, 216; grid axes on or off, 245; grid on and off, 245; menu bar, 288; ortho, 379; ortho mode, 311; persistent object snaps, 409; perspective view on and off, 338; planar mode, 323, 379; rendering of curves, 353; rendering of edges, 353; rendering of edges of polygon meshes, 352; snap mode, 391; status bar on or off, 400; title bar on or off, 409; toolbar on and off, 120; viewport title, 420; world axes on or off, 425

Toggle34View command, 5, 135 ToggleMaxViewport command, 288 ToggleOsnap command, 409 TogglePerspective command, 338 ToggleToolbar command, 120 ToggleToolbox command, 120 tolerance, 22, 23, 50, 51; angle, 22; IGES export,

51; relative, 22

toolbar buttons, 120, 122, 123, 124, 125; capture icon, 124; clear the bitmap image, 124; copy, 122; edit, 123; edit bitmap icon, 123; move, 120; programming, 123; save, 125; scripting, 125

Toolbar command, 409 toolbar layout, 90, 119, 120, 121, 122, 123, 124,

125, 308, 363, 409; capture button image, 124; cascade, 121; change, 409; change button size, 121; change name, 121; clear button image, 124; close, 119; copy button, 122; create cascading toolbar, 121; delete button, 122; delete toolbar, 121; dock, 120; edit button image, 124; float icon to top of cascade, 122; float toolbar, 120; hide flyout, 122; hide toolbar, 119; import button image, 124; import from another layout, 121; move button, 122; move toolbar, 120; new button, 123; new toolbar, 121; open, 308; open toolbar, 119; pop up with middle mouse, 90; properties, 121; rename toolbar, 120; reshape toolbar, 120; save, 363; save button image to file, 125; save layout as different name, 363; show toolbar, 119; tear off flyout, 122; toggle toolbar on and off, 120; unlink flyout, 123

Toolbars, 1, 19, 39, 40, 78, 79, 80, 81, 82, 83, 84, 88, 90, 92, 94, 96, 101, 103, 104, 135, 136, 137, 138, 139, 140, 141, 142, 143, 144, 145, 148, 149, 150, 151, 152, 153, 154, 155, 156, 157, 160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 177, 179, 180, 181, 182, 183, 184, 185, 187, 189, 190, 192, 195, 197, 198, 200, 201, 203, 204, 205, 206, 207, 208, 209, 210, 212, 213, 215, 216, 217, 218, 220, 221, 222, 223, 224, 226, 228, 229, 230, 231, 232, 233, 234, 235, 236, 238, 239, 240, 241, 242, 243, 244, 245, 246, 247, 248, 249, 251, 253, 254, 255, 256, 257, 258, 259, 260, 261, 262, 263, 264, 265, 266, 267, 268, 269, 270, 271, 272, 273, 279, 281, 283, 284, 288, 290, 292, 293, 294, 295, 296, 297, 298, 302, 303, 304, 305, 306, 307, 308, 309, 311, 313, 316, 317, 318, 320, 321, 322, 323, 324, 325, 326, 328, 330, 331, 332, 333, 334, 335, 336, 337, 338, 339, 340, 342, 343, 344, 345, 346, 347, 348, 349, 351, 352, 353, 355, 356, 357, 358, 359, 360, 361, 362, 363, 364, 365, 366, 367, 368, 369, 370, 371, 372, 373, 374, 375, 377, 379, 381, 382, 383, 384, 385, 386, 387, 388, 389, 390, 392, 393, 394, 395, 396, 397, 398, 399, 401, 402, 405, 406, 407, 409, 410, 411, 412, 413, 414, 415, 416, 417, 419, 420, 421, 422, 423, 425, 426, 428, 429, 430; 3-D Digitize, 255, 330; 3-D Digitizing, 203, 204, 205, 206, 322, 323; Analyze, 140, 162, 168, 187, 192, 194, 195, 210, 212, 245, 265, 330, 340, 368, 385; Annotate, 152, 215; Arc, 142, 143, 144; Array, 148, 149, 150, 151; Background Bitmap, 139, 249, 297, 321, 351, 365, 384; BMRT Lights toolbar, 39; BMRT Materials, 39; Box, 162, 163; Circle, 168, 169, 170, 171; CPlane View, 419; Curve, 174, 197, 198, 248, 255, 256, 257, 388, 389, 390, 395; Curve From Object, 141, 177, 185, 217, 218, 235, 236, 258, 279, 337, 339, 367, 387; Curve Tools, 156, 164, 165, 185, 187, 189, 226, 230, 239, 241, 281, 305, 343, 387; Diagnostics, 168, 272, 368, 384; Dimensions, 207, 208, 209, 210; Edge Tools, 260, 288, 330, 344, 385, 396; Ellipse, 221, 222, 223; Extend, 230, 231, 232,

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233; Extrude, 236, 356; File, 228, 229, 251, 302, 305, 307, 336, 337, 361, 362; Geometry Fix, 168, 203, 229, 236, 249, 259, 260, 261, 330, 339, 348, 368, 384, 385, 386, 390, 395, 396, 410, 413, 417; Layer, 101, 102, 103, 104, 105, 140, 167, 262, 263, 283, 307, 377; Lines, 155, 179, 265, 266, 267, 268, 269, 270, 271, 304, 333, 334; Main, 142, 148, 161, 162, 180, 210, 220, 221, 229, 236, 239, 240, 255, 256, 259, 261, 268, 290, 296, 326, 330, 331, 333, 337, 339, 345, 357, 358, 365, 395, 396, 399, 410, 417; Mass Properties, 145, 420, 421; Mesh, 135, 141, 142, 229, 234, 243, 261, 290, 292, 293, 294, 295, 348, 349, 414, 415, 423, 424; Microscribe, 203, 204, 205, 206, 322, 323; Object Snap, 78, 79, 80, 81, 82, 83, 84, 212; Organic, 190, 249, 253, 258, 262, 339, 351, 373, 374, 375, 386, 425; Plane, 200, 324, 325; Point, 172, 213, 214, 326, 330; Point Editing, 218, 220, 246, 253, 254, 339, 351, 422; Polygon, 331, 332; pop up at cursor, 334; POV Lights, 41; POV Materials, 41; Rectangle, 345, 346, 347, 348; Render, 171, 172, 338, 352, 353, 381, 382, 398, 425; Scale, 364, 365, 366; Select, 258, 262, 367, 369, 370, 371, 372, 373; Select Points, 136, 137, 138, 262, 303, 335, 368, 373, 374, 375; Set CPlane, 140, 181, 182, 183, 184, 298, 343, 355, 359, 362; Set View, 153, 162, 244, 264, 298, 318, 322, 323, 355, 357, 363, 409; Solid, 162, 173, 174, 201, 202, 223, 238, 321, 392, 406, 408, 410, 412; Solid Tools, 160, 161, 164, 236, 240; Sphere, 153, 154, 392, 393; Standard, 1, 19, 88, 90, 92, 94, 96, 101, 103, 104, 180, 182, 198, 229, 249, 251, 262, 263, 302, 307, 313, 316, 338, 348, 352, 360, 361, 367, 372, 377, 381, 382, 384, 398, 409, 413, 428, 429, 430; STL Tools, 135, 229, 241, 242, 243, 249, 251, 261, 307, 339, 361, 386, 414, 423; Surface, 218, 219, 236, 238, 273, 275, 276, 277, 298, 299, 300, 317, 324, 341, 342, 355, 399, 401, 402, 403, 404; Surface 2, 216, 247, 317, 398, 399; Surface Analysis, 171, 192, 194, 224, 228, 328, 330, 366, 427; Surface Tools, 157, 165, 166, 203, 233, 240, 281, 284, 288, 306, 344, 386, 416, 417; Tools, 19, 88, 90, 92, 94, 96, 172, 173, 203, 208, 308, 342, 363, 409; Transform, 148, 154, 180, 244, 296, 309, 311, 338, 349, 357, 358, 365, 379, 383, 390, 405, 412; Viewport Layout, 135, 288, 304, 318, 321, 338, 343, 397, 420, 429; Visibility, 190, 249, 273, 384, 386, 415

Toolbox command, 409 Tools toolbar, 19, 88, 90, 92, 94, 96, 172, 173,

203, 208, 308, 342, 363, 409 Top command, 409 top view, 2, 409; set, 409; shortcut, 2 Torus command, 410 TraceBitmap command, 321 track, 82, 83; along a line, 83; along a line

perpendicular to a curve, 82; along a line tangent to a curve, 82

tracking line, 131 transform: Array command, 148; ArrayCrv

command, 149; ArrayPolar command, 150; ArraySrf command, 151; Bend command, 154; Copy command, 180; Flow command, 244; Mirror command, 296; Move command, 296; Orient command, 308; Orient3Pt command, 309; OrientOnSrf command, 309;

OrientPerpToCrv command, 311; ProjectToCPlane command, 338; RemapCPlane command, 349; Rotate command, 357; Rotate3D command, 358; Scale command, 364; Scale1D command, 364; Scale2D command, 365; ScaleNU command, 366; SetPt command, 379; Shear command, 383; Smooth command, 391; Taper command, 405; Twist command, 412

Transform toolbar, 148, 154, 180, 244, 296, 309, 311, 338, 349, 357, 358, 365, 379, 383, 390, 405, 412

transform:, 148, 149, 150, 151, 154, 180, 244, 296, 308, 309, 311, 338, 349, 357, 358, 364, 365, 366, 379, 383, 390, 405, 412

transparency in rendering, 338 TriangulatePolyline command, 294 trim: detach trimming curve, 203; options, 92 Trim command, 410 trim:, 92, 203 trimmed surfaces, 16, 51, 386; definition, 16;

IGES export type details, 50; shrink to trim boundary, 386

troubleshooting, 48, 108; Booleans, 113; Fillets and chamfers, 108; IGES, 48, 49; IGES export file types, 50; OpenGL, 101; rendering, 99, 100; trimmed surfaces, 15

truncated cone, 406 Tube command, 411 turn off, 133, 152, 173, 245, 263, 288, 307, 339,

400, 409, 425; autosave, 153; command line, 173; control points, 134, 339; control points on selected objects, 339; grid, 245; grid axes, 245; layer, 263; layers, 307; menu bar, 288; status bar, 400; title bar, 409; world axes, 425

turn on, 140, 153, 173, 245, 263, 288, 339, 400, 409, 425; all layers, 140; autosave, 152; command line, 173; control points, 339; grid, 245; grid axes, 245; layer, 263; menu bar, 288; status bar, 400; title bar, 409; world axes, 425, 426

Turntable command, 412 Twist command, 412 U command, 2, 413 u-direction: move control points, 297 u-direction curves, 185 u-direction definition, 134, 356; reverse, 356 u-direction:, 297 undo: change the number of undo levels, 90;

command, 413; redo, 348; shortcuts, 2; view change, 429

Undo command, 2, 413 undo:, 2, 90, 348, 413, 429 UndoMultiple command, 414 UndoSelected command, 414 unfold a surface, 416 UnGhost command, 415 Ungroup command, 414 Ungroup objects, 414 UnhidePoints command, 386 Unicode fonts, 407; in text, 407 unify polygon mesh normals, 414 UnifyMeshNormals command, 414 Unigraphics file exchange, 73 union, 161; Boolean, 161 unit systems, 15 Units command, 415 units systems, 415 unlink a flyout toolbar, 123

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unlock: all objects, 415; object snaps, 212; selected objects, 415

UnLock command, 415 unlock:, 415 UnLockSelected command, 415 UnPackTextures command, 415 unroll a surface, 416 UnrollSrf command, 416 untrim a surface, 417 Untrim command, 417 unwrap a surface, 416 UpDeg command, 165 UpDegSrf command, 166 UseCPlaneCoordinates command, 11 user input in script, 318 UseWCSCoordinates command, 11 uv mapping coordinates, 134 VBscript, 126 VCPlane command, 184 VDA file exchange, 43 v-direction: move control points, 297 v-direction curves, 185; create from surface, 185 v-direction definition, 134; reverse, 356 v-direction:, 297 Vellum IGES file exchange, 54 vertex, 131; control point, 131 vertical, 271, 325, 347; line, 271; plane, 325;

rectangle, 347 view: back view, 153; bottom view, 162;

construction plane back, 419; construction plane bottom, 419; construction plane front, 419; construction plane left, 419; construction plane right, 419; continuously rotate, 412; edit named, 298; front view, 244; left view, 264; pan, 313; pan down, 313; pan left, 313; pan right, 313; pan up, 314; perspective view, 318; place camera and target, 322; place target, 323; plan view, 323; read named from file, 343; redraw speed, 96; restore named, 355; right view, 357; rotate, 360; rotate down, 360; rotate left, 360; rotate right, 360; rotate up, 360; save named, 363; tilt left, 409; tilt right, 409; top view, 409; zoom, 428; zoom extents in all viewports, 429; zoom extents in one viewport, 429; zoom extents of selected objects in all viewports, 430; zoom extents of selected objects in one viewport, 430; zoom in, 429; zoom in and out by a percentage, 430; zoom out, 429; zoom window, 430; zoom window and set a target point, 430

view:, 96, 153, 162, 244, 264, 298, 313, 314, 318, 322, 323, 343, 355, 357, 360, 363, 409, 412, 419, 428, 429, 430

ViewCPlaneBack command, 419 ViewCPlaneBottom command, 419 ViewCPlaneFront command, 419 ViewCPlaneLeft command, 419 ViewCPlaneRight command, 419 ViewCPlaneTop command, 419 Viewpoint Technologies file export, 45 viewport: bring to top, 163; close, 172; copy to

all, 181; create new, 302; layout, 23; make previous active, 336; maximize, 288; menu, 23, 24; move next to top, 304; next active, 304; next ortho active, 302; next perspective active, 303; print, 336; set active by name, 376; set maximized by name, 377; set to shaded display, 383; set to wireframe display, 425; shade, 383; split horizontal, 397; split vertical, 397; toggle

between 3 and 4 viewports, 135; wireframe viewport, 425

viewport layout: four viewports, 135; new, 302; read from file, 343; swap, 400; three viewports, 135

Viewport Layout toolbar, 135, 288, 304, 318, 321, 338, 343, 397, 420, 429

viewport layout:, 135, 302, 343, 400 viewport properties, 420 viewport title menu, 153, 162, 244, 264, 288,

318, 357, 400, 409, 420, 429, 430; display, 420; maximize viewport, 288; set back view, 153; set bottom view, 162; set front view, 244; set left view, 264; set perspective view, 318; set right view, 357; set top view, 409; swap viewports, 400; zoom extents, 429; zoom extents selected, 430; zoom window, 430

viewport:, 23, 135, 163, 172, 181, 288, 302, 303, 304, 336, 376, 377, 383, 397, 425

ViewportProperties command, 420 ViewportTitle command, 420 views, 323, 405, 420; camera, 322; properties,

420; set all to match, 404; synchronize, 404; target, 322; zoom all to the same scale, 404

visibility: control points, 249; hide back, 190; lock objects, 273; object, 249, 384; show control points, 386; unlock objects, 415

Visibility toolbar, 190, 249, 273, 384, 386, 415 visibility:, 190, 249, 273, 384, 386, 415 Visual Basic script, 126 Vline command, 271 Volume command, 420 VolumeCentroid command, 421 VolumeMoments command, 421 VPlane command, 325 Vrbf command, 421 VRBSrf command, 421 VRectangle command, 347 VRML file export, 44 W command, 2, 376 Wallpaper command, 422 water level, 250 water plane area, 250, 251 Wavefront OBJ file exchange, 51 weight: edit control point, 422 Weight command, 422 weight:, 422 Welcome to Rhinoceros, 1 weld: coincident points on a mesh, 423; control

points, 379 Weld command, 423 weld:, 379, 423 wetted surface area, 250 What command, 425 Why Rhinoceros?, 1 window: select, 24, 25, 376; with mouse, 90 window selection, 3 window:, 24, 90, 376 Windows 2000 OpenGL bug, 224, 428 Windows Clipboard, 198, 316 Windows Metafile file exchange, 45 wireframe: extract as curves, 236; isoparm, 132;

set density, 338 wireframe display, 425; set viewport, 425 wireframe:, 132, 135 WireframeViewport command, 425 WireShade1 command, 425 WMF file export, 45 workgroup: check in license, 168; check out

license, 168

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Workgroup license manager, 130, 168; check in license, 168; check out license, 168

workgroup:, 168 working directory, 381 workspace, 308, 363; open, 308; save, 363; save

as different name, 363 world axes, 425; set colors, 425; toggle display,

425 world coordinates, 11 WorldAxes command, 425 WRL file export, 44 X_T file export, 38 XtndB command, 233 XtndF command, 233 Xtra command, 236 Yamaha ESPRi file exchange, 74 Z command, 2, 430 ZBuffer command, 426 ZBufferPoints command, 217 ZBufferPt command, 217 ZBufferPts command, 217 ZBufferSketch command, 389 ZBufferSrf command, 216 ZE command, 429 ZEA command, 429 Zebra command, 426 ZM command, 428 Zoo, 130

zoom: dynamic, 428; extents in all viewports, 429; extents in one viewport, 429; extents of selected objects in all viewports, 430; extents of selected objects in one viewport, 430; in, 2, 3, 4, 5, 428, 429; in and out by a percentage, 430; options, 96, 97; out, 3, 4, 428, 429; previous view, 2; window, 430; window and set a new target point, 430

Zoom command, 430 zoom window, 3 zoom:, 2, 96, 428, 429, 430 ZoomDynamic command, 428 ZoomExtents command, 429 ZoomExtentsAll command, 429 ZoomIn command, 429 ZoomMouse command, 428 ZoomNext command, 429 ZoomOut command, 429 ZoomP command, 429 ZoomPrev command, 429 ZoomSelected command, 430 ZoomSelectedAll command, 430 ZoomTarget command, 430 ZoomWindow command, 430 ZoomX command, 430 ZP command, 429 ZS command, 430 ZSA command, 430