Vector Works 10.5 Tutorials
Vector Works 10.5 Tutorials
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Table of Contents
This tutorial explains the basics of extracting curves from a • Setting Up the
solid. Modeling Units
• Creating a Block
• Blending Edges
• Hollowing Out the
Block
• Extracting Curves
• Creating the
Groove
Creating a Block
1. Double-click the Rectangle tool from the 2D Tools
palette.
Rectangle The rectangle object properties dialog box opens.
Tool
Enter the following settings:
Blending Edges
1. Select View > Standard Views > Right Isometric.
2. Click the Fillet Edge tool from the 3D Tools palette.
Fillet Edge Tool 3. Click on one of the vertical edges of the block.
The Fillet Edge Preferences dialog box opens.
6. Press Enter (Win) or Return (Mac) or click the check mark button on the
Mode bar.
4. Press Enter (Win) or Return (Mac) or click the check mark button on the
Mode bar to create the shell.
Extracting Curves
1. Click the Extract tool from the 3D Tools palette, and select Extract
Curve from the Mode bar.
Extract Tool 2. Holding the Shift key down, select all of the top inner edges of the block.
3. Press Enter (Win) or Return (Mac) or click the check mark button on the
Mode bar.
4. Select Organize > Ungroup.
5. Select Tool > Compose.
5. Use the arrow buttons to select the NURBS curve as the path object, and
then click OK.
6. Holding down the Shift key, select the block and the extruded-along-path
object.
7. Select Model > Subtract Solids.
The Select Object dialog box opens.
8. Use the arrow buttons to select the block, and then click OK to create the
groove.
9. To render the model, click the Light tool from the 3D Tools palette to
Light Tool insert a light source, and then select View > Rendering > OpenGL.
Creating a Block
1. Click the Rectangle tool from the 2D Tools palette
Rectangle and draw a 6”x1.5” rectangle.
Tool
2. Extrude the rectangle. With the rectangle selected,
click Model > Extrude. In the Create Extrude dialog
box, enter 1.5” for the Extrusion value. Click OK to
create an extrude object.
5. Change to front view by selecting View > Standard Views > Front.
Deselect the top surface and draw a marquee box around the bottom
surface to select it.
6. Reshape the bottom surface as described in steps 1 – 4. Change the Z
value for the vertex at the middle of the bottom surface from 0 to 1.5”.
6. To render the model, use the Light tool from the 3D Tools palette to
Light Tool insert a light source, and then select View > Rendering > OpenGL.
2. Extrude the square by selecting it and then clicking Model > Extrude.
In the Create Extrude dialog box, enter 0 (zero) for the Extrusion value.
Click OK to create an extrude object with zero height.
3. Select Model > Convert to NURBS.
The extrude object is converted to NURBS surfaces.
Center
Vertices
4. With the new circle still selected, select Model > Tapered Extrude.
The Set Tapered Angle and Extrude Height dialog box opens.
5. Enter a 2” Height(Z), leave the default Taper Angle value, and then
click OK.
A tapered extrude object is created.
6. Select Edit > Select All. Select Model > Add Solids to add the
tapered extrusion to the NURBS surface.
7. To render the model, use the Light tool from the 3D Tools palette to
Light Tool insert a light source, and then select View > Rendering > OpenGL.
8. Click the Flyover tool from the 3D Tools palette and click-drag until the
hat displays as follows.
Flyover Tool
9. Select the hat, and then click Model > Convert to NURBS to convert
all the surfaces of the solid to NURBS surfaces. Select Organize >
Ungroup to display all individual surfaces.
10. Select View > Rendering > Wireframe to switch to wireframe view.
11. Click on the drawing area to deselect the objects. Delete the two surfaces
underneath the big round surface.
12. Delete the surface at the middle of the big round surface, thus creating a
hole in the big round surface.
Note: You may have to draw a marquee box around the surface in order to
select it.
At this point there are three surfaces.
13. Select all three remaining surfaces, and then select Model > Add
Solids to add the surfaces together.
14. Click the Fillet Edge tool from the 3D Tools palette.
Fillet Edge 15. Select the top edge of the hat.
Tool
The Fillet Edge Preferences dialog box opens.
16. Select Constant Radius, and then enter 0.2” in the Radius field.
17. Click OK.
18. Press Enter (Win) or Return (Mac) or click the check mark button on the
Mode bar to blend the edges.
19. To render the model, click the Light tool from the 3D Tools palette to
Light Tool insert a light source, and then select View > Rendering > OpenGL.
In this tutorial, you will construct a vase in order to learn In this Chapter:
the basics of creating and modifying free-form shapes. • Setting Up the
Modeling Units
• Creating the
Cross Sections
• Setting Up the
Cross Section
• Creating the Vase
Shape
• Hollowing Out the
Vase
• Blending the
Edges
3. Click on the lower left side of the drawing area, and then press Tab to
highlight the +/-X field. Enter 6”, and then press Enter (Win) or Return
(Mac).
4. Press Tab until the +/-Y field is highlighted. Enter 5”, and then press
Enter (Win) or Return (Mac). Click on the drawing area to set the
rectangle.
5. With the rectangle still highlighted, select Edit > Copy.
6. Select Edit > Paste.
A copy of the rectangle is placed on the drawing.
7. Select the Rectangle tool.
8. Click on the drawing, and then press Tab to highlight the +/-X field.
Enter 3”, and then press Enter (Win) or Return (Mac). Press Tab until the
+/-Y field is highlighted. Enter 3”, and the press Enter (Win) or Return
(Mac). Click on the drawing area to set the square.
A square is created.
8. Select the other large rectangle, and then enter -3” for the Z value in the
Object Info palette.
9. Select Edit > Select All.
10. Select Tool > Align > Align/Distribute.
The Align/Distribute Objects dialog box opens.
11. Select Align and Center for both the vertical and horizontal.
The two corners are connected by a red line representing the beginning
of proposed curve.
3. Click on the left corner of the top square.
The loft curve is completed.
Note: If the wrong connections are selected, double-click on the last point to
cancel the operation, and then start again.
4. Press Enter (Win) or Return (Mac) or click the check mark button on the
Mode bar to accept the proposed curve.
The Loft Creation dialog box opens.
5. Press Enter (Win) or Return (Mac) or click the check mark button on the
Mode bar to create the shell.
Note: If the wrong face is highlighted, select the correct one before pressing
Enter.
4. Select Constant Radius, and then enter 1/4” for the Radius field.
5. Click OK.
6. Holding the Shift key down, select all of the vertical edges of the vase.
Each edge will change to red as it is selected.
Rotate the drawing using the Flyover tool from the 3D Tools palette
to make selection easier. To obtain the flyover tool in Boomerang
mode, press Shift + spacebar + C. Release the Shift + spacebar + C to
return to the Fillet Edge tool.
7. Press Enter (Win) or Return (Mac) or click the check mark button on the
Mode bar to accept the selections and blend the edges.
12. Press Enter (Win) or Return (Mac) or click the check mark button on the
Mode bar to blend the edges.
13. To render the model, click the Light tool from the 3D Tools palette to
Light Tool insert a light source, and then select View > Rendering > OpenGL.
Creating a Block
1. Click the Rectangle tool from the 2D Tools palette
Rectangle and draw a 6”x 6” square.
Tool
2. Extrude the square. With the square selected, click
Model > Extrude. In the Create Extrude dialog box,
enter 6” for the Extrusion value. Click OK to create
an extrude object.
2. Select the polygon, and then click Edit > Duplicate Array command.
The Duplicate dialog box opens. Make the following settings:
2D Selection Tool 3. Click OK to duplicate the original polygon seven times, offset by 1” in
the X direction. Select all the polygons by drawing a marquee around
them with the 2D Selection tool (located on the 2D Tools palette).
4. Compose the polygons into a single polygon by selecting Tool >
Compose.
3. Copy the selected sectioning surface by clicking Edit > Copy, and then
paste the copy with the Edit > Paste in Place command. Rotate the
selected copy by selecting Tool > Rotate > Rotate 3D. Enter the
following parameters:
The copy of the sectioning surface is rotated 90o from the original. There
are now two sectioning surfaces.
Guide line
3D Mirror Tool
6. With both sectioning surfaces selected, click the 3D Mirror tool from the
3D Tools palette and select Duplicate and Mirror Object from the
Mode bar; draw the axis line over the guide line. Delete the guide line.
Switch the view by selecting View > Standard Views > Right Isometric.
There are now four sectioning surfaces, with two on each side of the block.
If necessary, click to
keep the relevant
portion of the block
This tutorial covers the basics of revolving a NURBS curve • Setting Up the
around an axis point by creating a 3D tent. Modeling Units
• Creating the Base
• Creating the Axis
• Creating the
Profile Curve
• Revolving Around
a Rail
• Editing a NURBS
Surface
2. Click the Regular Polygon tool from the 2D Tools palette, and then
select Polygon Preferences from the Mode bar.
Regular Polygon
Tool
The Reg Polygon Settings dialog box opens.
3. Enter 5 for the Number of Sides, and then click OK.
4. Click on the 3D locus point and drag the cursor vertically upward. Press
the Tab key to highlight the L field in the Data Display bar. Enter 2" and
press Enter (Win) or Return (Mac) to set the length. Click to set the size
of the polygon.
5. With the polygon still selected, select Model > Convert to NURBS.
4. With the NURBS curve still selected, select Vertex Only from the
Move list in the Object Info palette.
5. Click the right Edit arrow to highlight the top vertex of the NURBS
curve.
6. Change the plane of the vertex to be perpendicular to the plane of the
polygon. Change the Z value to 5". Change the X and Y values to 0".
Second
click
Working plane
Third click
First click
Double-click
7. Click the right Edit arrow to highlight the newly-created center vertex
point, and then change the X value to 0, the Y value to 1/4, and the Z
value to 1.
3. The profile curve is revolved around the axis line, creating a grouped
series of NURBS surfaces.
6. To render the model, click the Light tool from the 3D Tools palette to
Light Tool insert a light source, and then select View > Rendering > OpenGL.
2. Click the Extruded Rectangle tool from the 3D Tools palette, and
create a box shape. Then switch back to Top/Plan view.
Extruded
Rectangle Tool
3. Click the Rectangle tool from the 2D tools palette and draw a rectangle
Rectangle Tool over the left portion of the box shape.
Flyover Tool 9. Using the Flyover tool from the 3D Tools palette, change the view
slightly to better access the edges. Click the Extract tool from the 3D
Tools palette and select Extract Curve from the Mode bar. Select the
Extract Tool following edges; it may be necessary to zoom in (by pressing the Space
bar to enter Boomerang mode) to select all the edges.
Press the Enter (Windows) or Return (Macintosh) key or click the check
mark button on the Mode bar to create a group of NURBS curves.
10. Delete the rest of the solid by selecting it with the 2D Selection tool
2D Selection Tool
and pressing the Delete key.
NURBS Curve 3. Click the NURBS Curve tool from the 3D Tools palette, and connect
Tool the top ends of the chair with a NURBS curve.
4. Switch to Top view. With the new NURBS curve selected, change the
Degree to 2 in the Object Info palette. A vertex is placed in the center of
the curve.
5. Click the 3D Reshape tool from the 3D Tools palette and select X-axis
3D Reshape Tool Constrain from the Mode bar. Move the middle vertex slightly to the
left to introduce a slight curve.
6. Switch back to Right Isometric view. Click the Loft Surface tool from
the 3D Tools palette and select Birail Sweep from the Mode bar. Select
Loft Surface Tool
the two top ends of the chair as the rails. Select the top NURBS curve as
the profile curve. In the Loft Creation dialog box, select the Keep
Curves checkbox. Click OK to create the group of loft surfaces that
form the seat of the chair.
Flyover Tool 2. Select the profile curve at the top of the chair and press the Delete key to
remove it. Click the Flyover tool from the 3D Tools palette to adjust the
drawing to better access the chair frame, and then select each of the
NURBS curves that make up the frame and compose them into one curve
by selecting Tool > Compose.
3. Click the Ellipse tool from the 2D Tools palette and draw a circle with a
Ellipse Tool Radius of 0.1". Select the circle, and then the chair frame, and select
Model > Extrude Along Path. Ensure that the chair frame is the path
object, and then click OK to create a tubular frame.
4. Select the seat and move it back to its original position by selecting Tool
> Move > Move 3D and entering an X Offset value of -5".
Getting Started
This tutorial uses a pre-formatted VectorWorks file.
Dimensions are provided if creating a file from scratch is
desired.
1. Select File > Open.
The Open dialog box opens.
2. Navigate to [VectorWorks 10.5]\VWHelp\Tutorial
Files\WaterCan.mcd, and then click Open.
This file is in 2D layout and contains the following:
• one rectangle, two inches by three inches
• two lines, one 3 1/2 inches long and one 7/8 inches
long
• two circles, one with a one inch diameter and one with
a 3/4 inch diameter
• one arc
4. Click OK.
2. With the line selected, click the 2D Mirror tool from the 2D Tools
2D Mirror Tool palette and select Mirror Object from the Mode bar. Draw the mirror
guide over the left edge of the rectangle to create a mirrored line away
from the rectangle.
3. Click the Rounded Rectangle tool from the 2D Tools palette and
Rounded draw a rounded rectangle over the mirrored line. This will form the basis
Rectangle Tool
of the watering can handle.
4. Click the Split tool from the 2D Tools palette and select Line Split
Split Tool from the Mode bar. To split the rounded rectangle, draw the split line
over the guide line created earlier.
5. Delete the right portion of the rounded rectangle, and delete the guide
line used to split it.
6. Click the Ellipse tool from the 2D Tools palette and select Circle by
Ellipse Tool Diameter from the Mode bar. Draw a circle with a diameter of 0.5" next
to the 2D handle. This completes the 2D preparations.
2. Create the bottom half of the spout by selecting the longer line and the 1"
circle under the can (press the Shift key to select more than one object).
Select Model > Extrude Along Path, and enter a uniform Scale
Factor of 0.75.
3. Create the top half of the spout by selecting the shorter line and the 3/4"
circle. Select Model > Extrude Along Path, and enter a uniform
Scale Factor of 3.
4. Select the three solids that were just created and add them together by
selecting Model > Add Solids.
3. Click on the top face of the cylindrical can and use the Select Faces
dialog box to highlight the top of the cylinder, and then click again to
highlight the top of the spout. Press the Enter (Windows) or Return
(Macintosh) key or click the check mark button on the Mode bar to
create the shelled solid.
4. Switch the view to Top/Plan by selecting View > Standard Views >
Top!Plan. Select the arc at the top of the can, and select Model >
Sweep. Retain the default values in the Create Sweep dialog box and
click OK to create a 360 degree angle sweep.
8. Now create an opening in the cap. Select View > Standard Views >
Front.
9. Click the Line tool from the 2D Tools palette and draw a vertical line to
the left of the center of the cap.
Line Tool
10. Click the Arc tool from the 2D Tools palette and draw an arc, using the
Arc Tool vertical line as a guide.
3rd click
1st click
2nd click
11. Deselect the arc, and then trim the lines on either end of the arc; click the
Trim tool from the 2D Tools palette and click on the each line to trim it
away. Select the arc and give it a fill of None from the Attributes palette.
Trim Tool
12. Select the arc and the straight line and select Tool > Compose to add
them together. Convert the resulting polyline to a NURBS curve by
selecting Model > Convert to NURBS.
13. Switch to Right Isometric view. Click the Protrusion/Cutout tool from
Protrusion/ the 3D Tools palette and select Extrude Curve and Subtract from the
Cutout Tool Mode bar. Select the curve, select the watering can (the solid), and then
drag the green handle to the right, past the watering can. Press the Enter
14. Switch back to Top/Plan view. The last step is to create the handle of the
watering can. Select the rounded rectangle and the circle created at the
beginning of the tutorial. Select Model > Extrude Along Path, with
the rounded rectangle selected as the path, with a Scale Factor of 1.
Click OK to create the 3D handle.
15. With the 3D handle selected, choose Tool > Move > Move 3D. Enter
an X Offset of 0.2".
16. Select both the can and the handle, and add them together by selecting
Model > Add Solids.
17. Click the Light tool from the 3D Tools palette to insert a light source,
and then select View > Rendering > OpenGL to render the watering
Light Tool can.
Getting Started
This tutorial uses a pre-formatted VectorWorks file.
Dimensions are provided if creating a file from scratch is
desired.
1. Select File > Open.
The Open dialog box opens.
2. Navigate to [VectorWorks 10.5]\VWHelp\Tutorial
Files\Doorstopper.mcd, and then click Open.
This file is in 2D layout and contains the following:
• two lines, one three inches long and one four inches
long
• two circles, each with a 1/4 inch diameter
• a polygon
4. Click OK.
2. Select the three-inch long, green line and create another helix-spiral
object with the following values:
2. Select the 2D locus and the green polygon. Select Model > Sweep to
create a 360-degree sweep object. The Create Sweep dialog box opens.
Create a sweep with the following values, and then click OK.
3. Click the Flyover tool from the 3D Tools palette and rotate the object
until the center of the doorstopper head is visible.
Flyover Tool
4. Click the Fillet Edge tool from the 3D Tools palette. Click the top edge
of the stopper. Enter a 1/4" Radius in the Fillet Edge Preferences dialog
Fillet Edge Tool box, and then click OK. (If necessary, select Fillet Edge Preferences
from the Mode bar to display the Fillet Edge Preferences dialog box.)
5. Select the top two edges and the bottom edge of the doorstopper head.
Once all edges are selected, press Enter (Windows) or Return
(Macintosh) or click the check mark button on the Mode bar. The edges
of the doorstopper head are filleted and the doorstopper is complete.
6. To render the model, use the Light tool from the 3D Tools palette to
Light Tool insert a light source, and then select View > Rendering > OpenGL.
This tutorial covers the basics of creating protrusions and In this Chapter:
ribs by creating a 3D toy block. • Getting Started
• Setting Up the
Modeling Units
• Organizing
Objects
• Creating Guide
Lines
• Creating the Base
Protrusion
• Creating More
Protrusions
• Creating the 3D
Wireframe
• Mirroring the
Protrusion
Getting Started • Creating Ribs
• Mirroring the Ribs
This tutorial uses an existing base file.
• Adding the Solids
1. Select File > Open.
• Creating Slanted
The Open dialog box opens. Ribs
• Mirroring the
2. Navigate to [VectorWorks 10.5]\VWHelp\Tutorial
Slanted Ribs
Files\ToyBlock.mcd, and then click Open.
This file is in 2D layout and contains the following:
• one square
• four circles
• three rectangles
4. Click OK.
7. Select Edit > Guides > Hide Guides to temporarily hide the guide
lines.
4. Click the Tab key to highlight the Distance field in the Data bar and
enter 2". Press Enter (Windows) or Return (Macintosh) to set the
distance.
5. Press Enter (Windows) or Return (Macintosh) or click the check mark
button on the Mode bar to create the protrusion.
The top of the box is highlighted in red. If not, select the correct face
using the Select Face dialog box.
8. Press Enter (Windows) or Return (Macintosh) or click the check mark
button on the Mode bar to create the shell.
3. Click the Tab key to highlight the Distance field in the Data bar and
enter 1/2". Press Enter (Windows) or Return (Macintosh) to set the
distance.
4. Press Enter (Windows) or Return (Macintosh) or click the check mark
button on the Mode bar to create the protrusion.
6. With the new tapered extrude selected, click on the intersection of the
guide lines with the 2D Mirror tool and draw a horizontal axis line to the
right. Click to duplicate and mirror the tapered extrude.
7. With the new tapered extrude selected, click on the intersection of the
guide lines with the 2D Mirror tool and draw a vertical axis line
upwards. Click to duplicate and mirror the tapered extrude.
Creating Ribs
1. Select View > Standard Views > Right Isometric.
2. Click the Project tool from the 3D Tools palette, and then select
Project and Add and Project and Add Downward from the
Project Tool Mode bar. This is the projection direction that points toward the base of
the protrusion for the yellow circle.
3. Click on the yellow circle, and then click on the shelled block.
4. With the Project tool still selected, select Project and Add Upward
from the Mode bar. This is the projection direction that points
toward the base of the protrusion for the green rectangles.
6. With the new ribs selected, click on the intersection of the guide lines
with the 2D Mirror tool and draw a horizontal axis line to the right.
Click to duplicate and mirror the ribs.
7. With the new ribs selected, click on the intersection of the guide lines
with the 2D Mirror tool and draw a vertical axis line upward. Click to
duplicate and mirror the ribs.
3. Click the left Edit arrow to highlight the first vertex on the left side of the
NURBS curve and change the Z value to 1.75". Press Enter (on
Windows) or Return (on Macintosh) to set the height.
4. Click the right Edit arrow to highlight the second vertex on the left side
of the NURBS curve and change the Z value to 1.75”. Press Enter (on
Windows) or Return (on Macintosh) to set the height.
5. Click the right Edit arrow to highlight the third vertex on the left side of
the NURBS curve and change the Z value to 1.75". Press Enter (on
Windows) or Return (on Macintosh) to set the height.
6. Click the Project tool from the 3D Tools palette, and then select
Project and Add and Project and Add Downwards from the
Mode bar. This is the projection direction that points toward the base of
the protrusion for the blue NURBS curve.
7. Click on the slanted blue NURBS curve, and then click on the shelled
block.
5. With the new rib selected, click on the intersection of the guide lines with
the 2D Mirror tool and draw a vertical axis line upward. Click to
duplicate and mirror the rib.
6. With the new rib selected, click on the intersection of the guide lines with
the 2D Mirror tool and draw a horizontal axis line to the left. Click to
duplicate and mirror the rib.
Creating a 2D Shaft
When inserting objects, select the objects either from the
Resource Browser or from the appropriate tools palette.
Note: An object inserted for the first time from a palette
opens the Object Properties dialog box. Accept the
default values and click OK; make changes to the
object parameters through the Object Info palette.
1. Select File > New.
The Create Document dialog box opens.
2. Click Use Document Template, and then select
VW_Mechanical (Inch).sta from the list. Click OK.
Parameter Entry
X -5.5
Y 0
Length 3.000"
Diameter 1.000"
Left End Style Chamfer
Length 0.125"
Angle 45o
Right End Style Fillet
Radius 0.0625"
Show Center Line Select checkbox
4. Place a second shaft segment - straight object in the drawing using the
following parameters.
Parameter Entry
X -2.5"
Y 0
Length 0.750"
Diameter 1.375"
Left End Style Plain
Right End Style Plain
Show Center Line Select checkbox
5. Place a third shaft segment - straight object in the drawing using the
following parameters.
Parameter Entry
X -1.750"
Y 0
Length 0.250"
Diameter 1.125"
Left End Style Fillet
Radius 0.125"
Right End Style Fillet
Radius 0.125"
Show Center Line Select checkbox
6. Place a fourth shaft segment - straight object in the drawing using the
following parameters.
Parameter Entry
X -1.500"
Y 0
Length 0.750"
Diameter 1.375"
Left End Style Plain
Right End Style Fillet
Radius 0.125"
Show Center Line Select checkbox
7. Place a fifth shaft segment - straight object in the drawing using the
following parameters.
Parameter Entry
X -0.750"
Y 0
Length 1.250"
Diameter 1.750"
Left End Style Plain
Right End Style Plain
Show Center Line Select checkbox
8. Place a shaft segment - tapered object in the drawing using the following
parameters.
Parameter Entry
X 0.500"
Y 0
Length 3.000"
Left End - Diameter 1.250"
Style Plain
Right End - Diameter 0.750"
Style Radius
Radius 0.0625"
Show Center Line Select checkbox
Parameter Entry
X -4.750"
Y 0
Width 0.250"
Height 0.250"
Length 1.250"
10. With the key object still select, change its fill pattern to None in the
Attributes palette.
11. Place a hole - drilled object in the drawing using the following
parameters.
Parameter Entry
X -5.500"
Y 0
Rot 90o
Hole Diameter 0.199"
Total Depth 0.594"
Hole Type Blind Hole
Drill Point Angle 120o
Hole Style Countersunk Hole
Diameter 0.500"
Angle (Deg) 60o
12. With the hole still selected, change its class to Hidden Lines on the
Object Info palette.
13. With the hole still selected, choose Edit > Duplicate. In the Object Info
palette, place the duplicate object using the following parameters.
Parameter Entry
X 3.500"
Y 0
Rot -90o
2. Click New.
The Layer Options dialog box opens.
3. Select Create New Layer, accept the name Layer-2, and then click
OK. Click OK to close the Layers Setup dialog box.
4. On Layer-1, select all of the shaft pieces, including the centering holes
and key. Select Edit > Copy to copy the shaft pieces.
5. Switch to Layer-2 and select Edit > Paste in Place to paste the shaft
pieces in the same location as on Layer-1.
Note: If Layer-1 is visible, select Organize > Layer Options > Active
Only to view only the active layer.
6. Click on a blank portion of the drawing to deselect all. Then, select the
first straight shaft section.
8. Select the left hole, and then select the Create 3D Object from 2D
command.
The 3D hole is created with the same parameters as the 2D hole.
9. Select the key and click the Create 3D Object from 2D command.
The 3D key is created with the same parameters as the 2D key.
11. Select the 3D key, and then select Tool > Move > Move 3D
(Ctrl+Alt+M on Windows or Command+Option+M on Macintosh).
The Move 3D Selection dialog box opens.
12. Enter 0.359” for the Z Offset to move the key to the proper position.
Click OK.
13. While still in left isometric view, select the 3D shaft, key, and hole.
Select Model > Subtract Solids. A subtract solids dialog box opens,
and the shaft is highlighted.
Note: If not the shaft is not highlighted, click the arrows in the dialog box
until a box appears around the shaft).
14. Click OK.
A shaft with a hole and keyway appears.
15. For effect, render the shaft, key, and hole. Use the Light tool from the
Light Tool
3D Tools palette to insert a light source, and then select View >
Rendering > OpenGL.
16. Select View > Standard Views > Top/Plan. Select the other shaft
segments one at a time, and convert them using the Create 3D Object
from 2D command (Ctrl+Alt+3 on Windows or Command+Option+3
on Macintosh).
Alternatively, select all of the shaft segments at one time and run the
Create 3D Object from 2D command. This tutorial depicts
running the command for one segment at a time.
17. After all shaft segments are converted, select the hole at the end of the
tapered shaft and click the Create 3D Object from 2D command.
18. Select the tapered shaft and the hole, and then select Model > Subtract
Solids. A box appears around the shaft (if not, click the arrows in the
dialog box until a box appears around the shaft). Click OK. A shaft with
a hole is created.
19. Select all six shaft segments, and then select Model > Add Solids.
Switch to left isometric view and render the shaft using OpenGL, as
described previously.