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Learning AliasStudio Tutorials Introduction to 3D > Grouping the lampshade
Part 4: Building the lampshade
In this section you will build the lampshade and a simplified bulb from primitive spheres.
Creating geometry at the origin
Many designed objects are symmetrical and aligned. It is good practice to build models centered on the origin so that grid snapping and the mirror tools can be used.
You will model the lamp shade separately at the origin and then move it into position on to the upper arm.
Watch Part 4 of the tutorial.
Making the base and arm invisible
The components you have already built can be made invisible to provide a clear space to build the lamp.
- Choose Windows > Object Lister to open the object lister window.
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If you cannot see your objects listed, check that Show > By object has been selected in the object lister submenu.
- Click the
on the Arm text to select the submenu. Choose visible to make the upper arm invisible.
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- Make the Base invisible using the same process.
- Use the
over the Sketch_Lampshade text to select the submenu. Choose visible to make the sketch visible.
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A new sketch for the lamp head will appear in the Right window, and all geometry should be invisible.
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- Close the object editor
Creating the light bulb
You will build a simplified light bulb from a primitive sphere.
- Maximize the Right window to start creating the bulb and lampshade.
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- Choose the Surfaces > Primitives > Sphere
tool.- Hold the
key down to turn on grid snapping. Click and hold the left mouse button, and move the cursor around. The new sphere will jump to grid points as you get near to them.
Position the new sphere on the origin.
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- Choose Transform > Move
. The manipulator disappears.
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Use the
to move the bulb approximately on the center of the sketched bulb.
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- Choose Transform > Scale
and click and drag the left mouse button to match the size of the sphere to the sketched bulb.
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Creating the lampshade
Next you will create the lamp shade. The main shape of the lamp shade is created from two half-spheres, one large one and then a smaller one above. A cylinder is then added to join the shade to the arm.
- Choose the Surfaces > Primitives > Sphere
tool. Double-click on the sphere icon to open up the option box. Type in180for the Sweep.
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- Click the Go button. Hold the
key down to turn on grid snapping. Click near the origin to place the half sphere.
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- Choose Transform > Scale
. Click and drag the left mouse button to scale the half-sphere.Scale the half-sphere to match the width of the large outer curves on the sketch.
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- Choose Transform > Non-p scale
. Use theto adjust the height of the half sphere to match the sketch.
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- Choose Edit > Copy
and Edit > Paste
to create a second half sphere. This will be scaled and moved to create the top section of the lamp.- Choose Transform > Scale
and use the left mouse button to scale it to approximately half its original size. Remember to click and drag in an area of the screen that won't accidentally select any of the objects.
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- Choose Transform > Move
and use theto move the half sphere into position based on the sketch.
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- Choose Transform > Non-p scale
and use theto adjust the height of the half-sphere.
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- Choose Layouts > All windows > All windows to display all 4 views.
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- Maximize the Top view.
You will now create a cylinder to connect the stand to the arm.
- Choose Surfaces > Primitives > Cylinder
. Hold down thekey to turn on grid snapping and place the new cylinder at the origin in the Top view.
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- Choose Layouts > All windows > All windows to display all 4 views. Choosing to place the cylinder using the Top view has placed it in the correct orientation.
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- Maximize the Right window to reposition and scale the cylinder.
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- Choose Transform > Scale
to reduce the cylinder to a size suitable for the end of the lampshade.
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- Choose Transform > Move
and use theto position the cylinder to match the sketch.
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Grouping the lampshade
- Choose Windows > Object Lister to open the object lister.
Use the
on the Sketch_Lampshade item to bring up the submenu.
Choose visible to turn off the sketch.
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- Use Pick > Object
and pick all the objects.
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- Choose Edit > Group
. The objects are still selected, but notice that they now have a single pivot point at the origin. The default location for a new pivot point is the origin.
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The lampshade is designed to rotate where it connects to the lamp arm, so next you will adjust the pivot point to be in the center of the cylinder.
- Choose Transform > Local > Set pivot
. Use theto move the pivot upwards, to approximately the center of the cylinder.
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In the object lister the new group is shown as node.
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- Double click on node to rename it to Lampshade.
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- Make the Base and Arm components visible using the
and the submenu.
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- Choose Pick > Nothing
. All the objects are deselected.- Choose Layouts > All windows > All windows to display all 4 views.
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You have now built all the components of the lamp, and it is ready to be assembled.
- Choose File > Save as to save the current scene, and call your file
mydesklamp4.
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