Copyright: ©Robert McNeel & Associates


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Registration Form
Rhinoceros Registration Form

If you do not have web access, print this form, fill in information, and FAX or mail to:

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

FAX 206-545-7321


Rhinoceros®

NURBS modeling for Windows

Command Reference
Version 1.1


End User License Agreement

By installing, copying, or otherwise using Rhinoceros, you agree to be bound by the terms of the following END USER LICENSE AGREEMENT.

If you do not agree to the terms of this END USER LICENSE AGREEMENT, do not install or use Rhinoceros; you may, however, return it to your place of purchase for a full refund.

This Robert McNeel & Associates End-User License Agreement is a legal agreement between you (either an individual or a single entity) and Robert McNeel & Associates for the Robert McNeel & Associates software product identified above, which includes computer software and may include associated media, printed materials, and "online" or electronic documentation.

Rhinoceros (Rhino) is owned by TLM, Inc. d.b.a. Robert McNeel & Associates. Rhinoceros is protected by copyright laws and international copyright treaties, as well as other intellectual property laws and treaties. Rhinoceros is licensed, not sold.

Therefore, you must treat this Software just like a book or any other copyrighted material (e.g., recordings or film). You may make archival copies of the Software. You may not distribute any portion of the Software or materials accompanying the Software.

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This agreement is governed by the laws of the State of Washington, USA.


Table of Contents

Insert Command Reference table of contents here.


Welcome to Rhinoceros

So you can get the most out of using Rhino, a lot of time has been spend 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.

Help file updated 29 February 2000   2:45 PM


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 rhino@rhino3d.com

Web site www.rhino3d.com

Robert McNeel & Associates
3670 Woodland Park Avenue North
Seattle, WA  98103
Tech line phone: (206) 545-6877


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

Command:	Help

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.

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

New	Ctrl+N
Open	Ctrl+O
Save	Ctrl+S
Print	Ctrl+P
Undo	Ctrl+Z
Redo	Ctrl+Y
Select all objects	Ctrl+A
Cut	Ctrl+X
Copy to Clipboard	Ctrl+C
Paste	Ctrl+V
Delete	Delete
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. Press and hold Shift or Ctrl and press the arrow keys.
Pan forward	Ctrl+PageUp
Pan backward	Ctrl+PageDown
Zoom in	Ctrl + drag up right mouse button. If you have a wheeled mouse, you can rotate the wheel to zoom in and out. PageUp.
Zoom out	Ctrl + drag down with the right mouse button. If you have a wheeled mouse, you can rotate the wheel to zoom in and out. PageDown.
Zoom Previous (Undo view change)	Home
Zoom Next (Redo view change)	End
Rotate	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 Down	Down Arrow
Rotate Left	Left Arrow
Rotate Right	Right Arrow
Rotate Up	Up Arrow
Tilt left	Ctrl+Shift+PageUp
Tilt right	Ctrl+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.	Shift+PageDown
Help	F1
Command History	F2
Grid toggle	F7
Ortho toggle	F8, Shift, Ortho pane on the status bar.
Snap toggle	F9, Snap pane on the status bar.
Points On	F10
Points Off	F11
Click Digitizer	F12
Set maximized viewport Top	Ctrl+F1
Set Maximized Viewport Front	Ctrl+F2
Set maximized viewport Right	Ctrl+F3
Set maximized viewport Perspective	Ctrl+F4
Next viewport active	Ctrl+Tab
Previous viewport active	Shift+Ctrl+Tab
Layer	Right click the Layer pane on the status bar.
Many of these shortcuts can be changed and you can add new shortcuts and aliases. See Options dialog box, Shortcut Keys tab and Aliases tab.


Change Rhino's appearance

The easiest way to control the way Rhino looks is from the Options dialog box, Appearance tab. You can also use commands from the command line to change the appearance

You can …

Toggle the display of the command area

Toggle the display of the status bar

Toggle the display of the menu bar

Toggle the display of the title bar

Toggle the display of world axes

Toggle the viewport projection between parallel and perspective

Change the grid

Maximize Rhino

Minimize Rhino

Restore Rhino from being minimized


Maximize

Maximize Rhino.

Command:	Maximize


Minimize

Minimize Rhino.

Command:	Minimize


Restore

Restore Rhino from being minimized.

Command:	Restore


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.

Command:	CommandPrompt


StatusBar

Toggle the display of the status bar.

Command:	StatusBar


Title

Toggle the display of the title bar.

Command:	Title


WorldAxes

Toggle the display of world axes.

Command:	WorldAxes

World Axes icon On

World Axes icon off


Projection

Set the viewport projection to parallel or perspective.

Toolbar:	Viewport Layout

Command:	Projection

At the Projection is now parallel. New value ( Parallel Perspective Toggle ) prompt, set the projection type for the viewport.


PopupToolbar

Pops a named toolbar at the cursor location.

Command:	PopupToolbar


PopupMenu

Pops a menu at the cursor location with your favorites and the most recently used commands.

Command:	PopupMenu


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.

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.

You can …

Close the render window

Close a viewport

Maximize a viewport

Copy the contents of the render window to the Clipboard

Copy the view to all viewports

Simulate pressing Enter in a script

Make the next viewport with orthogonal projection active

Make the next viewport with perspective projection active

Make the next viewport active

Make the previous viewport active

Bring the next viewport to the top

Save the image in the render window

Capture a viewport to the Clipboard

Capture a viewport and save it as a bitmap file

Capture a viewport and save it as a 256 color bitmap file

Set the active viewport by name

Set the maximized viewport by name


Enter

Simulate pressing Enter in a script.

Command:	Enter

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.


SetWorkingDirectory

Set working directory.

Command:	SetWorkingDirectory

In the Browse for Folder dialog box, select the working directory.


CloseDisplayWindow

Close the render display window.

Command:	CloseDisplayWindow

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.


SetActiveViewport

Set the active viewport by name.

Command:	SetActiveViewport

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 shortcut. It would be ridiculous to type this long command then type a viewport name.


NextViewport

Make the next viewport active.

Command:	NextViewport

Shortcut:	Ctrl + Tab


PrevViewport

Make the previous viewport active.

Command:	PrevViewport

Shortcut:	Ctrl + Shift + Tab


NextOrthoViewport

Make the next viewport with orthogonal (parallel) projection active.

Command:	NextOrthoViewport


NextPerspectiveViewport

Make the next viewport with perspective projection active.

Command:	NextPerspectiveViewport


NextViewportToTop

Makes the next viewport current.

Command:	NextViewportToTop


CloseViewport

Close the active viewport.

Command:	CloseViewport


MaxViewport

Maximize a viewport.

Menu:	Right-click viewport title > Maximize

Toolbar:	Viewport Layout

Command:	MaxViewport

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.


CopyViewToAll

Copy the view to all viewports.

Command:	CopyViewToAll


SetMaximizedViewport

Set the maximized viewport by name.

Command:	SetMaximizedViewport

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 shortcut. It would be ridiculous to type this long command then type a viewport name.


CopyDisplayWindowToClipboard

Copy the contents of the render window to the Clipboard.

Command:	CopyDisplayWindowToClipboard

The image in the render window is copied to the Clipboard.


Select Color dialog box

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.


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.


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.


Greville points
Edit points (Greville 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.


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.


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. 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. 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.


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.


Glossary
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.


Esc
Press Esc

Press Esc once to cancel a command.

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.


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.


What's New in Rhino Version 1.1

This is a list of the new and improved features in Rhino 1.1. Many small improvements, bugs, prompt clarifications and improved default settings have been added in addition to the changes listed here.

3DS import

3D Studio import now supports objects that use local coordinate system. Rhino reads the local coordinate system and transforms the points from the local frame to the world frame.

ACIS SAT file export

Export surfaces and solids directly to AutoCAD, CADKEY, IronCAD, TurboCAD, Vellum Solids, and Working Model in the ACIS SAT file format.

Adobe Illustrator file exchange

When exporting Adobe Illustrator files, you can specify a unit system to use. When importing, you can tell Rhino what units were used to create Adobe Illustrator files when you import them, or fit the objects to the screen.

Angle constraint

Turn off angle constraint by typing < 0.

Arc from start, end, and radius

The ArcSER command creates an arc using the start point, end point, and radius.

ArcTTR

The ArcTTR command now returns the two arcs that are closest to the two tangent pick points, rather than all possible tangent arcs.

AutoCAD 2000 DWG/DXF import and export

Read and write AutoCAD 12, 13, 14, and 2000 files.

Bitmap file open preview

When you open or save a bitmap file in Rhino, you can see a preview image.

This applies to:

Applying textures and bump maps.

Placing background bitmaps.

Choosing images for environment mapping.

The Heightfield from Bitmap command.

Importing a bitmap for a toolbar button.

BMRT support

Toolbars and commands to assist assigning materials to objects for rendering in Blue Moon Rendering Tools (BMRT) have been added. BMRT can be installed from the Rhino CD.

Boolean operations let you select more than one object

You can now select multiple objects for the BooleanUnion, BooleanDifference, and BooleanIntersection commands.

Chamfer

The Chamfer command now allows you to type both chamfer distances at once separated by commas.

CircleTTR

The CircleTTR commands now returns the circle that is closest to the two tangent pick points, rather than all possible tangent circles.

CircleTTT

The CircleTTT command now finds all answers if input curves are arcs, circles, and lines.

Construction plane perpendicular to curve

The CPlanePerpToCrv command aligns the current viewport's construction plane perpendicular to a curve at a point.

Construction plane previous and next

Move to the previously used construction plane with the CPlanePrev command.

Restore construction plane change with the CPlaneNext command

Curvature graph display

In the CurvatureGraphOn command, the display scale option for curvature hairs allows a larger scale.

Curvature kink matching on Loft

The Loft command has been improved to match sub segments of curves with similar properties. For example, lofting between two rounded rectangles now works properly.

Curve information tools

The CrvStart and CrvEnd commands place a point at the start point and end point of a curve.

Curve offset

The Offset command has been improved to work in a wider variety of cases.

Developable surfaces

Rhino now has commands to create and unroll developable surfaces with holes and marking curves. A developable surface is one that can be unrolled onto a plane without stretching.

Developable surfaces are useful when modeling for manufacturing with a material that does not easily stretch, such as steel plate or plywood.

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.

Note

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 or for developing fabric patterns.

The two new commands for creating and unrolling developable surfaces are:

Developable Loft Style

A new style for the Loft command creates surfaces that can be developed, if possible.

Unroll Developable Surface

The UnrollSrf command unrolls a developable surface on to a plane. This process is also sometimes called flattening, unwrapping, unfolding, developing, or expanding a surface.

Dimensions and text

Two-dimensional dimensions and text have been added: Horizontal,Vertical,Aligned,Rotated,Options,Radius, Diameter, and Angle dimensions, Text blocks, and Leaders.

Import and export dimensions, text, and leaders from DWG and DXF files. Export only to Adobe Illustrator and WMF files.

Draft angle analysis

If you build molds, this command is for you. DraftAngleAnalysis displays the draft angle relative to the construction plane active when you start the command. If your design requires a draft of 5 degrees, set the draft angle to 5. Everything that is not blue is under 5 degrees and will not come out of the mold cleanly.

Dup

The Dup command now creates the duplicate with points off. This way objects with points on can be duplicated, and the duplicate can then be moved.

DupEdge

The DupEdge command now supports multiple selection.

Edit dimension text

The EditDim command lets you edit dimension text.

Export object properties to a spreadsheet file

Export object properties to a spreadsheet program like Microsoft Excel with the Export command. Exporting object properties to a spreadsheet file 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.

Export text and dimensions to AI and WMF and import and export to DWG/DXF

Text and dimensions export to Adobe Illustrator and Windows Metafile (WMF) and import and export to and from AutoCAD DXF and DWG files.

Extract points from existing objects

Create point objects at the locations of selected control points with the ExtractPt command. ExtractPt works on curves, surfaces, and polygon mesh objects.

Extrude along curve

The ExtrudeAlongCrv command allows pre-picking the curve to extrude to match the other extrude commands.

Extrude periodic curves

Using the Extrude command on a periodic curve now creates a periodic surface.

Fillet

The Fillet command has been changed so you can now build a fillet between two adjacent sub-curves in a composite curve or polyline.

Fillet, Chamfer, and Extend simplify result

The Fillet, Chamfer, and Extend commands now simplify the result if possible. This means the extended lines and arcs do not have extra knots in them.

FilletSrf and ChamferSrf leave polysurfaces joined

The FilletSrf and ChamferSrf commands no longer extract surfaces from polysurfaces before creating the fillet or chamfer. They now leave the surfaces joined to the rest of the polysurface they came from.

Gazelle

This release exposes Gazelle™ technology for the first time. This high-speed non-linear optimization technology makes curvature continuity in NetworkSrf possible.

High degree curve and surface support

The InterpCrv, Curve, Rebuild, and RebuildSrf commands allow you to specify a degree up to 11.

Hydrostatic calculations for marine design

The Hydrostatics command displays hydrostatic values for surfaces. These values can be saved to a comma-separated file for use in spreadsheets.

IGES export

Many new IGES export types have been added, see the Help table of contents or index for a complete listing.

A Rhino layer to IGES level mapping capability has been added.

Layers

The OneLayerOff command lets you select an object to turn off its layer.

Reduce the number of layers visible in the layer lists with the "Selected" filter. This filter limits the layer names you see in the list on the status bar, the Edit Layers dialog box, and in the lists in ChangeLayer and SelLayer commands.

Make2D

Create accurate 2-D views for export to your CAD system for drafting and detailed documentation. This new functionality is accurate enough to dimension the most complex shapes.

The Make2D command now supports hidden line views and has an option to include or exclude tangent edges. The Make2D4view command has been incorporated into the Make2D command.

Menu changes:

A Dimension menu has been added.

The Make2D command has been moved to the Dimension menu.

The CreateUVCurve and ApplyCrv commands have been moved up one level. They are now in the Curve > From Objects menu.

The Edit > Visibility > Control Points menu has been moved to Edit > Control Point Visibility.

Additional functions have been added to the Viewport menu.

Middle mouse button

You can choose from three behaviors for pressing the middle mouse button:

Pop up your favorite toolbar under the cursor

List the most recent commands under your cursor

Execute a custom macro

If you don't have a middle mouse button, you can access these features with the PopupToolbar and PopupMenu commands.

Mirror command

The Mirror command now has a NoCopy option that lets you flip objects without making a copy.

Network surface

Create a surface from a network of smooth curves with the NetworkSrf command. You can select a group of curves and Rhino sorts them automatically. Rhino also can use curves that don't touch exactly.

You can create:

Surfaces from open or closed curve networks.

Surfaces with one or two singularities.

Create surfaces that match smoothly with other surfaces.

Closed periodic surfaces in one or two directions.

Increased control over how the surface is made.

Support for kinked curves in many cases.

Object name support

Object names are now exported to UDO files and both exported to and imported from 3DS files.

OBJ export

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.

Orient

The Orient command now has a toggle for setting the scale option. The setting is remembered within a session.

Orient Object on Curve

The OrientPerpToCrv command aligns an object to a curve.

OrientOnSrf

The OrientOnSrf command has a toggle for setting the base mode.

The prompts and workflow have been improved.

Parasolid X_T export

Export directly to applications based on the Parasolid X_T files: SolidWorks, SolidEdge, and Unigraphics.

For Parasolid X_T file export a flag is added to not save rational trimming curves on planes. This affects Solid Edge 6 and Solid Edge 7. This takes care of the strange edges on a tube or any other planar rational surface.

Plane command has deformable option

The Plane command will now create a deformable plane up to degree 11 with any number of control points in the u- and v-directions.

Point object snap

The Point object snap incorrectly snapped to points hidden with HidePt. This has been fixed.

Polyline on mesh

The PolylineOnMesh command draws polylines directly on polygon mesh objects. Use these curves to generate NURBS surfaces that approximate the polygon meshes.

POV-Ray support added

Toolbars and commands to assist in assigning materials to objects for rendering in POV-Ray have been added.

Preview image for 3DM files

Now when you save a Rhino file, a preview image of the active viewport is saved. This preview image displays in the Open, Save, SaveAs, and Import dialog boxes.

Project and Pullback support point objects

The Project and Pullback commands will now project point objects to a surface as well as curves.

Reduce polygons in a mesh

The ReduceMesh command reduces the number of faces in a polygon mesh.

Relative world, world polar, and relative world polar coordinates

Relative world, world polar, and relative world polar coordinate modes have been added.

Render texture path change

When rendering a scene Rhino loads the textures and bump maps specified for 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.

Save small option

The SaveSmall command saves your file without render and analysis meshes to decrease file size. The Save small checkbox in the SaveAs and Export dialog boxes also clears the render and analysis meshes.

Scale

In the Scale, Scale1D, Scale2D commands, when scaling by dragging, the scale factor becomes the default next time that scale command is used.

Select objects by name

Select object by name with the SelName command.

SelLayer changes

The SelLayer command now allows selection of multiple layers. If you select a layer that is off, the layer will be turned on and its objects selected.

Set names for multiple objects

The SetObjectNameMultiple command lets you set names for a set of selected objects. The names are incremented numerically.

Set object material

The SetObjectMaterial command assigns a rendering material. The object material can currently be used by RIB, OBJ, material/shader export.

Shade selected objects

The ShadeSelected and ShadeSelectedAll commands shade only selected objects instead of all objects visible in a scene.

Shade with OpenGL

We are implementing OpenGL in Rhino for shading, previewing, render previewing, and surface analysis.

The main benefits are color in shade and preview, speed if you have a very fast OpenGL graphics card, and moving around in render preview. While OpenGL works best if you have a high-end OpenGL graphics accelerator card, it is also useful even if you don't have any OpenGL hardware acceleration.

Shade Options

There are new options for configuring OpenGL shading on the Options dialog box Shade tab. They include color by layer, show curves, show wireframe, show grid, and show grid axis.

Shade

The behavior of Shade, ShadeAll, FlatShade, FlatShadeAll now depends on options specified in the Options dialog box Shade tab. The default is to use monochrome shading like version 1.0.

OpenGL Shade Settings

The new SetGLShade command lets you toggle quickly between using monochrome shading and OpenGL shading.

Render Preview

The RenderPreview, and RenderPreviewAll commands give you a preview of your fully rendered model inside the viewport. You can move around in the preview just as you can in shaded mode.

RenderPreview and RenderPreviewAll use the settings on the Options dialog box Render tab.

An option for OpenGL shading has been added to the shaded previews for Loft, Sweep1, Sweep2, Patch, and MatchSrf.

Shaded working mode

Continual shaded working mode is now available. Turn it on from the Viewport menu.

Shaded working mode does not currently use OpenGL.

The light for shaded mode comes over your left shoulder.

To force Rhino to remesh objects that look jagged, click Refresh on the Viewport menu.

Drape, SketchOnMesh, and ZBufferPt use the wireshaded display. This makes it easier to use the wireframe geometry as a visual aid.

Show selected objects

The ShowSelected lets you choose which hidden objects you want to display.

Split

In the Split command the object to split can be pre-selected and if it is, the results also stay selected after the split.

Split surface by isoparms

The SplitSrf command splits a surface into multiple pieces by its own isoparms.

Swap the lock state of locked and unlocked objects

The LockSwap command swaps locked and unlocked objects so you can work on previously locked objects.

Swap the visibility state of hidden and visible objects

The HideSwap command swaps hidden and visible objects so you can work on previously hidden objects.

Synchronize views

The SynchronizeViews command sets the scale and center of parallel viewports to match the "active" viewport. You may want to add this new command to your Zoom buttons or a function key.

Tab function changed

Ctrl+Tab now cycles through the active viewports. Tab is reserved for direction locking.

Taper

The Taper command now has a Flat option that lets you taper only in one direction.

Text command functionality change

The Text command, which in Rhino 1.0 created text-shaped NURBS curves, surfaces, or solids, based on TrueType fonts, has been changed to TextObject.

The Text command now creates 2-D annotation text.

Text

The Text command lets you place 2-D annotation text in your model.

The EditText command lets you edit 2-D annotation text.

The Leader command draws a 2-dimensional arrow leader.

Trim surface with multiple objects

The Trim command now lets you trim a curve, surface, or polysurface with one or more curve, surface, or polysurface objects.

Points off on selected objects

The PtOffSelected command turns off control points on selected objects.

Turntable dynamic inspection view

The Turntable command continuously rotates the view. You can pan and zoom while Turntable is running. You can use the Turntable command inside surface analysis commands, Shade, and RenderPreview.

Unlock selected objects

The UnlockSelected command unlocks selected objects instead of all locked objects.

UnrollSrf

The UnrollSrf command now:

displays lengths of trim curves and curves on surfaces

creates clamped geometry from periodic surfaces

shrinks trimmed surfaces before unrolling so that the unused portion of the underlying surface does not add as much to the distortion of parameter space

handles polysurfaces

The UnrollSrf command allows unrolling of surfaces that are linear in one direction, but have degree higher than 1.

View commands improved

The Top, Bottom, Left, Right, Front, and Back, commands now automatically set the projection to parallel to make them work similarly to normal named views.

Viewport

The Projection command lets you explicitly set the projection type instead of toggling between parallel and perspective.

Visual Surface Analysis Commands

Environment Mapping

Environment mapping is a shading style that reflects a scene on the surfaces. The EMap command displays a bitmap on selected surfaces.

This is a tool for finding surface defects and validating your design intent.

Zebra Stripe Analysis

The Zebra command displays surfaces with reflected stripes. This is the best way to visually check for surface defects and tangency and curvature continuity conditions between surfaces.

Curvature Analysis

The CurvatureAnalysis command analyzes surface curvature using false color mapping. It analyzes Gaussian curvature, mean curvature, minimum radius of curvature, and maximum radius of curvature.

Surface Curvature

The CurvatureSrf command analyzes the curvature at a point on a surface. Displays two half-circles that show the principal curvatures at that point.

VRML export

VRML export now supports object color. Textures are not exported.

Rhino now exports the render background color to VRML2 files. VRML1 does not support background color.

Workspace

The Curve command is now the top button in the Curve toolbar.

Undo viewport change and redo viewport change button graphic changed.

CPlanePrev and CPlaneNext buttons added to the SetCPlane toolbar.

World axis icon color changed to gray

The world axes are now dark gray instead of red, green, and blue. This should reduce the amount of confusion between the construction plane axes and the world axes. You can change it back by editing the Rhino.ini file to read:

WorldXAxisIcon=255,0,0
WorldYAxisIcon=0,255,0
WorldZAxisIcon=0,0,255

Zoom target

Set the target point to center your zooming with the ZoomTarget command. This helps get a good window zoom in perspective views.


File menu

With File menu commands you can open and save models, add notes to the model and print a wireframe image of your model.

When you save or export Rhino objects to a file type other than Rhino native 3DM file, only objects supported by the file type are exported. For example, polygon mesh objects are not exported to IGES and curves are not exported to most polygon mesh formats.

Rhino uses NURBS surfaces that are smooth freeform surface patches instead of polygon meshes that are made up of small flat triangles and quadrangles. When you export to a polygon mesh format like 3DS or DXF, Rhino needs to convert NURBS surfaces to polygon meshes. To do a good approximation of a freeform surface, Rhino sometimes uses a large number of polygons. You can adjust the meshing parameters, speed and quality, when you do the export.

When you open a polygon mesh file into Rhino, the polygon mesh objects are not automatically converted to NURBS objects.

You can…

Create a new model

Open an existing model

Save your model

Save to a different name or file type

Save a template

Autosave

Import objects

Export objects

Add notes to your model

Print setup

Print your model

Exit Rhino


New

Create a new model.

Toolbar:	Standard and File

Menu:	File > New

Command:	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.


Open

Open an existing model.

Toolbar:	Standard, File, and STL Tools

Menu:	File > Open

Command:	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.


Save

Save your model.

Toolbar:	Standard, File, and STL Tools

Menu:	File > Save

Command:	Save

Shortcut:	Ctrl+S

1	In the Files of type box, select Rhino 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.


SaveAs

Save your model to a different name or file type.

Toolbar:	File

Menu:	File > Save As

Command:	SaveAs

1	In the Files of type box, select Rhino 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.


SaveSmall

Save your model without render meshes to decrease file size.

Menu:	File > Save Small

Command:	SaveSmall

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.


SaveAsTemplate

Save a template.

Toolbar:	File

Menu:	File > Save As Template

Command:	SaveAsTemplate

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.


Autosave

Saves a copy of your model periodically.

Command:	Autosave

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.


IncrementalSave

Save sequentially numbered versions of your model.

Command:	IncrementalSave

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.


Import

Import or merge objects from another file.

Toolbar:	Standard, File, and STL Tools

Menu:	File menu, click Import/Merge

Command:	Import

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.

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.


Export

Export selected objects to a file.

Toolbar:	Standard, File, and STL Tools

Menu:	File > Export Selected

Command:	Export

1	Select objects to export.

2	In the Files of type box, select Rhino 3D Models.

3	In the File name box, type a filename.

4	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.

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.


Notes

Add notes to your model.

Toolbar:	File

Menu:	File > Notes

Command:	Notes

In the Notes dialog box, type information you want to save with the model.

To close the Notes dialog box:

Click [image] 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.


PrintSetup

Set up your printer.

Toolbar:	File

Menu:	File > Print Setup

Command:	PrintSetup


Print

Prints a wireframe view of the current viewport.

Toolbar:	File

Menu:	File > Print

Command:	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.

Note

Printing to scale only affects printing from parallel viewports, not printing from perspective viewports.

Annotation dots and arrows do not print.

Set your printer with the PrintSetup command.


Exit Rhino
Exit

Exit Rhino.

Menu:	File > Exit

Command:	Exit

Note

When you exit Rhino, Rhino asks if you want to save the changes made to the model since the last save.


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.


Import and export formats
Supported file types

Specifics about each type:

IGES

AutoCAD DWG

AutoCAD DXF

Wavefront OBJ

3D Studio

Lightwave LWO

Raw Triangle

POV Ray

UDO

STL

VRML

Adobe Illustrator

Windows Metafiles

Renderman RIB

AG

DXF for Moldex

PostScript

DirectX


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 options. 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.

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?

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:

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.


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

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.

Note

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.

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.

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.

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.

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.

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

When this option is selected, all curves are exported as AutoCAD spline entities.

Write meshes as:

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

Polyface meshes

When this option is selected, 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.

Entities only DXF file:

When this option is selected, Rhino writes only the entities 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, 13, or 14 DWG/DXF.

Curve options:

Project to plane

When this option is selected, 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

When this option is selected, 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.


Comma-delimited file export

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 CSV (comma delimited spreadsheet).

4	In the File name box, type a name for the file.

5	Click Save.

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.


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 65535 points for the entire file. You will need to export large Rhino models in pieces.

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.

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.

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.

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.

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.


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.

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.

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.


STL file exchange

To open STL 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 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.

Command:	JoinMesh

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 type 180.

An angle tolerance of 180 tells weld to glue adjacent triangle points together no matter what.

6	From the Tools menu, click Polygon Mesh, then click Unify Normals.

Command:	UnifyMeshNormals

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 Settings 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.


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

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

When this option is selected, Rhino writes the polygon mesh vertex normals calculated from the NURBS surfaces 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

When this option is selected, Rhino writes the UV texture mapping coordinates to the VRML file.


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.

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


Moldex

Export a DXF file for Moldex.

Command:	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.

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

If the units in the IGES file are different from the units in Rhino, Rhino asks if you want to scale the geometry to compensate the change in units.

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 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\Rhinocerous\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.


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.

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.


IGES export type details
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.

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.

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.

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.

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.


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.

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
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


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.

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
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


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


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.

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
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
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


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

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.

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.

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


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
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.

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 sewing once inside Pro/E.

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
INTF3D_OUT_EXTEND_SURFACE YES
intf3d_out_force_surf_normals 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

IGES Settings for Pro/E NT

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
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


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.

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


Softimage IGES file exchange

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

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.

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


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
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

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 adjust the Rhino absolute tolerance 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
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


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.

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


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


Edit menu

The edit menu includes general editing commands for curves and surfaces.

You can …

Undo the last command

Redo the last undo

Cut objects to the Clipboard

Copy objects to the Clipboard

Paste objects from the Clipboard

Delete selected objects

Erase objects

Delete all objects in the model

Join objects

Join selected surfaces

Explode objects

Trim objects with cutting objects

Split object with cutting objects

Edit object properties

Set the name of an object

Improve (reparameterize) an object


Undo

Undo the last command.

Toolbar:	Standard and Geometry Fix

Menu:	Edit > Undo

Command:	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.


UndoMultiple

Provides a list of commands you can undo.

Menu:	Edit > Undo Multiple

Command:	UndoMultiple


Redo

Redo the last undo.

Toolbar:	Standard and Geometry Fix

Menu:	Edit > Redo

Command:	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

Command:	RedoMultiple


Cut

Cut objects to the Clipboard.

Toolbar:	Standard

Menu:	Edit > Cut

Command:	Cut

Shortcut:	Ctrl+X

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.


CopyClip

Copy objects to the Clipboard.

Toolbar:	Standard

Menu:	Edit > Copy

Command:	CopyClip

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.


Paste

Paste objects from the Clipboard.

Toolbar:	Standard

Menu:	Edit > Paste

Command:	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.


Delete

Delete selected objects.

Menu:	Edit > Delete

Command:	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.


Erase

Erase objects.

Command:	Erase

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.


DeleteAll

Delete all objects in the model.

Command:	DeleteAll

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.


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.

Choose One Object dialog box

Choose One Object dialog box pops out 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 Choose One Object dialog box pops out, in addition to the buttons in the dialog box, you can click the mouse buttons anywhere in the viewport area to control the selection mechanism.

Click in the viewport area or click Next to cycle to the next object.

Click Prev to cycle to the previous object.

Click in the viewport area with the right mouse button, click OK, or press Enter to select the highlighted object.

If the object you want to select is not included in the set of objects you are cycling through, Press Esc once or click [image] in the top right corner of the Choose One Object dialog box to cancel the selection.

View manipulation commands work normally when the Choose One Object dialog box is open to make it possible to zoom, pan and, rotate the view while selecting.

You can …

Deselect all objects

Invert the selection

Select all objects

Select all point objects

Select all curves

Select all polylines

Select all surfaces

Select all polysurfaces

Select all mesh objects

Select all spotlights

Select all dimensions

Select all objects on a layer

Select all duplicate objects

Select with a crossing window

Select objects by layer number

Select with a window


Selecting subparts of objects
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.


SelNone

Deselect all objects.

Toolbar:	Standard and Select

Menu:	Edit > Select > None

Command:	SelNone

You can also press Esc.


Invert

Invert the selection.

Toolbar:	Select and Organic

Menu:	Edit > Select > Invert

Command:	Invert


SelAll

Select all objects.

Toolbar:	Standard and Select

Menu:	Edit > Select > All Objects

Command:	SelAll

Shortcut:	Ctrl+A

Note

To select all objects in the file, turn on all layers before using Select All.


SelPt

Select all point objects.

Toolbar:	Select

Menu:	Edit > Select> Points

Command:	SelPt


SelCrv

Select all curves.

Toolbar:	Select

Menu:	Edit > Select> Curves

Command:	SelCrv


SelPolyline

Select all polylines.

Toolbar:	Select

Menu:	Edit > Select> Polylines

Command:	SelPolyline


SelSrf

Select all surfaces.

Toolbar:	Select

Menu:	Edit > Select> Surfaces

Command:	SelSrf


SelPolysrf

Select all polysurfaces.

Toolbar:	Select

Menu:	Edit > Select> Polysurfaces

Command:	SelPolysrf


SelMesh

Select all mesh objects.

Toolbar:	Select

Menu:	Edit > Select> Meshes

Command:	SelMesh


SelLight

Select all spotlights.

Toolbar:	Select

Menu:	Edit > Select> Lights

Command:	SelLight


SelDim

Select all dimensions

Toolbar:	Select

Menu:	Edit > Select> Dimensions

Command:	SelDim


SelLayer

Select all objects on a layer.

Toolbar:	Select

Menu:	Edit > Select > On Layer

Command:	SelLayer

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.


SelDup

Select all duplicate objects.

Toolbar:	Select

Menu:	Edit > Select > Duplicates

Command:	SelDup

All duplicate objects are selected. Objects that were selected prior to running SelDup remain selected.


SelCrossing

Select with a crossing window.

Command:	SelCrossing

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

The selection rectangle for Crossing selection is dashed.


SelLayerNumber

Select objects by layer number.

Command:	SelLayerNumber

SelLayerNumber asks for a layer order number and then selects all objects on that layer.

The number of the first layer is zero.


SelName

Select objects by object name.

Toolbar:	Select

Menu:	Edit > Select > By Object Name

Command:	SelName

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.


SelWindow

Select with a window.

Command:	SelWindow

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

The selection rectangle for Window selection is solid.


Join

Join objects.

Toolbar:	Main and Geometry Fix

Menu:	Edit > Join

Command:	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.

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 to join.

To join a preselected group of surfaces, use JoinSrf.


JoinSrf

Join selected surfaces.

Toolbar:	Main and Geometry Fix

Command:	JoinSrf

Select a group of surfaces.

Rhino tries to join the selected surfaces and polysurfaces together into as few polysurfaces as possible.

Note

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.

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.


Explode

Explode objects.

Toolbar:	Main and Geometry Fix

Menu:	Edit > Explode

Command:	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.


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 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.


Trim

Trim objects with cutting objects.

Toolbar:	Main and Geometry Fix

Menu:	Edit > Trim

Command:	Trim

1	At the Select cutting edges 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 prompt, click the parts of objects to trim away.

4	When you are finished trimming, press Enter.

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 ore 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.

Troubleshooting

About trimmed surfaces.

See Troubleshooting fillets and chamfers


Split

Split object with cutting objects.

Toolbar:	Main and Geometry Fix

Menu:	Edit > Split

Command:	Split

1	At the Select object to split prompt, select the object to split.

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.

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 ore 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.


Properties

Edit object properties.

Toolbar:	Standard and Render

Menu:	Edit > Object Properties.

Command:	Properties

Object Properties

Name

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, 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.

Show surface 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.

Surfaces are displayed in Rhino as wireframe curves. The wireframe consists of surface edge curves and isoparms.

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
Render 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.

Highlight

With this option spotlight color highlights appear on the surface in the rendered image. Use the slider to adjust the highlight size.

Note The old scale of this setting was from 0 to 255. The new slider uses the first 100 steps of the old scale in a reverse order.

From top left to bottom right, highlight size ranging from 1 to 100 in steps of 25

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

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

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.

Match

With this option you can change selected properties of objects to match the properties of a single object.

Object Information

In the Object Properties dialog box, on the Info tab.

Technical information about the command displays. This is similar to the What command.


SetObjectMaterial

Assign a rendering material to an object.

Command:	SetObjectMaterial

Note

The object material can be used by RIB, POV, and OBJ material/shader export.


DisplayBitmap

Show a bitmap in a separate window.

Command:	DisplayBitmap


SetObjectName

Set the name of an object for export into programs that accept named objects.

Command:	SetObjectName

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. MAX and 3DS only support object names up to ten characters.

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.


SetObjectNameMultiple

Set the names of multiple objects for export into programs that accept named objects.

Command:	SetObjectNameMultiple

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.


Improve

Reparameterize an object.

Command:	Improve

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.

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.


Layer Management

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

Command:	Layer

You can…

Change the object's layer

Match the layer of one object to another

Change the object's layer to the current layer

Select layers

Set the current layer

Create new layers

Lock a layer

Turn a layer off

Turn a layer off by selecting an object on that layer

Turn a layer off by selecting an object

Turn a layer on

Turn all layers on

Turn one layer on and the rest off

Rename a layer

Delete a layer

Change the layer color

Filter the layer display list


Selecting Layers
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

Command:	Layer

Status bar:	Right click Layer pane on the status bar.

In the Layer dialog box, click New.


Rename a layer

Toolbar:	Standard and Layer

Menu:	Edit > Layers > Edit Layers

Command:	Layer

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.


ChangeToCurrentLayer

Change the object's layer to the current layer.

Command:	ChangeToCurrentLayer

Select objects.


SetLayer

Set the current layer.

Toolbar:	Standard and Layer

Menu:	Edit > Layers > Edit Layers

Command:	Layer

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:

Command:	SetLayer

In the Set Current Layer dialog box, select the layer to set current.


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

Command:	Layer

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.

From the command prompt:

Command:	LayerLock

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

Command:	Layer

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:

Command:	LayerOff

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".


OneLayerOff

Turn a layer off by selecting an object.

Menu:	Edit > Layers > One Layer Off

Command:	OneLayerOff

At the Layer to turn off prompt, select an object on the layer you want to turn off.


SetLayerToObject

Set the current layer by selecting an object.

Menu:	Edit > Layers > Set Layer to Object

Command:	SetLayerToObject

At the Select object prompt, select an object on the layer you want to be current.


LayerOn

Turn a layer on.

From the dialog box:

Toolbar:	Standard and Layer

Menu:	Edit > Layers > Edit Layers

Command:	Layer

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:

Command:	LayerOn

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"


Change the color of a layer

Toolbar:	Standard and Layer

Menu:	Edit > Layers > Edit Layers

Command:	Layer

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

Command:	Layer

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

Command:	Layer

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.

Selected Layers

Shows only the layers you have selected in the layer list.

Filtered Layers

Allows a custom filter

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:


ChangeLayer

Change the object's layer.

Toolbar:	Layer

Menu:	Edit > Layers > Change Object Layer

Command:	ChangeLayer

In the Layer for Object dialog box, click the new layer.


MatchLayer

Match the layer of one object to another.

Toolbar:	Layer

Menu:	Edit > Layers > Match Object Layer

Command:	MatchLayer

1	Select objects for layer change and press Enter

2	Pick object that defines the layer for the selected objects.


AllLayersOn

Turn all layers on.

Toolbar:	Layer

Menu:	Edit > Layers > All Layers On

Command:	AllLayersOn


OneLayerOn

Turn one layer on and the rest off.

Toolbar:	Layer

Menu:	Edit > Layers > One Layer On

Command:	OneLayerOn

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.


Point editing

You can move control points by dragging or using the Move command. Moving control points to the same location causes them to "weld" into one control point.

You can …

Show control points

Show edit points

Turn off control and edit points

Edit control point weight

Insert knots to a curve or surface

Remove knots from a curve or surface

Delete control points on a curve

Insert kinks to a curve

Insert edit points to a curve

Edit a curve or surface with handlebars

Select points with a lasso

Select connected control points

Select all control points in the u-direction

Select all control points in the v-direction

Select rows of control points in the u- and v- directions

Select next control points in the u-direction

Select next control points in the v-direction

Select previous control points in the u-direction

Select previous control points in the v-direction

Add next control points in the u-direction to the selection

Add next control points in the v-direction to the selection

Add previous control points in the u-direction to the selection

Add previous control points in the v-direction to the selection

Hide control points and edit points

Show hidden control points and edit points

Backface cull control polygon


PtOn

Show control points.

Toolbar:	Main, Organic, Point Editing, STL Tools, and Geometry Fix

Menu:	Edit > Point Editing > Control Points On

Command:	PtOn

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.


EditPtOn

Show edit points.

Toolbar:	Main and Point Editing

Menu:	Edit > Point Editing > Edit Points On

Command:	EditPtOn

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 so called Greville points. They are points on the curve evaluated at knot averages. They are not the same as knots.


PtOff

Turn off control and edit points.

Toolbar:	Main, Organic, Point Editing, STL Tools, and Geometry Fix

Menu:	Edit > Point Editing > Points Off

Command:	PtOff

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

Command:	PtOffSelected


Weight

Edit control point weight.

Toolbar:	Point Editing

Menu:	Edit > Point Editing > Edit Weight

Command:	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.


InsertKnot

Insert knots to a curve or surface.

Toolbar:	Organic and Point Editing

Menu:	Edit > Point Editing > Insert Knot

Command:	InsertKnot

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.

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.


RemoveKnot

Remove knots from a curve or surface.

Toolbar:	Organic and Point Editing

Menu:	Edit > Point Editing > Remove Knot

Command:	RemoveKnot

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 knot line to remove. (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.


InsertKink

Insert kinks in a curve.

Toolbar:	Point Editing

Menu:	Edit > Point Editing > Insert Kink

Command:	InsertKink

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.

Curve before adding kink

Curve after adding kink

Curve after adding kink and moving control point at kink


InsertEditPoint

Insert edit points in a curve.

Toolbar:	Organic and Point Editing

Menu:	Edit > Point Editing > Insert Edit Point

Command:	InsertEditPoint

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.


HBar

Edit a curve or surface with handlebars.

Toolbar:	Point Editing

Menu:	Edit > Point Editing > Handlebar editor

Command:	HBar

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.

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.


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.


Lasso

Select points with a lasso.

Toolbar:	Select, Select Points, and Organic

Menu:	Edit > Select Control Points > Lasso

Command:	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


SelConnected

Select adjacent control points.

Toolbar:	Select Points

Menu:	Edit > Select Control Points > Connected

Command:	SelConnected

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

Connected control points selected


SelU

Select all control points in the u-direction.

Toolbar:	Select Points and Organic

Menu:	Edit > Select Control Points > Select U

Command:	SelU

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.

Example:

A surface with control points selected

A row of control points in the u-direction selected


SelV

Select all control points in the v-direction.

Toolbar:	Select Points and Organic

Menu:	Edit > Select Control Points > Select V

Command:	SelV

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


SelUV

Select all control points in the u- and v- direction.

Toolbar:	Select Points and Organic

Menu:	Edit > Select Control Points > Select uv

Command:	SelUV

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

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.


NextU

Select the next control point in the u-direction.

Toolbar:	Select Points

Menu:	Edit > Select Control Points > Next u

Command:	NextU

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

Command:	NextV

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.

Surface with four control points selected

Next control points in the v-direction selected


PrevU

Select the previous control point in the u-direction.

Toolbar:	Select Points

Menu:	Edit > Select Control Points > Previous u

Command:	PrevU

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

Command:	PrevV

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.

Surface with four control points selected

Next control points in the v-direction selected


AddNextU

Add the next control points in the u-direction to the selection.

Toolbar:	Select Points

Menu:	Edit > Select Control Points > Add next u

Command:	AddNextU

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

Command:	AddNextV

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.

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

Command:	AddPrevU

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

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

Command:	AddPrevV

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


Object visibility

You can …

Hide objects

Show hidden objects

Show selected hidden objects

Lock objects

Unlock locked objects

Unlock selected locked objects

Hide control points and edit points

Show hidden control points and edit points

Backface cull control polygon


Hide

Hide objects.

Toolbar:	Standard, Visibility, and Geometry Fix

Menu:	Edit > Visibility > Hide

Command:	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 will show all objects that are hidden, not just the last group to be hidden.


Show

Show hidden objects.

Toolbar:	Standard, Visibility, and Geometry Fix

Menu:	Edit > Visibility > Show

Command:	Show

Note

The Show command will show all objects that are hidden, not just the last group to be hidden.


ShowSelected

Show selected hidden objects.

Toolbar:	Visibility

Menu:	Edit > Visibility > Show Selected

Command:	ShowSelected

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.


HideSwap

Swap hidden and visible objects to work on objects previously hidden.

Toolbar:	Repository

Command:	HideSwap

The hidden objects display. The visible objects hide.


Lock

Lock objects.

Toolbar:	Visibility

Menu:	Edit > Visibility > Lock

Command:	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.


UnLock

Unlock locked objects.

Toolbar:	Visibility

Menu:	Edit > Visibility > Unlock

Command:	UnLock


UnLockSelected

Unlock selected locked objects.

Toolbar:	Visibility

Menu:	Edit > Visibility > Unlock Selected

Command:	UnLockSelected

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.


LockSwap

Swap locked and unlocked objects to work on objects previously locked.

Toolbar:	Repository

Command:	LockSwap

The locked objects unlock. The unlocked objects lock.


Control point visibility

Special commands for point visibility.


HidePt

Hide control points and edit points.

Toolbar:	Visibility, Organic, and STL Tools

Menu:	Edit > Control Point Visibility > Hide

Command:	HidePt

Select the control points you want to hide.

Note

Try using Lasso to select the points to hide.


ShowPt

Show hidden control points and edit points.

Toolbar:	Visibility, Organic, and STL Tools

Command:	ShowPt

Menu:	Edit > Control Point Visibility > Show


CullControlPolygon

Backface cull control point.

Toolbar:	Visibility and Organic

Menu:	Edit > Control Point Visibility > Backface Cull

Command:	CullControlPolygon

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.


View menu

You can …

Zoom

Pan

Rotate

Set the view

Use named views

Set construction planes

Set construction plane views

Set background bitmaps


ZoomPrev

Undo the last view change.

Toolbar:	Standard and Viewport Layout

Menu:	View > Undo View Change

Command:	ZoomPrev

Shortcut:	Home


ZoomNext

Redo the last view change.

Toolbar:	Standard and Viewport Layout

Menu:	View > Redo View Change

Command:	ZoomNext

Shortcut:	End


Pan

Pan the view.

Toolbar:	Standard

Menu:	View > Pan

Command:	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.


RotateView

Rotate the view.

Toolbar:	Standard

Menu:	View > Rotate

Command:	RotateView

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.


SynchronizeViews

Set the scale and center of all viewports to match the active viewport.

Menu	View > Zoom > Synchronize Views

Command:	SynchronizeViews

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.


Turntable

Continuously rotate your view.

Command:	Turntable

Note

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 to stop the turntable. Let go of the mouse button and it keeps going.


Zoom

Zooming changes how near or far from your eye point (also known as camera) objects appear.

You can…

Zoom dynamic

Zoom window

Zoom to the extents of visible objects

Zoom to the extents of visible objects in all viewports

Zoom to the extents of selected objects

Zoom to the extents of selected objects in all viewports

Zoom in

Zoom out

Change the zoom factor


ZoomDynamic

Zooms in and out as you drag with the left mouse button down.

Toolbar:	Standard

Command:	ZoomDynamic

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.


ZoomWindow

Zoom window.

Toolbar:	Standard

Menu:	View > Zoom > Window

Menu:	Right-click viewport title > Zoom > Window

Command:	ZoomWindow

 	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.


ZoomExtents

Zoom to the extents of visible objects

Toolbar:	Standard

Menu:	View > Zoom > Extents

Menu:	Right-click viewport title > Zoom > Extents

Command:	ZoomExtents

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

Command:	ZoomExtentsAll


ZoomSelected

Zoom to the extents of selected objects.

Toolbar:	Standard

Menu:	View > Zoom > Selected

Menu:	Right-click viewport title > Zoom > Selected

Command:	ZoomSelected

Zooms to the extents of selected objects or points in the active viewport.


ZoomSelectedAll

Toolbar:	Standard

Menu:	View > Zoom > Selected All.

Command:	ZoomSelectedAll

Zoom to the extents of selected objects in all viewports.


ZoomIn

Zoom in.

Command:	ZoomIn

Shortcut:	PageUp

Zooms in by a factor defined on the Options dialog box View tab.


ZoomOut

Zoom out.

Command:	ZoomOut

Shortcut:	PageDown

Zooms out by a factor defined on the Options dialog box View tab.


ZoomX

Change the zoom factor.

Command:	ZoomX

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.


ZoomTarget

Sets the target point for a window zoom.

Toolbar:	Standard

Menu:	Edit > View > Zoom > Target

Command:	ZoomTarget

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.


Set the view

You can…

Set to plan view of construction plane

Set to world top view

Set to world bottom view

Set to world left view

Set to world right view

Set to world front view

Set to world back view

Set to perspective view

Edit named views

Save a named view

Restore a name view

Read named views from a 3DM file

Bring a viewport to the top

Set to construction plane back view

Set to construction plane bottom view

Set to construction plane front view

Set to construction plane left view

Set to construction plane right view

Swap views of two viewports


Plan

Set to plan view of construction plane.

Toolbar:	Set View

Menu:	View > Set View > Plan

Menu:	Right-click viewport title > Set View > Plan

Command:	Plan

Note

This command sets the viewport projection to parallel.


Top

Set to world top view.

Toolbar:	Set View

Menu:	View > Set View > Top

Menu:	Right-click viewport title > Set View > Top

Command:	Top

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


Bottom

Set to world bottom view.

Toolbar:	Set View

Menu:	View > Set View > Bottom

Menu:	Right-click viewport title > Set view > Bottom

Command:	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


Left

Set to world left view.

Toolbar:	Set View

Menu:	View > Set View > Left

Menu:	Right-click viewport title > Set view > Left

Command:	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


Right

Set to world right view.

Toolbar:	Standard and Set View

Menu:	View > Set View > Right

Menu:	Right-click viewport title > Set view > Right

Command:	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


Front

Set to world front view.

Toolbar:	Set View

Menu:	View > Set View > Front

Menu:	Right-click viewport title > Set view > Front

Command:	Front

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


Back

Set to world back view.

Toolbar:	Set View

Menu:	View > Set View > Back

Menu:	Right-click viewport title > Set view > Back

Command:	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


Perspective

Set to perspective view.

Toolbar:	Set View

Menu:	View > Set View > Perspective

Menu:	Right-click viewport title > Set view > Perspective

Command:	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


BringViewportToTop

Bring a viewport to the top.

Command:	BringViewportToTop

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.


SwapView

Swap views of two viewports.

Menu:	Right-click viewport title

Command:	SwapView

At the Click in viewport to swap prompt, click in the other viewport to swap.


Named views

You can …

Edit named views

Save named views

Restore named views

Read named views from a file


NamedView

Edit named views.

Toolbar:	Set View

Menu:	View > Named Views > Edit

Command:	NamedView

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.


SaveView

Save a named view.

Toolbar:	Set View

Menu:	View > Named Views > Save

Command:	SaveView

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.


RestoreView

Restore a named view.

Toolbar:	Set View

Menu:	View > Named Views > Restore

Command:	RestoreView

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.


ReadNamedViewsFromFile

Import named views from a 3DM file.

Menu:	View > Named Views > Read from File

Command:	ReadNamedViewsFromFile

In the File for Named Views dialog box, select the 3DM file to read viewports from.


Change the view

Shortcuts for Pan

Press and hold Shift and drag with the right mouse button.

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

Press and hold Shift or Ctrl and press the arrow keys.

Shortcuts for Zoom

Press and hold Ctrl and drag up and down with the right mouse button.

If you have a mouse with a wheel, you can rotate the wheel.

Press PageUp and PageDown.

Shortcuts for Rotate

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.

Other shortcuts

Press Home to undo view change and End to redo view change.

Press Ctrl+PageUp to pan forward and Ctrl+PageDown to pan backward.

Press Ctrl+Shift+PageUp to tilt left and Ctrl+Shift+PageDown to tilt right.

Shift+PageUp and Shift+PageDown adjust the lens length of the camera in a perspective view.

You can…

Undo the last view change

Redo the last view change

Pan the view

Rotate the view

Edit viewport properties

Set the perspective angle

Place the camera location and target location

Place the target location

Toggle viewport titles

Pan the view down

Pan the view left

Pan the view right

Pan the view up

Rotate the view down

Rotate the view left

Rotate the view right

Rotate the view up

Tilt the view left

Tilt the view right

Synchronize all views zoom scale and center


PlaceTarget

Place the target location.

Toolbar:	Set View, 3-D Digitizing, and Microscribe

Menu	View > Set Camera > Place Target

Command:	PlaceTarget

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.


PlaceCameraTarget

Place the camera and target location.

Toolbar:	Set View, 3-D Digitizing, and Microscribe

Menu	View > Set Camera > Place Camera and Target

Command:	PlaceCameraTarget

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.


PanDown

Pan the view down.

Command:	PanDown

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.

Command:	PanLeft

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.

Command:	PanRight

Note

This command is most useful in command scripts. To pan with the mouse or keyboard, use the Pan command.


PanUp

Pan the view up.

Command:	PanUp

Note

This command is most useful in command scripts. To pan with the mouse or keyboard, use the Pan command.


RotateDown

Rotate the view down.

Command:	RotateDown

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.

Command:	RotateLeft

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.

Command:	RotateRight

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.

Command:	RotateUp

Shortcut:	Up Arrow

Note

This command is most useful in command scripts. To rotate with the mouse or keyboard, use the RotateView command.


TiltLeft

Tilt the view left.

Command:	TiltLeft

Note

This command is most useful in command scripts.


TiltRight

Tilt the view right.

Command:	TiltRight

Note

This command is most useful in command scripts.


Set the construction plane

The construction plane is a viewport dependent base for drawing and building geometry. The marker always moves on the construction plane unless you use coordinate input, elevator mode, or object snaps.

You can change the orientation of a construction plane at any time.

You can…

Set the origin of a construction plane

Change the elevation of a construction plane

Rotate a construction plane

Set the construction plane with 3 points

Set the construction plane to a planar object

Set the construction plane to the view

Set the construction plane vertical to the active construction plane

Set the construction plane x-axis

Set the construction plane z-axis

Restore the top construction plane

Restore the right construction plane

Restore the front construction plane

Edit named construction planes

Save a named construction plane

Restore a named construction plane

Read named construction planes from a 3DM file

Move all construction planes through a point

Set all construction plane origins to a point

Move all construction planes to go through a point

Copy the settings of one construction plane to the rest

Make all construction planes have the same orientation


CPlaneOrigin

Set the origin of a construction plane.

Toolbar:	Standard and Set CPlane

Menu:	View > Set CPlane > Origin.

Command:	CPlaneOrigin

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 that gets changed is the one that is displayed in the active viewport when the command starts.


CPlaneElevation

Change the elevation of a construction plane.

Toolbar:	Set CPlane

Menu:	View > Set CPlane > Elevation

Command:	CPlaneElevation

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 that gets changed is the one that is displayed in the active viewport when the command starts.


RotateCPlane

Rotate a construction plane.

Toolbar:	Set CPlane

Menu:	View > Set CPlane > Rotate

Command:	RotateCPlane

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 prompt, enter the start of the rotation axis.

2	At the End of rotation axis prompt, enter the end of the rotation axis.

3	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.

4	At the Second reference point prompt, place the construction plane.

Note

the construction plane that gets changed is the one that is displayed in the active viewport when the command starts.


CPlane3Pt

Set the construction plane with 3 points.

Toolbar:	Set CPlane

Menu:	View > Set CPlane > 3 Points

Command:	CPlane3Pt

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 that gets changed is the one that is displayed in the active viewport when the command starts.


CPlaneToObject

Set the construction plane to an object.

Toolbar:	Set CPlane

Menu:	View > Set CPlane > To Object

Command:	CPlaneToObject

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 that gets changed is the one that is displayed in the active viewport when the command starts.


CPlaneToView

Set the construction plane to the view.

Toolbar:	Set CPlane

Menu:	View > Set CPlane > To View

Command:	CPlaneToView

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

Command:	CPlaneV

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 that gets changed is the one that is displayed in the active viewport when the command starts.


CPlanePerpToCrv

Align construction plane tangent to a curve at a point.

Toolbar:	Set CPlane

Menu:	View > Set CPlane > Perpendicular to Curve.

Command:	CPlanePerpToCrv

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 that gets changed is the one that is displayed in the active viewport when the command starts.

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.


CPlaneX

Set the construction plane x-axis.

Toolbar:	Set CPlane

Menu:	View > Set CPlane > X Axis

Command:	CPlaneX

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 that gets changed is the one that is displayed in the active viewport when the command starts.


CPlaneZ

Set the construction plane z-axis.

Toolbar:	Set CPlane

Menu:	View > Set CPlane > Z Axis

Command:	CPlaneZ

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 that gets changed is the one that is displayed in the active viewport when the command starts.


CPlanePrev

Restores the previously used construction plane.

Toolbar:	Set CPlane

Menu	View > Set CPlane > Previous

Command:	CPlanePrev

Click in the viewport (or on the viewport titlebar) of the viewport that displays the construction plane you want to change.


CPlaneNext

Restores the next used construction plane after a CPlanePrev command.

Toolbar:	Set CPlane

Menu	View > Set CPlane > Next

Command:	CPlaneNext

Click in the viewport (or on the viewport titlebar) of the viewport that displays the construction plane you want to change.


AllCPlanesThroughPt

Move all construction planes through a point.

Command:	AllCPlanesThroughPt

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.


CplaneOriginAll

Set all construction plane origins to a point.

Command:	CplaneOriginAll

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.


CPlaneThroughPt

Move construction plane to go through a point.

Command:	CPlaneThroughPt

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 that gets changed is the one that is displayed in the active viewport when the command starts.

The construction plane is moved along its z-axis until the construction plane passes through the picked point.


CopyCPlaneSettingsToAll

Copy the settings of one construction plane to the rest.

Command:	CopyCPlaneSettingsToAll

All viewports are changed so that the grid spacing, snap spacing, and grid settings are the same as in the active viewport.


CopyCPlaneToAll

Make all construction planes have the same orientation.

Command:	CopyCPlaneToAll

All viewports are changed so that the construction planes are the same as the construction plane in the active viewport.


Reset default construction planes


CPlaneTop

Restore the top construction plane.

Toolbar:	Set CPlane

Menu:	View > Set CPlane > World Top.

Command:	CPlaneTop


CPlaneRight

Restore the right construction plane.

Toolbar:	Set CPlane

Menu:	View > Set CPlane > World Right.

Command:	CPlaneRight


CPlaneFront

Restore the front construction plane.

Toolbar:	Set CPlane

Menu:	View > Set CPlane > World Front.

Command:	CPlaneFront


NamedCPlane

Edit named construction planes.

Toolbar:	Set CPlane

Menu:	View > Named CPlanes > Edit

Command:	NamedCPlane

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.


SaveCPlane

Save a named construction plane.

Toolbar:	Set CPlane

Menu:	View > Named CPlanes > Save

Command:	SaveCPlane

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.


RestoreCPlane

Restore a named construction plane.

Toolbar:	Set CPlane

Menu:	View > Named CPlanes > Restore.

Command:	RestoreCPlane

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.


ReadNamedCPlanesFromFile

Read named construction planes from a 3DM file.

Toolbar:	Set CPlane

Menu:	View > Named CPlanes > Read from File.

Command:	ReadNamedCPlanesFromFile

In the File for Named CPlanes dialog box, select the 3DM file to read named construction planes from.


Construction plane views

You can …

Set to construction plane back view

Set to construction plane bottom view

Set to construction plane front view

Set to construction plane left view

Set to construction plane right view

Set to construction plane top view


ViewCPlaneBack

Set to construction plane back view.

Toolbar:	CPlane View

Menu	View > Set Camera > CPlane Back

Command:	ViewCPlaneBack


ViewCPlaneBottom

Set to construction plane bottom view.

Toolbar:	CPlane View

Menu	View > Set Camera > CPlane Bottom

Command:	ViewCPlaneBottom


ViewCPlaneFront

Set to construction plane front view.

Toolbar:	CPlane View

Menu	View > Set Camera > CPlane Front

Command:	ViewCPlaneFront


ViewCPlaneLeft

Set to construction plane left view.

Toolbar:	CPlane View

Menu	View > Set Camera > CPlane Left

Command:	ViewCPlaneLeft


ViewCPlaneRight

Set to construction plane right view.

Toolbar:	CPlane View

Menu	View > Set Camera > CPlane Right

Command:	ViewCPlaneRight


ViewCPlaneTop

Set to construction plane top view.

Toolbar:	CPlane View

Menu	View > Set Camera > CPlane Top

Command:	ViewCPlaneTop


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.

Wireframe display mode

Set the viewport to display in shaded mode.

Shaded display mode

Refresh the shade mesh.

Edit Grid options.

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.

You can …

Three-viewport layout

Four-viewport layout

Read viewport layout from a 3DM file

Create a new viewport

Split a viewport horizontally

Split a viewport vertically

Toggle between 3-viewport and 4-viewport display


WireframeViewport

Set the viewport to display in wireframe mode.

Menu:	Right-click viewport title > Wireframe

Command:	WireframeViewport

Wireframe display mode


ShadedViewport

Set the viewport to display in shaded mode.

Menu:	Right-click viewport title > Shaded

Command:	ShadedViewport

Shaded display mode


3View

Three-viewport layout.

Toolbar:	Viewport Layout

Menu:	View > Viewport Layout > 3 Viewports

Command:	3View

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

Command:	4View

Resets the viewport layout to four views. Using the command twice resets also the views to the internally defined defaults.


ReadViewportsFromFile

Read viewport layout from a 3DM file.

Toolbar:	Set View

Menu:	View > Viewport Layout > Read from File

Command:	ReadViewportsFromFile

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.


NewViewport

Create a new viewport.

Menu:	View > Viewport Layout > New Viewport

Command:	NewViewport

At the Drag a window for new viewport prompt, drag a window for a new viewport.


SplitViewportHorizontal

Split a viewport horizontally.

Toolbar:	Viewport Layout

Menu:	View > Viewport Layout > Split Horizontal

Command:	SplitViewportHorizontal

Splits the active viewport with a horizontal line into two viewports.


SplitViewportVertical

Split a viewport vertically.

Toolbar:	Viewport Layout

Menu:	View > Viewport Layout > Split Vertical

Command:	SplitViewportVertical

Splits the active viewport with a vertical line into two viewports.


34View

Toggle between 3-viewport and 4-viewport display.

Command:	34View

Toggles between 3 and 4 view layout and resets any custom layout to 3 or 4 views.


ViewportTitle

Toggle viewport titles.

Command:	ViewportTitle

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.


ViewportProperties

Edit viewport properties.

Toolbar:	Viewport Layout

Menu:	View > Viewport Properties

Menu:	Right-click viewport title > Properties

Command:	ViewportProperties

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.


PerspectiveAngle

Set the perspective angle.

Toolbar:	Viewport Layout

Command:	PerspectiveAngle

Set the field of view of a perspective view by defining half of the angle of view of the smaller view dimension.


Background bitmaps

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.

You can …

Place a background bitmap

Remove a background bitmap

Hide a background bitmap

Show a background bitmap

Move a background bitmap

Align a background bitmap

Scale a background bitmap


PlaceBackgroundBitmap

Place a background bitmap.

Toolbar:	Background Bitmap and Viewport Layout

Menu:	View > Background Bitmap > Place

Command:	PlaceBackgroundBitmap

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.

Note

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.


RemoveBackgroundBitmap

Remove a background bitmap.

Toolbar:	Background Bitmap

Menu:	View > Background Bitmap > Remove

Command:	RemoveBackgroundBitmap

Permanently removes a background bitmap from the active viewport.


HideBackgroundBitmap

Hide a background bitmap.

Toolbar:	Background Bitmap

Menu:	View > Background Bitmap > Hide

Command:	HideBackgroundBitmap

Temporarily hides a background bitmap. Use ShowBackgroundBitmap to show a hidden bitmap.


ShowBackgroundBitmap

Show a background bitmap.

Toolbar:	Background Bitmap

Menu:	View > Background Bitmap > Show

Command:	ShowBackgroundBitmap

Shows a background bitmap previously hidden with HideBackgroundBitmap


MoveBackgroundBitmap

Move a background bitmap.

Toolbar:	Background Bitmap

Menu:	View > Background Bitmap > Move

Command:	MoveBackgroundBitmap

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.


AlignBackgroundBitmap

Align a background bitmap.

Toolbar:	Background Bitmap

Menu:	View > Background Bitmap > Align

Command:	AlignBackgroundBitmap

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


ScaleBackgroundBitmap

Scale a background bitmap.

Toolbar:	Background Bitmap

Menu:	View > Background Bitmap > Scale

Command:	ScaleBackgroundBitmap

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.

The bitmap is scaled so that the first reference line length matches the second reference line length.


Other bitmap displays in the view


Wallpaper

Display wallpaper.

Command:	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.


RemoveWallpaper

Remove wallpaper

Command:	RemoveWallpaper


Create a plane with a bitmap attached


PictureFrame

Create a picture frame.

Command:	PictureFrame

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.


Curve menu

Rhino represents all curves: lines, arcs, circles, 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.

You can create curves from scratch: lines, arcs, circles, ellipses, free-form curves, and many others. You can also create curves from existing objects: blend between two curves, cut sections and contour curves through existing surfaces, and project curves onto surfaces.

You can draw …

Point objects

Arcs

Lines

Circles

Free-form curves

Conic

Helix

Spiral

To create curves from other objects, use

Fillet two curves

Chamfer two curves

Offset a curve

Blend between two curves

Create a curve from two views

Create cross-section curves through profile curves

Draw a conic perpendicular to a curve

Create a polyline or polygon mesh control polygon


Draw point objects

Point objects display as small squares and are always displayed. They are unlike control points and  edit points because they are not part of another object.

You can …

Draw a point object

Draw multiple point objects

Draw a point closest to objects

Divide a curve by length

Divide a curve by number of segments

Place a point at the start of a curve

Place a point at the end of a curve


Point

Draw a point object.

Toolbar:	Main and Point

Menu:	Curve > Point Object > Single Point

Command:	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.


Points

Draw multiple point objects.

Toolbar:	Main, Point, and 3-D Digitize

Menu:	Curve > Point Object > Multiple Points

Command:	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.


ClosestPt

Find the point closest to an object.

Toolbar:	Point

Menu:	Curve > Point Object > Closest Point

Command:	ClosestPt

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.


PointGrid

Create a grid of point objects.

Command:	PointGrid

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.


Place Points on a Curve to Mark Segments


DivideByLength

Divide a curve by length.

Toolbar:	Point

Menu:	Curve > Point > Divide Curve by > Length of Segments

Command:	DivideByLength

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.

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.


Divide

Divide a curve by number of segments.

Toolbar:	Point

Menu:	Curve > Point Object > Divide Curve by > Number of Segments

Command:	Divide

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, for each curve one less than the number entered, evenly spaced along the curve.

Divide a curve into eight segments

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.


CrvStart

Places a point at the start of a curve.

Menu:	Curve > Point Object > Mark Curve Start

Command:	CrvStart

Select curve.


CrvEnd

Places a point at the end of a curve.

Menu:	Curve > Point Object > Mark Curve End

Command:	CrvEnd

Select curve.


Miscellaneous Point Creation Commands


DrapePt

Drape points on Z-buffer.

Menu:	Curve > Point Object > Drape Points

Command:	DrapePt

This is like Drape, but it only makes points.


Draw lines and polylines

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.

You can …

Draw a line

Draw multiple lines

Draw a polyline

Draw a line perpendicular from a curve

Draw a line perpendicular to two curves

Draw a line tangent from a curve

Draw a line tangent to two curves

Draw a line at a specified angle from another line

Draw a line that bisects two lines

Draw a line from four points

Draw a line normal to a surface

Draw a vertical line

Create a polyline through a group of point objects

Convert curves to polylines


Line

Draw a line.

Toolbar:	Lines

Menu:	Curve > Line > Single Line

Command:	Line

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

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.


Lines

Draw multiple lines.

Toolbar:	Lines and Main

Menu:	Curve > Line > Line Segments

Command:	Lines

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.

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.


Polyline

Draw a polyline.

Toolbar:	Lines and Main

Menu:	Curve > Line > Polyline

Command:	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.

Note

Use the Lines command to create multiple head-to-tail line segments as separate objects.


LinePerp

Draw a line perpendicular from a curve.

Toolbar:	Lines

Menu:	Curve > Line > Perpendicular from Curve

Command:	LinePerp

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.

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

Command:	LinePP

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


LineTan

Draw a line tangent from a curve.

Toolbar:	Lines

Menu:	Curve > Line > Tangent from Curve

Command:	LineTan

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.

Line tangent to a curve, BothSides option selected


LineTT

Draw a line tangent to two curves.

Toolbar:	Lines

Menu:	Curve > Line > Tangent to 2 Curves

Command:	LineTT

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.

Line tangent to two curves

Note

The two curves must be coplanar.


LineAngle

Draw a line at a specified angle from another line.

Toolbar:	Lines

Menu:	Curve > Line > Angled

Command:	LineAngle

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.

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


Bisector

Draw a line that bisects two lines.

Toolbar:	Lines

Menu:	Curve > Line > Bisector

Command:	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.

Bisector line

Bisector line with BothSides option


Line4Pt

Draw a line from four points.

Toolbar:	Lines

Menu:	Curve > Line > From 4 Points

Command:	Line4Pt

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


Normal

Draw a line normal to a surface.

Toolbar:	Lines

Menu:	Curve > Line > Normal to Surface

Command:	Normal

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.

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


LineV

Draw a vertical line.

Toolbar:	Lines

Menu:	Curve > Line > Vertical to CPlane

Command:	LineV

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


PolylineThroughPt

Create a polyline through a group of point objects.

Toolbar:	Lines

Menu:	Curve > Line > Polyline Through Points

Command:	PolylineThroughPt

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.


PolylineOnMesh

Draw a polyline directly on a mesh object.

Toolbar:	Lines

Menu:	Curve > Line > PolylineOnMesh

Command:	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.

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.


ConvertToPolyline

Convert curves to polylines.

Toolbar:	Lines

Menu:	Curve > Line > Convert Curve to Polyline

Command:	ConvertToPolyline

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.


ConvertToBeziers

Convert a NURBS curve to a Bezier curve.

Command:	ConvertToBeziers

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.


Draw freeform curves
Draw free-form curves

You can …

Draw a curve by control points

Draw a curve by interpolating points

Sketch a curve

Interpolate a curve through a polyline

Interpolate a curve on a surface

Sketch a curve on a surface

Sketch a curve on a polygon mesh


Curve

Draw a curve by control points.

Toolbar:	Curve

Menu:	Curve > Free-form > Control Points

Command:	Curve

1	At the Start of curve ( Degree=3 ) prompt, enter the start of the curve.

Or, type D or the degree number to set the degree of the curve.

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.

2	At the Next point prompts, enter additional control points.

3	To end the curve, press Enter.

Or move the cursor near the start of the curve, and pick. The curve closes.

Options

No options selected

Curve from control points

Degree

You can set the degree of the curve up to 11.

Close

Closes the curve smoothly by creating a periodic.

Closed curve from control points

Undo

Removes the last control point you entered.

Unseen Options

Sharp

When you make a closed curve, it will come to a point instead of making a smooth closure as it normally does.

NoClose

Stops the autoclose behavior when you move your mouse to a point near the start point of the curve.


InterpCrv

Draw a curve by interpolating points.

Toolbar:	Curve, Main, and 3-D Digitize

Menu:	Curve > Free-form > Interpolate Points

Command:	InterpCrv

1	At the Start of curve prompt, enter the start of the curve.

2	At the Next point of curve prompts, enter additional points.

3	To end the curve, press Enter.

Or move the cursor close to the start point of the curve, and pick. The curve closes automatically.

Options

No options selected

Interpolated curve

Close

Closes the curve smoothly (creates a periodic closed curve).

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.

Unseen Options

Sharp

When you make a closed curve, it will come to a point instead of making a smooth closure as it normally does.

NoClose

Stops the autoclose behavior when you move your mouse to a point near the start point of the curve.

Note

Many CAD programs use the term spline to describe an interpolated curve.


Sketch

Sketch a curve.

Toolbar:	Curve

Menu:	Curve > Free-form > Sketch

Command:	Sketch

1	At the Click and drag to sketch. Press Enter to end ( Closed=No ) prompt, drag the mouse, a polyline appears along your path.

2	Release the mouse button.

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.


InterpPolyline

Interpolate a curve through a polyline.

Toolbar:	Curve

Menu:	Curve > Free-form > Interpolate Polyline

Command:	InterpPolyline

At the Select polylines to interpolate select polylines and press Enter.

Interpolated polyline

Note

Single-segment lines are duplicated.

Non-polyline curves are rejected.


InterpCrvOnSrf

Interpolate a curve on a surface.

Toolbar:	Curve and Main

Menu:	Curve > Free-form > Interpolate on Surface

Command:	InterpCrvOnSrf

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. Press Enter when done prompts, choose additional points and press Enter to end the curve.

Interpolated curve on surface

Closed interpolated curve on surface

Options

Closed

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 do work.


SketchOnSrf

Sketch a curve on a surface.

Toolbar:	Curve

Menu:	Curve > Free-form > Sketch on Surface

Command:	SketchOnSrf

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 to end ( 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

Closed sketch on surface

Note

You cannot use object snaps or cross surface seams while sketching a curve on a surface.


SketchOnMesh

Sketch a curve on a polygon mesh.

Toolbar:	Curve

Menu:	Curve > Free-form > Sketch on Polygon Mesh

Command:	SketchOnMesh

All viewports shade.

At the Click and drag to sketch Press Enter to end ( Closed=No ) prompt, drag a curve.

Sketch on mesh


CrvThroughSrfControlPt

Create curves through the control points of a surface.

Command:	CrvThroughSrfControlPt

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.


Draw circles

You can draw circles from the center and radius, two points on the diameter, three points on the diameter, tangent to two curves and a radius, and tangent to three curves.

You can …

Draw a circle

Draw a circle by its diameter

Draw a circle through three points

Draw a circle tangent to two curves

Draw a circle tangent to three curves


Circle

Draw a circle.

Toolbar:	Circle and Main

Menu:	Curve > Circle > Center, Radius

Command:	Circle

1	At the Center of circle prompt, enter the center point.

2	At the Radius prompt, enter the radius point.

Or type a number for the radius and press Enter.

Options

No options selected

Circle center-radius

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.


CircleD

Draw a circle by its diameter.

Toolbar:	Circle

Menu:	Curve > Circle > Diameter

Command:	CircleD

1	At the Start of diameter 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

Vertical

Draws the circle perpendicular to the construction plane.


Circle3Pt

Draw a circle through three points.

Toolbar:	Circle

Menu:	Curve > Circle > 3 Points

Command:	Circle3Pt

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


CircleTTR

Draw a circle tangent to two curves.

Toolbar:	Circle

Menu:	Curve > Circle > Tangent, Tangent, Radius

Command:	CircleTTR

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.

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

Command:	CircleTTT

1	At the Select first curve prompt, select the first curve.

Click the part of the curve where you want the circle to be.

2	At the Select second curve prompt, select the second curve.

3	At the Select third curve prompt, select the third curve.

There may be multiple circles, delete the extras.

Circle tangent to three curves


Draw arcs

You can create arcs from a center point, start point, and angle, two endpoints and a point along the arc, the endpoints and a direction, and, tangent points to two coplanar curves and a radius.

You can continue an existing curve with an arc to an existing curve to a point or by an angle.

You can …

Draw an arc

Draw an arc through three points

Draw an arc by end points and direction

Draw an arc tangent to two curves

Extend a curve with an arc

Extend a curve with an arc to a point


Arc

Draw an arc.

Toolbar:	Arc and Main

Menu:	Curve > Arc > Center, Start, Angle

Command:	Arc

1	At the Center point prompt, enter the center of the arc's radius.

2	At the Start of arc prompt, enter the start point of the arc.

3	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.

Arc from a center point, a start point and an angle


Arc3Pt

Draw an arc through three points.

Toolbar:	Arc

Menu:	Curve > Arc > 3 Points

Command:	Arc3Pt

1	At the Start of arc prompt, enter the start of the arc.

2	At the Second point on arc prompt, enter a point on the arc.

3	At the End of arc prompt, enter the end of the arc.

Arc from three points


ArcDir

Draw an arc by end points and direction.

Toolbar:	Arc

Menu:	Curve > Arc > Start, End, Direction

Command:	ArcDir

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

Command:	ArcSER

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

Command:	ArcTTR

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.

Two arcs from tangents and radius


Draw ellipses and parabolas

You can draw ellipses by the center point and axis ends, or by placing the major axis.

You can …

Draw an ellipse

Draw an ellipse through its major axes


Ellipse

Draw an ellipse from center and axes.

Toolbar:	Ellipse and Main

Menu:	Curve > Ellipse > From Center

Command:	Ellipse

1	At the Center of ellipse ( Vertical AroundCurve From Foci ) 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

Ellipse with AroundCurve option

Ellipse with Vertical option

Draw an ellipse from focus points.

Toolbar:	Ellipse and Main

Menu:	Curve > Ellipse > From Foci

Command:	Ellipse

1	At the Ellipse focus ( MarkFoci=No Partial=No ) prompt, enter a focus point.

2	At the Other ellipse focus ( MarkFoci=No Partial=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

Command:	EllipseD

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.

Ellipse End to End


Parabola

Draw a parabola from the focus point and direction.

Menu:	Curve > Parabola > Focus, Direction

Command:	Parabola

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

Command:	Parabola

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.


Draw polygons

Polygons are closed polylines with three or more equal sides. You can draw them by center and radius, or by a side.

You can …

Draw a polygon

Draw a polygon by its edge


Polygon

Draw a polygon.

Toolbar:	Main and Polygon

Menu:	Curve > Polygon > Center, Radius

Command:	Polygon

1	At the Center of polygon ( NumSides=4 Circumscribed ) 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


PolygonEdge

Draw a polygon by its edge.

Toolbar:	Polygon

Menu:	Curve > Polygon > By Edge

Command:	PolygonEdge

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


Draw rectangles

Rectangles are closed polylines with four sides, parallel in pairs. You can draw them by center and sides, vertical, or by a side and height. They are not surfaces.

For rectangular surfaces use the Plane, command Plane3Pt, command or PlaneV.

You can …

Draw a rectangle

Draw a rectangle from its center point

Draw a rectangle with three points

Draw a vertical rectangle


Rectangle

Draw a rectangle.

Toolbar:	Main and Rectangle

Menu:	Curve > Rectangle > Corner to Corner

Command:	Rectangle

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 Point for rounded corner to pass through prompt, choose a point in the corner to set its curvature.

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.


RectangleCen

Draw a rectangle by center.

Toolbar:	Rectangle

Menu:	Curve > Rectangle > Center, Corner

Command:	RectangleCen

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.

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.


Rectangle3Pt

Draw a rectangle through three points.

Toolbar:	Rectangle

Menu:	Curve > Rectangle > 3 Points

Command:	Rectangle3Pt

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.


RectangleV

Draw a vertical rectangle.

Toolbar:	Rectangle

Menu:	Curve > Rectangle > Vertical

Command:	RectangleV

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.

Rectangle vertical


Analytical curves


Conic

Draw a conic section curve.

Toolbar:	Curve

Menu:	Curve > Conic

Command:	Conic

1	At the Start of conic 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.

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.

Conic


ConicPerp

Draw a conic perpendicular to a curve.

Command:	ConicPerp

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.


Helix

Draw a helix.

Toolbar:	Curve

Menu:	Curve > Helix

Command:	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.

Helix around curve


Spiral

Draw a spiral.

Toolbar:	Curve

Menu:	Curve > Spiral

Command:	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.

Spiral with Vertical option

AroundCurve

Select a curve for the spiral to wind around to create "phone cord" shapes.

Spiral around curve


Curves from existing curves


Fillet

Fillet two curves.

Toolbar:	Main and Curve Tools

Menu:	Curve > Fillet

Command:	Fillet

1	At the Select first curve to fillet prompt, select the first curve near the end for the fillet.

2	At the Select second curve to fillet 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.


Chamfer

Chamfer two curves.

Toolbar:	Curve Tools

Menu:	Curve > Chamfer

Command:	Chamfer

1	At the Select first curve to chamfer 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 prompt, select the second curve at the end for the chamfer.

Chamfer

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.


Offset

Offset a curve.

Toolbar:	Curve Tools

Menu:	Curve > Offset

Command:	Offset

1	At the Select curve to offset prompt, select a curve or edge.

2	At the Side to offset 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.

Note

For best results, use proportionately small offset distances and smooth curves. Otherwise, you may get kinks and doubled-back curves.


Blend

Blend between two curves.

Toolbar:	Curve Tools

Menu:	Curve > Blend

Command:	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.

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).


Crv2View

Create a curve from two views.

Toolbar:	Curve Tools

Menu:	Curve > From 2 Views

Command:	Crv2View

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

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."

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.


CSec

Create cross-section curves through profile curves.

Toolbar:	Curve Tools

Menu:	Curve > CSec Profiles

Command:	CSec

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

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.


InsertLineIntoCrv

Flatten a section of a curve.

Command:	InsertLineIntoCrv

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.


Extend curves

A curve can be extended beyond a current endpoint with a line, an arc, or a smooth extension.

You can …

Extend a curve

Extend a curve with a line

Extend a curve with an arc

Extend a curve with an arc to a point

Extend a curve on a surface


Extend

Extend a curve.

Toolbar:	Curve Tools and Extend

Menu:	Curve > Extend > Extend Curve

Command:	Extend

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.

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.


ExtendByLine

Extend a curve with a line.

Toolbar:	Extend

Menu:	Curve > Extend > By Line

Command:	ExtendByLine

1	At the Select curve to extend 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.

Note

To draw a line extension and join it in one step, use the Extend command.


ExtendByArc

Extend a curve with an arc.

Toolbar:	Extend

Menu:	Curve > Extend > By Arc

Command:	ExtendByArc

1	At the Select curve to extend 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.

Curve extended with an arc by angle, MatchRadius option selected

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

Command:	ExtendByArcToPt

1	At the Select curve to extend 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

Note

To draw an arc extension and join it in one step, use Extend a curve.


ExtendCrvOnSrf

Extend a curve on a surface.

Toolbar:	Extend

Menu:	Curve > Extend > Curve on Surface

Command:	ExtendCrvOnSrf

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


Create curves from surfaces and solids
Curves from surfaces and solids

Curves can be created from parts or combinations or interactions of objects.

These are some of the most powerful commands in Rhino.

You can …

Project a curve to a surface

Pull a curve back to a surface

Duplicate an edge of a surface

Duplicate the border of a surface or polysurface

Intersect two objects

Create contour curves of a surface or polysurface

Create sections through a surface or polysurface

Create silhouette curves of a surface or polysurface

Extract isoparms from a surface or polysurface

Extract the wireframe of a surface or polysurface

Make a 2-D drawing

Create UV curves

Apply a curve to a surface


Project

Project a curve to a surface.

Toolbar:	Main and Curve From Object

Menu:	Curve > From Objects > Project

Command:	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

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.


Pull

Pull a curve back to a surface.

Toolbar:	Main and Curve From Object

Menu:	Curve > From Objects > Pullback

Command:	Pull

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.


DupEdge

Duplicate an edge of a surface.

Toolbar:	Curve From Object

Menu:	Curve > From Objects > Duplicate Edge

Command:	DupEdge

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.


DupBorder

Duplicate the border of a surface or polysurface.

Toolbar:	Curve From Object

Menu:	Curve > From Objects > Duplicate Border

Command:	DupBorder

Select surfaces or polysurfaces for duplicate border.

The border curves of the selected objects are created as separate curves.

Duplicate border curve


Intersect

Intersect two objects.

Toolbar:	Curve From Object

Menu:	Curve > From Objects > Intersection

Command:	Intersect

1	At the Select object for intersection prompt, select the first object.

2	At the Select object to intersect prompt, select the second object.

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.


Contour

Create contour curves of a surface or polysurface.

Toolbar:	Curve From Object

Menu:	Curve > From Objects > Contour

Command:	Contour

1	Select surfaces and polysurfaces 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.

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


Section

Create sections through a surface or polysurface.

Toolbar:	Curve From Object

Menu:	Curve > From Objects > Section

Command:	Section

1	Select surfaces and polysurfaces.

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.


Silhouette

Create silhouette curves of a surface or polysurface.

Toolbar:	Curve From Object

Menu:	Curve > From Objects > Silhouette

Command:	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.


ExtractIsoparm

Extract isoparms from a surface or polysurface.

Toolbar:	Curve From Object

Menu:	Curve > From Objects > Extract Isoparm

Command:	ExtractIsoparm

1	Select a surface.

The marker is constrained to the surface, and isoparms display at the marker.

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

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.


ExtractWireframe

Extract the wireframe of a surface or polysurface.

Toolbar:	Curve From Object

Menu:	Curve > From Objects > Extract Wireframe

Command:	ExtractWireframe

Select objects to extract wireframe curves from.

The isoparms and edge curves are duplicated as separate curves.


2-D Utilities


CreateUVCrv

Create UV curves.

Toolbar:	Curve From Object

Menu:	Curve > From Objects > Create UV Curves

Command:	CreateUVCrv

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.


ApplyCrv

Apply a curve to a surface.

Toolbar:	Curve From Object

Menu:	Curve > From Objects > Apply UV Curves

Command:	ApplyCrv

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.


Edit curves

You can …

Match two curves

Rebuild a curve

Fit a curve to an existing curve

Change the degree of a curve

Fair a curve

Change the seam point of closed curves

Simplify curves

Adjust the end bulge of a curve

Make a curve periodic

Trim a curve by two points

Convert a curve to a Bezier

Create curves through the control points of a surface

Flatten a section of a curve


Match

Match two curves.

Toolbar:	Curve Tools

Menu:	Curve > Edit Tools > Match

Command:	Match

1	At the Select curve to change - pick near end 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.

The first curve changes to meet the second curve at its endpoint.

Options

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.

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.


Rebuild

Rebuilds a group of curves with curves of specified degree and number of control points.

Toolbar:	Curve Tools

Menu:	Curve > Edit Tools > Rebuild

Command:	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 control points of the resulting curve will be evenly spaced. To rebuild a curve with uneven control point 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

Select Delete Input to delete the original curves, leaving only the rebuilt curves.

Current Layer

Select Current Layer to create the rebuilt curves on the current layer. Clear this checkbox to place the rebuilt curves on the layer of the original curves.

Preview

Click Preview to see what the rebuilt curves will look like.


FitCrv

Fit a curve to an existing curve.

Toolbar:	Curve Tools

Menu:	Curve > Edit Tools > Refit to Tolerance

Command:	FitCrv

At the Select curves to fit prompts, select curves and press Enter.

The curves are refitted. The original curves are unchanged.

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..


ChangeDegree

Change the degree of a curve.

Toolbar:	Curve Tools

Menu:	Curve > Edit Tools > Change Degree

Command:	ChangeDegree

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.


Fair

Fair a curve.

Toolbar:	Curve Tools

Menu:	Curve > Edit Tools > Fair

Command:	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.


CrvSeam

Change the seam point of closed curves.

Toolbar:	Curve Tools

Menu:	Curve > Edit Tools > Adjust Closed Curve Seam

Command:	CrvSeam

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.

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.

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.


SimplifyCrv

Simplify curves.

Toolbar:	Curve Tools

Menu:	Curve > Edit Tools > Simplify Lines and Arcs

Command:	SimplifyCrv

Select curves.

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.


EndBulge

Adjust the end bulge of a curve.

Toolbar:	Curve Tools

Menu:	Curve > Edit Tools > Adjust End Bulge

Command:	EndBulge

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.


MakeCrvPeriodic

Make a curve periodic.

Toolbar:	Curve Tools

Menu:	Curve > Edit Tools > Make Periodic

Command:	MakeCrvPeriodic

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.


SubCrv

Trim a curve by two points.

Command:	SubCrv

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.


Surface menu

Surfaces Through a Sequence of Shape 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
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.

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.

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.

Do you want to …

Draw a surface by corner points

Draw a surface by edge curves

Create a planar surface through planar curves

Loft a surface

Create a 1-Rail sweep

Create a 2-Rail sweep

Revolve a curve

Revolve a curve along a rail

Fit a surface through curves and point objects

Drape a surface over existing objects

Create a surface by picking a grid of points

Create a surface by color values of a bitmap

Extend a surface

Fillet two surfaces

Chamfer two surfaces

Offset a surface

Blend two surfaces

Create a grid of point objects

Create a surface by picking a grid of control points

Create a variable radius blend between two surfaces


SrfPt

Draw a surface by corner points.

Toolbar:	Main and Surface

Menu:	Surface > Corner Points

Command:	SrfPt

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.


EdgeSrf

Draw a surface by edge curves.

Toolbar:	Surface

Menu:	Surface > Edge Curves

Command:	EdgeSrf

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.

Surface from three curves

Surface from four curves

Note

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.


PlanarSrf

Create a planar surface through planar curves.

Toolbar:	Surface

Menu:	Surface > From Planar Curves

Command:	PlanarSrf

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.


Draw planes

All surface creation commands in Rhino result in the same object: a NURBS surface. The various methods for creating NURBS surfaces allow you to control the surface for your specific needs.

You can create a rectangular planar surface from diagonal corners, vertical to the construction plane, or from adjacent corners and a point on the opposite edge.

Special planes can be created that match objects or fit specified points

Do you want to …

Draw a plane

Draw a plane through three points

Draw a vertical plane

Create cutting planes through objects

Fit a plane through point objects


Plane

Draw a plane.

Toolbar:	Surface and Plane

Menu:	Surface > Rectangle > Corner to Corner

Command:	Plane

1	At the First corner of plane ( Deformable=no ) prompt, pick a point for the corner.

Or type d or enter a number to create a plane with more control points.

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


Plane3Pt

Draw a plane through three points.

Toolbar:	Plane

Menu:	Surface > Rectangle > 3 Points

Command:	Plane3Pt

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.

Rectangular plane from three points


PlaneV

Draw a vertical plane.

Toolbar:	Plane

Menu:	Surface > Rectangle > Vertical

Command:	PlaneV

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


CutPlane

Create cutting planes through objects.

Toolbar:	Plane

Menu:	Surface > Rectangle > Cutting Plane

Command:	CutPlane

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


PlaneThroughPt

Fit a plane through point objects.

Command:	PlaneThroughPt

At the Select point objects to fit plane through prompts, select three or more point objects and press Enter.


Extrude surfaces

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.

To create an extruded surface, you can extrude curves along a path curve, vertically from the construction plane, or to a point.

There are 3 basic ways to extrude a shape into a surface.

Straight extrudes a curve perpendicular to the construction plane.

Extrude along a path extrudes a curve along a path, keeping the cross section of the curve parallel to the construction plane.

One-rail sweep extrudes a curve along a path, keeping the cross section of the curve perpendicular to the curve.

Do you want to …

Extrude a curve into a surface or solid

Extrude a curve along a curve

Extrude a curve to a point

Extrude by offsetting a curve


Extrude

Extrude a curve into a surface.

Toolbar:	Surface and Extrude

Menu:	Surface > Extrude

Command:	Extrude

Extrude a closed curve into a solid.

Toolbar:	Solid

Menu:	Solid > Extrude Planar Curve

Command:	Extrude Cap=Yes

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.

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


ExtrudeAlongCrv

Extrude a curve along a curve.

Toolbar:	Extrude

Menu:	Surface > Extrude > Along Curve

Command:	ExtrudeAlongCrv

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.


ExtrudeToPt

Extrude a curve to a point.

Toolbar:	Extrude

Menu:	Surface > Extrude > To Point

Command:	ExtrudeToPt

1	At the Select curve to extrude prompt, select the curve.

2	At the Point to extrude to prompt, choose the point.

Extrude a curve to a point


Ribbon

Extrude by offsetting a curve.

Toolbar:	Extrude

Menu:	Surface > Extrude > Ribbon

Command:	Ribbon

1	At the Select curve to ribbon prompt, select a curve.

The marker tracks on the curve.

2	At the Side to offset prompt, drag the cursor to one side of the curve and pick.

Ribbon offsets a curve to create a surface


Surface through curves


Loft

Loft a surface through a series of curves.

Toolbar:	Surface

Menu:	Surface > Loft

Command:	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.

When you are done adjusting the connections, press Enter.

In the Loft Options dialog box, adjust options, Preview.

Curves with seams and directions misaligned

Curves with seams aligned and directions misaligned

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.

Flip Direction (closed curves only)

Reverses the arrow on the selected seam point, reversing the direction of the curve.

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

Normal loft

Loose

The surface is allowed to move away from the original curves to make a smoother surface.

Loose loft

Tight

The surface sticks closely to the original curves.

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 Options dialog box, Units tab before lofting.

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 Definition
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.

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.


NetworkSrf

Create a surface from a curve network.

Toolbar:	Surface

Menu:	Surface > From Curve Network

Command:	NetworkSrf

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.

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

AutoSort

Turns off automatic sorting so you can select the curves manually. This setting is saved in the Rhino.ini file so it is stored for future Rhino sessions.

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

You can choose the type of edge matching you want for each 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.

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:

Curves that have stacked control points will cause NetworkSrf to fail.

You can create:

Surfaces from open or closed curve networks.

Surfaces with one or two singularities.


Sweep1

Create a one-rail sweep.

Toolbar:	Surface

Menu:	Surface > Sweep 1 Rail

Command:	Sweep1

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

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.

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

Rebuild with control points

Rebuilds the resulting surface.

Refit within units

Refits the resulting surface. Default distance is the global tolerance value set in Options.

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

Command:	Sweep2

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

Tolerance

The maximum distance from the rail to the edge of the resulting face.

Point

Creates a surface that begins or ends at a point. Use this option only at the start or end of the curve series.

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

Rebuild with control points

Rebuilds the resulting surface. Default number of control points is 10

Refit within units

Refits the resulting surface. Default refit distance is the global tolerance value set in Options.

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 Smooth option, the cross section curves are refit with compatible curves. 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.)

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.


Revolve

Revolve a curve.

Toolbar:	Surface

Menu:	Surface > Revolve

Command:	Revolve

1	At the Select curve to revolve prompt, select a curve.

2	At the Start of revolve axis prompt, choose a point on the revolution axis.

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


RailRevolve

Revolve a curve along a rail.

Toolbar:	Surface

Menu:	Surface > Rail Revolve

Command:	RailRevolve

1	At the Select profile curve prompt, select a profile curve.

2	At the Select path curve prompt, select a rail curve.

3	At the Start of revolve axis prompt, select one end of the axis that the profile curve will revolve about.

4	At the End of revolve axis 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


Patch

Fit a surface through curves and point objects.

Toolbar:	Surface and Surface 2

Menu:	Surface > Patch

Command:	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.

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.


Drape

Drape a surface over existing objects.

Toolbar:	Surface 2

Menu:	Surface > Drape

Command:	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

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.


Zbuffer

Show Z-buffer.

Command:	Zbuffer

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.


SrfPtGrid

Create a surface by picking a grid of points.

Toolbar:	Surface 2

Menu:	Surface > From Point Grid

Command:	SrfPtGrid

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.

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


Heightfield

Create a surface by color values of a bitmap.

Toolbar:	Surface 2

Menu:	Surface > Heightfield from Bitmap

Command:	Heightfield

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.


ExtendSrf

Extend a surface.

Toolbar:	Surface Tools

Menu:	Surface > Extend

Command:	ExtendSrf

1	At the Select edge of surface to extend, pick an edge of an untrimmed surface that is not a polysurface.

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.


FilletSrf

Fillet two surfaces.

Toolbar:	Main and Surface Tools

Menu:	Surface > Fillet

Command:	FilletSrf

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

Options

Radius

The radius of the fillet. Type R and press Enter to change the fillet radius.

Extend

Extends original surfaces up to fillet edges.

Trim

Trim original surfaces back to fillet edges.

Note

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.

Troubleshooting

Troubleshooting fillets and chamfers


VRBSrf

Create a variable radius blend between two surfaces.

Command:	VRBSrf

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.

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.


ChamferSrf

Chamfer two surfaces.

Toolbar:	Surface Tools

Menu:	Surface > Chamfer

Command:	ChamferSrf

1	At the Select first surface to chamfer 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.

2	At the Choose second surface to chamfer 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.

Troubleshooting

See Troubleshooting fillets and chamfers


OffsetSrf

Offset a surface.

Toolbar:	Surface Tools

Menu:	Surface > Offset

Command:	OffsetSrf

1	At the Select surfaces to offset prompt, select the surfaces to offset and press Enter.

2	At the Offset distance 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


BlendSrf

Blend two surfaces.

Toolbar:	Surface Tools

Menu:	Surface > Blend

Command:	BlendSrf

1	At the Select first set of edges ( PlanarSections ) prompt, select a surface edge.

2	At the Select first set of edges. Press Enter for second set ( PlanarSections ) prompt, select adjacent edges, or press Enter.

3	At the Select second set of edges ( PlanarSections ) select the edges to blend to.

4	At the Select second set of edges ( PlanarSections ) select the edges to blend to.

5	At the Select second set of edges. Press Enter to create surface prompt, select adjacent edges or press Enter.

Surface blend

Options

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.

Degree

Defines the degree of the blend surface in the across direction. The surface degree affects the bulginess of the blend surface. Cubic blend is slightly more bulgy than quintic.

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.

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.


UnrollSrf

Unroll (flatten to a plane) a surface.

Toolbar:	Surface Tools

Menu:	Surface > Unroll Developable Srf

Command:	UnrollSrf

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.

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


FlattenSrf

Create flat curves from a developable surface.

Command:	FlattenSrf

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.


SrfControlPtGrid

Create a surface by picking a grid of control points.

Toolbar:	Surface 2

Command:	SrfControlPtGrid

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

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.


Edit surfaces

Do you want to …

Match two surfaces

Merge two untrimmed surfaces

Rebuild a surface

Change the degree of a surface

Untrim a surface

Detach the trimming boundary from a surface

Shrink the underlying untrimmed surface near to trimming boundaries

Make a surface periodic

Make a surface non-periodic

Reparameterize a surface

Linearize trimming boundaries of surfaces


MatchSrf

Match two surfaces.

Toolbar:	Surface Tools

Menu:	Surface > Edit Tools > Match

Command:	MatchSrf

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

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.

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.

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.

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 been 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.

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.


MergeSrf

Merge two untrimmed surfaces.

Toolbar:	Surface Tools

Menu:	Surface > Edit Tools > Merge

Command:	MergeSrf

1	At the Select untrimmed surface to merge prompt, select the first surface to merge.

2	At the Select adjacent untrimmed surface prompt, select the second surface.

Both surfaces must be untrimmed and share an edge.

Options

Tolerance

Surface edges must be within this tolerance for the two surfaces to merge.

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

Rendered perspective view of merged surface - notice no kink

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.


RebuildSrf

Rebuild a surface.

Toolbar:	Surface Tools

Menu:	Surface > Edit Tools > Rebuild

Command:	RebuildSrf

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

Surface rebuilt with 10 control points in each direction

Surface rebuilt with 14 by 7 control points


ChangeDegreeSrf

Change the degree of a surface.

Toolbar:	Surface Tools

Menu:	Surface > Edit Tools > Change Degree

Command:	ChangeDegreeSrf

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.

Note

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.


Untrim

Untrim a surface.

Toolbar:	Main, Surface Tools, and Geometry Fix

Menu:	Surface > Edit Tools > Untrim

Command:	Untrim

At the Select boundary to detach prompt, pick on an edge boundary of a trimmed surface.

Note

Compare with Detach the trimming boundary from a surface.


DetachTrim

Detach the trimming boundary from a surface.

Toolbar:	Surface Tools and Geometry Fix

Menu:	Surface > Edit Tools > Detach Trim

Command:	DetachTrim

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.

Surface before trimming curve detached

Surface after trimming curve detached


SplitSrf

Splits a surface into multiple pieces by its own isoparms.

Toolbar:	Main and Geometry Fix

Command:	SplitSrf

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.

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.


ShrinkTrimmedSrf

Shrink the underlying untrimmed surface near to trimming boundaries.

Toolbar:	Surface Tools and Geometry Fix

Menu:	Surface > Edit Tools > Shrink Trimmed Surface

Command:	ShrinkTrimmedSrf

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 surface, with underlying untrimmed surface shown in light gray

Shrunken untrimmed surface

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.


MakeSrfPeriodic

Make a surface periodic.

Toolbar:	Surface Tools

Menu:	Surface > Edit Tools > Make Periodic

Command:	MakeSrfPeriodic

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.


MakeSrfNonPeriodic

Make a surface non-periodic.

Toolbar:	Surface Tools

Command:	MakeSrfNonPeriodic

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.


ReparameterizeSrf

Reparameterize a surface.

Command:	ReparameterizeSrf

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 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.


LinearizeTrims

Linearize trimming boundaries of surfaces.

Command:	LinearizeTrims

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.


Troubleshooting fillets and chamfers

Rhino's ability to fillet and chamfer objects is limited by its underlying mathematics library. This topic clarifies 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.

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.

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.

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.

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.

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.


Solid menu

Solids are closed surfaces or (more usually) polysurfaces that enclose a volume. Most of the primitives are closed single-surfaces carefully edge-matched.

Rhino's polysurface objects are not deformable. You cannot turn control points on and use them to deform the surface.

To create deformable round shapes, create a profile curve and use the Revolve command to create a shape that has more control points on the surface.

You can …

Draw a box from three corners

Draw a box using two edge points and a width and height

Draw a sphere from the center and radius

 Draw a sphere from points on the diameter

Draw a sphere using three points

Draw a baseball sphere

Draw an ellipsoid

Draw a cone

Draw a truncated cone

Draw a cylinder

Draw a tube

Draw a pipe

Draw a torus

Create text

Extrude a surface into a solid

Fillet the edge of a polysurface

Cap open planar holes in a polysurface

Extract a surface from a polysurface

Boolean union

Boolean difference

Boolean intersection

Draw a baseball ellipsoid


Box

Draw a box.

Toolbar:	Main, Solid, and Box

Menu:	Solid > Box > Corner to Corner, Height

Command:	Box

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

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

Command:	Box3Pt

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.


Sphere

Draw a sphere.

Toolbar:	Solid and Sphere

Menu:	Solid > Sphere > Center, Radius

Command:	Sphere

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.


SphereD

Draw a sphere by its diameter.

Toolbar:	Sphere

Menu:	Solid > Sphere > Diameter

Command:	SphereD

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.


Sphere3Pt

Draw a sphere through three points.

Toolbar:	Sphere

Menu:	Solid > Sphere > 3 Points

Command:	Sphere3Pt

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.


Baseball

Draw a baseball sphere.

Toolbar:	Sphere

Command:	Baseball

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.


Ellipsoid

Draw an ellipsoid from the center an axes.

Toolbar:	Solid

Menu:	Solid > Ellipsoid > From Center

Command:	Ellipsoid

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

Command:	Ellipsoid

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.


Paraboloid

Draw a paraboloid from the focus point and direction.

Menu:	Solid > Paraboloid > Focus, Direction

Command:	Paraboloid

The prompts vary depending on which menu option you choose.

1	From the Solid menu, click Paraboloid, and then click Focus, Direction.

2	At the Paraboloid focus ( Vertex MarkFocus=No Half=No ) prompt, enter a point for the focus of the paraboloid.

3	At the Paraboloid direction ( MarkFocus=No Half=No ) prompt, show a direction for the paraboloid.

This is the "open" direction.

4	At the Paraboloid end ( MarkFocus=No Half=No ) prompt, enter a point for an end of the paraboloid.

The focus to vertex distance and length of the paraboloid displays at the command prompt.

Draw a paraboloid from the vertex point and focus points.

Menu:	Solid > Paraboloid > Vertex, Focus

Command:	Paraboloid

1	From the Curve menu, click Paraboloid, and then click Vertex, Focus.

2	At the Paraboloid Vertex ( Focus MarkFocus=No Half=No ) prompt, enter a point for the vertex of the paraboloid.

3	At the Paraboloid focus ( MarkFocus=No Half=No ) prompt, enter a point for the focus of the paraboloid.

This is the "open" direction.

4	At the Paraboloid end ( MarkFocus=No Half=No ) prompt, enter a point for an end of the paraboloid.

The focus to vertex distance and length of the paraboloid displays at the command prompt.

Options

Vertex

Sets a point for the vertex of the paraboloid.

Focus

Sets a point for the focus of the paraboloid.

Mark Focus

Places a point object at the focus of the paraboloid.

Half

Draws only half the paraboloid from the vertex to one end point.


BaseballEllipsoid

Draw a baseball ellipsoid.

Toolbar:	Sphere

Command:	BaseballEllipsoid

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.


Cone

Draw a cone.

Toolbar:	Solid

Menu:	Solid > Cone

Command:	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

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.


TCone

Draw a truncated cone.

Toolbar:	Solid

Menu:	Solid > Truncated Cone

Command:	TCone

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.


Cylinder

Draw a cylinder.

Toolbar:	Solid

Menu:	Solid > Cylinder

Command:	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

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.


Tube

Draw a tube.

Toolbar:	Solid

Menu:	Solid > Tube

Command:	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.

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.


Pipe

Draw a pipe.

Toolbar:	Solid

Menu:	Solid > Pipe

Command:	Pipe

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.


Torus

Draw a torus.

Toolbar:	Solid

Menu:	Solid > Torus

Command:	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.


TextObject

Create text-shaped objects from curves, surfaces, or solids based on TrueType fonts.

Toolbar:	Main

Menu:	Solid > Text

Command:	TextObject

Creates two or three-dimensional text from True Type fonts, in the form of curves, surfaces, or solids.

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


Extrude Planar Curve

See Extrude.


ExtrudeSrf

Extrude a surface into a solid.

Toolbar:	Solid

Menu:	Solid > Extrude Surface

Command:	ExtrudeSrf

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.


FilletEdge

Fillet the edge of a polysurface.

Toolbar:	Solid Tools

Menu:	Solid > Fillet Edge

Command:	FilletEdge

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.

Troubleshooting

Troubleshooting fillets and chamfers


Cap

Cap open planar holes in a polysurface.

Toolbar:	Solid Tools

Menu:	Solid > Cap Planar Holes

Command:	Cap

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


ExtractSrf

Extract a surface from a polysurface.

Toolbar:	Main, Solid Tools, and Geometry Fix

Menu:	Solid > Extract Surface

Command:	ExtractSrf

At the Select surfaces to extract prompt, select surfaces and press Enter.

The surfaces are separated from the polysurfaces. The remainder of each polysurface stays joined.

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.


Booleans

Booleans work best on closed solids, but can also work on surfaces.

You can …

Union.

Difference.

Intersect.

Troubleshoot Boolean failures


BooleanUnion

Boolean union.

Toolbar:	Main and Solid Tools

Menu:	Solid > Union

Command:	BooleanUnion

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.

Troubleshooting

What to do when Booleans fail


BooleanDifference

Boolean difference.

Toolbar:	Solid Tools

Menu:	Solid > Difference

Command:	BooleanDifference

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.

Troubleshooting

What to do when Booleans fail


BooleanIntersection

Boolean intersection.

Toolbar:	Solid Tools

Menu:	Solid > Intersection

Command:	BooleanIntersection

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

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.

Troubleshooting

What to do when Booleans fail


When Booleans Fail

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.

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.

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.

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

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.

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.

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.


Transform menu

Try these commands on control points, too. Don't limit your thinking to using these only on curves, surfaces, and closed polysurfaces.

You can …

Move objects

Copy objects

Duplicate an object

Rotate objects

Rotate objects about an axis

Shear objects

Mirror objects

Set points

Project objects to construction plane

Twist objects

Bend objects

Taper objects

Flow objects along a curve

Smooth objects


Move

Move objects.

Toolbar:	Main and Transform

Menu:	Transform > Move

Command:	Move

1	Select the objects.

2	At the Choose base point ( Vertical ) prompt, choose a point to move the objects from.

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.


Copy

Copy objects.

Toolbar:	Main and Transform

Menu:	Transform > Copy

Command:	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


Dup

Duplicate an object.

Command:	Dup

At the Select objects to duplicate prompt, select an object to duplicate.

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 object will be duplicated in place.


Rotate

Rotate objects.

Toolbar:	Main and Transform

Menu:	Transform > Rotate

Command:	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.

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

Command:	Rotate3D

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.


Scale objects

You can …

Scale objects uniformly

Scale objects in one direction

Scale objects in two directions

Scale objects non-uniformly


Scale

Scale objects.

Toolbar:	Main, Transform, and Scale

Menu:	Transform > Scale > Scale 3-D

Command:	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.

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.


Scale2D

Scale objects in two dimensions.

Toolbar:	Main, Transform, and Scale

Menu:	Transform > Scale > Scale 2-D

Command:	Scale2D

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.


Scale1D

Scale objects in one dimension.

Toolbar:	Scale

Menu:	Transform > Scale > Scale 1-D

Command:	Scale1D

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.

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.


ScaleNU

Scale objects non-uniformly.

Toolbar:	Scale

Menu:	Transform > Scale > Non-Uniform Scale

Command:	ScaleNU

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.


Shear

Shear objects.

Toolbar:	Transform

Menu:	Transform > Shear

Command:	Shear

1	At the Select objects to shear prompt, select the objects to shear.

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.

Options

Copy

Creates a copy of the scaled object.


Mirror

Mirror objects.

Toolbar:	Main and Transform

Menu:	Transform > Mirror

Command:	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.


SetPt

Set control point location.

Toolbar:	Transform

Menu:	Transform > Set Points.

Command:	SetPt

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.

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.


ProjectToCPlane

Project objects to construction plane.

Toolbar:	Transform

Menu:	Transform > Project to CPlane

Command:	ProjectToCPlane

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.


Twist

Twist objects.

Toolbar:	Transform

Menu:	Transform > Twist

Command:	Twist

1	Select the objects.

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.


Bend

Bend objects.

Toolbar:	Transform

Menu:	Transform > Bend

Command:	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

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.


Taper

Taper objects.

Toolbar:	Transform

Menu:	Transform > Taper

Command:	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.

Taper

Options

Flat

Creates a uni-directional 1-D taper.

Normal taper

Taper with Flat option

Copy

Creates a copy of the tapered object.

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.


Flow

Flow objects along a curve.

Toolbar:	Transform

Menu:	Transform > Flow along Curve

Command:	Flow

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.


Smooth

Smooth objects.

Toolbar:	Transform and Geometry Fix

Menu:	Transform > Smooth

Command:	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.

Command:	PtOn

3	Select the control points in the region of the curve or surface to smooth.

4	From the Transform menu, click Smooth.

Command:	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.

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


Orient objects
Orient objects to match specified points

These commands move, scale, and rotate an object to match specified points.

You can …

Orient objects

Orient objects by three points

Orient objects on a surface

Remap objects to a new construction plane

Align profile curves


Orient

Orient objects.

Toolbar:	Transform

Menu:	Transform > Orient > 2 Points

Command:	Orient

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=Yes, the second target point defines the direction of the transformation, but objects remain the same size.


Orient3Pt

Orient objects by three points.

Toolbar:	Transform

Menu:	Transform > Orient > 3 Points

Command:	Orient3Pt

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.


OrientOnSrf

Orient objects on a surface.

Toolbar:	Transform

Menu:	Transform > Orient > On Surface

Command:	OrientOnSrf

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 to orient to ( NoCopy ) prompt, pick a point on the surface to define the target point.

5	At the next Point to orient to ( 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

Options

OnSurface

Uses a point on the surface you are orienting the objects to as the origin point for the orientation rather than a point in world coordinates.

NoCopy

Moves the original object instead of making copies.


OrientPerpToCrv

Aligns an object to a curve.

Toolbar:	Transform

Menu:	Transform > Orient > On Curve

Command:	OrientPerpToCrv

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.

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.


RemapCPlane

Remap objects to a new construction plane.

Toolbar:	Transform

Menu:	Transform > Orient > Remap to CPlane

Command:	RemapCPlane

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.

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.


AlignProfiles

Align two curves.

Command:	AlignProfiles

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.

Original profile curves

Profile curves aligned with each other


Array objects

You can …

Array objects

Array objects around a pole

Array objects along a curve

Array objects along a surface


Array

Array objects.

Toolbar:	Main, Transform, and Array

Menu:	Transform > Array > Rectangular

Command:	Array

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.

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


ArrayPolar

Array objects around a pole.

Toolbar:	Array

Menu:	Transform > Array > Polar

Command:	ArrayPolar

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.

Copies of the selected objects appear, rotated around the axis defined by the center point.

Polar array


ArrayCrv

Array objects along a curve.

Toolbar:	Array

Menu:	Transform > Array > Along Curve

Command:	ArrayCrv

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

Freeform

Objects are rotated in three dimensions as they are arrayed along the path curve.

Planar

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.


ArraySrf

Array objects on a surface.

Toolbar:	Array

Menu:	Transform > Array > Along Surface

Command:	ArraySrf

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


Tools menu

The tools menu includes object snaps, polygon mesh tools, commands for digitizing, dimensioning, and editing your toolbar layout, and command history display.

You can …

Enter 3-D coordinate points

Use modeling aids

Set object snaps

Copy real-world objects with a digitizing arm

Dimension your model

Change your toolbar layout

Display the command history


Enter 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.

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.

You can…

Enter construction plane coordinates

Enter world coordinates

Enter relative coordinates

Enter polar coordinates

Enter relative polar 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.


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.


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

You can …

Use elevator mode to pick a point off the construction plane

Use the Tab key to constrain the marker movement along a line

Use full-screen crosshairs

Use distance constraint

Use angle constraint

View command history

Paste commands from the clipboard

Read commands from a text file

Rhino Options

Toggle ortho mode

Turn ortho mode on or off

Set the ortho angle

Toggle planar mode

Turn planar mode on or off

Toggle snap mode

Turn snap mode on or off

Set snap size


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.

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.

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 mode goes away.

Elevator from direction lock:

Elevator mode can now also be activated from direction lock, but only if the point can be truly 3D. 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.


NoElev

Turn off elevator mode.

Command:	NoElev

You can turn off elevator mode if you have started elevator mode in error.

1	After starting elevator mode, type NoElev.

2	Continue with picking locations.

You can start elevator mode in another location.


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.

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.


Angle Constraint

The angle constraint ensures that the next point will be placed a multiple of 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 around the last point in increments of the specified angle.

2	Click to place the point.

Or, type a distance and press Enter.

The cursor 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 <60.

The line is restricted to 60 degree increments from the last point.


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.


Snap

Toggle snap mode.

Command:	Snap

Shortcut:	F9

Status bar:	Snap

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.

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.


SetSnap

Turn snap mode on or off.

Command:	SetSnap

At the Grid snap is Off. New value (On Off Toggle ) prompt, enter one of the options.

The SetSnap command provides explicit on and off options. This is useful for inclusion in a script for the ReadCommandFile command.


SnapSize

Set snap size.

Command:	SnapSize

SnapSize sets the grid snap increment. It can also be set from the Options 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.


Ortho

Toggle ortho mode.

Command:	Ortho

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.

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.


SetOrtho

Turn ortho mode on or off.

Command:	SetOrtho

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.


OrthoAngle

Set the ortho angle.

Command:	OrthoAngle

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.


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.

Command:	Planar

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.


SetPlanar

Turn planar mode on or off.

Command:	SetPlanar

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.


DragMode

Toggle drag mode.

Drag mode lets you drag object parallel to the view plane rather than parallel to the construction plane.

Menu:	Edit > Point Editing > View based drag mode

Command:	DragMode


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.


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.

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

You can …

Turn object snaps off

Snap to the end of a curve

Snap near a curve

Snap to a point

Snap to the midpoint of a curve

Snap to the center of a circle

Snap to the intersection of two curves

Snap perpendicular to a curve

Snap tangent to a curve

Snap to a quadrant of a circle or ellipse

Snap to a knot

Reset the base point for ortho, distance constraint, angle constraint, and relative coordinate entry

Track along a line perpendicular to a curve

Track along a line tangent to a curve

Track along a line

Snap to a surface

Project object snaps to the construction plane

Toggle the Osnap dialog box

Hide the Osnap dialog box

Show the Osnap dialog box

Lock persistent object snaps

Set a persistent object snap from the command line


Osnap

Set a persistent object snap from the command line.

Command:	Osnap

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

Command:	NoSnap

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

Command:	End

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.

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

Command:	Near

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

Command:	Point

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

Command:	Mid

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.

Toolbar:	Object Snap

Command:	Cen

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

Command:	Int

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

Command:	Perp

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

Command:	Tan

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.

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

Command:	Quad

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

Command:	Knot

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

Command:	Osnap

At the Persistent Osnap prompt, type Knot.


From object snap

Snap from a point.

Toolbar:	Object Snap

Command:	From

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

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

Command:	PerpFrom

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

Command:	TanFrom

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.

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

Command:	Along

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.


OnSrf object snap

Snap to a point on a surface.

Toolbar:	Object Snap

Command:	OnSrf

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

Command:	ProjectOsnap

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.


Between

Snaps to a point midway between two points.

Menu:	Tools > Object Snap > Between

Command:	Between


OnCrv object snap

Snaps along a curve.

Menu:	Tools > Object Snap > On Curve

Command:	OnCrvOsnap

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.


Object Snap dialog box controls

You can …

Toggle the Osnap dialog box

Hide the Osnap dialog box

Show the Osnap dialog box

Suspend all the persistent osnaps


ToggleOsnap

Toggle the Osnap dialog box.

Toolbar:	Standard

Menu:	Tools > Object Snap > Persistent Osnap Dialog

Command:	ToggleOsnap

Status bar:	Osnap

The Osnap dialog box shows or hides.


HideOsnap

Hide the Osnap dialog box.

Command:	HideOsnap

Status bar:	Osnap

Or, close the Osnap dialog box.


ShowOsnap

Show the Osnap dialog box.

Command:	ShowOsnap

Status bar:	Osnap


LockOsnap

Lock persistent object snaps.

Toolbar:	Object Snap

Menu:	Tools > Object Snap > Lock Osnaps

Command:	LockOsnap

Status bar:	Osnap Lock

LockOsnap is a toggle command, typing the command turns lock on or off.

When Object snap lock is on, persistent object snaps are temporarily suspended.

To reactivate persistent object snaps

In the Osnap dialog box, clear the Lock checkbox.

All persistent object snaps will be reactivated.

To clear all persistent object snaps

In the Osnap dialog box, right-click the Lock checkbox.


Polygon mesh tools

Although Rhino uses NURBS as its primary construction tool, you may want to turn some of your objects into polygon meshes.

Note

If you are exporting shapes to another application that uses meshes like 3D Studio, it is often best to convert the object to a mesh first so you have more control.

You can …

Create a mesh from NURBS objects

Explode a mesh

Join polygon meshes

Weld polygon meshes

Unify polygon mesh normals

Apply a mesh to surface

Create a mesh from a closed polyline

Extract control polygon

Clear render mesh from selected objects

Convert each polygon in a polygon mesh into a NURBS surface

Reduce mesh density


Mesh

Create a mesh from NURBS objects.

Toolbar:	Main and Mesh

Menu:	Tools > Polygon Mesh > From NURBS Object

Command:	Mesh

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.

Detailed Controls

The Detailed Polygon Mesh 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.

Detailed Polygon Mesh 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.

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

Selecting this check box results in 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

Selecting this check box results 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. 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

Selecting this check box welds coincident mesh vertices that came from seams between tangent surfaces of a polysurface.

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 Mesh from NURBS Object 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 Options dialog box Render tab.


ExplodeMesh

Explode a mesh.

Toolbar:	Main and Mesh

Menu:	Tools > Polygon Mesh >Explode

Command:	ExplodeMesh

Select polygon meshes to explode.

Joined meshes are exploded into simple meshes. The action performed is reported on the command line.

Note

Use ExplodeMesh to break a joined mesh object into separate meshes. 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 is useful when creating morph targets with the ApplyMesh command, which can only work with simple meshes.

There are no standard words in Rhino for "joined mesh" and "simple mesh", and the Info tab of the Properties dialog box does not distinguish between them.


JoinMesh

Join polygon meshes.

Toolbar:	Mesh and STL Tools

Menu:	Tools > Polygon Mesh >Join

Command:	JoinMesh

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.


Weld

Weld polygon meshes.

Toolbar:	Mesh and STL Tools

Menu:	Tools > Polygon Mesh >Weld

Command:	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.

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.


UnifyMeshNormals

Unify polygon mesh normals.

Toolbar:	Mesh and STL Tools

Menu:	Tools > Polygon Mesh >Unify Normals

Command:	UnifyMeshNormals

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:	Tools > Options

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.

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.


ReduceMesh

Reduce mesh density.

Toolbar:	Mesh

Menu:	Tools > Polygon Mesh > Reduce

Command:	ReduceMesh

1	In the Reduce Mesh Options dialog box, set the polygon count.

2	To see the results of the reduction, click Preview.

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.


ApplyMesh

Apply a mesh to surface.

Toolbar:	Mesh

Menu:	Tools > Polygon Mesh > Apply to Surface

Command:	ApplyMesh

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.

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.


MeshPolyline

Create a mesh from a closed polyline.

Toolbar:	Mesh

Menu:	Tools > Polygon Mesh > From Closed Polyline

Command:	MeshPolyline

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.

Before mesh

After mesh

Note

MeshPolyline is designed to work on planar polylines.


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

Command:	ExtractControlPolygon

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.


MeshToNurb

Convert each polygon in a polygon mesh into a NURBS surface.

Command:	MeshToNurb

Select the objects.

Note

Complex meshes will create NURBS surfaces that use large amounts of memory.


SelNakedMeshEdgePt

Select naked edge points of polygon meshes.

Toolbar:	STL Tools

Command:	SelNakedMeshEdgePt

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.


Mesh primitives

You can …

Draw a 3-D polygon mesh face

Draw a polygon mesh plane

Draw a polygon mesh box

Draw a polygon mesh sphere

Draw a polygon mesh cone

Draw a polygon mesh cylinder

Change density for polygon mesh primitives


3DFace

Draw a 3-D polygon mesh face.

Toolbar:	Mesh and STL Tools

Menu:	Tools > Polygon Primitives > 3-D Face

Command:	3Dface

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.


MeshPlane

Draw a polygon mesh plane.

Toolbar:	Mesh

Menu:	Tools > Polygon Primitives > Plane

Command:	MeshPlane

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.


MeshBox

Draw a polygon mesh box.

Toolbar:	Mesh

Menu:	Tools > Polygon Primitives > Box

Command:	MeshBox

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.


MeshSphere

Draw a polygon mesh sphere.

Toolbar:	Mesh

Menu:	Tools > Polygon Primitives > Sphere

Command:	MeshSphere

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.


MeshCone

Draw a polygon mesh cone.

Toolbar:	Mesh

Menu:	Tools > Polygon Primitives > Cone

Command:	MeshCone

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.

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

Command:	MeshCylinder

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

Command:	MeshDensity

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.


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.

You can …

Start a 3-D digitizer

Disconnect a 3-D digitizer

Calibrate a 3-D digitizer

Set 3-D digitizer scale

Pause a 3-D digitizer

Sketch with a 3-D digitizer

Create sections with a 3-D digitizer

Pick a point with a 3-D digitizer

Set the spacing between digitized points when sketching with a 3-D digitizer

Start digitizing with a Faro arm

Start digitizing with a MicroScribe arm


Dig

Start a 3-D digitizer.

Toolbar:	3-D Digitizing, Microscribe, and Tools

Menu:	Tools > Digitize > Connect

Command:	Dig

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.

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.


DigDisconnect

Disconnect a 3-D digitizer.

Toolbar:	3-D Digitizing, Microscribe, and Tools

Menu:	Tools > Digitize > Disconnect

Command:	DigDisconnect


DigCalibrate

Calibrate a 3-D digitizer.

Toolbar:	3-D Digitizing and Microscribe

Menu:	Tools > Digitize > Calibrate

Command:	DigCalibrate

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.

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.

Command:	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.


DigScale

Set 3-D digitizer scale.

Toolbar:	3-D Digitizing and Microscribe

Menu:	Tools > Digitize >Set Scale

Command:	DigScale

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.


DigPause

Pause a 3-D digitizer.

Toolbar:	3-D Digitizing and Microscribe

Menu:	Tools > Digitize > Pause

Command:	DigPause


DigSketch

Sketch with a 3-D digitizer.

Toolbar:	3-D Digitizing and Microscribe

Menu:	Tools > Digitize > Sketch Curve

Command:	DigSketch

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.

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:

Command:	DigSpacing

At the Sketch skip distance prompt, enter the distance between sampled points.


DigSection

Create sections with a 3-D digitizer.

Toolbar:	3-D Digitizing and Microscribe

Menu:	Tools > Digitize > Planar Sections

Command:	DigSection

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.


DigClick

Pick a point with a 3-D digitizer.

Command:	DigClick

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.


DigSpacing

Set the spacing between digitized points when sketching with a 3-D digitizer.

Command:	DigSpacing


Faro

Start digitizing with a FaroArm.

Command:	Faro


Mscribe

Start digitizing with a MicroScribe arm.

Command:	Mscribe


Command history display

You can …

View the command history

Paste commands from the Clipboard

Read a command list from a file


CommandHistory

View command history.

Toolbar:	Tools

Menu:	Tools > Commands > Command History

Command:	CommandHistory

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.


CommandPaste

Paste commands from the Clipboard.

Toolbar:	Tools

Menu:	Tools > Commands > Paste From Clipboard

Command:	CommandPaste

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.


ReadCommandFile

Read commands from a text file.

Toolbar:	Tools

Menu:	Tools > Commands > Read from File

Command:	ReadCommandFile

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….


Toolbar

Edit toolbar layout.

Toolbar:	Tools

Menu:	Tools > Toolbar Layout > Edit

Command:	Toolbar

The Toolbars dialog box appears, showing 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 toolbar layout.

You can …

Open workspace

Save workspace

Save workspace under a different name

Hide a toolbar

Show a toolbar

Toggle the display of a toolbar

Open a toolbar

Close a toolbar

Move a toolbar

Dock a toolbar

Float a toolbar

Minimize a toolbar

Restore a minimized toolbar

Reshape a toolbar

Rename a toolbar

Import a toolbar

Change the toolbar name or button size

Create a new toolbar

Delete a toolbar

Create a cascading toolbar

Cascade a toolbar

Hide a cascaded toolbar

Tear off a cascaded toolbar


OpenWorkspace

Open toolbar layout.

Toolbar:	Tools

Menu:	Tools > Toolbar Layout > Open

Command:	OpenWorkspace

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.


SaveWorkspace

Save toolbar layout.

Toolbar:	Tools

Menu:	Tools > Toolbar Layout > Save

Command:	SaveWorkspace

The current toolbar layout, as modified, is saved under the current workspace file name, without comment.


SaveWorkspaceAs

Save toolbar layout under a different name.

Toolbar:	Tools

Menu:	Tools > Toolbar Layout > Save As

Command:	SaveWorkspaceAs

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.


Close a toolbar

Menu:	Tools > Toolbar Layout > Edit

Command:	Toolbar

In the Toolbars dialog box, select the name of the toolbar, and then click Hide, then Close.

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.

Command:	HideToolbar

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 > Edit

Command:	Toolbar

In the Toolbars dialog box, select the name of the toolbar, and then click Show, then Close.


ShowToolbar

Show a toolbar.

Command:	ShowToolbar

At the Name of toolbar to show? prompt, enter the name of a hidden toolbar of the current toolbar layout.

The toolbar appears.

Use the Toolbar command to view the list of toolbars in the toolbar layout.


ToggleToolbar

Toggle the display of a toolbar.

Command:	ToggleToolbar

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.


Minimize a toolbar

Click the Minimize button, which is a downward-pointing black triangle, on the title bar of a floating toolbar.

The toolbar reduces to a gray rectangle with the toolbar name, and moves to the bottom of the screen.

Note

Minimized toolbars may get hidden by the Windows Task Bar. Turn on the Auto Hide feature of your taskbar, and restore any toolbars that were obscured there. Then turn off Auto Hide. If the taskbar is always showing, minimized toolbars will go above the Taskbar.

If you can't find a minimized toolbar, minimize all your windows except the Rhinoceros window. The minimized toolbar should be visible.


Restore a minimized toolbar

Double-click the minimized toolbar icon, which is a gray bar with the toolbar title on it.

Note

Minimized toolbars may get hidden by the Windows Task Bar. Turn on the Auto Hide feature of your taskbar, and restore any toolbars that were obscured there. Then turn off Auto Hide. If the taskbar is always showing, minimized toolbars will go above the Taskbar.

If you can't find a minimized toolbar, minimize all your windows except the Rhinoceros window. The minimized toolbar should be visible.


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 > Edit

Command:	Toolbar

1	In the Toolbars dialog box, select the name of the toolbar from the list.

2	Click Properties.

3	In the Toolbar Properties dialog box, type the new name.

The new name appears in the toolbar name list.


Import a toolbar from another layout file

Menu:	Tools > Toolbar Layout > Edit

Command:	Toolbar

1	In the Toolbars dialog box, 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 > Edit

1	In the Toolbars dialog box, 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 > Edit

Command:	Toolbar

1	In the Toolbars dialog box, click New Toolbar.

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 > Edit

Command:	Toolbar

1	In the Toolbars dialog box, select the name of the toolbar from the list.

2	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.


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

You can …

Move a toolbar button

Delete a toolbar button

Copy a toolbar button

Create a floating cascade button

Unlink a cascading toolbar


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.


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.


Edit a toolbar button

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.

You can …

Create a new toolbar button

Change the ToolTip

Assign a command to the mouse buttons

Change the bitmap


Create a new toolbar button

Menu:	Tools > Toolbar Layout > Edit

Command:	Toolbar

1	In the Toolbars dialog box, select the name of the toolbar from the list.

2	Click New Button.

3	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.


Edit 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.

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.

You can …

Clear the bitmap image

Draw or edit a bitmap image

Capture a portion of the screen to use as an icon

Import a bitmap image from another source

Save a bitmap to a file


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.

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.


Options dialog box

Toolbar:	Standard and Tools

Menu:	Tools > Options

More information on…

Aliases tab

Appearance tab

Dimensions tab

Files tab

General tab

Grid tab

Modeling Aids tab

Render tab

Shortcut Keys tab

Units tab

View tab

  Shade tab


Options

Opens the Options dialog box.

Toolbar:	Standard and Tools

Menu:	Tools > Options

Command	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

This is 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

These are the command alias definitions.

Note

You can also Export and Import command aliases.


ExportCommandAliases

Export command aliases.

Menu:	Tools > Command > Export Command Aliases

Command:	ExportCommandAliases

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.


ImportCommandAliases

Import command aliases.

Menu:	Tools > Command > Import Command Aliases

Command:	ImportCommandAliases

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


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.

Options

Colors

Command area

This option sets the color of the command area background below the menus.

Command area text

This option sets the color of the command area text.

Crosshairs

This option sets the color of the crosshair cursor.

Feedback

This option sets the color of the feedback curves. One example of a feedback curve is the line you see when you drag objects.

Major grid line

This option sets the color of major grid lines.

Minor grid line

This option sets the color of minor grid lines.

Selected objects

This option sets the color of selected objects.

Tracking

This option sets the color of the tracking line. One example of a tracking line is the line you see when you use elevator mode.

Viewport background

The color of the working area background behind the grid lines.

X axis line

This option sets the color of the x-axis on the construction plane.

Y axis line

This option sets the color of the y-axis on the construction plane.

Show

Command area

This option toggles the command area display.

Command area at top

This option toggles whether the command area is above of below the viewports.

Crosshairs

This option toggles crosshair cursor.

Menu

This option toggles the visibility of menus.

Status bar

This option toggles the visibility of the status bar.

Viewport titles

This option toggles the visibility of the viewport titles.

Main window title

This option toggles the visibility of the main Rhino window title.

Command area

Height in lines

This option 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

This option sets the font used in the command area and the command history window.

Reset

This resets the values to what they were when the Options dialog box was opened.

Defaults

This option restores the built in default values.


Menu

Toggle the display of the menu bar.

Command:	Menu


Options dialog box, Dimensions tab

Toolbar:	Standard, Tools, and Dimensions

Menu:	Tools > Options > Dimensions tab

Dimension > Options

Options

Appearance

Dimension text font

Sets the font for the dimension text.

Precision

Sets the number of decimal places the dimension will use.

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

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

Dimension text horizontal to the view

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.

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.


Options dialog box, Files tab

Toolbar:	Standard and Tools

Menu:	Tools > Options > Files tab

Options

Template files

This option defines the location of the template files.

Autosave file

This option defines the name and location of the autosave file. See General tab and Autosave command for more info.

Autosave every

With this option you can turn on the autosave feature and define the save interval. When autosave activates, copy of the model you are working on is automatically saved to the Autosave file .

See also Autosave command.


Options dialog box, General tab

Toolbar:	Standard and Tools

Menu:	Tools > Options > General tab

Options

Mouse group select

Combo method

When this option is selected, 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 method

When this option is selected, Rhino always does window selection unless you use SelCrossing command.

Crossing box method

When this option is selected, Rhino always does crossing selection 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

Enter the number of items you want to display in the list.

Favorites

Your favorite commands will always display in the popup menu at the top of the popup menu above the most-recently-used commands.

Undo

Min number of undos

This option 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

This option 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.

Surface isoparm display density

Default density for new objects

This options 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
Middle mouse button

You can choose the action performed by clicking the middle mouse button on a three-button mouse.

Popup Menu

This option 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

This option lets you 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

Commands

Startup

This option lets you define a list of commands that run automatically when you start Rhino.

Don't Repeat

This option lets you define a list of commands that do not repeat when you press Enter.


ClearUndo

Clear undo buffer.

Command:	ClearUndo


Run

Run another application from Rhino.

Command:	Run

At the Name of program to run prompt, type the name and path of the file to run.


Options dialog box, Grid tab

Toolbar:	Standard and Tools

Menu:	Tools > Options > Grid tab

Menu:	Right-click viewport title > Grid Options

Options

Snap spacing

This option sets the snap spacing in Rhino units. Toggle snap by clicking the Snap pane on the status bar.

Grid spacing

This option sets the grid spacing in Rhino units.

Major gridlines every

This option defines the thick grid line interval in number of minor gridlines.

Grid extents

This option defines the extents of the grid in Rhino units.

Show grid

This option toggles the visibility of the grid.

Show grid axes

This option toggles the visibility of the red and green grid axes in the middle of the grid.

World axes icon

This option 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.


Grid

Toggle the display of the grid.

Command:	Grid


GridAxes

Toggle the display of the grid axes.

Command:	GridAxes

Grid axes on

Grid axes off


GridSections

Set the distance between gridlines.

Command:	GridSections


GridSize

Set the extents of the grid.

Command:	GridSize


GridThick

Set the number of thin gridlines between each thick gridline.

Command:	GridThick


GridOptions

Opens the Options dialog box with the Grid tab displayed.

Command	GridOptions


Options dialog box, Modeling Aids tab

Toolbar:	Standard and Tools

Menu:	Tools > Options > Modeling Aids tab

Options

Grid snap

Snap on

Select this check box to turn on snap.

Shortcut is to click the Snap pane on the status bar.

Ortho

Snap every

This option turns on ortho and lets you set the ortho angle.

Planar mode

Planar mode on

This option turns on planar mode.

Object snaps

Snap radius

This option 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.

Project to CPlane

This option projects object snaps to the construction plane in the active viewport.

Use horizontal dialog box

This option toggles between horizontal and vertical Object snap dialog box.

Trim/Extend

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.

Nudge Options

Nudge steps in units

Nudge feature allows you to 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 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.

Nudge keys

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

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

This option toggles the visibility of the control polygon.

Highlight control polygon

This option toggles if the parts of the control polygon that are connected to selected points are highlighted or not.

Display density

This option defines the dot spacing of the dotted lines in the control polygon in pixels.


ControlPolygon

Toggle the display of control polygons.

Command:	ControlPolygon

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.

Command:	ControlPolygonDensity

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.


ControlPolygonHighlight

Toggle control polygon highlighting.

Menu:	Edit > Control points > Control Polygon> Toggle highlight.

Command:	ControlPolygonHighlight

Control points selected with ControlPolygonHighlight on

Control points selected with ControlPolygonHighlight off


Options dialog box, Render tab

Toolbar:	Standard and Tools

Menu:	Tools > Options > Render tab

Options

Resolution

Viewport resolution

With this option the active viewport is rendered using the viewport resolution.

Custom resolution

With this option the active viewport is rendered using the custom resolution. Type the custom X and Y resolution in pixels.

256-color render display

This option controls how rendered images are viewed on 256 color displays. This only affects the rendered image preview in Rhino, not the actual render image.

Dithered color

This option makes the render preview in the render window show in dithered color.

Grayscale

This option makes the render preview in the render window show in non-dithered grayscale.

Render colors

Ambient light

This option 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

This option sets the color of the render background.

Misc

Render backfaces

This option controls if 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

This option controls if spotlights that are on hidden layers are rendered or not.

Render wireframe

With this option the wireframe curves of surfaces and curve objects are rendered with the surfaces.

Render polygon mesh edges

With this option polygon mesh object wireframe curves are rendered with the objects.

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

With this option each pixel is sampled once.

Normal

With this option a pixel color is calculated from nine samples taken from the pixel area.

Best

With this option a pixel color is calculated from 25 samples taken from the pixel area.

Render mesh

Whenever you shade or render a NURBS surface in Rhino, the surface is converted into a polygon mesh first. These options adjusts the quality of the shaded and rendered objects in Rhino.

Jagged & faster

With this option objects may look jagged, but should shade and render relatively fast.

Smooth & slower

With this option objects should look smooth, but may take very long to shade and render.

Custom

When this option is selected you can click Custom Options to customize the Render mesh options.

Shadows

These options 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

With this option there are no shadows.

Normal

With this option objects cast hard shadows.

Best

With this option objects cast soft shadows.

Map size

This option defines the width and height the shadow map bitmap in pixels. Shadow map is basically a z-buffer rendering of the scene seen from the spotlight location.

Offset

This option 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.


RenderOptions

Opens the Options dialog box with the Render tab displayed.

Toolbar:	Render

Menu:	Render > Options

Command	RenderOptions


Options dialog box, Render tab, Render Mesh dialog

Toolbar:	Standard and Tools

Menu:	Tools > Options > Render tab

Under Render Mesh, click Custom and then click Custom Options.

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

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.

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 check box 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.

By default, Refine is selected.

When this check box 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

Selecting this check box results in 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

Selecting this check box results 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.

This option means all planar surfaces are meshed by meshing the surface edges and then filling the area bounded by the edges with triangles.


Options dialog box, Shade
Options dialog box, Shade tab

Toolbar:	Standard and Tools

Menu:	Tools > Options > OpenGL tab

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.

Background and surface color set

Use OpenGL

OpenGL shading will be used for Shade, ShadeAll, FlatShade, FlatShadeAll.

Use layer color for objects

Uses the layer color for shading objects. (OpenGL shade only.)

Shade using layer 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.)

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.)

Note

OpenGL drivers are often outdated. If OpenGL does not work for you even if you have a new OpenGL card, see Troubleshooting OpenGL.


ShadeOptions

Opens the Options dialog box with the Shade tab displayed.

Command	ShadeOptions


Options dialog box, Shortcut Keys tab

Toolbar:	Standard and Tools

Menu:	Tools > Options > Shortcut Keys 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

This is the list of available shortcut key combinations in Rhino.

Command string

These are the shortcut key definitions. See scripting tools for more information on the command string format.


Options dialog box, Units tab

Toolbar:	Standard and Tools

Menu:	Tools > Options > Units tab

Options

Model units

This option 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.

By default Rhino uses no units.

Absolute tolerance

This is the 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

This option 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

This option sets the angle tolerance used in some commands.

Note

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

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.

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


Units

Opens the Options dialog box with the Units tab displayed.

Command	Units

Note

Rhino does not support feet and inches (architectural) notation at this time.


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.

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.

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.

Always interrupt wireframe 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 wireframe redraw

Use this option if you are working on simple models or on a fast computer.

Shaded preview interrupt delay

This option defines how long Rhino can spend drawing the shaded preview before the redraw is cancelled when you pan, zoom or rotate a shaded preview.


Dimensions

You can create simple dimensions that are visible when you are looking at the plan view of the construction plane.

Dimension types

To move extension line or text locations for dimensions, turn on control points for the dimension and move the control points.

You can …

Draw a horizontal linear dimension

Draw a vertical linear dimension

Draw a dimension aligned with the dimension points

Draw a dimension rotated at an angle

Dimension the radius of a curve

Dimension the diameter of a curve

Dimension the angle between two lines

Return the dimension text to its default location


DimHorizontal

Create a horizontal linear dimension.

Toolbar:	Tools and Dimensions

Menu:	Dimension > Horizontal

Command:	DimHorizontal

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.


DimVertical

Create a vertical linear dimension.

Toolbar:	Dimensions

Menu:	Dimension > Vertical

Command:	DimVertical

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.


DimAligned

Create a dimension aligned with the dimension points.

Toolbar:	Dimensions

Menu:	Dimension > Aligned

Command:	DimAligned

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.


DimRotated

Create a linear dimension rotated to an angle.

Toolbar:	Dimensions

Menu:	Dimension > Rotated

Command:	DimRotated

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.

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.


DimRadius

Dimension the radius of a curve.

Toolbar:	Dimensions

Menu:	Dimension > Radius

Command:	DimRadius

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.


DimDiameter

Dimension the diameter of a curve.

Toolbar:	Dimensions

Menu:	Dimension > Diameter

Command:	DimRadius

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.


DimAngle

Dimension the angle between two lines.

Toolbar:	Dimensions

Menu:	Dimension > Angle

Command:	DimAngle

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.


Leader

Draw an arrow leader.

Toolbar:	Dimensions

Menu:	Dimension > Leader

Command:	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.

2	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.


Text Block

Create two-dimensional annotation text.

Toolbar:	Main and Dimensions

Menu:	Dimension > Text Block

Command:	Text

1	At the Text location prompt, enter the start position for the text.

2	In the Edit Text dialog box, select a font, a height in units, and type the text.

two-dimensional text

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.


EditDim

Edit dimension text.

Toolbar:	Dimensions

Menu:	Dimension > Edit Dimension

Command:	EditDim

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

The resulting dimension


EditText

Edit two-dimensional annotation text blocks.

Toolbar:	Dimensions

Menu:	Dimension > Edit Text

Command:	EditText

1	At the Select text to edit prompt, select a text block.

2	In the Edit Text dialog box, select a font, a height in units, and modify the text.


DimRecenterText

Returns text that has been moved away from its default position to its original location.

Toolbar:	Dimensions

Menu:	Dimension > Recenter Dimension Text

Command:	DimRecenterText

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.


Make2D

Make a 2-D drawing.

Toolbar:	Dimensions

Menu:	Dimension > Make 2-D Drawing

Command:	Make2D

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.

ProjectionAngle=US

4-View (Europe)

Creates four views with European (1st angle) layout.

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.


DimOptions

Opens the Options dialog box with the Dimensions tab displayed.

Toolbar:	Dimensions

Menu:	Dimension > Options

Command	DimOptions


Annotation

There are three types of annotation objects you can add to your model: dots, arrows, and arrowheads. They are useful for pointing out specific parts of your model, for example, when making tutorials.

You can …

Create annotation arrow

Create annotation arrowhead

Create annotation dot


Arrow

Create an annotation arrow.

Toolbar:	Annotate

Command:	Arrow

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.

Arrows are point objects. The selection point is at the tip of the arrow. Arrows do not highlight when they are selected.


Arrowhead

Create annotation arrowhead.

Toolbar:	Annotate

Command:	Arrowhead

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.

Arrowheads are point objects. The selection point is at the tip of the arrowhead. Arrowheads do not highlight when they are selected.


Dot

Create annotation dot.

Toolbar:	Annotate

Command:	Dot

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, size, or color cannot be changed.

Dots are point objects. The selection point is at the center of the dot.


Analyze menu

Rhino provides analysis tools for finding lengths, angles, areas, distances, volume and centroid of closed polysurfaces. Additional commands let you analyze curve curvature, continuity between curves, and find unjoined edges.

You can …

Evaluate the coordinate of a point

Measure the length of a curve

Measure the distance between two points

Measure the angle between two lines

Measure the radius of a circle

Create a bounding box of curves

Show direction display

Reverse the u-direction of a surface

Reverse the v-direction of a surface

Swap a the u- and v-directions of a surface

Flip the direction of a curve or surface

Determine the domain of a curve or surface

What is this object?

Measure the curvature of a curve


EvaluatePoint

Evaluate the coordinates of a point.

Toolbar:	Analyze

Menu:	Analyze > Point

Command:	EvaluatePoint

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.


Length

Measure the length of a curve.

Toolbar:	Analyze

Menu:	Analyze > Length

Command:	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.


Distance

Measure the distance between two points.

Toolbar:	Analyze

Menu:	Analyze > Distance

Command:	Distance

1	At the First Point for distance prompt, pick a point.

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.


Angle

Measure the angle between two lines.

Toolbar:	Analyze

Menu:	Analyze > Angle

Command:	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.

The angle between the two lines displays on the command line in the format Angle is 1.0000 degrees.


Radius

Measure the radius of a curve.

Toolbar:	Analyze

Menu:	Analyze > Radius

Command:	Radius

At the Select curve for radius measurement prompt, select a curve to measure.

The radius displays on the command line in the format Radius at pick point is 1.0000.


BoundingBox

Create a bounding box for curves.

Toolbar:	Analyze

Menu:	Analyze > Bounding Box

Command:	BoundingBox

At the Select curves to frame with a box ( CoordinateSystem=CPlane ) prompt, select curves or edges and press Enter.

Or type C to create a bounding box based on world coordinates.

A rectilinear bounding box object is created that encloses the curves or edges.

If the curves 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.


Mass properties

You can …

Calculate the area of a surface or polysurface

Calculate the area centroid of a surface or polysurface

Calculate the area moments of a surface or polysurface

Calculate the volume of a surface or polysurface

Calculate the volume centroid of a surface or polysurface

Calculate the volume moments of a surface or polysurface


Area

Calculate the area of surfaces or polysurfaces.

Toolbar:	Mass Properties

Menu:	Analyze > Mass Properties > Area

Command:	Area

At the Select surfaces or polysurfaces for area calculation prompt, select surfaces or polysurfaces and press Enter.

The area displays on the command line in the format Area = 17.34 (+/- 0.014).


CutArea

Calculate the area of surfaces or polysurfaces inside a box.

Toolbar:	Mass Properties

Command:	CutArea

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 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).


AreaCentroid

Calculate the area centroid of surfaces or polysurfaces.

Toolbar:	Mass Properties

Menu:	Analyze > Mass Properties > Area Centroid

Command:	AreaCentroid

At the Select surfaces or polysurfaces for area centroid calculation prompt, select 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.


CutAreaCentroid

Calculate the area centroid of surfaces or polysurfaces inside a box.

Toolbar:	Mass Properties

Command:	CutAreaCentroid

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 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.


AreaMoments

Calculate the area moments of surfaces or polysurfaces.

Toolbar:	Mass Properties

Menu:	Analyze > Mass Properties > Area Moments

Command:	AreaMoments

1	At the Select surfaces or polysurfaces for area moment calculation prompt, select 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).

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.

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:

The area first moments have units of length3 and are sometimes called centers of gravity. When discussing planar region is the x-y plane, some disciplines and textbooks use the symbol Mx, to denote the value reported as "First Moments y:" while other disciplines and textbooks use the same symbol to denote the value reported as "First Moments x:". A similar confusing situation involves the symbol My.

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 length4.

In terms of integrals, the area second moments are defined by:

Area second moment xx: value = integral of x2 dA over the area.

Area second moment yy: value = integral of y2 dA over the area.

Area second moment zz: value = integral of z2 dA over the area.

Area Product Moments:

The area product moments have units of length4 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:

The area moments of inertia have units of length4. It is fairly standard to use the symbols Ix, Iy, and Iz to denote the area moments of inertia about the world x-axis, y-axis, and z-axis, respectively.

In terms of integrals, the area moments of inertia about the world axes are defined by

Ix = integral of (y2 + z2) dA over the area.
Iy = integral of (z2 + x2) dA over the area.
Iz = integral of (x2 + y2) dA over the area.

In terms of area second moments, the area moments of inertia about the world axes are defined by

Ix = area second moment yy: value + area second moment zz: value.
Iy = area second moment zz: value + area second moment xx: value.
Iz = area second moment xx: value + area second moment yy: value.

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:

Rx = sqrt( Ix / area ).
Ry = sqrt( Iy / area ).
Rz = sqrt( Iz / area ).

Here the Ix, Iy, and Iz are the area moments of inertia about the world axes.

Area Moments of Inertia about Centroid Coordinate Axes:

The area moments of inertia about the centroid have units of length4. It is also fairly standard to use the symbols Ix, Iy, and Iz to denote these area moments of inertia.

In terms of integrals, the area moments of inertia about the object’s area centroid are defined by

Ix = integral of ((y-y0)2 +( z-z0)2) dA over the area.
Iy = integral of ((z-z0)2 +( x-x0)2) dA over the area.
Iz = integral of ((x-x0)2 + (y-y0)2) dA over the area.

Here (x0, y0, z0) is the area centroid.

In terms of area second moments, the area moments of inertia are defined by

Ix = area second moment yy: value + area second moment zz: value

 - 2*y0*(area first moment y: value)
 - 2*z0*(area first moment z: value)
 + (y02+z02)*area.

Iy = area second moment zz: value + area second moment xx: value

 - 2*z0*(area first moment z: value)
 - 2*x0*(area first moment x: value
 + (y02+z02)*area.

Iz = area second moment xx: value + area second moment yy: value

 - 2*x0*(area first moment x: value)
 - 2*y0*(area first moment y: value)
 + (x02+y02) *area.

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:

Rx = sqrt( Ix / area ).
Ry = sqrt( Iy / area ).
Rz = sqrt( Iz / area ).

Here the Ix, Iy, and Iz are the area moments of inertia about the area centroid.


CutAreaMoments

Calculate the area moments of surfaces or polysurfaces inside a box.

Toolbar:	Mass Properties

Command:	CutAreaMoments

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 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.


Volume

Calculate the volume of surfaces or polysurfaces.

Toolbar:	Mass Properties

Menu:	Analyze > Mass Properties > Volume

Command:	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).


CutVolume

Calculate the volume of surfaces or polysurfaces inside a box.

Toolbar:	Mass Properties

Command:	CutVolume

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 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).


VolumeCentroid

Calculate the volume centroid of surfaces or polysurfaces.

Toolbar:	Mass Properties

Menu:	Analyze > Mass Properties > Volume Centroid

Command:	VolumeCentroid

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).


CutVolumeCentroid

Calculate the volume centroid of surfaces or polysurfaces inside a box.

Toolbar:	Mass Properties

Command:	CutVolumeCentroid

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 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.


VolumeMoments

Calculate the volume moments of surfaces or polysurfaces.

Toolbar:	Mass Properties

Menu:	Analyze > Mass Properties > Volume Moments

Command:	VolumeMoments

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.


CutVolumeMoments

Calculate the volume moments of surfaces or polysurfaces inside a box.

Toolbar:	Mass Properties

Command:	CutVolumeMoments

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 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.


Hydrostatics

Display hydrostatic values for surfaces.

Command:	Hydrostatics

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.

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 waterlineexcept 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.


Analyze curves

You can …

Turn on the curvature graph for a curve

Turn off the curvature graph for a curve

Measure geometric continuity of two curves

Measure the deviation between two curves


CurvatureGraphOn

Turn on the curvature graph for curves.

Toolbar:	Analyze

Menu:	Analyze > Curve > Curvature Graph On

Command:	CurvatureGraphOn

Select curves.

A white graph showing curvature appears on the selected curves, and the Curvature Options dialog box appears.

Adjust the length and frequency 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

Command:	CurvatureGraphOff

Or close the dialog box.

Note

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 curvataure scale. Two clicks make the hair twice/half as tall.


CurvatureGraphOff

Turn off the curvature graph for curves.

Toolbar:	Analyze

Menu:	Analyze > Curve > Curvature Graph Off

Command:	CurvatureGraphOff

Or close the dialog box.


Curvature

Measure the curvature of a curve.

Menu:	Analyze > Curve > Curvature Circle

Command:	Curvature

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.

2	At the Select point to measure curvature prompt, press Esc to end the command without change.

Or, click to create the circle object.


GCon

Measure geometric continuity of two curves.

Toolbar:	Analyze

Menu:	Analyze > Curve > Geometric Continuity

Command:	GCon

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.


CrvDeviation

Measure the deviation between two curves.

Toolbar:	Analyze

Menu:	Analyze > Curve > Deviation

Command:	CrvDeviation

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 white indicator marks with white indicator lines between them appear, joining the ends of the overlap interval, and the points of greatest deviation within the interval.

At the command line, for each overlap interval, the three deviation distances are reported, 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 to finish (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.


Analyze surfaces

You can …

Visually examine surface curvature

Check draft angles on surfaces

Visually examine surface using zebra stripes

Visually examine surface using a bitmap (environment map).

Create points by entering UV coordinates

Evaluate the UV coordinates of a point on a surface

Measure the deviation of points and curves from a surface


CurvatureAnalysis

Analyze surface curvature.

Toolbar:	Analyze and Surface Analysis

Menu:	Analyze > Surface > Curvature Analysis

Command:	CurvatureAnalysis

1	Select objects for curvature analysis.

2	In the Curvature dialog box, set the style and range.

Options

Gaussian

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.

Surface with zero Gaussian curvature

Surface with positive Gaussian Curvature

Surface with negative Gaussian curvature

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.

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.

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

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.

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.

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.

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.

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.


DraftAngleAnalysis

Displays the draft angle relative to the active construction plane.

Toolbar	Surface Analysis

Menu:	Analyze > Surface > Draft Angle Analysis

Command:	DraftAngleAnalysis

1	Select objects for analysis.

2	In the Draft Angle Options dialog box set the angle for the color display.

The angle describes the angle between the surface normal direction and the construction plane.

0 = parallel to the construction plane.

90 = in the positive z-direction of 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 CPlane 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.

Normal direction of surface

Changing the construction plane before using DraftAngleAnalysis lets you define any direction as the pull direction.


EMap

Use environment mapping for analysis.

Toolbar:	Surface Analysis

Menu:	Analyze > Surface > Environment Map

Command:	EMap

1	Select objects for environment mapping.

2	In the Environment Map Options dialog box, select a bitmap file to use for mapping.

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.

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 Bug

If you are using Windows 2000 and your environment map display does not look right, you will need to change a setting in your Rhino.ini file 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:

Correct environment mapping

If your environment mapping displays this behavior, exit Rhino and edit the Rhino.ini file to change the setting as follows:

In the [OpenGL] section, set

Use driver to emap=n

By default, the Emap command will use OpenGL environment texture generation (faster).

If the you have "Use driver to emap=N" in the [OpenGL] section of the Rhino.ini file, the Emap command will use custom environment texture generation (slower but works with Windows 2000 default OpenGL driver.)


Zebra

Analyze surfaces using zebra stripes.

Toolbar:	Surface Analysis

Menu:	Analyze > Surface > Zebra

Command:	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.

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.

Windows 2000 OpenGL Bug

If you are using Windows 2000 and your zebra map display does not look right, you will need to change a setting in your Rhino.ini file to use a different driver for 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:

Correct zebra

If your zebra mapping displays this behavior, exit Rhino and edit the Rhino.ini file to change the setting as follows:

In the [OpenGL] section, set

Use driver to emap=n

By default, the Zebra command will use OpenGL texture generation (faster).

If the you have "Use driver to emap=n" in the [OpenGL] section of the Rhino.ini file, then the Zebra command will use custom texture generation (slower but works with Windows 2000 default OpenGL driver.)


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.

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.

Curves and surfaces with G2 continuity are also G1 and therefore G0 continuous.

Position, curvature, and tangency match (G2)


CurvatureSrf

Analyze the curvature on a surface.

Menu:	Analyze > Surface > Curvature Circle

Command:	CurvatureSrf

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.


PointsFromUV

Create points by entering UV coordinates.

Toolbar:	Surface Analysis

Menu:	Analyze > Surface > Point from UV Coordinates

Command:	PointsFromUV

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.


EvaluateUVPt

Evaluate the UV coordinates of points on a surface.

Toolbar:	Surface Analysis

Menu:	Analyze > Surface > UV Coordinates of Point

Command:	EvaluateUVPt

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 to finish 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.


PointDeviation

Measure the deviation of points from curves and surfaces.

Toolbar:	Surface Analysis

Menu:	Analyze > Surface > Point Set Deviation

Command:	PointDeviation

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.

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.


Analyze edge tools

You can …

Display edges of surfaces and polysurfaces

Display naked edges of surfaces and polysurfaces

Create point objects at endpoints of naked edges

Split the edge of a surface

Merge two adjacent edges of a surface

Join the edges of two surfaces that are out of tolerance

Rebuild the edges of surfaces and polysurfaces


ShowEdges

Display edges of a surface or polysurface.

Toolbar:	Edge Tools

Menu:	Analyze > Edge Tools > Show Edges

Command:	ShowEdges

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 Esc to clear edge display 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

Command:	ShowNakedEdges

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 Esc to clear naked edge display prompt, 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.


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.

Command:	PointsAtNakedEdges

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.


SplitEdge

Split the edge of a surface.

Toolbar:	Edge Tools

Menu:	Analyze > Edge Tools > Split Edge

Command:	SplitEdge

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.


MergeEdge

Merge two adjacent edges of a surface.

Toolbar:	Edge Tools

Menu:	Analyze > Edge Tools > Merge Edge

Command:	MergeEdge

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.


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

Command:	JoinEdge

At the Select 2 unjoined edges prompts, select two naked edges of different surfaces or polysurfaces that are coincident or close together.

Note

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.

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.


RebuildEdges

Rebuild the edges of a surfaces or polysurface.

Toolbar:	Edge Tools

Menu:	Analyze > Edge Tools > Rebuild Edges

Command:	RebuildEdges

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.


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.

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.

You can …

List data structure of an object

Check objects

Select bad objects

Display broken edges


List

List data structure of an object.

Toolbar:	Diagnostics

Menu:	Analyze > Diagnostics > List

Command:	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.


Check

Check an object for geeky relationships in geometry data structures.

Toolbar:	Analyze, Diagnostics, and Geometry Fix

Menu:	Analyze > Diagnostics > Check

Command:	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.


SelBadObjects

Select bad objects.

Toolbar:	Analyze, Diagnostics, and Geometry Fix

Menu:	Analyze > Diagnostics > Select Bad Objects

Command:	SelBadObjects

Objects that don't pass Check select.

Note

Delete or rebuild the object.


ShowBrokenEdges

Display broken edges.

Toolbar:	Diagnostics

Menu:	Analyze > Diagnostics > Show Broken Edges

Command:	ShowBrokenEdges

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.


Other Analysis Commands


Dir

Show direction display.

Toolbar:	Main and Analyze

Menu:	Analyze > Direction

Command:	Dir

1	At the Select object for direction display prompt, select a curve, surface or polysurface.

2	At the Press Enter to finish viewing direction 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.

3	Press Enter to terminate the display.

Or, to change the direction, type F.

Curve direction

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.

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.


RevU

Reverse the u-direction of a surface.

Command:	RevU

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.

Command:	RevV

At the Select surface to reverse v direction prompt, select a surface that is not a polysurface.


SwapUV

Swap a the u- and v-directions of a surface.

Command:	SwapUV

At the Select surface to swap u and v directions prompt, select a surface that is not a polysurface.


Flip

Flip the direction of a curve or surface.

Toolbar:	Mesh and STL Tools

Command:	Flip

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.


Domain

Determine the domain of a curve or surface.

Command:	Domain

1	At the Select curve or surface for domain prompt, select a curve, surface, or polysurface to evaluate.

2	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.


What

Display object information.

Command:	What

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.


Render menu

The render menu contains both shade and render topics.

You can …

Shade one or all viewports

Shade selected objects in one or all viewports

Render one or all viewports

Preview render selected objects in one or all viewports

Create spotlights

Create screen captures


Shade your viewports

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 Options dialog box, Render 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.

You can …

Work in continuous shaded mode in a viewport

Shade your model

Shade all viewports

Shade one viewport and leave the grid

Toggle dynamic shading on and off

Toggle dynamic shading in the perspective view on and off

Clear all render meshes

Remove flipped normals from NURBS surfaces.


Shade

Shade a viewport.

Toolbar:	Standard and Render

Menu:	Render > Shade

Command:	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.

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

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.


ShadeAll

Shade all viewports.

Toolbar:	Render and Standard

Menu:	Render > Shade All Viewports

Command:	ShadeAll

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.


ShadeSelected

Shade selected objects.

Toolbar:	Render

Menu:	Render > Shade Selected

Command:	ShadeSelected

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

Command:	ShadeSelectedAll

The selected  objects in all viewports are shaded.

Press Esc to return to wireframe display mode.


Shade1

Shade the current viewport and leave the grid.

Command:	Shade1

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.


FlatShade

Flat Shade the current viewport.

Toolbar:	STL Tools

Command:	FlatShade

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.

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

Command:	FlatShade1

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

Command:	FlatShadeAll

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.

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.


WireShade1

Shade the current viewport with wireframe.

Toolbar:	Render and Organic

Command:	WireShade1

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.


SetGLShade

Toggle shaded mode between OpenGL and monochrome.

Command:	SetGLShade

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.


Troubleshooting 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.


Render your viewports

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.

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 Options 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.

Remove flipped normals recalculates surface normals to match over the whole surface or polysurface.

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 Options dialog box, Render 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 Options dialog box, 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.

You can …

Render the current viewport

Preview render the current viewport

Preview render all viewports

Insert a spotlight

Clear all render meshes

Edit render options

Toggle rendering of edges of polygon meshes

Toggle rendering of curves

Toggle rendering of edges

Remove flipped normals from NURBS surfaces

Set the spotlight hotspot

Create a picture frame


RenderPreview

Preview your rendering using OpenGL shading.

Toolbar:	Render

Command:	RenderPreview

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 Options dialog box Render 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

Command:	RenderPreviewAll


RenderPreviewSelected

Preview selected objects using OpenGL shading.

Command:	RenderPreviewSelected


RenderPreviewSelectedAll

Preview selected objects using OpenGL shading in all viewports.

Command:	RenderPreviewSelectedAll


Render

Render the current viewport.

Toolbar:	Render and Standard

Menu:	Render > Render

Command:	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 Options 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.


Spotlight

Insert a spotlight.

Toolbar:	Render and Standard

Menu:	Render > Create Spotlight

Command:	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.

Note

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.

To set the color and intensity of light the spotlight will cast, assign a render color to the spotlight object with the Properties command. Darker colors, like gray, light the scene less.

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.

Be careful when making the spotlight. Don't make a spotlight that is very short and wide (greater than 45 degree cone angle). That creates a infinite cone that takes up an area much larger than the space that your objects are occupying. Rhino uses a technique called shadow mapping to figure out its shadows, and there is only a limited memory buffer that is used in part of the shadow calculation. If your spotlight cone is much larger than the objects to be lit, problems like jagged shadow edges that have sort of big rectangular edges or a black ripple-type effect can appear.

Make your spotlight so it doesn't take up too huge a volume of space and try to keep it more focused on the objects.


ClearAllMeshes

Clear all render meshes.

Command:	ClearAllMeshes

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.

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 Options and render or shade the model.


RefreshShade

Clear render mesh from selected objects.

Menu:	Right-click viewport title > Refresh

Command:	RefreshShade

Select objects for clear mesh.

Render and analysis meshes are cleared from the selected objects.

Note

To avoid having to recreate the render meshes in your next session, avoid clearing meshes.

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 Options and render or shade the model.

To reduce the size of the model file, use the SaveAs command and check Save small.


RenderAGEdges

Toggle rendering of render meshes.

Command:	RenderAGEdges

When on, the polygons of the render mesh for NURBS surfaces and polysurfaces appear in Render images.

There is no corresponding setting in the Options dialog box, Render tab.


RenderCrv

Toggle rendering of curves.

Command:	RenderCrv

When on, the isoparms and edges of NURBS surfaces and polysurfaces appear in Render images.

This is the command line version of the Options dialog box Render tab Render wireframe option.


RenderEdges

Toggle rendering of edges.

Command:	RenderEdges

This is the command line version of the Options dialog box Render tab Render polygon mesh edges option.


DynamicShading

See ShadedViewport.


DynamicShadingPerspective

See ShadedViewport.


RemoveFlippedNormals

Remove flipped normals from NURBS surfaces.

Command:	RemoveFlippedNormals

At the Select object prompt, select surfaces or polysurfaces and press Enter.

The normals are recalculated to match over the whole surface or polysurface.

Note

Use the Dir command to see the normals graphically.


Hotspot

Set the spotlight hotspot.

Command:	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.


Screen Captures

Screen captures are useful if you are creating illustrations for documentation. With Rhino you can capture the current viewport to the Windows Clipboard or to a file with a color depth to match your current settings or as a 256-color image.

You can save the bitmap in BMP, TGA, JPG, PCX, or PNG formats.

If you set a shortcut to a function key such as F3, you can press one button to capture your viewport to a file or the clipboard.


ScreenCaptureToClipboard

Capture a viewport to the Clipboard.

Toolbar:	Surface Analysis

Command:	ScreenCaptureToClipboard

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

Command:	ScreenCaptureToFile

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.

In a script, you can follow the command with the name of the file to save to:

SaveDisplayWindowAs "C:\My Images\Rendering Two.bmp"

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.


ScreenCaptureToFile256

Capture a viewport and save it as a 256 color bitmap file.

Command:	ScreenCaptureToFile256

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.

In a script, you can follow the command with the name of the file to save to:

SaveDisplayWindowAs "C:\My Images\Rendering Two.bmp"

The color depth of the bitmap file is 256 colors. For bitmaps with the same color depth as your display, use the ScreenCaptureToFile command.


SaveDisplayWindowAs

Save the image in the render window.

Command:	SaveDisplayWindowAs

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".


Commands

List all Rhino commands.

Command:	Commands

Or, look at the Command List in this help file.


Command List

	34View Toggle between 3-viewport and 4-viewport display
	3DFace Draw a 3-D polygon mesh face
	3View Three-viewport layout
	4View Four-viewport layout
A

	AddNextU Add the next control point in the u-direction to the selection
	AddNextV Add the next control point in the v-direction to the selection
	AddPrevU Add the previous control point in the u-direction to the selection
	AddPrevV Add the previous control point in the v-direction to the selection
	AlignBackgroundBitmap Align a background bitmap
	AlignProfiles Align two curves
	AllCPlanesThroughPt Move all construction planes through a point
	AllLayersOn Turn all layers on
	Along Track along a line
	Angle Measure the angle between two lines
	ApplyCrv Apply a curve to a surface
	ApplyMesh Apply a mesh to surface
	Arc Draw an arc
	Arc3Pt Draw an arc through three points
	ArcDir Draw an arc by end points and direction
	ArcSER Draw an arc by beginning point, end point,  and radius
	ArcTTR Draw an arc tangent to two curves
	Area Calculate the area of a surface or polysurface
	AreaCentroid Calculate the area centroid of a surface or polysurface
	AreaMoments Calculate the area moments of a surface or polysurface
	Array Array objects
	ArrayCrv Array objects along a curve
	ArrayPolar Array objects around a pole
	ArraySrf Array objects on a surface
	Arrow Create annotation arrow
	Arrowhead Create annotation arrowhead
	Autosave Autosave
B

	Back Set to world back view
	Baseball Draw a baseball sphere
	BaseballEllipsoid Draw a baseball ellipsoid
	Bend Bend objects
	Between Snap midway between two points
	Bisector Draw a line that bisects two lines
	Blend Blend between two curves
	BlendSrf Blend two surfaces
	BooleanDifference Boolean difference
	BooleanIntersection Boolean intersection
	BooleanUnion Boolean union
	Bottom Set to world bottom view
	BoundingBox Create a bounding box of curves
	Box Draw a box
	Box3Pt Draw a box with three points
	BringViewportToTop Bring a viewport to the top
C

	Cap Cap open planar holes in a polysurface
	Cen Snap to the center of a circle
	Chamfer Chamfer two curves
	ChamferSrf Chamfer two surfaces
	ChangeDegree Change the degree of a curve
	ChangeDegreeSrf Change the degree of a surface
	ChangeLayer Change the object's layer
	ChangeToCurrentLayer Change the object's layer to the current layer
	Check Check objects
	Circle Draw a circle
	Circle3Pt Draw a circle through three points
	CircleD Draw a circle by its diameter
	CircleTTR Draw a circle tangent to two curves
	CircleTTT Draw a circle tangent to three curves
	ClearMesh Command name changed to RefreshShade.
	ClearAllMeshes Clear all render meshes
	ClearUndo Clear undo buffer
	CloseDisplayWindow Close the render window
	ClosestPt Closest point
	CloseViewport Close a viewport
	CommandHistory View command history
	CommandPaste Paste commands from the clipboard
	CommandPrompt Toggle the display of the command prompt
	Commands List all Rhino commands
	Cone Draw a cone
	Conic Draw a conic
	ConicPerp Draw a conic perpendicular to a curve
	Contour Create contour curves of a surface or polysurface
	ControlPolygon Create a polyline or polygon mesh control polygon
	ControlPolygonDensity Set the control polygon display density
	ControlPolygonHighlight Toggle control polygon highlighting
	ConvertToBeziers Convert a curve to a Bezier
	ConvertToPolyline Convert curves to polylines
	Copy Copy objects
	CopyClip Copy objects to the clipboard
	CopyCPlaneSettingsToAll Copy the settings of one construction plane to the rest
	CopyCPlaneToAll Make all construction planes have the same orientation
	CopyDisplayWindowToClipboard Copy the contents of the render window to the clipboard
	CopyViewToAll Copy the view to all viewports
	CPlane3Pt Set the construction plane with 3 points
	CPlaneElevation Change the elevation of a construction plane
	CPlaneFront Restore the front construction plane
	CPlaneNext  Restores the next used construction plane after a CPlanePrev command
	CPlaneOrigin Set the origin of a construction plane
	CPlaneOriginAll Set all construction plane origins to a point
	CPlanePerpToCrv  Align construction plane tangent to a curve at a point.
	CPlanePrev  Restores the previously used construction plane
	CPlaneRight Restore the right construction plane
	CPlaneThroughPt Move construction planes to go through a point
	CPlaneToObject Set the construction plane to an object
	CPlaneTop Restore the top construction plane
	CPlaneToView Set the construction plane to the view
	CPlaneV Set the construction plane vertical to the active construction plane
	CPlaneX Set the construction plane x-axis
	CPlaneZ Set the construction plane z-axis
	CreateUVCrv Create UV curves
	Crv2View Create a curve from two views
	CrvDeviation Measure the deviation between two curves
	CrvSeam Change the seam point of closed curves
	CrvThroughSrfControlPt Create curves through the control points of a surface
	CSec Create cross-section curves through profile curves
	CullControlPolygon Cull display of backface control points
	Curvature Measure the curvature of a curve
	CurvatureGraphOff Turn off the curvature graph for a curve
	CurvatureGraphOn Turn on the curvature graph for a curve
	CurvatureSrf  Analyze the curvature of a surface
	Curve Draw a curve by control points
	CrvSeam Change the seam point of closed curves
	CrvEnd Places a point at the end of a curve
	CrvStart Places a point at the start of a curve
	Cut Cut objects and place them in the clipboard
	CutPlane Create cutting planes through objects
	Cylinder Draw a cylinder
D

	Delete Delete selected objects
	DeleteAll Delete all objects in the model
	DetachTrim Detach the trimming boundary from a surface
	Dig Start a 3-D digitizer
	DigCalibrate Calibrate a 3-D digitizer
	DigClick Pick a point with a 3-D digitizer
	DigDisconnect Disconnect a 3-D digitizer
	DigPause Pause a 3-D digitizer
	DigScale Set 3-D digitizer scale
	DigSection Create sections with a 3-D digitizer
	DigSketch Sketch with a 3-D digitizer
	DigSpacing Set the spacing between digitized points when sketching with a 3-D digitizer
	DimAligned Creates a dimension aligned with the dimension points
	DimAngle Dimensions the angle between two lines
	DimDiameter Dimensions the diameter of a curve
	DimHorizontal Create a horizontal linear dimension
	DimOptions Set dimension options
	DimRadius Dimensions the radius of a curve
	DimRecenterText Returns text that has been moved away from it default position to its original location
	DimRotated Creates a dimension rotated to an angle
	DimVertical Create a vertical linear dimension
	Dir Show direction display
	DisplayBitmap Show a bitmap in a separate window
	Distance Measure the distance between two points
	Divide Divide a curve by number of segments
	DivideByLength Divide a curve by length
	Domain Determine the domain of a curve or surface
	Dot Create annotation dot
	DraftAngleAnalysis Displays the draft angle relative to the active construction plane
	DragMode Toggles between dragging based on the construction plane and parallel to the view plane
	Drape Drape a surface over existing objects
	DrapePt Drape points on Z-buffer
	Dup Duplicate an object
	DupBorder Duplicate the border of a surface or polysurface
	DupEdge Duplicate an edge of a surface
	DynamicShading This command has been replaced by shaded working mode.
	DynamicShadingPerspective This command has been replaced by shaded working mode.
E

	EdgeSrf Draw a surface by edge curves
	EditPtOn Show edit points
	EditDim Edit dimension text
	EditText Edit two-dimensional annotation text blocks
	Ellipse Draw an ellipse
	EllipseD Draw an ellipse through its major axes
	Ellipsoid Draw an ellipsoid
	Emap  Use environment mapping for analysis
	End Snap to the end of a curve
	EndBulge Adjust the end bulge of a curve
	Enter Simulate pressing Enter in a script
	Erase Erase objects
	EvaluatePoint Evaluate the coordinate of a point
	EvaluateUVPt Evaluate the UV coordinates of a point on a surface
	Exit Close Rhino
	Explode Explode objects
	ExplodeMesh Explode a mesh
	Export Export models
	ExportCommandAliases Export command aliases to a text file
	Extend Extend a curve
	ExtendByArc Extend a curve with an arc
	ExtendByArcToPt Extend a curve with an arc to a point
	ExtendByLine Extend a curve with a line
	ExtendCrvOnSrf Extend a curve on a surface
	ExtendSrf Extend a surface
	ExtractControlPolygon Extract control polygon
	ExtractIsoparm Extract isoparms from a surface or polysurface
	ExtractPt Place point objects at control point locations on existing curves, surfaces, and polygon mesh objects
	ExtractSrf Extract a surface from a polysurface
	ExtractWireframe Extract the wireframe of a surface or polysurface
	Extrude Extrude a curve into a surface or solid
	ExtrudeAlongCrv Extrude a curve along a curve
	ExtrudeSrf Extrude a surface into a solid
	ExtrudeToPt Extrude a curve to a point
F

	Fair Fair a curve
	Faro Start digitizing with a Faro arm
	Fillet Fillet two curves
	FilletEdge Fillet the edge of a polysurface
	FilletSrf Fillet two surfaces
	FitCrv Fit a curve to an existing curve
	FlatShade Shade with flat polygon mesh faces in one viewport
	FlatShade1 Shade with flat polygon mesh faces in one viewport plus display grid
	FlatShadeAll Shade with flat polygon mesh faces in all viewports
	Flip Flip the direction of a curve or surface
	Flow Flow objects along a curve
	From Snap from a point
	Front Set to world front view
G

	GCon Measure geometric continuity of two curves
	Grid Toggle the display of the grid
	GridAxes Toggle the display of the grid axes
	GridOptions Change the grid options
	GridSections Set the distance between gridlines
	GridSize Set the extents of the grid
	GridThick Set the number of thin gridlines between each thick gridline
H

	HBar Edit a curve or surface with handlebars
	Heightfield Create a surface by color values of a bitmap
	Helix Draw a helix
	Help Help. Run this command in the middle of another command to get help on any command.
	Hide Hide objects
	HideBackgroundBitmap Hide a background bitmap
	HideOsnap Hide the Osnap toolbar
	HidePt Hide control points and edit points
	HideSwap Swap hidden and visible objects to work on objects previously hidden
	HideToolbar Hide a toolbar
	Hotspot Set the spotlight hotspot
	Hydrostatics Display hydrostatic values for surfaces and polysurfaces.
I

	Import Import models
	ImportCommandAliases Import command aliases from a text file
	Improve Improve (reparameterize) a curve, surface, or polysurface
	InsertEditPoint Insert edit points in a curve
	InsertKink Insert kinks in a curve
	InsertKnot Insert knots in a curve or surface
	InsertLineIntoCrv Flatten a section of a curve
	Int Snap to the intersection of two curves
	InterpCrv Draw a curve by interpolating points
	InterpCrvOnSrf Interpolate a curve on a surface
	InterpPolyline Interpolate a curve through a polyline
	Intersect Intersect two objects
	Invert Invert the selection
J

	Join Join objects together
	JoinEdge Join the edges of two surfaces that are out of tolerance
	JoinMesh Join polygon meshes
	JoinSrf Join selected surfaces
K

	Knot Snap to a knot
L

	Lasso Select points with a lasso
	Layer Manage layers
	LayerLock Lock a layer
	LayerOff Turn a layer off
	LayerOn Turn a layer on
	Leader Draw an arrow leader
	Left Set to world left view
	Length Measure the length of a curve
	Line Draw a line
	Line4Pt Draw a line from four points
	LineAngle Draw a line at a specified angle from another line
	LinearizeTrims Linearize trimming boundaries of surfaces
	LinePerp Draw a line perpendicular from a curve
	LinePP Draw a line perpendicular to two curves
	Lines Draw multiple lines
	LineTan Draw a line tangent from a curve
	LineTT Draw a line tangent to two curves
	LineV Draw a vertical line
	List List data structure of an object
	Lock Lock objects
	LockOsnap Lock persistent object snaps
	LockSwap Swap locked and unlocked objects to work on locked objects
	Loft Loft a surface
M

	Make2d Make a 2-D drawing
	MakeCrvPeriodic Make a curve periodic
	MakeSrfNonPeriodic Make a surface non-periodic
	MakeSrfPeriodic Make a surface periodic
	Match Match two curves
	MatchLayer Match the layer of one object to another
	MatchSrf Match two surfaces
	Maximize Maximize Rhino
	MaxViewport Maximize a viewport
	Menu Toggle the display of the menu bar
	MergeEdge Merge two adjacent edges of a surface
	MergeSrf Merge two untrimmed surfaces
	Mesh Create a mesh from NURBS objects
	MeshBox Draw a polygon mesh box
	MeshCone Draw a polygon mesh cone
	MeshCylinder Draw a polygon mesh cylinder
	MeshDensity Change density for polygon mesh primitives
	MeshPlane Draw a polygon mesh plane
	MeshPolyline Create a mesh from a closed polyline
	MeshSphere Draw a polygon mesh sphere
	MeshToNurb Convert each polygon in a polygon mesh into a NURBS surface
	Mid Snap to the midpoint of a curve
	Minimize Minimize Rhino
	Mirror Mirror objects
	Moldex Export a DXF file for Moldex
	Move Move objects
	MoveBackgroundBitmap Move a background bitmap
	Mscribe Start digitizing with a MicroScribe arm
N

	NamedCPlane Edit named construction planes
	NamedView Edit named views
	Near Snap near a curve
	NetworkSrf Create a surface from a network of curves
	New Create a new file
	NewViewport Create a new viewport
	NextOrthoViewport Make the next viewport with orthogonal projection active
	NextPerspectiveViewport Make the next viewport with perspective projection active
	NextU Select the next control point in the u-direction
	NextV Select the next control point in the v-direction
	NextViewport Make the next viewport active
	NextViewportToTop Bring the next viewport to the top
	Normal Draw a line normal to a surface
	NoElev Turn off elevator mode
	NoSnap Turn object snaps off
	Notes Add notes to your model
O

	Offset Offset a curve
	OffsetSrf Offset a surface
	OnCrv Snap to a curve
	OneLayerOn Turn one layer on and the rest off
	OneLayerOff Turn off a layer by selecting an object on the layer
	OnSrf Snap to a surface
	Open Open an existing file
	OpenWorkspace Open workspace
	Options Rhino options
	Orient Orient objects
	Orient3Pt Orient objects by three points
	OrientOnSrf Orient objects on a surface
	OrientPerpToCrv  Align a planar object to a curve.
	Ortho Toggle ortho mode
	OrthoAngle Set the ortho angle
	Osnap Set a persistent object snap from the command line
P

	Pan Pan the view
	PanDown Pan the view down
	PanLeft Pan the view left
	PanRight Pan the view right
	PanUp Pan the view up
	Paste Paste objects from the clipboard
	Parabola Draws a parabolic curve
	Paraboloid Draws a paraboloid surface
	Patch Fit a surface through curves and point objects
	Perp Snap perpendicular to a curve
	PerpFrom Track along a line perpendicular to a curve
	Perspective Set to perspective view
	PerspectiveAngle Set the perspective angle
	PictureFrame Create a picture frame
	Pipe Draw a pipe
	PlaceBackgroundBitmap Place a background bitmap
	PlaceCameraTarget Place the camera location and target location
	PlaceTarget Place the target location
	Plan Set to plan view of construction plane
	Planar Toggle planar mode
	PlanarSrf Create a planar surface through planar curves
	Plane Draw a plane
	Plane3Pt Draw a plane through three points
	PlaneThroughPt Fit a plane through point objects
	PlaneV Draw a vertical plane
	Point Draw a point object
	PointDeviation Measure the deviation of points and curves from a surface
	PointGrid Create a grid of point objects
	Points Draw multiple point objects
	PointsAtNakedEdges Create point objects at endpoints of naked edges
	PointsFromUV Create points by entering UV coordinates
	Polygon Draw a polygon
	PolygonEdge Draw a polygon by its edge
	Polyline Draw a polyline
	PolylineOnMesh Draw polylines on polygon mesh objects
	PolylineThroughPt Create a polyline through a group of point objects
	PopupToolbar  Pops a toolbar that you name at the cursor location
	PopupMenu  Pops a menu at the cursor location with your favorites and the most recently used commands
	PrevU Select the previous control point in the u-direction
	PrevV Select the previous control point in the v-direction
	PrevViewport Make the previous viewport active
	Print Prints a wireframe view of the current viewport
	PrintSetup Print setup
	Project Project a curve to a surface
	Projection Toggle the viewport projection between parallel and perspective
	ProjectOsnap Project object snaps to the construction plane
	ProjectToCPlane Project objects to construction plane
	Properties Edit object properties
	Pt Snap to a point
	PtOff Turn off control and edit points
	PtOffSelected Turn off control and edit points on selected curves
	PtOn Show control points
	Pull Pull a curve back to a surface
Q

	Quad Snap to a quadrant of a circle or ellipse
R

	Radius Measure the radius of a circle
	RailRevolve Revolve a curve along a rail
	ReadCommandFile Read commands from a text file
	ReadNamedCPlanesFromFile Read named construction planes from a 3DM file
	ReadNamedViewsFromFile Read named views from a 3DM file
	ReadViewportsFromFile Read viewport layout from a 3DM file
	Rebuild Rebuild a curve
	RebuildEdges Rebuild the edges of surfaces and polysurfaces
	RebuildSrf Rebuild a surface
	Rectangle Draw a rectangle
	Rectangle3Pt Draw a rectangle through three points
	RectangleCen Draw a rectangle by center
	RectangleV Draw a vertical rectangle
	Redo Redo the last undone command
	RedoMultiple Provides a list of commands you can redo.
	ReduceMesh  Decreases the number of mesh faces.
	RefreshShade Clear render mesh from selected objects so the shading refreshes
	RemapCPlane Remap objects to a new construction plane
	RemoveBackgroundBitmap Remove a background bitmap
	RemoveFlippedNormals Remove flipped normals from NURBS surfaces
	RemoveKnot Remove knots from a curve or surface
	RemoveWallpaper Remove wallpaper
	Render Render the current viewport
	RenderAGEdges Toggle rendering of edges of polygon meshes
	RenderCrv Toggle rendering of curves
	RenderEdges Toggle rendering of edges
	RenderOptions Edit render options
	RenderPreview  Displays a dynamically movable preview of the rendered model inside the viewport.
	RenderPreviewAll  Displays a dynamically movable preview of the rendered model inside all viewports
	RenderPreviewSelected  Displays a dynamically movable preview of the selected objects
	RenderPreviewSelectedAll  Displays a dynamically movable preview of the selected objects inside all viewports
	ReparameterizeSrf Reparameterize a surface
	Restore Restore Rhino from being minimized
	RestoreCPlane Restore a named construction plane
	RestoreView Restore a name view
	Revolve Revolve a curve
	RevU Reverse the u-direction of a surface
	RevV Reverse the v-direction of a surface
	Ribbon Extrude by offsetting a curve
	Right Set to world right view
	Rotate Rotate objects
	Rotate3D Rotate objects about an axis
	RotateCPlane Rotate a construction plane
	RotateDown Rotate the view down
	RotateLeft Rotate the view left
	RotateRight Rotate the view right
	RotateUp Rotate the view up
	RotateView Rotate the view
	Run Run another application from Rhino
S

	Save Save your model
	SaveAs Save your model under a different name
	SaveAsTemplate Save a template
	SaveCPlane Save a named construction plane
	SaveDisplayWindowAs Save the image in the render window
	SaveSmall
	SaveView Save a named view
	SaveWorkspace Save workspace
	SaveWorkspaceAs Save workspace under a different name
	Scale Scale objects
	Scale1D Scale objects in one dimension
	Scale2D Scale objects in two dimensions
	ScaleBackgroundBitmap Scale a background bitmap
	ScaleNU Scale objects non-uniformly
	ScreenCaptureToClipboard Capture a viewport to the clipboard
	ScreenCaptureToFile Capture a viewport and save it as a bitmap file
	ScreenCaptureToFile256 Capture a viewport and save it as a 256 color bitmap file
	Section Create sections through a surface or polysurface
	SelAll Select all objects
	SelBadObjects Select bad objects
	SelConnected Select adjacent control points
	SelCrossing Select with a crossing window
	SelCrv Select all curves
	SelDim Select all dimensions
	SelDup Select all duplicate objects
	SelLayer Select all objects on a layer
	SelLayerNumber Select objects by layer number
	SelLight Select all spotlights
	SelMesh Select all mesh objects
	SelNakedMeshEdgePt Select unwelded polygon mesh edges
	SelName Select object by name.
	SelNone Deselect all objects
	SelPolyline Select all polylines
	SelPolysrf Select all polysurfaces
	SelPt Select all point objects
	SelSrf Select all surfaces
	SelU Select all control points in the u-direction
	SelUV Select all control points in the u- and v- directions
	SelV Select all control points in the v-direction
	SelWindow Select with a window
	SetActiveViewport Set the active viewport by name
	SetGLShade  Toggles shaded mode between OpenGL shade and monochrome shade.
	SetLayer Set the current layer
	SetLayerToObject Sets the current layer to match selected object
	SetMaximizedViewport Set the maximized viewport by name
	SetObjectName Set the name of an object
	SetObjectNameMultiple Sets names for selected objects
	SetOrtho Turn ortho mode on or off
	SetPlanar Turn planar mode on or off
	SetPt Set points
	SetSnap Turn snap mode on or off
	SetWorkingDirectory Set Rhino's working directory
	Shade Shade your model
	Shade1 Shade one viewport and with the grid
	ShadeAll Shade all viewports
	ShadedViewport Set the viewport to display in shaded mode
	ShadeOptions  Edit shade options
	ShadeSelected Shade selected objects in the active viewport
	ShadeSelectedAll Shade selected objects in all viewports
	Shear Shear objects
	Show Show hidden objects
	ShowBackgroundBitmap Show a background bitmap
	ShowBrokenEdges Display broken edges
	ShowEdges Display edges of surfaces and polysurfaces
	ShowNakedEdges Display naked edges of surfaces and polysurfaces
	ShowOsnap Show the Osnap toolbar
	ShowPt Show control points and edit points
	ShowSelected Shows only selected hidden objects
	ShowToolbar Show a toolbar
	ShrinkTrimmedSrf Shrink the underlying untrimmed surface near to trimming boundaries
	Silhouette Create silhouette curves of a surface or polysurface
	SimplifyCrv Simplify curves
	Sketch Sketch a curve
	SketchOnMesh Sketch a curve on a polygon mesh
	SketchOnSrf Sketch a curve on a surface
	Smooth Smooth objects
	Snap Toggle snap mode
	SnapSize Set snap size
	Sphere Draw a sphere
	Sphere3Pt Draw a sphere through three points
	SphereD Draw a sphere by its diameter
	Spiral Draw a spiral
	Split Split one object with another
	SplitEdge Split the edge of a surface
	SplitViewportHorizontal Split a viewport horizontally
	SplitViewportVertical Split a viewport vertically
	Spotlight Insert a spotlight
	SrfControlPtGrid Create a surface by picking a grid of control points
	SrfPt Draw a surface by corner points
	SrfPtGrid Create a surface by picking a grid of points
	StatusBar Toggle the display of the status bar
	SubCrv Trim a curve by two points
	SwapUV Swap the u- and v-directions of a surface
	SwapView Swap views of two viewports
	Sweep1 Create a 1-Rail sweep
	Sweep2 Create a 2-Rail sweep
	SynchronizeViews  Sets the scale and center of all viewports to match those of the "active" viewport.
T

	Tan Snap tangent to a curve
	TanFrom Track along a line tangent to a curve
	Taper Taper objects
	TCone Draw a truncated cone
	Text Create two-dimensional annotation text blocks
	TextObject Create text-shaped objects from curves, surfaces, or solids based on TrueType fonts
	TiltLeft Tilt the view left
	TiltRight Tilt the view right
	Title Toggle the display of the title bar
	ToggleOsnap Toggle persistent object snaps
	ToggleToolbar Toggle the display of a toolbar
	Toolbar Edit toolbar layout
	Top Set to world top view
	Torus Draw a torus
	Trim Trim one object with another
	Tube Draw a tube
	Turntable Continuously rotate your view
	Twist Twist objects
U

	Undo Undo the last command
	UndoMultiple Provides a list of commands you can undo.
	UnifyMeshNormals Unify polygon mesh normals
	Units Set the units and tolerance for the model
	UnLock Unlock locked objects
	UnLockSelected Unlock selected locked objects
	UnrollSrf  Unrolls (flattens to a plane) a surface.
	Untrim Untrim a surface
V

	ViewCPlaneBack Set to construction plane back view
	ViewCPlaneBottom Set to construction plane bottom view
	ViewCPlaneFront Set to construction plane front view
	ViewCPlaneLeft Set to construction plane left view
	ViewCPlaneRight Set to construction plane right view
	ViewCplaneTop  Set to construction plane top view
	ViewportProperties Edit viewport properties
	ViewportTitle Set the title of a viewport
	Volume Calculate the volume of a surface or polysurface
	VolumeCentroid Calculate the volume centroid of a surface or polysurface
	VolumeMoments Calculate the volume moments of a surface or polysurface
	VRBSrf Create a variable radius blend between two surfaces
W

	Wallpaper Display wallpaper
	Weight Edit control point weight
	Weld Weld polygon meshes
	What What is this object?
	WireframeViewport Set the viewport to display in wireframe mode
	WireShade1 Shade the model and display wireframe curves
	WorldAxes Toggle the display of world axes
X,Y,Z

	ZBuffer Show Z-buffer
	Zebra  Zebra render viewport
	ZoomDynamic Zooms in and out as you drag with the left mouse button down
	ZoomExtents Zoom to the extents of visible objects
	ZoomExtentsAll Zoom to the extents of visible objects in all viewports
	ZoomIn Zoom in
	ZoomNext Redo the last view change
	ZoomOut Zoom out
	ZoomPrev Undo the last view change
	ZoomSelected Zoom to the extents of selected objects
	ZoomSelectedAll Zoom to the extents of selected objects in all viewports
	ZoomTarget Sets a new target point for the center of a zoom window
	ZoomWindow Zoom to selected rectangle
	ZoomX Change the zoom factor


What's New in 1.1 Service Release 1

New Features

Parabola and Ellipse from foci

There are new Parabola and Paraboloid commands and a new "FromFoci" option on the Ellipse and Ellipsoid commands. These additions were requested by the optical community and will make it much easier to design reflectors and lenses. Both tools let you create the obvious surfaces in a one operation.

Object snaps

OnCrv and Between

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 object snap alone does not lock to the object you would like it to.

Between snaps to the midpoint between any two points.

Emergency save in "out of memory" situations

We have added an emergency save option in case of "out of memory" errors that creates a backup of your original file in case the emergency save creates a corrupt file.

Improvements

3D Studio export

3D Studio export now 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 in the export file. 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.

Bitmap search: background bitmaps, textures, bump maps

When reading a 3DM file Rhino will now look for bitmaps as follows: If Rhino can't load a bitmap from the path that is explicitly specified, then it first looks in the same directory as the current 3DM file. It then looks in the current working directory, then in a Textures directory under the Rhino install directory.

Bitmap previews added

The Export command generates a bitmap preview.

Bitmap preview added to New dialog box.

BMRT accepts UNIX style file names

BMRT has changed to accept UNIX-style filenames for materials. Rhino's interface with BMRT has been updated to match this format.

Chamfer

The Chamfer command now has a "Join" option.

CrvSeam

The CrvSeam command now supports prepick and multiple select, and now only selects closed curves.

CurvatureGraphOn

The CurvatureGraphOn command now sets the curvature hair scale and density ranges to work with a broader range of geometry sizes.

The scale and density spinner maximum values are changed from 200 to 999. Now it should be very unlikely to hit the top or bottom of the range.

The minimum density value is set to zero. Setting density to zero means at minimum there are hairs only at knots.

Curve and InterpCrv

The Curve and InterpCrv commands now require you to type d to change the degree. Typing a number activates the distance constraint instead.

For InterpCrv, the only valid degrees are 1, 3, 5, 7, 9, 11.

The InterpCrv command now accepts the Close=Yes scripting option. This is useful, for example, when digitizing curves.

DetachTrim

The DetachTrim command now works as expected with closed tubular shapes.

Dimensions

Placing dimensions fails at small view angle with no warning. The "can't do that symbol" now appears when the cursor is trying to place points such a viewport.

Angular dimension scaling

Scale origin problem is fixed.

Angular dimension import from DWG/DXF

Angular dimensions in AutoCAD that are more than 180 degrees come into Rhino as dimensions on the same base lines, but with the complementary (less than 180) angle, so that the "dimension line" (circular) is the wrong part of the dimension line circle. This is fixed

Text angle on vertical aligned dimensions fixed

The DimAligned command now orients text to the right if the dimension is drawn vertically starting from the top.

Dimension and text export to DWG/DXF

One-letter dimension text or a text block is now correctly exported to DWG/DXF.

Window select angle dimensions

While window selecting an angle dimension, the selection rectangle now works as expected.

Elevator

Elevator mode now works as expected in view-based drag mode.

Export

CSV

Fixed formatting bugs (if the first field was a text field and the object had no corresponding text, the values were shifted left) and added a cumulative mass properties checkbox that was requested by a user.

Layers

Unused layers are not exported. Anything that writes a 3DM, DWG, DXF, and IGES file that contains only selected objects (including CopyClip) now writes only layers that are referenced by selected objects.

Bitmaps

When saving bitmap files, Rhino appends the extension of the currently selected file type to the end of the file name.

ExtractPt

The ExtractPt command now works with polysurfaces.

FitCrv

The FitCrv command now brings up the Delete Input dialog box.

CPlaneX

The CPlaneX command now works as expected in Right and Front viewports.

ImportCommandAliases

The ImportCommandAliases command now has a Yes to All button so that you can update all the aliases in your workspace without approving each alias separately.

Join

The Join command now allows pre-select of the first object.

Layer dialog box fixes

Various problems with the Edit Layer and layer export mechanisms have been fixed.

MatchLayer

The MatchLayer command did not work properly if the Choose One Object dialog box was activated.

MergeSrf

The MergeSrf command no longer uses the surface parameter directions for determining how the surfaces should be merged.

NetworkSrf

The minimum angle tolerance for the NetworkSrf command has been changed from 0.1 degrees to 0.001 degrees.

Object snaps

Int object snap now works properly even if some of the objects at the intersection are duplicates. The first 100 curves closest to the cursor are tested.

Now works as expected in view-based drag mode.

OrientOnSrf

The OrientOnSrf command now uses a different transformation. Now keeps the U direction aligned in addition to the normal.

Patch

The result of the Patch command no longer depends on the curve location.

Canceling Preview in the Patch command works as expected.

Polygon

The prompts for the Polygon command have been changed. The Radius prompt is replaced with Corner of polygon for inscribed polygons and with Midpoint of polygon edge for circumscribed polygons.

Print

The Print command incorrectly printed points when printing all viewports.

PtOffSelected

The PtOffSelected command remembers the hidden and selection states of points.

RIB file export

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

RotateCPlane

The RotateCPlane command now works with the CplanePrev and CPlaneNext commands.

RotateView

The RotateView command now shows the rotate cursor immediately in the default rotate mode. The pin in the grid mode still works the same it used to, the cursor does not change until the rotation actually starts.

Save

The Save, SaveAs, SaveAsTemplate, SaveWorkspaceAs, and Export commands now append the extension from the currently selected file type.

Scale

The Scale commands now allow a "final size" numeric entry. The command used to use a "scale factor." The distance constraint is used to determine a final size.

Shaded Working Mode

Surfaces with points on are drawn without wires in shaded edit mode

Non-OpenGL shade has noise to reduce banding, and culls backfacing polygons if the object is a solid, just as OpenGL shade has always done.

Editing control points of more than one surface in shaded edit mode flickers less.

Solid Designer IGES export types added

IGES export types for Solid Designer 6 and 7 have been added.

TextObject displays default font

The TextObject command dialog box now displays Arial as the default font instead of a blank.

Toolbars and menus updated

Commands added: DrapePt CrvStart CrvEnd Parabola, Paraboloid, Ellipse FromFoci, Ellipsoid FromFoci, SynchronizeViews, OnCrv one-shot object snap, and Between one-shot object snap

UnrollSrf

The UnrollSrf command appends "unrolled" to the name of original surface and uses this name for the new unrolled surface.

Curve object names don't transfer.

Weight

The Weight command now correctly shows the weight of multiple points if the weights are the same.

Windows 2000/OpenGL bug

The Emap and Zebra commands may have display problems under Windows 2000. You will need to change a setting in your Rhino.ini file to use a different driver for environment mapping.

Windows 2000 Help search display

The Help file is now fully Windows 2000 compatible.

ZBufferPt

The ZBufferPt command name has been changed to DrapePt and added to the menu.

Bug Fixes

Crash bugs fixed

IGES Export data display.

InterpPolyline with bad data.

MeshToNurb

Paste objects containing layers not currently in Rhino.

VRBSrf when the radius is bigger than possible.

Untrim did not handle untrimming some bad surface boundary situations.