We will go through the process of modeling a simple, but stylish tap in this tutorial. I tried to write this one for beginners, so if you are starting out in Rhino, this might be one of the tutorials for you.
Ok, this tutorial is pretty simple modeling wise, and probably doesn’t bring you anything newer than the previous tutorials, but none the less it is a good practice. Again, in this tutorial we’re not designing but rather just sharpening our modeling skills in Rhino. And by wide range of different models to model through these tutorials, you just simply learn to model. So, lets begin with this one.
This is the model you will create:
We will start out from Top viewport with couple of Circles. It is always good practice to start modeling your model from origin. Usually things are symmetric and this way you are able to control your model even more, not to mention model one half if the other is the same.
Go ahead, and create two Circles with Circle command using 12 units and 8.75 as radii.
Then you need to move the smaller Circle up on the Z axis by 4 units. Do it either from Front or Right viewport.
Now, you need to Copy that Circle and move it up by 44.5 units.
Using ExtrudeCrv command, and with Cap option set to YES, you should extrude bottom (bigger) circle up by 4 units. To do that without measuring and typing in the command prompt the values, you could easily just use Object Snap (OSnap) with Near option turned on.
Do the same for the smaller circle. Using the bottom one extrude it, all the way up to the upper one.
Now, with Point command, create a point from Front viewport with x,y as -18,31 (x=-18, y=31).
From that Point, working in Right viewport create another Circle with radius of 8.45. If you turn on the OSnap “Point” option you will snap with center on the point.
Using that Circle, we will create another extrusion. Using ExtrudeCrv command again we will extrude that Circle by 18 units. Just to the y axis.
Ok, before you go and create a FilletEdge with default 1 unit as radius, you just need to start the command and select the edge like on the image above. Now, click on the AddHandle option to add handles. We are not going to have the same radius. We are going to have 4 handles, where we already have one. So using Quad OSnap option (it would be good to turn off the others) we will add 3 more handles on quad sections. Then, clicking on the handles dots you can input the radius for each one. So, for the upper and lower we will set 0.5, and left and right 2 units.
Again, using FilletEdge fillet the edges like on the image below (use 0.2 as radius):
Now we will create two more circles. You can use the existing one to Copy it and make two more instances 0.8 units and 10.3 units left of the original circle looking from the top viewport.
Using the same original circle like on the image above, we will Offset it by 2 units inwards.
We will extrude that offset circle by -3.8 (the minus sign means it will extrude to the left, rather than the default right – towards positive).
Using BooleanUnion join that cylinder with the rest of the tap body. Now, using FilletEdge and 0.2 as fillet radius fillet the edges like on the image below:
Using the two single circles we created earlier, make a solid with ExtrudeCrv command:
Now, isolate the cylinder you just created and the circles on the edges of that cylinder. You can use Hide and UnHide commands, or just use Layers and put them in different layers. Either way you need to isolate your objects you’re working on.
Using Offset command again, we will offset the Circle which is near the tap body. The right one looking from Front viewport. The offset distance will be 1.2 units towards inside.
Using Split command we will split the cylinder object with inner circle. Then the surface which is left inside the circle needs to be moved by 2 units left looking from Front viewport.
Now, using Loft command we will fill in the gap between the surfaces.
Join all surfaces and using FilletEdge with 0.2 as radius fillet these edges:
When you unhide everything, you should have something like this:
Now, we will edit a little this cylinder we worked on. Using MoveFace we will move left face of it like on the image below. The distance is not very important:
If you done all the measurements like I stated, then you should make a Point next. From any viewport this time, because we will define all three axis values. So, go make a Point with -26.35,0,74 (x,y,z).
After you’ve done the point, copy it using Copy command and move it down by 31.5 units:
Next we need another Circle. This time with a radius of 1.7 units, and a center in the lower point. You can easily do that by starting the Circle command then snapping to the point (use OSnap Point option) and clicking to set the center of the circle, then move to Top viewport (make it active) and input 1.7 units as radius.
Do the same for the upper Point, but create a circle there with radius of 2 units.