# Modeling Vernier Caliper

## Step 4

In this step we will be making the little hole made for sliding. First, make the line that goes through the mid of the objects handle. We will be making the hole which is reponsible for sliding the other part along the side of the first part. It is actually very simple, slide rule has only two parts. We’re still making the first one.

Using the Int option in Osnap for intersection, we will make a Point where our new separating line intersects the edge of our model. Move that Point Make sure you have all viewports visible, as often when using Osnap, it doesn’t know which edge, point or something to snap to. As visible on video, I, at first, didn’t look the Front viewport, and I created the Point at wrong intersection. Anyway, you really need to double check that. So, move the point by 3cm to the right along the separating line (the point must be on the line). From that point, we will make one line up, and one line down, just for defining the start and end of actual line we will later use. The length of those two lines will be 0.2cm each, that will be 0.4cm both. You can actually do this little step in various ways, by moving and copying reference point, by making two lines, by making one line, then mirroring it (this is the way I’m doing in video), and even (possibly the best way) by making the line 0.4cm in length, then positioning it with Mid Osnap option to fit the point. From both the end and start of this little line we need to make two more lines parallel with x axis. Just make sure they go outside your model. Check the image below.

We have created those lines in the same plane, and that is the upper surface of the model, but those 3 lines need to be on the lower side. So, move them, either by using some reference points, or you can simply use move tool to move it by thickness of the model, which is 0.3cm. Next, join those 3 lines in one, and copy it by pressing the CTRL+C. And paste it by using CTRL+P, now move the pasted line up by 0.14cm. On that upper line create another line 1cm in length.

You can delete that copied line on which we just drew this 1cm long line. So the 1cm line stands alone. Using Curve: Interpolate Points ( command) create one “curve” from the end of the 1cm long line, and lower corner of “U” line. It will act as a straight line, but when you turn the points on, you will see two more control points which you can move and get nice and curvy line.

You can copy that curvy line on the other angle too, as in video. I haven’t deleted some of the trial and error sequences in the video, just to show you how often it happens that using some commands isn’t always the best way to do something. You need to try new approaches all the time. Sometimes the best results come from least expected combination of commands.

Again, copy those two long lines (you will have to explode them first, as we obviously didn’t have to join them earlier). You must have something like on the picture below.

Use the trim command to trim off the red part. You don’t need that! Next, join the curved line and leftovers from latest trim. You will create surface between those two using . You can extrude edges of that surface. Then with the lower two lines you will trim the extruded edges.

When you trim that, join those 3 surfaces. Then, again, using the trim, trim off the part that is going outside of your model, and trim the lower surface of your model. This is how the model should look from bottom:

We’ll move to that little cury and sharp part. So, using Arc command create 1/4 circle with 2cm radius (anywhere in the top viewport).

Using Osnap End setting, snap the start of our Arc to the lower upper edge. Please note the two little gray crossed dots. You’ll do the snapping with Move command. Again from that lower upper edge, create one line 0.6cm in length along the edge. Next segment of our polyline is 0.5cm long, and perpendicular to the last one (again, it helps a lot if Ortho is on), next segment is 0.1cm to the left, and then the last segment just move the line outside the arc. Like on the image:

Select both these lines, the one that is selected in the image above, and the arc. Using trim command, trim off these two parts of lines that go outside, and join the two. that closed curve up by 0.16cm.

Create little line (using either polyline, or just line command) like on the image above. It helps if you have End setting in Osnap bar checked and turned on. Then, using create surface by sweeping that little line over bottom edge. off the parts we don’t need, so we get something like on the image below:

Now, join these two surfaces, and using Boolean Union command connect the base model and that curvy little part we just created.

And we’re done with the bigger part of our slide rule. Now we must model the part that slides over this one.

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used 18 commands

### 13 Responses to “Modeling Vernier Caliper”

1. jesse says:

2. Ivan Vuzem says:

you want finished model?

3. Chuck Hoffmann says:

This is not a slide rule. It’s called a vernier caliper, and it’s used for measuring machines parts.

4. Ivan Vuzem says:

yes, you are right. Thanks for the correction.

5. vahid mohseni says:

6. It is not bad. But making a real vernier caliper is far more complicated than these steps.

7. Armin says:

I think that Rhino is great tool but on Web I found a very few usefully tutorials how to make this or this, just tales what a program could or not. More tutorials attract potential customers, marketing persons shall thin about it or search another job

8. Elvir says:

Great tutorial, I wish there is more such quality. God bless you mister for this one.

9. samra says:

this is very good i must appreciate it.i could take help in making my report and presentation of making vernier caliper on auto cad thank you.

10. Nick says:

Hi,
As a beginner this is all pretty useful until you get to step 3, second paragraph :

Next we are moving on the opposite side again, and we’ll make little cuts on the curved part. The cut itself is 1cm wide, so again, you can use the same method with Point to start the line. So create the point in the far bottom point, where curved line ends, and move it up by 1cm. Make sure the point is on the top plane of your model. Start the polyline from that point and move left and down according to image.

This is far from clear.

11. Ivan says:

Yes, I realize this tutorial (and couple of first ones) is pretty lacking images and too many text. So I recorded for you a small step-by-step video of the point where you stuck. Hope it helps. Cheers,