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UDT Commands in Rhino
UDT stands for Universal Deformation Technology. The UDT tools
allow you to deform meshes, lines surfaces, polysurfaces and solids
without worrying about the integrity of the object. You can access
some of the UDT commands under the transform menu, or by
right-clicking in an empty area next to a toolbar and selecting the
default.UDT toolbar
The commands include the following
Maelstrom Splop Stretch
Cage Edit
Twist
Bend
Flow Along Surface
Taper Flow Along Curve
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Stretch As the name implies, the stretch command allows you to
stretch an object. After selecting the object you want to stretch,
you specify the stretch axis start and end points. These points
dont have to be on the object itself, but deciding where the axis
starts and stops can have a dramatic influence on the result, as
whatever falls between these two points will be affected. For
instance, choosing two points at the extremes of the object means
that the entire object will change
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If we dont want the spheres at the ends to shrink, we must start
and stop our stretch axis short of them
End of axis Start of axis The ability to decide where you want
the stretch to occur gives this tool advantages over the more basic
2-D Scale command. Of course, there are many additional options for
this command (see help file for more info). Bend In some cases, its
easier to create a shape as a flat object, and then apply one of
these transformations to it after wards. For these situations, we
have the bend command. The bend command allows you to bend an
object along a spine which you define. Starting this command, we
select our object, and then specify the start and end of the
spine
Start of spine End of spine
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Like the stretch command, the position of our spine determines
where the bend occurs on our object. To have the bend occur for
only part of the object, we specify that area when we define our
spine
When the spine falls somewhere in the middle of the object,
using the Symmetric option ensures that the bend occurs
symmetrically on both sides of the spine
Original Spine
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Without Symmetric option With Symmetric option
he faucet below is a great example of a situation where this
command is used properly. We have added all the detail to our
faucet (i.e. applied fillets, booleaned verything together so it is
a solid) all that is left to do is apply our bend to the neck
Te
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I have drawn a line (red in the image) that passes through the
center of the faucet and which will serve as a guide for snapping
to once we start the bend command.
seem
We start the bend command. We select the faucet as the object to
bend. For the start of the spine, we snap to the bottom of the red
line, and for the end of spine, we snap to the top of the line.
Turning on only your end snap makes it easy to make these
selections. You can select the line from which ever viewport gives
you the best view (front view
ed best for me).
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Having defined the spine, you are now in bendtill you like what
you see. If you arent getting e result your options set as follows
( Copy=No Rigid=No LimitToSpine=Yes Angle Symmetric=No ): When you
left click, the command will end.
Start of Spine End of Spine
mode. Go into the right viewport and drag th you expect, make
sure you have
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Start the command, select the object, then dr
Taper The taper command allows you to taper an object.
aw the start and end for the taper axis.
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By default the command will create a curved taper
To create a flat tapper, to
ggle the Infinite option to Yes
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As with other commands, where we start and stop our taper axis
will determine where the ansformation occurs
There is one drawback to using these commands. They add many
control points to the resulting surfaces. These added points slow
th oftware down, especially when multiple objects are involved.
Deciding when and how to use these commands must be decided on a
case by case basis. Ideally, you want to use them in moderation -
to fine tune a design after most of the modeling is complete. Cage
Edit Cage edit works by creating a cage that con rols the objects
shape. The control points of the cage essentially become the
control po ts of the object. Having a regular spacing of points in
a predictable shape is very useful as it allows for smoother
transitions
n (or go to Transform > Cage Editing > Cage dit). It asks
us to select our Captive Objects (the object we want to edit), so
we select e object in the viewport. Next, it asks us to select how
we will control this object. This
cage that perfectly fits the object. For the Coordinate System,
use the CPlane ption. At the Cage points option, you specify how
many control points you want in each
tr
e s
tin
between areas of an object than could be achieved with normal
surface-based control points. Also, you can edit polysurfaces
without worrying about separate surfaces becoming un-joined. To
start, left-click on the Cage Edit buttoEthwill create aodirection,
and the degree of influence each point will have on the surrounding
surface (lower numbers will create sharper transitions; a setting
of 3 is default)). Accept the defaults for now and click Enter.
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You should now see a box (the cage you just created) surrounding
your object While still in the c ult for the region to edit and hit
enter.
ou should now see control points on the cage you created.
ommand, accept the Global defa
Y
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We can now modify the shape by selecting specific points and
dragging them
t any time, you can hit ESC to hide the points and F10 to make
them visible again.
ith a few more clicks we get the following
A W
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Before and after cage editing
When you are done editing the cage and want to remove it, hit
esc to exit out of control
oint mode, then select the cage and delete it.
There are many options and variations on the cage command. We
will cover a few more here. For this example, we will again run the
Cage command, but this time lets use the Line option as our control
object After drawing the line, the prompt will allow us to define
the degree of the line and the PointCount (just like we did for the
BoundingBox in the example above). Again, this will establish how
many points of control we will have and how extensive the influence
of each point will be on the caged object. Accept the default
settings and hit enter. Accept the Global setting for region to
edit, and after clicking enter, you should see the line you created
with its control points visible.
p
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Moving control points away from or towards each other parallel
to the line will stretch the object. Any other change in position
of the control points will result in a curved distortion Curving in
two directions
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Had we increased the number of control points of our control
line, we would have a finer degree of control over how and where
distortion takes place.
One final example using the Cage Edit command involves editing
only a small area of an
Start the Cage Edit command, use the Line option for your
control object, and draw the line on the object itself
object.
rag one of the control points. The preview looks sort of odd,
but when you release, the eformation occurs as we would expect,
relative to our control line
Dd
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This is similar to the bend command we looked at earlier, but we
can bend the object in all three axis.
Run the Cage Edit command but, this time, choose the Rectangle
command after
rawing a rectangle around your selection, you now have a
rectangular cage with which control your object
dto
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he rectangular cage is somewhere between the full 3d cage and
the line in terms of
aelstrom This command deforms an object in a spiral motion.
Start the command, and select the object you want to deform
Tcontrol and complexity. M
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Next, we specify the center of the distortion. Then we specify
the two radii. The space between these two circles is the area we
want to have affected by the maelstrom.
First Radius
Second Radius
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We can then set the amount of distortion by dragging the mouse
and viewing a preview
he shape a
T fter the maelstrom command
Twist You can use the twist command to twist an object. For this
example, we will use the following extruded profile
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After starting the command and selecting our object, we define a
twist axis. This doesnt
iews (front in this case). Also, if you want your bend to be in
multiples of 90 degrees, nd you are dragging rather than inputting
a numeric angle, I suggest you turn on Ortho aps or hold down the
shift key BEFORE you left click to start your first reference point
r rotation.
did 3 full revolutions (1080 degrees) and then ended the
command
have to be parallel to the piece it doesnt even have to BE on
the piece, but we will use an edge of the piece to keep things
simple for this example.
Start
End
We can now interactively bend the shape. I found it easiest to
do this in one of the plan vasnfo I
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here we place our twist axis will determine how the object is
twisted. Placing this axis ght through the center of the object (as
opposed to on the edge as in the example above) roduces a twist
that is symmetrical with the object...
etermines over what distance the twist takes place. If you want
the bject to twist constantly throughout, toggle the infinite to
yes. With the option set to no, the twist will blend in and out at
the ends
W
Front view during preview
Twist Axis
Twist Axis
rip
The infinite option do
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Using the infinite yes option will apply the twist to the entire
object, even if the axis is shorter than the object. Like the other
commands, the twist can be applied to select areas of an object.
The twist will start and stop where our twist axis starts and
stops, provided we set the infinite to no
Infinite set to no
Twist blends at the ends
Infinite set to yes
Twist extends to the ends
Twist axis end
Twist axis start
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plop The Splop command allows you to copy, rotate For this
example, we will use an organic suwith more points).
S
, scale and wrap an object to a surface.
rface (create a plane and rebuild it rebuild it
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Start the command and select the star shape as the object to
Splop. We need to create a here that will become a reference when
we lace copies of the object on our surface. For is shape, I used
the 3Point option.
hen we are done clicking, we see a preview of a wireframe
sphere. We now select the rface we want to splop onwe left click to
start the center of our object, then move the ouse away from this
point to determine the scale, left click again and a copy is
spth
Wsumcreated
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After Sploping a few more stars
gle the flip option to yes if it appears upside down on the
surface. lso, by default, the object will deform in order to remain
perpendicular to the surface. ou can toggle this to rigid, so it
doesnt deform
You may need to togAY
Rigid = Yes
Rigid = No
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Rotation of the object is specified after you pick the Splop
drop point by simply movingaround the drop point
he center of rotation is the same as the center of the reference
sphere you create.
T The equator of the reference sphere determines how far down
the object sits on the surface. Everything from the equator of the
sphere and above will show above the surface
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Splop works with curves as well
hese curves reside exactly on the surface, so using the trim
command we can edit the rface with the curves
inally, Splop also accepts surfaces as input
Tsu
or
F
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think about volume, surface and line, and ow you go about
designing an object. Using the Splop command can greatly
simplify
g Curve allows you to re-align an object or group of objects to
a curve.
The Splop command can really alter how you hhow you create
complex geometry. Flow Along Curve Flow Alon For this example, lets
start with a circle and an extruded shape
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Start the Flow Along Curve command. Select the extrusion as the
object to flow along the urve. The next prompt asks for a base
curve. Select the Line option. Turn on your End ap and snap to the
top two corners of the extrusion
tch option is set to yes. s to complete the curve. Now click on
the circle. If all went well, curve
csn
Start of line
Make sure your Stre
End of line
This will ensure that our extrusion stretche
a copy of your extrusion now flows along the
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Our first and second picks for the line determine whether the
extrusion sits inside or utside of the curve
o
2nd pic
1st pick
k
1st pick
he circles are stretched because we ha
we dont want the circles on our extrue stretch set to no
2nd pick
T Ifth d the stretch option set to yes.
sion to stretch, we can re-run this command with
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Without stretching, our extrusion is too short to completely
follow the curve.
o what if we want to not dis s? We need to make the extrusion
the same ngth as the curve. We can find out how long the curve is
by Going to Analyze > Length
nd selecting the circle as the curve to measure. In the command
prompt, Rhino tells me:
t, to copy this value, then create a new extrusion by pasting
this value with CTRL-
), and re-run the Flow command without the stretch option, the
extrusion now ompletely follows the curve
S tort the circlelea If I make my extrusion using this length
(i.e. highlight the value in the command prompCTRL-C Vc
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the area where one end of the extrusion m spacing when I remade
the extrusion and there was some material left over.
The hole spacing is regular until you come toeets the other.
This is because is kept the same
Larger gap
Smaller gap
Larger gap
Smaller gap
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If we really wanted to make spacing regular, we would need to
change the spacing of the oles to ma
he Between Snap
ne more detail to consider. When specifying your base curve, if
the spot you want is not snappable, like the center of a face for
instance, you can use the Between snap to ecify a location that is
between two snappable points.
ets demonstrate this by dropping a point on the center of a
face. Start the Point ommand. For location of Point, notice that
there is no direct way to snap to the middle f the end face of our
extrusion. Now turn on the mid snap, then hover over the snap olbar
area and hit the CTRL button
h tch the length of the extrusion. T Osp Lcoto
Regular Snaps
Bonus Snaps when CRTL key is pressed
Between here (first click) And here (second click)
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A point is created between the clicks above The between snap
works anytime you are asked for a location. Also, it lasts only for
one
put, so if you are defining an axis, you will need to run it
twice. in