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    Part 1: Begin the model

    In this part of the tutorial, open a file in Alias and set the project to work in.

    Desk lamp modeling strategy

    First create a base from cylinders. Then build a moveable arm at an angle, also usingcylinders. Finally, build a lampshade using spheres, and then assemble it onto the arm.

    As you gain experience in using Alias, choosing a modeling strategy becomes a natural part

    of your workflow.

    To help you build the desk lamp model, an exercise file has been provided which containsoutline sketches of the design.

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    Open the tutorial file

    1. 

    Choose File > Open  to open the file browser.

    If the desklamp file is listed, skip to step 2.

    If not, follow the next steps to set up the Cour seWar e folder.

    Locate and open the CourseWare folder and click Set Current to make the

    CourseWare folder the current project. If you cannot find the CourseWare folder,

    refer to Install the tutorial courseware files. 

    2. 

    In the CourseWare\wire folder, choose the file desklamp and click Open.

    When prompted to delete all objects, click Yes.

    Note:

    If your values for construction settings differ from the settings in the desklamp.wire file,

    you are presented with a dialog box. Click Accept New Settings to use the construction

    settings in desklamp.wire.

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    The file browser closes and the desk lamp exercise file appears in the Alias window.

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    A sketch of the desk lamp design displays in the Left view. This sketch is a

    reference image, known as a canvas plane. In the next part, use it as a guide to

    model the desk lamp.

    If the two sketches do not appear, it is because the canvas plane display has been

    turned off. To turn on canvas display, choose WindowDisplay > Toggles > CanvasPlanes .

    Tip:

    If you do not see any views, or the views do not take up the full view window

    space, choose Layouts > All Windows > All Windows .

    Part 2: Create 3D objects

    In this part of the lesson, create a primitive object, a cylinder, for the base of the desk lamp.

    Creating a primitive object

    What are primitives?

    Primitives are ready-made objects in familiar shapes. The primitives are made from a singlesurface, or a group of surfaces that form an enclosed volume.

    In Alias, you can create the following primitives:

    •  Sphere

    •  Torus

    •  Cylinder

    •  Cone

    •  Cube

    •  Plane

    Placing Primitives in views

    Use the 2D views (Top, Left, and Back) to place the primitives. The window you choose

    affects which way up the primitive is created.

    For example, placing a cylinder in the Top view creates a pillar.

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    Placing the cylinder in the Left or Back views creates a fallen pillar, or a log.

    Create the lamp stand

     Now create a cylinder for the base of the lamp stand.

    1. 

    Create the first cylinder using the Top window.

    Maximize the Top view by clicking the icon in the top right corner.

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    2. 

    Choose Surfaces > Primitives > Cylinder  from the palette. If the palette is not open,

    choose Windows > Palette  from the menu bar.

    To choose the Cylinder tool, press and hold the mouse button on Sphere icon untilthe entire Primitives submenu appears.

    Then, click the Cylinder icon to choose the Cylinder tool.

    The Cylinder tool displays in the Surfaces palette, and is outlined in red to indicatethat it is the active tool.

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    3. 

    You can control the exact placing of a primitive using various snapping modes. In the next

    steps, use grid snapping to align all the cylinders centrally on the grid origin. The grid origin

    is where the two dark grid lines cross.

    To turn on grid snap mode, hold down the (Windows) or (Mac) key.

    While holding down the (Windows) or (Mac) key, press and hold the

    mouse button near the origin. Keep holding down the (Windows) or (Mac)key and move the mouse until the new cylinder snaps to the correct grid point.

    Release the (Windows) or (Mac) key and the mouse button.

    4. 

    To display all four views, choose Layouts > All Windows > All Windows  or press the F9 

    key. Check that the cylinder has been placed correctly, as shown.

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    The cylinder remains picked, or active. Picked objects are drawn with white lines,

    and objects that are not picked are drawn with dark blue lines. Most tools andcommands work on picked objects. Since the Cylinder is picked, any tools or

    commands you choose are applied to it.

    Note:

    The cylinder has a manipulator attached to it, as do all primitives when they are first

    added to the scene. The manipulator can be useful for transforming a primitive, butis not relevant to this tutorial.

    Tip:

    To delete the cylinder, press the key.

    Scale the lamp base

     Next scale the cylinder to the correct size.

    1. 

    Maximize the Left view and continue to work in it.

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    2. 

    Choose Transform > Scale .

    The Scale icon is outlined in red to indicate that it is the active tool. At the same

    time, cylinder manipulators disappear.

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    3. 

    To scale the cylinder equally in all axes, click and drag with the .

    Scale the cylinder to fit the width of the bottom cylinder shown on the sketch. This

    forms the base of the lamp.

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    The Transform > Non-p Scale  tool (nonproportional scale) modifies the x, y, or

    z scale of an object separately. Use it to stretch or squash an object.

    The mouse buttons are used to control the nonproportional scaling. For this section,use the 2D views (Top, Side, and Back) to control the transforms. In these views,

    the mouse buttons work as follows:

    free transform

    horizontal transform

    vertical transform

     Next use the to adjust the vertical height of the base.

    4. 

    Choose Transform > Non-p Scale .

    5. 

    Click and drag with the to adjust the height of the cylinder. Make the height

    approximately the same as shown in the sketch.

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    Note:

    The cylinder is centered on the origin.

    In the next part, you line up the cylinder to the grid line, to make the lamp base siton the ground.

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    Save your work

     Now save the lamp as a new file.

    It is always important to save your work at each stage. However, to safeguard the files in

    the CourseWare project, it is write-protected. You cannot save any new work in theCourseWare project.

    To save your work you must create a project folder. Project folders are special folders

    created by Alias that allow you to store all the files related to a specific project together.

    Save your work in a Windows environment

    1. 

    Choose File > Save As .

    The file browser opens.

    2. 

    On the Go To menu, select Current Home to move up one level to the user_data folder.

    The user_data folder contains all the projects, including the new_project.

    3. 

    Click New Project.

    A new project is created and displayed in the file browser.

    4. 

    Rename the project Lessons.

    5. 

    With Lessons selected, click Set Current to make Lessons the current project.

    The wire folder of the Lessons project now displays in the file browser.

    6. 

    In the File name field, type mydesklamp and press .

    Alias saves the file mydesklamp.wire in the Lessons project.

    Tip:

    It is good modeling practice to save often as insurance against having to start from

    the very beginning when you make a mistake.

    Save your work in a Mac OS X environment

    1. 

    Choose File > Save As .

    The file browser opens.

    2. 

    Click Create and in the Name of new Project field, type the project name Lessons.

    3. 

    Click Create.

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    A new project is created which is immediately displayed in the file browser.

    4. 

    In the Save As field, type mydesklamp and press .

    Alias saves the file mydesklamp.wire in the Lessons project.

    Tip:

    It is good modeling practice to save often as insurance against having to start from

    the very beginning when you make a mistake.

    Part 3: Build the lamp stand

    In this part of the tutorial, continue to build the lamp stand from cylinders.

     Align the base to the grid

     Next, make the cylinder look like it is sitting on the ground by aligning the cylinder to the

    grid in the Back view. To align accurately, set the  pivot point of the cylinder.

    Pivot points

    When scaling or rotating an object, the transformation is applied about the pivot point ofthe object. When moving and snapping an object, it is the pivot point that is snapped to the

    specified position.

    The pivot point displays as a small green icon. The icon displays only when the object is picked. By default, the pivot is at the center of the primitive.

    Modify the position of the pivot using the Transform > Local > Set Pivot tool.

    1. 

    Choose Transform > Local > Set Pivot .

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    2. 

    Move the pivot point to the base of the cylinder. To move the pivot point use curve

    snapping and select the bottom line of the cylinder.

    Hold the and (Windows) or and (Mac) keys down together toturn on curve snapping.

    Click the bottom edge of the cylinder with the . Using the right mouse button

    keeps the pivot point centered as it moves downwards.

    The pivot point snaps precisely onto the bottom edge of the cylinder.

    Tip:

    If you make a mistake, choose Edit > Undo  to step back.

     Next, move the cylinder onto the grid.

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    3. 

    Choose Transform > Move .

    4. 

    Turn on grid snap mode by holding down the (Windows) or (Mac) key to. Drag

    with the in any direction. The cylinder moves so that its pivot point always snaps to a

    grid intersection.

    Drag the cylinder to the origin.

    Note:

    You can adjust the height of the base again using Transform > Non-p Scale  and

    the . The location of the pivot point makes the scaling easier to control.

    Duplicate the cylinder

    The cylinder now has a convenient pivot point location. To save time, copy this cylinderand then move and scale it to create the other components.

    1. 

    With the cylinder still picked, choose Edit > Copy .

    2. 

    Choose Edit > Paste .

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    Your screen appears not to have changed. However, a second cylinder was placed in

    the same location as the first. The second cylinder is selected, ready to be moved or

    scaled.

    3. 

    Choose Transform > Move .

    4.  As the cylinder is already selected, you do not need to click the cylinder to move it.

    Note:

    When there are many objects on the screen, it is preferable to click away from the

    object when using any of the transform tools.

    5. 

    Click and drag using the (away from the objects) to move the new cylinder vertically

    away from the original.

    http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-B0492933-8D3A-4FBA-BF15-073316047C91.htm%23GUID-B0492933-8D3A-4FBA-BF15-073316047C91http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-B0492933-8D3A-4FBA-BF15-073316047C91.htm%23GUID-B0492933-8D3A-4FBA-BF15-073316047C91http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-B0492933-8D3A-4FBA-BF15-073316047C91.htm%23GUID-B0492933-8D3A-4FBA-BF15-073316047C91

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     Next, snap this cylinder to the top of the first cylinder.

    6. 

    Check that the Transform > Move tool still has the red box outline, so it is active. If it is not

    active, choose it again.

    Hold down the and (Windows) or and (Mac) keys together to

    turn on curve snapping. Click the top edge of the original cylinder with the .

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    The second cylinder moves to the top of the first cylinder.

    7. 

    Scale the cylinder to match the width shown in the sketch by choosing Transform > Scale

     and dragging with the .

    8. 

    Adjust the height of the cylinder to match the sketch by choosing Transform > Non-p Scale

     and dragging with the .

    Note:

    To ensure that no objects get accidentally picked or scaled when clicking and

    dragging the mouse, click in the background, away from all objects.

    Create the lamp pillar

    Use the same technique to create the main pillar of the lamp stand.

    1. 

    With the second cylinder still selected, use Edit > Copy  

    followed by Edit > Paste  

    to create a third cylinder.

    http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-0532B5B0-087A-4033-AC9D-D9EB1C2CED80.htm%23GUID-0532B5B0-087A-4033-AC9D-D9EB1C2CED80http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-0532B5B0-087A-4033-AC9D-D9EB1C2CED80.htm%23GUID-0532B5B0-087A-4033-AC9D-D9EB1C2CED80http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-E2FA40E0-40A3-4E54-A4A2-D60930D95DD3.htm%23GUID-E2FA40E0-40A3-4E54-A4A2-D60930D95DD3http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-E2FA40E0-40A3-4E54-A4A2-D60930D95DD3.htm%23GUID-E2FA40E0-40A3-4E54-A4A2-D60930D95DD3http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-AC5404DA-0C06-4E9F-B20C-50910489092C.htm%23GUID-AC5404DA-0C06-4E9F-B20C-50910489092Chttp://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-AC5404DA-0C06-4E9F-B20C-50910489092C.htm%23GUID-AC5404DA-0C06-4E9F-B20C-50910489092Chttp://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-5EF5DC2F-0764-43C2-891B-0F400A523CCA.htm%23GUID-5EF5DC2F-0764-43C2-891B-0F400A523CCAhttp://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-5EF5DC2F-0764-43C2-891B-0F400A523CCA.htm%23GUID-5EF5DC2F-0764-43C2-891B-0F400A523CCAhttp://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-5EF5DC2F-0764-43C2-891B-0F400A523CCA.htm%23GUID-5EF5DC2F-0764-43C2-891B-0F400A523CCAhttp://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-AC5404DA-0C06-4E9F-B20C-50910489092C.htm%23GUID-AC5404DA-0C06-4E9F-B20C-50910489092Chttp://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-E2FA40E0-40A3-4E54-A4A2-D60930D95DD3.htm%23GUID-E2FA40E0-40A3-4E54-A4A2-D60930D95DD3http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-0532B5B0-087A-4033-AC9D-D9EB1C2CED80.htm%23GUID-0532B5B0-087A-4033-AC9D-D9EB1C2CED80

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    A third cylinder is created in the same position as the second, and is active, ready to be moved.

    2. 

    Choose Transform > Move .

    Turn on curve snapping mode by holding down the and (Windows) or

    and (Mac) keys. Click the top edge of the second cylinder with the to

    move the new cylinder into place.

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    3. 

    Scale the cylinder by choosing Transform > Scale  and dragging with the . Resize the

    cylinder to match the width of the pillar. Remember to click and drag in the background,

    away from the objects.

    4. 

    Adjust the height of the cylinder to match the sketch by choosing Transform > Non-p Scale

     and dragging with the .

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    Build the lamp arm

     Next, build the angled arm of the lamp.

    1. 

    With the third cylinder still selected, choose Edit > Copy  

    followed by Edit > Paste. 

    2. 

    Move the cylinder into place by choosing Transform > Move  and dragging with the

    .

    3. 

    Choose Transform > Rotate .

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    The Transform > Rotate tool is used to rotate an object around its pivot point. The

    mouse button you use determines the axis of rotation:

    The rotates around the x-axis

    The rotates around the y-axis

    o  The rotates around the z-axis

    4. 

    Using the , rotate the cylinder about the y-axis until it is approximately in position.

    5. 

    Adjust the length of the second pillar by choosing Transform > Non-p Scale  and

    dragging with the .

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    Create the hinge cylinder

    Add one more cylinder to complete the design of the arm.

    1. 

    Choose Surfaces > Primitives > Cylinder .

    Turn on grid snapping by holding down the (Windows) or (Mac) key. Click

    near the grid intersection closest to the hinge.

    http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-39D45593-D3AC-434E-9011-419F38588A16.htm%23GUID-39D45593-D3AC-434E-9011-419F38588A16http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-39D45593-D3AC-434E-9011-419F38588A16.htm%23GUID-39D45593-D3AC-434E-9011-419F38588A16http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-39D45593-D3AC-434E-9011-419F38588A16.htm%23GUID-39D45593-D3AC-434E-9011-419F38588A16

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    2. 

    Choose Transform > Move .

    Move the cylinder to the hinge position by clicking and dragging with the .

    3. 

    With the cylinder still selected, choose Transform > Scale .

    Resize the cylinder to match the hinge in the sketch by clicking and dragging with

    the .

    You have now completed the modeling for the base and the arm.

    http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-B0492933-8D3A-4FBA-BF15-073316047C91.htm%23GUID-B0492933-8D3A-4FBA-BF15-073316047C91http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-B0492933-8D3A-4FBA-BF15-073316047C91.htm%23GUID-B0492933-8D3A-4FBA-BF15-073316047C91http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-0532B5B0-087A-4033-AC9D-D9EB1C2CED80.htm%23GUID-0532B5B0-087A-4033-AC9D-D9EB1C2CED80http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-0532B5B0-087A-4033-AC9D-D9EB1C2CED80.htm%23GUID-0532B5B0-087A-4033-AC9D-D9EB1C2CED80http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-0532B5B0-087A-4033-AC9D-D9EB1C2CED80.htm%23GUID-0532B5B0-087A-4033-AC9D-D9EB1C2CED80http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-B0492933-8D3A-4FBA-BF15-073316047C91.htm%23GUID-B0492933-8D3A-4FBA-BF15-073316047C91

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    Save your work

    Choose File > Save As  to save the current scene, and name your file mydesklamp3.

    Part 4: Organize the model

    In this part of the tutorial, organize your model by grouping. One group forms the base of the

    lamp, the other group forms the angled arm and hinge. Name and manage the groups using the

    Object Lister. The Object Lister is a schematic view of the objects in your scene. It is useful for

    managing the components of a design.

    Use the Object Lister to control visibility

    Use the Object Lister to turn off the sketch, making the geometry easier to select.

    1. 

    Choose Windows > Object Lister from the Alias menu.

    2. 

    Choose Show > By Object on the Object Lister menu.

    The objects in your scene are listed.

    http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-19C88FD5-5F4B-4CEB-AA7E-B1E14A06192A.htm%23GUID-19C88FD5-5F4B-4CEB-AA7E-B1E14A06192Ahttp://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-19C88FD5-5F4B-4CEB-AA7E-B1E14A06192A.htm%23GUID-19C88FD5-5F4B-4CEB-AA7E-B1E14A06192Ahttp://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-AA3B8681-2380-460E-B2F7-C358C7B9451D.htm%23WS73099CC142F4875517F3D58115275FD1CB-5A62http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-AA3B8681-2380-460E-B2F7-C358C7B9451D.htm%23WS73099CC142F4875517F3D58115275FD1CB-5A62http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-36115AFA-DE89-43B2-886A-0F13E6E9539C.htm%23GUID-36115AFA-DE89-43B2-886A-0F13E6E9539Chttp://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-36115AFA-DE89-43B2-886A-0F13E6E9539C.htm%23GUID-36115AFA-DE89-43B2-886A-0F13E6E9539Chttp://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-36115AFA-DE89-43B2-886A-0F13E6E9539C.htm%23GUID-36115AFA-DE89-43B2-886A-0F13E6E9539Chttp://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-36115AFA-DE89-43B2-886A-0F13E6E9539C.htm%23GUID-36115AFA-DE89-43B2-886A-0F13E6E9539Chttp://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-AA3B8681-2380-460E-B2F7-C358C7B9451D.htm%23WS73099CC142F4875517F3D58115275FD1CB-5A62http://help.autodesk.com/cloudhelp/2014/ENU/Alias/files/GUID-19C88FD5-5F4B-4CEB-AA7E-B1E14A06192A.htm%23GUID-19C88FD5-5F4B-4CEB-AA7E-B1E14A06192A

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    The sketch is shown at the top of the list, followed by the cylinders you created.

    Note: The Persp object is the camera used to show the perspective view. This camera is

    not used in this tutorial and can be ignored.

    3. 

    -click on the Sketch_Assembly name in the Object Lister and select Visible.

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    The sketch disappears from the screen.

    Note:

    Make the sketch visible again by selecting the same submenu and choosing Visible.

    Group the base objects

    Group individual objects so they can be selected with a single click. A group has a single pivot point.

    1. 

    Use Pick > Object  from the Alias palette.

    2. 

    Click and drag in the area shown to select all the base components.

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    The selected objects are highlighted in white and are also highlighted in the Object

    Lister.

    Each cylinder shows a different pivot point.

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    3. 

    -click on the selected objects in the Object Lister and choose Group from the context

    menu.

    Note: If you are not using the Object Lister, you can group the selected objects by

    choosing Edit > Group  from the main Alias menu.

    The grouped objects are now shown with a single pivot point at the origin. The

    separate cylinders in the Object Lister are replaced by a single item named node.

    4. 

    Double-click the word node in the Object Lister.

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    The word node is highlighted. Type Base to rename the group, then press

    (Windows) or (Mac).

    Group the arm

     Next, group and name the upper arm of the lamp.

    1. 

    Choose Pick > Nothing . The base objects are no longer selected and the Pick > Object

     tool becomes active automatically because it was the last tool you used before

    picking nothing.

    2. 

    Pick the top two cylinders.

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    3. 

    -click on the selected objects in the Object Lister and choose Group from the context

    menu (or choose Edit > Group ).

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    4. 

    Rename the new node to Arm.

    5. 

    Choose Pick > Nothing  to deselect all the objects.

    6. 

    Choose Layouts > All Windows > All Windows  to display all four views, and check that

    all the objects are in the right locations.

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    Note:

    If there are any problems, ungroup the models and use Transform > Move and

    Transform > Scale to adjust the model. Then, group the components again, as before.

    Save your work

    Choose File > Save As  to save the current scene, and name your file mydesklamp4.

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    Part 5: Build the lamp shade

    In this part of the tutorial, build the lampshade and a simplified bulb from primitive

    spheres.

    Many designed objects are symmetrical and aligned. It is good practice to build models

    centered on the origin, so grid snapping and mirror tools can be used.

    Model the lampshade separately at the origin, then move it into position on to the upper

    arm.

    Make the base and arm invisible

    Provide a clear space to build the map by making the components you have already builtinvisible.

    1. 

    Choose Windows > Object Lister to open the Object Lister window.

    Tip:

    If you cannot see your objects listed, make sure Show > By Object is selected in theObject Lister.

    2. 

    -click on the Arm text and choose Visible from the context menu to make the upper

    arm invisible.

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    3. 

    Make the Base invisible using the same process.

    4. 

    -click on the Sketch_Lampshade text and choose Visible from the context menu to

    make the sketch visible.

    A sketch for the lamp head appears in the Back window, and all geometry is

    invisible.

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    5. 

    Close the Object Lister.

    Create the light bulb

    Build a simplified light bulb from a primitive sphere.

    1. 

    Maximize the Back window.

    2. 

    Choose the Surfaces > Primitives > Sphere  tool.

    Hold the (Windows) or (Mac) key down to turn on grid snapping. Click

    and hold the , and move the cursor around. The new sphere jumps to grid pointsas you near them.

    Position the new sphere on the origin.

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    3. 

    Choose Transform > Move .

    The manipulator disappears.

    Move the bulb approximately on the center of the sketched bulb using the .

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    4. 

    Match the size of the sphere to the sketched bulb. Choose Transform > Scale  and click

    and drag with the .

    Create the lampshade

     Next, create the lampshade. Create the main shape of the lampshade from two half-spheres,

    one large one, and then a smaller one on top. Then join the shade to the are by adding a

    cylinder.

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    1. 

    Choose the Surfaces > Primitives > Sphere  tool.

    Double-click the sphere icon. The option box opens.

    Type 180 for the Sweep and click the Go button.

    2. 

    Place the half sphere by holding the (Windows) or (Mac) key down to turn on

    grid snapping and clicking near the origin.

    3. 

    Now rotate the sphere 90 degrees around the X axis.

    Choose Transform > Rotate .

    Type 90,0,0 on the prompt line and press .

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    4. 

    Scale the half-sphere to match the width of the large outer curves on the sketch.

    Choose Transform > Scale  click and drag with the .

    5. 

    Adjust the height of the half sphere to match the sketch.

    Choose Transform > Non-p Scale  and drag left using the .

    Note:

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    Use the middle instead of the right mouse button because the scaling occurs with

    respect to the local axes of the half sphere, not the world axes. To see the local axes

    of a selected object, choose Transform > Local > Set Local Axes. 

    6. 

    Create a second half sphere for the top section of the lamp.

    Choose Edit > Copy  and  Edit > Paste .

    7. 

    Scale the selected copy to approximately half its original size.

    Choose Transform > Scale  and use the . Remember to click and drag in anarea of the screen that does not accidentally select any of the objects.

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    8. 

    Move the half sphere into position based on the sketch.

    Choose Transform > Move  and use the .

    9. 

    Adjust the height of the half-sphere.

    Choose Transform > Non-p Scale  and use the .

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    10. 

    Display all four views by choosing Layouts > All Windows > All Windows .

    11. 

    Maximize the Top view.

     Now connect the lampshade to the arm using a cylinder.

    12. 

    Choose Surfaces > Primitives > Cylinder . Hold down the (Windows) or (Mac)

    key to turn on grid snapping and place the new cylinder at the origin in the Top view.

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    13. 

    Choose Layouts > All Windows > All Windows  to display all four views. Choosing to

    place the cylinder using the Top view has placed it in the correct orientation.

    14. 

    Maximize the Back window.

    15. 

    Reposition and scale the cylinder. Choose Transform > Scale  and using the reduce

    the cylinder to a size suitable for the end of the lampshade .

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    16. 

    Position the cylinder to match the sketch. Choose Transform > Move  and use the .

    Group the lampshade

    1. 

    Choose Windows > Object Lister to open the Object Lister.

    -click on the Sketch_Lampshade item and choose Visible from the drop-downmenu to hide the sketch.

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    2. 

    Choose Pick > Object  and pick all the objects.

    3. 

    -click on the selected objects in the Object Lister and choose Group from the drop-

    down menu (or choose Edit > Group  ).

    The objects are still selected, but notice that they now have a single pivot point at

    the origin. The default location for a new pivot point is the origin.

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    The lampshade is designed to rotate where it connects to the lamp arm. So next,

    adjust the pivot point to be in the center of the cylinder.

    4. 

    Choose Transform > Local > Set Pivot  . Move the pivot upwards to approximately the

    center of the cylinder using the .

    In the Object Lister, the new group is shown as node.

    5. 

    Double-click node and rename it to Lampshade.

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    6. 

    Make the Base and Arm components visible using the -click context menu in the Object

    Lister.

    7. 

    Choose Pick > Nothing . All the objects are deselected.

    8. 

    Choose Layouts > All Windows > All Windows  to display all four views.

    You have now built all the components of the lamp, and it is ready to assemble.

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    Save your work

    Choose File > Save As  to save the current scene, and name your file mydesklamp5.

    Part 6: Assemble the desk lampIn this section, assemble the finished desk lamp by moving the lampshade into the correct position

    and grouping it with the upper arm.

    Position the lampshade

    1. 

    Maximize the Left window.

    2. 

    Choose Pick > Object  and select the lampshade group.

    3. 

    Choose Transform > Move . Click and drag (away from the objects) to move the

    lampshade to the end of the upper arm.

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    4. 

    Rotate the lampshade about the y-axis. Choose Transform > Rotate  and use the .

    Group the lampshade and arm

     Next, group the lampshade to the arm, so the lamp can be moved and arranged.

    1. 

    Use Pick > Object  and select the lampshade and the upper arm.

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    The two groups are highlighted in the Object Lister.

    2. 

    -click on the selected objects in the Object Lister and choose Group from the drop-

    down menu (or choose Edit > Group ).

    A new node is created and displayed in the Object Lister.

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    3. 

    Rename the node Upper Assembly.

    The group is created with the pivot point in the default location, at the origin. Toensure that the upper assembly rotates correctly, move the pivot point to the center

    of the hinge.

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    4. 

    With Upper Assembly selected, choose Transform > Local > Set Pivot . Hold the

    and (Windows) or and (Mac) keys down and -click on the centerline of

    the hinge cylinder.

    The pivot point moves to the center of the hinge.

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    Save your work

    Choose File > Save As  to save the current scene, and call your file mydesklamp6.

    Part 7: Pose the lamp model

    Use the groups and subgroups you created in Part 6 of the tutorial to move and rotate

    components of the lamp.

    The groups you created previously are still in the model.

    1. 

    In the Object Lister, click the arrow to the left of Upper Assembly. The Lampshade and

    Arm subgroups are shown.

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    These groups and subgroups allow you to move and rotate different components of

    the lamp.

    2. 

    Maximize the perspective view.

    3. 

    Click the Upper Assembly group in the Object Lister.

    4. 

    Choose Transform > Rotate . Rotate the upper assembly about the y-axis using the .

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    5. 

    In the Object Lister, click the Lampshade.

    6. 

    With the Transform > Rotate tool still active, use the to rotate just the lampshade

    about the y-axis.

    You can position the lamp in many different poses, by picking and rotating

    individual groups around the x, y, and z axes.

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    Use Diagnostic Shading

    The wire model can be shaded to give a more realistic view of the geometry. Accessdiagnostic shading in the Control Panel to the right of the Alias interface.

    Note:

    If the panel is not shown, choose ObjectDisplay > Diagnostic Shading  to make itvisible.

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    1. 

    Choose Pick > Nothing .

    2. 

    Color all objects in the scene by choosing the Multi Color shade icon .

    To return to the wireframe view, choose the wireframe icon .

    Conclusion

    Congratulations! You have completed the desk lamp model.

    Most of your design work will involve more complex shapes than you have used here, butyou have gained useful experience in controlling the Alias interface. You can apply this

    experience as you learn the more complex modeling techniques in later lessons.

    Important concepts that you can take through to future modeling tasks:

    •  Using snapping to accurately position geometry.

    •  Using the left, middle, and right mouse buttons to control transforms such as Move,Scale, and Rotate.

    •  Building geometry around the origin to align and center the model.

    •  Organizing your model using the Object Lister.

    •  Regularly saving your work.

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    On your own

     Now that you have created a complex object from simple primitive objects, see what else

    you can build. Here are some ideas to get you started.

    The alarm clock shown in the following image is made from a half-sphere, with a torus for

    the rim and cubes for the hands. The clock is assembled first, and then grouped and rotated

    so that the face is angled upwards. Finally, two scaled spheres are used for feet. Read the

    help documentation on the Edit > Duplicate > Object  tool. This tool is useful to help build the 12 hour markers on the clock face.

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    This USB memory stick was made from a cylinder with a half-sphere. They were createdand aligned at the default size, and then grouped and non-proportionally scaled to create the

    flattened oval shape.

    A fun exercise that gives you the opportunity to use all the primitive tools is to build a

    snowman. The model shown is just one variation; use your imagination to create your own

    character. To save time, use the Edit > Duplicate > Mirror   tool to create a left arm as a

    copy of the right arm. Open the option box to make sure that you mirror the objects in the

    right direction. Using Edit > Group  on the head, or the arm objects for example lets yourotate them into realistic positions.

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    Model a Joystick

    In this tutorial, you model a computer joystick. You are introduced to tools that enable you

    to build surfaces from curves. As well, you start to use layers to organize your work.

    Finally, you learn a way to view and evaluate your work.

    Objectives 

    This tutorial introduces you to modeling. Learn how to:

    •  Create curves using CVs and edit points.

    •  Use curves to create different types of surfaces (skinned, revolved, extruded, and

     planar).

    •  View a model in hardware shaded mode.

    •  Edit CVs.

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    Part 1: Create the joystick handle

    In this part of the tutorial, create the joystick handle by revolving a profile curve.

    Open the tutorial file

    1. 

    Choose File > Open  to open the file browser.

    2. 

    In the file browser, locate the CourseWare folder and set it as the Current Project.

    3. 

    Open the file called joystick.wire, located in the wire folder in the CourseWare project.

    For information on how to open a file, see Open the tutorial file. 

    A dialog box appears, asking if you want to delete all objects, shaders views, and

    actions. Click Yes.

    If your values for construction tolerances differ from the values in the joystick.wirefile, you are presented with a dialog box:

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    Click Accept New Settings to use the construction tolerances in joystick.wire.

    The file opens.

    Note:

    The scene contains two reference images on canvas planes. Use these images as

    guides to model the joystick.

    If you do not see any images, choose WindowDisplay > Toggles > Canvas Planes

     to turn on the display of canvas planes.

    To turn off the borders for canvas planes, choose WindowDisplay > Toggles >

    Construction Objects .

    If the modeling views do not occupy the full size of the Alias window, choose

    Layouts > All Windows > All Windows .

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    Create the joystick handle

    Start by creating a curve that follows the profile of the joystick handle, which you will later

    use to revolve a surface for the handle.

    1. 

    Maximize the Left view by clicking the square icon on the top right of the Left viewwindow.

    2. 

    Choose Curves > New Curves > New CV Curve .

    This tool allows you to create a curve by placing control vertices (CVs, for short).CVs control the shape of a curve.

    3. 

    Turn on grid snap mode by holding down the (Windows) or (Mac) key, and click

    the on the grid intersection at the top of the handle.

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    A control vertex appears.

    This CV is the first of the curve and displays as a small box.

    4. 

    Create the second CV. Press and hold the to the right of the first CV. Drag to position

    the CV, then release the .

    The second CV displays as a small U.

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    By using the , the second CV is horizontally aligned with the first CV. Havingthese two CVs aligned horizontally helps to avoid a bump or dimple in the top when

    you revolve the surface.

    Note:

    The straight red line joining the first and second CVs is not the curve. It is the hull. 

    Hulls connect all the CVs on a curve.

    5. 

    Create the third CV. Press and hold the along the edge of the joystick handle outline.

    Drag to position the CV and then release the .

    The third CV appears. This CV and all further CVs on the curve display as smallcrosses. The hull now consists of two straight line segments between the first,

    second, and third CV.

    6. 

    Create the fourth CV. Press and hold the along the edge of the handle outline. Drag to

    position the CV and then release the .

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    The fourth CV appears.

    A white curve now connects the first CV and the fourth CV. The hull now consists

    of three straight line segments that connect all the CVs together.

    Do not worry about the shape of the curve. Later, you will adjust the position of

    each CV to change the shape of the curve.

    7. 

    Continue to place four more CVs in the following positions to complete the curve.

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    8. 

    Choose Pick > Nothing  to complete the curve and unpick it.

    Edit the handle profile curve

     Now move CVs to edit the shape of the profile curve to match the reference image.

    1. 

    Choose Pick > Point Types > CV .

    2. 

    Click the third CV or drag a pick box around it using the .

    Remember, CVs do not lie on the curve; they lie on the hull.

    3. 

    Choose Transform > Move . Drag with the to move the CV so that the curve lies

    directly on the edge of the handle sketch.

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    4. 

    Click the fourth CV to pick it.

    5. 

    With the Move tool still active, drag with the to move the CV so the curve lies on the

    edge of the handle sketch.

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    6. 

    Continue picking and moving CVs until the curve matches the sketch.

    7. 

    Choose Pick > Nothing  to complete the curve and unpick it.

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    Revolve the handle profile curve

     Next, create a surface for the joystick handle by revolving the profile curve.

    1. 

    Choose Surfaces > Revolve .

    On the prompt line, which is just below the menu bar, you are prompted to enter an

    axis to revolve around, select a vector, or select a curve to revolve.

    2. 

    Double-click the Revolve tool icon. The Revolve Control options window opens.

    3. 

    Select Periodic to so that the surface created is a closed, 360 degree revolution surface.

    4. 

    Under Axis Options, select Z to revolve the curve around the Z axis.

    5. 

    Click the curve.

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    The curve revolves and a surface is created.

    When you initially create a surface of revolution, it has two blue manipulators.

    These manipulators enable you to change the sweep of the profile curve and the

    angle of the revolution axis easily. The surface you have created is correct, and so

    do not adjust the manipulators.

    6. 

    Choose Pick > Nothing  to unpick the surface.

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    The manipulators disappear.

    Modify the handle curve and surface

    Most surfaces you create in Alias have what is known as construction history. Construction

    history allows you to change a surface easily after you have created it.

    For example, if you move a CV on the original profile curve, the revolved surface

    automatically updates.

     Next, move a CV to see the effect of construction history.

    1. 

    Pick the third CV. Choose Pick > Point Types > CV  and click the CV.

    2. 

    Choose Transform > Move  and drag with the to move the CV slightly.

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    When you