Changeset View
Changeset View
Standalone View
Standalone View
manual/modeling/meshes/editing/duplicating/screw.rst
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| | Panel: :menuselection:`Tool Shelf --> Tools --> Mesh Tools --> Add: Screw` | | Panel: :menuselection:`Tool Shelf --> Tools --> Mesh Tools --> Add: Screw` | ||||
| he *Screw* tool combines a repetitive *Spin* with a translation, | The *Screw* tool combines a repetitive *Spin* with a translation, | ||||
| to generate a screw-like, or spiral-shaped, object. Use this tool to create screws, springs, | to generate a screw-like, or spiral-shaped, object. Use this tool to create screws, springs, | ||||
| or shell-shaped structures (Sea shells, Wood Screw Tips, Special profiles, etc). | or shell-shaped structures (Sea shells, Wood Screw Tips, Special profiles, etc). | ||||
| The main difference between the Screw Tool and the :doc:`Screw Modifier </modeling/modifiers/generate/screw>` | The main difference between the Screw Tool and the :doc:`Screw Modifier </modeling/modifiers/generate/screw>` | ||||
| is that the Screw Tool can calculate the angular progressions using the basic profile angle automatically. | is that the Screw Tool can calculate the angular progressions using the basic profile angle automatically. | ||||
| Or it can adjusting the Axis angular vector without using a second modifier (for example, | It can also adjust the Axis angular vector without using a second modifier (for example, | ||||
| using the Screw Modifier with a Bevel Modifier, Curve Modifier, etc...), | using the Screw Modifier with a Bevel Modifier, Curve Modifier, etc.), | ||||
| resulting in a much cleaner approach for vertex distribution and usage. | resulting in a much cleaner approach for vertex distribution and usage. | ||||
| This tool works using open or closed profiles, as well as profiles closed with faces. | This tool works using open or closed profiles, as well as profiles closed with faces. | ||||
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| There are strict conditions about your profile selection when you want to use this tool. | There are strict conditions about your profile selection when you want to use this tool. | ||||
| You must have at least one open line or open profile, | You must have at least one open line or open profile, | ||||
| giving Blender the starting Vector for extrusion, | giving Blender the starting Vector for extrusion, | ||||
| angular vector and height. (e.g. a simple edge, a half circle, etc...). | angular vector and height. (e.g. a simple edge, a half circle, etc.). | ||||
| You need only to ensure that at least one reference line has two "free" ends. | You need only to ensure that at least one reference line has two "free" ends. | ||||
| If two open Lines are given, Blender will not determine which of them is the vector, | If two open Lines are given, Blender will not determine which of them is the vector, | ||||
| and will then show you an error message, | and will then show you an error message, | ||||
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| Options | Options | ||||
| ======= | ======= | ||||
| This tool is an interactive and modal tool, and only works in the *Edit Mode*. | This tool is an interactive and modal tool, and only works in *Edit Mode*. | ||||
| Once you click in the *Screw* tool in the Mesh Tools Panel, | Once you click in the *Screw* tool in the Mesh Tools Panel, | ||||
| Blender will enter in the *Screw* interactive mode, and the Operator Panel at the | Blender will enter in the *Screw* interactive mode, and the Operator Panel at the | ||||
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| #. Grab and move this circle three Blender Units on the *X-Axis* to the left; | #. Grab and move this circle three Blender Units on the *X-Axis* to the left; | ||||
| you can use the shortcut :kbd:`Ctrl` while grabbing with the mouse using the standard transform widgets | you can use the shortcut :kbd:`Ctrl` while grabbing with the mouse using the standard transform widgets | ||||
| (clicking on the red arrow shown with the object and grabbing while using shortcut | (clicking on the red arrow shown with the object and grabbing while using shortcut | ||||
| :kbd:`Ctrl` until the down left info in the 3D View marks ``D. -3.0000 (3.0000) Global`` ), | :kbd:`Ctrl` until the info in the bottom left corner of the 3D View editor displays ``D. -3.0000 (3.0000) Global`` ), | ||||
| or press the shortcut :kbd:`G X Minus 3` and :kbd:`Enter`. | or press the shortcut :kbd:`G X Minus 3` and :kbd:`Enter`. | ||||
| You can use the Transform Panel (toggled with the shortcut :kbd:`T` , | You can use the Transform Panel (toggled with the shortcut :kbd:`T` , | ||||
| and type :kbd:`Minus 3` and :kbd:`Enter` in the Location too. | and type :kbd:`Minus 3` and :kbd:`Enter` in the Location too. | ||||
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| You have created two vertices and an Edge, which Blender will use as the first height and angle vector. | You have created two vertices and an Edge, which Blender will use as the first height and angle vector. | ||||
| #. Now, in the Transform Panel, in the median, clicking in the Global coordinates, | #. Now, in the Transform Panel, in the median, clicking in the Global coordinates, | ||||
| for the (X, Y, Z) coordinates, put (-2, 0, -1). | for the (X, Y, Z) coordinates, put (-2, 0, -1). | ||||
| #. Right Click :kbd:`RMB` in the other vertex, | #. :kbd:`RMB` click on the other vertex, | ||||
| and again, type its coordinates for (X, Y, Z) to (-2, 0, 1). | and again, type its coordinates for (X, Y, Z) to (-2, 0, 1). | ||||
| This will create a straight vertical line with 2 Blender units of Height. | This will create a straight vertical line with 2 Blender units of Height. | ||||
| #. De-select and select everything again with the shortcut :kbd:`A`. | #. De-select and select everything again with the shortcut :kbd:`A`. | ||||
| (See Fig. :ref:`fig-mesh-screw-profile`) | (See Fig. :ref:`fig-mesh-screw-profile`) | ||||
| #. Place again your cursor at the center. (Repeat step 2) | #. Again, place again your cursor at the center. (Repeat step 2) | ||||
| #. At this point, we will save this blend-file to recycle the | #. At this point, we will save this blend-file to recycle the | ||||
| Spring for another exercise; click with :kbd:`LMB` in *File*, | Spring for another exercise; :kbd:`LMB` click on *File*, | ||||
| it is placed at the header of the Info editor, (At the top left side), and choose *Save as*. | located in the header of the Info editor, (at the top left side), and choose *Save as*. | ||||
| Our suggestion is to name it *Screw Spring Example.blend* and click in *Save as blend-file*. | Our suggestion is to name it *Screw Spring Example.blend* and click on *Save as Blender file*. | ||||
| You can also use the shortcut :kbd:`Shift-Ctrl-S` | You can also use the shortcut :kbd:`Shift-Ctrl-S` | ||||
| to open the File Browser in order to save your blend-file. | to open the File Browser in order to save your blend-file. | ||||
| #. Click Screw and adjust the Steps and Turns as you like and we have a nice spring, | #. Click Screw and adjust the Steps and Turns as you like and we have a nice spring, | ||||
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| Still in the interactive session of the *Screw Tool*, | Still in the interactive session of the *Screw Tool*, | ||||
| you will see that the *Z-Axis* Value of the *Screw* Panel is set to 1.000. | you will see that the *Z-Axis* Value of the *Screw* Panel is set to 1.000. | ||||
| Left click :kbd:`LMB` in the middle of the Value and set this value to -1.000. | :kbd:`LMB` click in the middle of the Value and set this value to -1.000. | ||||
| At first, the Spring was being constructed in a Counterclockwise direction, | At first, the Spring was being constructed in a Counterclockwise direction, | ||||
| and you reverted the operation 180 degrees in the *Z-Axis*. This is because you have | and you reverted the operation 180 degrees in the *Z-Axis*. This is because you have | ||||
| changed the angular vector of the height you have given to Blender to the opposite direction | changed the angular vector of the height you have given to Blender to the opposite direction | ||||
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| .. note:: Vectors that are not parallel with Blender Axis | .. note:: Vectors that are not parallel with Blender Axis | ||||
| The high sensibility for the vector does not apply to vectors that give the Screw Tool a starting angle | The high sensibility for the vector does not apply to vectors that give the Screw Tool a starting angle | ||||
| (Ex: any non-parallel vector), | (e.g. any non-parallel vector), | ||||
| meaning Blender will not need to clamp the values to stabilize a direction for the extrusion, | meaning Blender will not need to clamp the values to stabilize a direction for the extrusion, | ||||
| as the inclination of | as the inclination of | ||||
| the vector will be clear for Blender and you will have the full degree of freedom to change the vectors. Our | the vector will be clear for Blender and you will have the full degree of freedom to change the vectors. Our | ||||
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| so the spindles of the screw (which are defined by the turns value) | so the spindles of the screw (which are defined by the turns value) | ||||
| will assembly perfectly with each other. | will assembly perfectly with each other. | ||||
| #. Open Blender and click in *File* located at the header of the Info editor again, | #. Open Blender and click on *File* located in the header of the Info editor again, | ||||
| choose *Open Recent* and the file we saved for this exercise. | choose *Open Recent* and the file we saved for this exercise. | ||||
| All of the things will be placed exactly the way you saved before. | All of the things will be placed exactly the way you saved before. | ||||
| Choose the last saved blend-file; in the last exercise, | Choose the last saved blend-file; in the last exercise, | ||||
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| #. Use the shortcut :kbd:`X` to delete them. | #. Use the shortcut :kbd:`X` to delete them. | ||||
| #. Press the shortcut :kbd:`A` to select the remaining vertices. | #. Press the shortcut :kbd:`A` to select the remaining vertices. | ||||
| #. Press the shortcut :kbd:`W`, and select :menuselection:`Specials --> Subdivide`. | #. Press the shortcut :kbd:`W`, and select :menuselection:`Specials --> Subdivide`. | ||||
| #. Now, click with the Right Mouse button at the middle vertex. | #. Now, click with the :kbd:`RMB` on the middle vertex. | ||||
| #. Grab this vertex using the shortcut :kbd:`G X Minus 1` and :kbd:`Enter`. | #. Grab this vertex using the shortcut :kbd:`G X Minus 1` and :kbd:`Enter`. | ||||
| See Fig. :ref:`fig-mesh-screw-spindle`. | See Fig. :ref:`fig-mesh-screw-spindle`. | ||||
| #. At this point, we will save this blend-file to recycle the generated Screw for another exercise; | #. At this point, we will save this blend-file to recycle the generated Screw for another exercise; | ||||
| click with :kbd:`LMB` in *File* -- | click with :kbd:`LMB` on *File* -- | ||||
| it is in the header of the Info editor (at the top left side), and choose *Save as*. | it is in the header of the Info editor (at the top left side), and choose *Save as*. | ||||
| Our suggestion is to name it *Screw Hardware Example.blend* and click in *Save as blend-file*. | Our suggestion is to name it *Screw Hardware Example.blend* and click on *Save as Blender File*. | ||||
| You can also use the shortcut :kbd:`Shift-Ctrl-S` to open the | You can also use the shortcut :kbd:`Shift-Ctrl-S` to open the | ||||
| File Browser in order to save your blend-file. | File Browser in order to save your blend-file. | ||||
| #. Press shortcut :kbd:`A` twice to de-select and select all vertices again. | #. Press shortcut :kbd:`A` twice to de-select and select all vertices again. | ||||
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| (like the ones we use for wood; we have shown an example at the beginning of this page). | (like the ones we use for wood; we have shown an example at the beginning of this page). | ||||
| To make this new example as short as possible, we will recycle our last example (again). | To make this new example as short as possible, we will recycle our last example (again). | ||||
| #. Open Blender and click in *File* located in the header of the Info editor again; | #. Open Blender and click on *File* located in the header of the Info editor again; | ||||
| choose *Open Recent* and the file we saved for this exercise. | choose *Open Recent* and the file we saved for this exercise. | ||||
| All of the things will be placed exactly the way you saved before. | All of the things will be placed exactly the way you saved before. | ||||
| Choose the last saved blend-file; in the last exercise, we gave it the name *Screw Hardware Example.blend*. | Choose the last saved blend-file; in the last exercise, we gave it the name *Screw Hardware Example.blend*. | ||||
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