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00:00
When we're building a revolved surface like this wheel, we'll often choose to build it initially at the origin.
00:08
And one reason is because the Revolve tool here asks us to choose what we want to use as the axis.
00:16
So Local will be the pivot point of the curve, and Global will be these global axes.
00:21
So, the default is Local.
00:22
So, if, for example, I try to pick those three curves, I get an error message that in Local, the curves must be grouped.
00:30
So, in this case, I can use Global, and I can have as many curves as I like.
00:36
So, the position is determined by the grid axis, and the direction is determined by this setting here.
00:40
So, I can switch that until I get what I want from the Revolve.
00:45
So, I do Next, and then pick this curve.
00:48
Again, I'm still in Global, so that will do the same revolution for me.
00:53
And then I can have a look up here and choose whether I want to do just a segment, let's say only a 60° sweep there.
01:01
Or alternatively, I can do a full 360 and divide it into the number of, in this case, spokes, that I want.
01:08
I could do something like 7, for example, and that will create for me 7 separate segments.
01:15
So, if I now have a look at this light here, I'm building that in position, then that's not going to be on my global axis.
01:23
So here I'm going to need to make use of the Local options.
01:27
So, if I double-click on Revolve, I'll put that back to Segments.
01:31
So currently, these are all separate curves with their own pivot point.
01:37
So, to use Local, I'm going to first of all need to group the curves that I want.
01:42
So, I'll do an Edit > Group.
01:45
And then I'm going to need to set the pivot point to where I want the axis to be.
01:49
So, I've got one group with the pivot point there.
01:52
So now when I use the Revolve, if I choose the X-axis in this case, and I go for Local,
01:60
then that is taking all of those curves and spinning them around that local pivot point that I specified as the axis.
00:00
When we're building a revolved surface like this wheel, we'll often choose to build it initially at the origin.
00:08
And one reason is because the Revolve tool here asks us to choose what we want to use as the axis.
00:16
So Local will be the pivot point of the curve, and Global will be these global axes.
00:21
So, the default is Local.
00:22
So, if, for example, I try to pick those three curves, I get an error message that in Local, the curves must be grouped.
00:30
So, in this case, I can use Global, and I can have as many curves as I like.
00:36
So, the position is determined by the grid axis, and the direction is determined by this setting here.
00:40
So, I can switch that until I get what I want from the Revolve.
00:45
So, I do Next, and then pick this curve.
00:48
Again, I'm still in Global, so that will do the same revolution for me.
00:53
And then I can have a look up here and choose whether I want to do just a segment, let's say only a 60° sweep there.
01:01
Or alternatively, I can do a full 360 and divide it into the number of, in this case, spokes, that I want.
01:08
I could do something like 7, for example, and that will create for me 7 separate segments.
01:15
So, if I now have a look at this light here, I'm building that in position, then that's not going to be on my global axis.
01:23
So here I'm going to need to make use of the Local options.
01:27
So, if I double-click on Revolve, I'll put that back to Segments.
01:31
So currently, these are all separate curves with their own pivot point.
01:37
So, to use Local, I'm going to first of all need to group the curves that I want.
01:42
So, I'll do an Edit > Group.
01:45
And then I'm going to need to set the pivot point to where I want the axis to be.
01:49
So, I've got one group with the pivot point there.
01:52
So now when I use the Revolve, if I choose the X-axis in this case, and I go for Local,
01:60
then that is taking all of those curves and spinning them around that local pivot point that I specified as the axis.
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