|Page 4||Modeling Trog: Torso / Ridge on the back|
Overview: Here's good place to open up your 'Select Points' toolbox and get setup to do some point editing.
Continue with your current file or you can open trog2.3dm for a complete version.
Make the perspective view active and use the CullCp command so only the points that are on the surface facing you are showing. Also turn on DynamicShadingPerspective.
Tip: make a hot key for CullCp, go to Tools/Options/Aliases and click on the new button and type in 'cx' for the hot key and CullCP for the command. The reason this is so useful is that in the side view you want to see the points on the far side of the object so you can select the points on both sides of the object and transform them symmetrically. On the other hand when working on the front of an object you usually don't want to inadvertently select the points on the back of the object. The following is an exception to that rule.
Hide the profile curves except for the ridge curve.
What we need to do here is select the top 7 points in the vertical middle of the back and pull them out. The best way to make this selection is to turn off CullCp. Drag a selection box around the top 7 middle points in the right view shown below.
In the front view hold 'Crtl' down and drag a selection box around the points on the front or stomach of the torso to de-select them.
Drag the selected points to the right about 2 grids as shown below.
Note: This is a common way of selecting points. Sometimes it's easier to select more points than you need and de-select what you don't need.
Select the previously selected points individually, and line them up to the ridge reference curve.
Reselect the original 7 Points and hit AddPrevV AddNextV so that you have the middle three rows selected from the lower back up to the neck.
In the top view use Scale1D to make the ridge more pronounce by bringing in the outer rows of points closer to the middle row of points with a scale factor of about .5 which can be viewed in the lower left of the Rhino interface, just to the right of the X Y Z coordinates. With DynamicShadingPerspective on you can see the results interactively in the perspective view.
Save your work.