Part 4: Building the lampshade
 
 
 

In this section, you will build the lampshade and a simplified bulb from primitive spheres.

Creating geometry at the origin

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.

You will model the lamp shade separately at the origin, then move it into position on to the upper arm.

Watch Part 4 of the tutorial.

Making the base and arm invisible

The components you have already built can be made invisible to provide a clear space to build the lamp.

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

    TipIf you cannot see your objects listed, check that Show > By Object has been selected in the Object Lister submenu.
  2. Click the on the Arm text to select the submenu. Choose Visible to make the upper arm invisible.

  3. Make the Base invisible using the same process.
  4. Use the over the Sketch_Lampshade text to select the submenu. Choose Visible to make the sketch visible.

    A new sketch for the lamp head appears in the Back window, and all geometry should be invisible.

  5. Close the Object Lister.

Creating the light bulb

Build a simplified light bulb from a primitive sphere.

  1. Maximize the Back window to start creating the bulb and lampshade.

  2. Choose the Surfaces > Primitives > Sphere tool.
  3. 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 points as you near them.

    Position the new sphere on the origin.

  4. Choose Transform > Move .

    The manipulator disappears.

    Use the to move the bulb approximately on the center of the sketched bulb.

  5. Choose Transform > Scale and click and drag the left mouse button to match the size of the sphere to the sketched bulb.

Creating the lampshade

Next, create the lamp shade. The main shape of the lamp shade is created from two half-spheres, one large one and then a smaller one above. A cylinder is then added to join the shade to the arm.

  1. Choose the Surfaces > Primitives > Sphere tool. Double-click the sphere icon to open up the option box. Type in 180 for the Sweep.

  2. Click the Go button. Hold the (Windows) or (Mac) key down to turn on grid snapping. Click near the origin to place the half sphere.
  3. Choose Transform > Rotate . Type 90,0,0 on the prompt line to rotate the sphere 90 degrees around the X axis.

  4. Choose Transform > Scale . Click and drag the to scale the half-sphere.

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

  5. Choose Transform > Non-p Scale . Use the to adjust the height of the half sphere to match the sketch.
    NoteThe reason we use the middle instead of the right mouse button is 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. Choose Edit > Copy and Edit > Paste to create a second half sphere. Scale and move it to create the top section of the lamp.
  7. Choose Transform > Scale and use the to scale it to approximately half its original size. Remember to click and drag in an area of the screen that will not accidentally select any of the objects.

  8. Choose Transform > Move and use the to move the half sphere into position based on the sketch.

  9. Choose Transform > Non-p Scale and use the to adjust the height of the half-sphere.

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

  11. Maximize the Top view.

    Now create a cylinder to connect the lampshade to the arm.

  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.

  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 to reposition and scale the cylinder.

  15. Choose Transform > Scale to reduce the cylinder to a size suitable for the end of the lampshade.

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

Grouping the lampshade

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

    Use the on the Sketch_Lampshade item to bring up the submenu.

    Choose Visible to turn off the sketch.

  2. Use Pick > Object and pick all the objects.

  3. Right-click on the selected objects in the Object Lister and choose Group from the pulldown menu (or choose Edit > Group ).

    The objects are still selected, but notice they now have a single pivot point at the origin. The default location for a new pivot point is the origin.

    The lampshade is designed to rotate where it connects to the lamp arm. So next, you will adjust the pivot point to be in the center of the cylinder.

  4. Choose Transform > Local > Set Pivot . Use the to move the pivot upwards, to approximately the center of the cylinder.

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

  5. Double-click node to rename it to Lampshade.

  6. Make the Base and Arm components visible using the and the submenu.

  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 be assembled.

  9. Choose File > Save to save the current scene, and call your file mydesklamp4.