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Creating a Drilled Break Rotor The most obvious way to "drill" the holes/slots into break rotors is to use booleans. I personally don't like Booleans much at all. This tutorial will outline the method I use for modeling break rotors. In the Left viewport at coordinates 0,0,0 create a donut spline (shapes/splines/donut)
You may want to increase the interpolation steps for a smoother curve. (I
used 30 steps) I put Radius 1 at 85 and Radius 2 at 50. use whatever suits you. Now create 4 circle splines as shown in this picture. I used a radius of
2.5. You don't have to use circles, you can use any shape you want, circles
are the most common. Select the 4 circle splines and set their center point to coordinates 0,0,0.
(specifically, the Z axis) Do this by going into the hierarchy tab, clicking
on "affect pivot only", then open up the "Move Transform Type-In"
dialog, (right click on the "select and move tool") and type 0 for
the Absolute:World Z axis. This will let all the circles rotate around the same point. very handy for the next few steps. Rotate the circles (I used 5 degree increments) to something like this:
You will end up with something like this: Convert the donut to an editable spline and attach all the circle splines
together into 1 spline. This makes them all one object.
© Daniel Buck |
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