Part 1 of this beginner tutorial series covered an overview of editing objects and scenes in Orchard. In this article, we will create a model from scratch using a combination of primitive shapes and sketches.

To start a new design, first navigate to the main browse page:

And select the "New Design" button (you can click the image to open the interface in a new tab):

This will navigate you to the modeling interface:

There are two ways to start an object from scratch:

1) Add primitive objects to the scene, 

2) Start with a sketch, by hovering over a central plane, single left clicking one of them, and pressing the "sketch" button:

For this tutorial, we'll start by adding a cube. Hover over the bottom left menu, and select the bottom "add shape" button, then select add cube:

Add "5" to dx, dy, and dz (thickness in the x-direction, y-direction, and z-direction, respectively).

Press the checkmark once to add the cube. You'll notice the "Make Cube" menu remains open--so pressing the checkmark additional times will add more cubes of the same dimension. To close the menu, click the "Add Shape" button again, or press the "Esc" key. 

Select one of the sides:

Press "Sketch"

This is sketch mode. You know you're in sketch mode because the sketch tools are opened in the bottom center of the interface, and Undo/Redo, and the add menu is disabled. 

It's important to understand the basics of sketching, such as creating closed loops, using constraints, or building construction elements, so here's a quick overview of sketching:

It's easiest to sketch by toggling the camera from perspective mode, to orthographic mode, which essentially squares the camera view with what you're looking at. To toggle the camera, single left-click the camera controls icon:

Then select the "camera mode" button in the bottom-left:

This should make the cube go from looking like this: 

To this: 

In other words, changing the camera mode squares the view with the face of the cube and makes it easier to sketch.
Now single left-click the circle tool:

 To draw a circle, single left-click somewhere on the face to place the circle, then move your mouse to change the size, and click a second time to place the circle:

You'll notice the circle is highlighted light blue, indicating the sketch is a closed loop. In case you missed it from the above video, sketches that don't have a closed-loop won't close.

Now single, left-click the center point of the circle, and hold ctrl (or command) and select the origin point in the bottom-left. Notice the menu options that pop up across the bottom:

Set the both the vertical and horizontal distances to "2.5" cm (which is half the size of the cube, placing the circle in the center of the cube:

Single left-click the circle, and enter "1.5" in the "radius" field to set the size of the circle:

Select the sketch by single left-clicking the sketch, then pressing "Extrude"

Enter "2.5" in the "magnitude" field to pull the 2D circle into a 3D spere, 2.5 cm's out:

Now, hover your mouse in the bottom-left, then select "Add Shape" and select "Make Sphere." Enter a radius of 1.5cm, and the x, and y locations to be 2.5cm each, and the z location to be 5 cm: 

Your scene should look like this:

Now, we are going to hollow out the center using the Shell tool and remove two faces. First, select the face to the right of the cylinder:

Then, holding ctrl (or command on a mac), select the face to the left of the cylinder (opposite of the current selected face):

Select "Shell" 

Enter "0.5" into the "Offset" field. This is the thickness of the resulting walls.

You can see both of the faces were removed, the center of the object was hollowed out, and the adjacent walls were thickened the "offset" distance. If only one face was selected, only that face would be removed. 

Now, we want to cut the cylinder from the wall, so we will first move it so it fully intersects the wall. Double left-click the cylinder and select "Translate:"

Manually drag the red arrow (x-axis) back so it intersects the walls, or enter "-1.5" in the field input for "X," and press the checkmark to accept.

Now we want to cut the cylinder from the shape, so we'll first select the shape we want to cut, and second we'll select our cutting shape. So first we select the cube walls by left double-clicking them:

Then, while holding ctrl (or command on a mac), double-click the cylinder:

Select "Cut"

"Keep Tool" toggles whether or not you want to keep the shape you're using to cut (if, for example, you want to reuse it). If this were toggled to the right, we would keep the cylinder, but in this case, we want it to be deleted after cutting, so we keep it toggled off, and press the checkmark to accept:

You can see the cylinder is cut from the cube shape:

Now we'll do the same thing with the sphere. First select the box by double-clicking it, then hold ctrl (or command) and double-click the sphere, and select "cut," and accept the cut:

Now the box should look like this:

It may look like the holes are the same, but one is more spherical than the other:

Now we'll round the edge by single left-clicking it, and selecting "Fillet" , and entering "0.5" in the "Radius" field. Careful not to add inputs that have a radius larger than the nearest faces, or the interface will break. 

In this case, the edge is rounded:

Now we want to remove the bottom part of the cube, so we'll select the top face by single left-clicking it:

Select "Extrude" and then either drag the red arrow down, or enter "-1.5" in the "magnitude" field.  Make sure the toggle is set to "Cut," because we will be subtracting material: 

Notice that the bottom was cut:

So there you have it, you now have an idea of how to utilize primitive objects and sketching to build objects; as well as the basics of extrudes, moving objects, filleting edges and using boolean operations like cutting objects. With this toolset, you should be able to create basic components for many of your design ideas! As always, feel free to ask any questions you may have by typing directly in the chat window in the bottom-right; we're here to help! 

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