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.
A new sketch for the lamp head appears in the Back window, and all geometry should be invisible.
Build a simplified light bulb from a primitive sphere.
Position the new sphere on the origin.
The manipulator disappears.
Use the to move the bulb approximately on the center of the sketched bulb.
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.
Scale the half-sphere to match the width of the large outer curves on the sketch.
Now create a cylinder to connect the lampshade to the arm.
Use the on the Sketch_Lampshade item to bring up the submenu.
Choose Visible to turn off the sketch.
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.
In the Object Lister, the new group is shown as node.
You have now built all the components of the lamp, and it is ready to be assembled.