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Twelve views,one character.

Everything about NurbsView on one page: installing it, making a view, the twelve projections, the character, your license and every release note.

Install

  1. 1

    Get the folder

    Your purchase downloads a folder: the plug-in, your certificate, a read-me and the terms of use. Lost it? The license portal downloads the plug-in again with your certificate and its password.

  2. 2

    Drop it onto Rhino

    Drag NurbsView.yak from the folder onto an open Rhino 8 window. Rhino installs the plug-in and keeps it loaded. To update, drag the new version in the same way, then restart Rhino.

  3. 3

    Type one word

    In the command line, type NurbsView and press Enter.

Make a view

Command: NurbsView
View type <MilitaryNW> ( Military Cavalier Cabinet ):
  1. 1

    Pick the projection

    Military, Cavalier or Cabinet. Enter keeps the one shown between angle brackets.

  2. 2

    Pick the side

    A corner for military views (NW, NE, SE, SW), a side for cavalier and cabinet views (N, E, S, W).

  3. 3

    Keep modeling

    The view is a projection of your model, not a rotation of it: nothing moves, and the view follows your edits. You select and model right in it; a standard or named view takes its place, as in Rhino.

The twelve views

Military

The plan keeps its true shape, turned 45°; verticals keep their true length. Every plan dimension reads true.

Seen from a corner: NW, NE, SE or SW.

  • Military NWNW

  • Military NENE

  • Military SESE

  • Military SWSW

Cavalier

The front face keeps its true shape; depth recedes at 45° at full length (1:1).

Seen from a side: N, E, S or W.

  • Cavalier NN

  • Cavalier EE

  • Cavalier SS

  • Cavalier WW

Cabinet

As cavalier, with depth at half length (1:2): closer to how the eye reads depth.

Seen from a side: N, E, S or W.

  • Cabinet NN

  • Cabinet EE

  • Cabinet SS

  • Cabinet WW

The character

The character walks through the model in first person, at the scale you choose. It never changes the model: everything it does is drawn over Rhino’s picture.

  1. 1

    Place a spawn point

    Left click on the Character button of the Set View toolbar, or type NurbsViewWalk (NurbsViewPersonnage in a French Rhino), then click where to stand. The point is a Rhino object, saved with the file.

  2. 2

    Set it

    While it is selected, its panel shows in the view: colour, name, scale, height and field of view. Those last three belong to its colour.

  3. 3

    Walk

    Enter, or Walk in the panel. A right click on the Character button walks at once, from the point selected or the last one used.

Keys

WASD
Walk; the mouse looks around. The keys are read where they sit: Z Q S D on a French keyboard.
Ctrl
Run; so does the forward key pressed twice and held.
Shift
Crouch, then lie down, then stand up. At a run: a slide.
Space
Jump; held, again at each landing. Crouching or lying: stand up. In a fluid: go up.
←→↑↓
To the other spawn points: those of its colour, then the other colours.
Wheel
The speed multiplier, ×0.25 to ×16.
R
Back to the spawn point.
Tab
Free the mouse: the panel unfolds, and its settings change for this walk.
Esc
Quit; your display mode comes back.

The body

  • An invisible cylinder, its radius 0.15 times its height (26 cm for 1.75 m), its eyes at 0.93 of it. Its steps, speed, jump and fall follow its scale.
  • It climbs steps up to 21 cm, slides along walls, stops at a railing and falls past an edge, never lower than the model’s lowest object.
  • Standing, it holds slopes up to 45°, crouching 55°, lying 25°; steeper, it slips. Crouching, it does not step off an edge deeper than 21 cm; lying, it passes under a 40 cm table.
  • Falls speed up to 240 km/h. Hitting the ground above 50 km/h, or a wall above 75 km/h, turns the edges of the view red and leaves a mark.

The physics of objects

In the Layers panel, a Physics column; in an object’s properties, a Physics page. Each layer or object is one of three kinds, with its setting:

Solid
Friction, 0.1 to 5, 1 by default. Above 1 it slips (3: ice); below, the ground holds the body back.
Soft
Rigidity, 0 to 1, 0.5 by default. The character goes through plants and fabrics; they lean, part and come back, the stiffer the faster. The model’s shape never changes.
Fluid
Viscosity, 0.01 to 2, 0.25 for water. The character swims in it: it sinks when still and rises a little going on; Space goes up, Shift down. The view goes through it, clouded by depth, never opaque.

The view

  • The viewport’s title becomes Character. The walk happens in Shaded or Rendered; another display mode turns to Shaded, and yours comes back when you quit.
  • Under the panel: the speed, the multiplier, the level of the feet and what the character is doing (walking, running, crouching, lying down, sliding, in the air, breaststroke, swimming…).
  • What cannot be seen is left out and far objects come in through a blur, as much as the machine needs: big models stay smooth.

Your license

Certificate and password
Your license is a PDF certificate in your name, opened by the password you chose when buying. We keep no copy of either: keep a backup of the certificate.
Download again
Drop the certificate on the license portal, type the password, download.
Forgot the password
On the same page, choose “Forgot your password?”: a code goes to the email in the certificate, and you set a new password. Use the new certificate file from then on.
Major updates
Every update of your version is included. A new major version is pay what you want, €1 to €25, from the upgrade panel; your certificate is reissued with your grade. The amount only supports the creator: the plug-in is the same at every grade.
Student or Pro
Student is for studies and teaching, without commercial work. Pro covers commercial work. Details in the terms of use.

Release notes

Every version of the plug-in, newest first. Updates within a major version are included in your license.

  1. 1.3.8

    Quieter marks

    November 3, 2026
    • The slide mark has no colour of its own any more: it deepens the colour of the surface it lies on by a shade. On orange ground, it is a slightly darker orange.
    • Slide marks and blow marks fade much more slowly: a slide mark stays whole for six seconds, then goes from its start to its end over fourteen; a blow mark pales while its cracks draw back, over twenty-four seconds.
  2. 1.3.7

    Water that answers

    November 3, 2026
    • Going into water throws up drops of every size, the more the faster you arrive, up to a limit: a crown falling straight in, a spray ahead sliding in, over the body’s whole height coming in through a side.
    • The surface dips for a moment where you go in and lifts where you come out, then closes, sending out a ring.
    • At the surface the body leaves a V-shaped wake and rough water that settles within seconds; each time it comes down, a ring and a few light bubbles.
    • Floating at the surface rises and falls half as much, and the view stays clear above the water.
    • Motes drift and tremble in a thin liquid and barely move in a thick fluid.
    • Standing up, lying down, leaving the swimming position: every change of posture is smooth. Out of the water, the character stands up, even in mid-air.
    • A landing blows dust out along the ground, as hard as it lands; a small jump raises none. Running raises fine dust with its grains.
    • The slide mark is that of a dragged body, about fifty centimetres wide and rounded at both ends; the smoke is one veil that clears.
  3. 1.3.6

    Every state has its name

    November 2, 2026
    • Under the panel, what the character is doing is written out: standing, walking, running, crouching, crawling, lying down, sliding, carried on, slipping down the slope, in the air, wading, breaststroke or swimming.
    • A slide is a state of its own. When it ends, a movement key held down stands the character up; with no key, it stays lying. A downhill slope carries it further.
    • Running particles only fly when running ahead on its feet, thrown backward, with a little smoke.
    • The slide mark starts thin and widens, then fades from its start to its end. A blow’s cracks draw back to its middle before the mark fades.
  4. 1.3.5

    Smooth on big models

    November 2, 2026
    • The walk happens in Shaded or Rendered: another display mode turns to Shaded, and the original one comes back when you quit.
    • What is out of view or hidden is no longer drawn, from the first frame; what comes into the picture or leaves it goes through a light blur, never at once.
    • When the graphics card struggles, shadows lighten; in Rendered, big far-off meshes are simplified.
    • On a test city of 22,500 buildings, the walk starts in one second instead of four.
  5. 1.3.4

    Lighter, truer

    November 2, 2026
    • The plug-in measures what the machine can take and leaves out what cannot be seen: on a test city of 22,500 buildings, from 5 to 51 frames per second in Shaded and from 7.6 to 45 in Rendered (RTX 5080).
    • Each blow mark has its own relief, drawn at random, with light traces of blood, never the same.
    • A fluid counts wherever it is on the body; at the surface the body rises and falls without jumping, and the water no longer pulls it in.
    • A bush fades inside a sphere around the eyes, and a neighbouring bush stays whole. The whole body pushes it, without changing the model’s shape.
    • The field of view no longer moves during a slide or on ice.
  6. 1.3.3

    What the body leaves on the ground

    November 2, 2026
    • Running throws dust and chips from under the feet, in the ground’s colour.
    • A slide leaves a mark and a veil of smoke.
    • A blow leaves its mark: a crater on the ground, a dent in a wall, with a burst of chips.
    • Water holds the body up even when only its upper part is in it.
  7. 1.3.2

    Swimming

    November 1, 2026
    • Running in water, the character lies out to swim, as low as lying down, and heads where it looks, up and down too.
    • At the surface, holding Space takes it out of the water and back in.
    • Going into a soft object no longer deforms it: you see a little through it, the way out shows more as you near it, and its particles come from its own material.
    • Water seen from inside reflects its faces, several fluids show through one another, and a closed volume of water is no longer taken for an open surface.
  8. 1.3.1

    Water in detail

    November 1, 2026
    • 6,000 particles of every size float in the water and move aside as the body passes, further in a thick fluid.
    • Water takes the light colour by colour over the depth crossed; its edges spread into a glow, with no line; bubbles are small lenses.
    • Jumping into water splashes. You sink when you stop and rise a little going on.
    • Going through a soft object sheds particles from it.
    • On a slippery floor you can change direction at a run, and the camera no longer steps while you glide; the slide, on Shift only, gets a small boost.
  9. 1.3.0

    Physics

    November 1, 2026
    • A Physics column in the Layers panel and a Physics page in the object’s properties: each layer or object is Solid, Soft or Fluid, with its setting.
    • Solid: friction, from 0.1 to 5. Above 1 it slips; below, the ground holds the body back.
    • Soft: rigidity. The character goes through plants and fabrics, which move as it passes.
    • Fluid: viscosity. You swim in it, and the view clouds with the depth crossed and the viscosity, never turning opaque.
    • Undo, redo and saving the file keep these settings.
  10. 1.2.4

    Slopes, falls and slides

    November 1, 2026
    • Standing holds slopes up to 45°, crouching up to 55°, lying up to 25°; steeper, you slip, the faster the steeper.
    • At a run, Shift starts a slide: down flat at once, keeping your momentum.
    • Falls speed up to 240 km/h. Hitting the ground above 50 km/h, or a wall above 75 km/h, brings a red vignette up at the edges of the view.
    • The character’s height goes from 50 cm to 2.50 m.
  11. 1.2.3

    Postures

    October 29, 2026
    • Shift goes from standing to crouching, then lying, then standing. Crouching, you do not step off an edge deeper than 21 cm; lying, you pass under a table.
    • Ctrl, or the forward key pressed twice, to run.
    • During the walk the panel folds into a band, Tab unfolds it, and the arrows go from spawn point to spawn point.
    • A click on a point’s name opens a window to rename it; new points face north.
  12. 1.2.2

    Spawn points as objects

    October 28, 2026
    • A spawn point is selected, moved, turned, copied and deleted like any Rhino object, gumball and Undo included.
    • Up to six points per colour; scale, height and field of view belong to the colour.
    • Each point carries a name of yours, after its number.
    • The viewport’s title becomes “Character”, and changing the display mode does not end the walk.
    • The field of view narrows by 10% at most, only when sprinting.
  13. 1.2.1

    More lifelike movement

    October 28, 2026
    • The character speeds up, brakes and turns like a body: slower sideways and backward, it keeps its momentum in the air, and its eyes rise and fall at each step.
    • Holding Space jumps again at each landing.
    • Back to the start: a button, or the R key.
    • Clicking a spawn point opens its panel and Enter starts the walk; a point blocked by an object turns black.
    • Settings move to notched sliders and the scale to a list, with a button back to the point’s settings.
  14. 1.2.0

    The character

    October 28, 2026
    • A fourth button in the Set View toolbar, Character: place a spawn point, then walk through the model in first person, at scale.
    • WASD (ZQSD on a French keyboard) to walk, the mouse to look, Space to jump, Esc to quit.
    • The body is an invisible cylinder at its height: it climbs steps of 21 cm or less, slides along walls, stops at a railing and falls past an edge.
    • Scale, height, speed and field of view are set during the walk, in a panel in the view.
  15. 1.1.1

    The grid on the ground

    October 16, 2026
    • In every viewport, Front and Right included, a NurbsView view lays the grid on the ground, as Rhino’s standard views set their construction plane.
    • The plug-in comes as a Rhino 8 package (NurbsView.yak): dragged onto Rhino, it installs, and a newer version replaces the old one at the next restart.
  16. 1.1.0

    Views like Rhino’s own

    October 16, 2026
    • A NurbsView view behaves like any Rhino view: a standard or named view takes its place, Undo View and named views bring it back, and the grid stays.
    • Clicking an object selects it where it is drawn; snaps and the gumball follow the drawing.
    • Captures, prints and layout details give the exact drawing, and Zoom Extents frames it.
    • In every Set View menu, the arrow by a view’s name included, and in the Set View toolbar: three buttons, right click for the side last used.
  17. 1.0.0

    First release

    October 14, 2026
    • Twelve views from one command, NurbsView: military NW, NE, SE and SW; cavalier and cabinet N, E, S and W.
    • Views are projections, never rotations: the model stays exactly where it was drawn.
    • Student and Pro licenses, each delivered as a PDF certificate in the holder’s name, with its password.
    • License portal: download again, reset a forgotten password by email, upgrade to the next major version.

Help

Something does not work as described? Write to us with your Rhino version and what you see. Never send your certificate password, to us or anyone.

What changed from one version to the next: the changelog.

Your model stays put.The views do the moving.

Get NurbsView

© 2026 NurbsTools · Ethan Lamothe, sole proprietor

NurbsTools and its plug-ins are not affiliated with, associated with, authorized by or endorsed by Robert McNeel & Associates, and have no official connection with it.