# Blender 3D: Noob to Pro/Simple Vehicle: Rocket Launcher

|previous=Simple Vehicle: Seat
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```
## Techniques

You should already know how to do:

-   Previous Simple Vehicle techniques

This section will recap and introduce:

-   UVspheres
-   Changing object\'s center

## Overview

Two assumptions are going to be made here. One is that the rocket will
not be launched in the future (use separate objects if you want to do
that). The other is this is going to be a simple design.

If you want to add options to your gun (think sight, trigger), go for
it!

## Create the Launcher

Start a new file and delete the default cube.

### Add a cylinder

In  view, add a cylinder mesh with 24
vertices with \"Cap Fill Type\" at \"Triangle Fan\" and set it to
\"align to view\". We\'ll use 24 because the default 32 is overkill and
will only increase rendering time. Rename and elongate the cylinder
along the Y axis(\"S key\" then \"Y key\" then \"6key\" ). This will be
the length of the launcher (minus the rocket).

!Elongated cylinder{width="400"}

### Hollow the cylinder

right\|400px

Circle Select (  ) the vertices at one
side, then extrude (\') them, and press
 to create a copy of the vertices.

Scale () them by 0.7.

Do the same at the other side.

Extrude at one side the inner circle vertices
() then \"Enter\", then press \"N key\"
and change the value at \"Z\" in 1.2 or -1.2 dependent on what side you
take. Then press hit \"A key\" \'till you have the whole cylinder
selected then press \"W key\" and say \"Remove doubles\".

## Create the rocket

For the purposes of this tutorial we will add the rocket on the left end
of the launcher.

!Finishing the rocket
head{width="300"}

### For a one piece rocket + launcher

400px\|right

Select the inner ring of vertices using circle select
()

Extrude () the \"edge\" along the Y axis
() press \"Num1\" then \"S key\" then
\"0.95\" select the all the faces second from the outside and press
\"X\" then \"Only Faces\". Select the inner ring vertices then \"E key\"
\"Y key\" then \"0.5\".

Extrude the \"edge\" along the Y axis with 1.5, and scale the new edge
by 1.5.

Extrude the \"edge\" along the Y axis with 1.

Extrude the \"edge\" along the Y axis with 3, and scale the new edge by
0.2.

Extrude the \"edge\", hit , and merge
(+) at the
center to form the face for the nose

For fun you could extrude the left end of the rocket with -11 in the
cylinder and then \"F key\". you can separate the objects by pressing
\"P key\" after selecting the objects you want to separate. you can
manually delete the edges that stayed at the cylinder.

### For a two piece rocket and launcher

-   **Method 1:** create a cone, rotate it, then extrude and scale to
    get the rocket shape.

```{=html}
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```
-   **Method 2:** create a cylinder, scale it along the Y-axis, then
    extrude one side, scale to about 1.3, then extrude two more faces,
    scaling the first about 0.3 and merging the vertices of the second
    at center.

```{=html}
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```
-   **Method 3:** Create a UV sphere with 4 rings, and model it - much
    in the same way as the penguin - into a rocket.

## Create the mount

Having a launcher is nice, but we\'ll need to affix it to the jeep
somehow. Let\'s add a mount to the tube.

Make sure you\'re in edit mode, not object mode!

### Add a cylinder

!Mount arm{width="200"} Add a cylinder with 24
vertices with \"Cap Fill Type\" at \"Nothing\", since we won\'t be
seeing the ends.

Scale to about 0.55, then move it to the bottom of the tube.

### Add a UVsphere

!Place the sphere{width="200"} The
easiest way to have a wide range of motion for the launcher is to use a
ball joint. We can simulate one by just adding a UVsphere. The default
32 segments and 12 rings will be fine. This creates a smooth sphere.

You can think of the number of segments as being the wedges visible when
the sphere is viewed as you added it. The number of rings then could be
described as the depth of the sphere from that same view.

Resize and place the sphere at the new cylinder arm.

### Reposition the center point

This next step will be important for continuing the tutorial. Get the 3D
cursor to as close to the center of the sphere as possible. While the
sphere is still selected after creation, you can press
 +  and
snap cursor to selection, putting it in the exact center of the UV
Sphere.

Switch to Object Mode. In the \"Tool shelf\" under \"Tools\" you\'ll
find the button \"Set origin\", click this and click on \"Origin To 3D
cursor\" This should move the large pink dot where the cursor is
located. This will give it a new center of gravity around the ball
joint, making it easy to manipulate later.

!Change the center of the
object{width="400"}

## Subsurf

Be in **edit** mode!

Apply subsurf, level 2

Select everything ( twice), and hit the
**set smooth** button ( at the bottom of the links and materials panel).

This makes the ends of the rocket launcher tube too rounded, as real
ones are squared up.

### Square up the tube edges on the right side

On the right side (without the rocket sticking out) be in **Face**
select mode

right\|400px

on one of the faces in the outer ring, then circle select
(), and select all the faces at the end of
the launcher tube. You can also do a lasso selection by
+ in
face selection mode.

Crease the edges of the faces by hitting
+ and
set it to 1.0.

### Squaring up the tube edges on the left side

right\|400px
Now do the left side exactly like the right side.

**Noob Note** Be sure to deselect everything on the other side first
( )!!

### Squaring up the rocket

right\|400px

**RMB** on one of the faces in the middle surface, then circle select
(), and select the faces all the way
around

Crease the edges of the faces by hitting
+ and
set it to 1.0.

## Final touches

Apply materials or additional items to the object and save for later
use.

Do not forget to name the rocket for later use.

