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Copyright 1989 - 2002. All rights reserved. 3D Home Architect® is a registered
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at any time for any reason.
Table of Contents
Table of Contents
Preface ........................................................................................................................ix
Contacting Technical Support ..................................................................................ix
Satisfaction (sometimes referred to as Smiles) Guaranteed .................................... x
i
Begin with a Saved Project .............................................................................. 27
Opening Drawings While Running ......................................................................... 28
Closing Drawings ................................................................................................... 28
Saving Drawings .................................................................................................... 29
Printing Drawings ................................................................................................... 30
Exporting Drawings ................................................................................................ 30
ii
Table of Contents
iii
Creating a Floor By Picking Points .................................................................. 81
Inserting Ceilings.................................................................................................... 81
Adding a Ceiling to the Entire Perimeter.......................................................... 82
Adding a Ceiling to a Room ............................................................................. 83
Creating a Ceiling By Picking Points ............................................................... 83
Inserting Roofs ....................................................................................................... 83
Adding a Roof to the Entire Perimeter ............................................................. 84
Creating a Roof By Picking Points ................................................................... 85
Inserting Custom Openings in Floors, Ceilings, and Roofs .................................... 85
Manually Inserting a Custom Opening............................................................. 85
Inserting a Custom Opening Using the Commander ....................................... 86
Combining the Two Methods Above ................................................................ 86
Removing an Opening............................................................................................ 87
Removing Wall Openings Inserted from the Openings Category .................... 87
Removing Floor, Ceiling and Roof Openings You Have Custom Created....... 87
Editing Roof Support Segments ............................................................................. 87
Creating a Simple Dormer...................................................................................... 90
Adding a Dormer on Walls ..................................................................................... 91
iv
Table of Contents
v
Display Filtering by Location ................................................................................ 136
Zooming and Panning .......................................................................................... 137
vi
Table of Contents
vii
Chapter 17: Patterns.......................................................................................... 191
Customizing the Patterns List............................................................................... 192
Pattern Properties ................................................................................................ 194
Adding a Group to the Patterns List ..................................................................... 197
Adding a Pattern to the Patterns List.................................................................... 197
Exporting Patterns................................................................................................ 198
Importing Patterns ................................................................................................ 199
Index........................................................................................................................ 223
viii
Preface
Preface
Congratulations on purchasing 3D Home Architect® 5.0, your complete software
solution for easy home design. 3D Home Architect® 5.0 is a high-quality, multi-functional
tool that provides a comprehensive and easy-to-use software solution for all your home
design needs. Whether you want drawings for a renovation or remodelling, an addition,
or a new home, 3D Home Architect® 5.0 delivers the results you need—accurately and
completely.
With a few mouse clicks, you can use 3D Home Architect® 5.0 to quickly lay out a floor
plan, then go on to easily insert and manipulate a wide variety of drawing elements like
doors and windows from a fully-stocked Master Catalog.
Once you've produced a 2D plan, 3D Home Architect® 5.0 lets you effortlessly generate
2D and 3D drawings. The program's Camera allows you to inspect your 3D views from
an infinite variety of heights and angles while choosing from a number of display modes,
such as Wireframe, Shaded or Textured.
Note: The contact information provided on this page may be subject to change. Consult
our customer web site for the latest contact information. The online services advertised
as part of this product may be changed or discontinued at any time for any reason.
ix
Please remember that technical support cannot answer specific questions about your
business project, only questions related to the features of 3D Home Architect® 5.0.
When you contact technical support, be prepared to provide information about your
computer name and model, and the brand name of the video card and sound card you
are using. If possible, sit at your computer with the program running when you call. Be
prepared to provide a detailed description of what happens when you try to run the
program.
x
Preface
xi
xii
Quick Basics
Chapter
1
1
®
3D Home Architect 5.0 Interface
The 3D Home Architect® 5.0 interface is compatible with Microsoft Windows. Most
people who are familiar with Windows-based applications will find the 3D Home
Architect® 5.0 interface very easy to use. It includes the following user-friendly
components:
• menus
• toolbars
• drawing area
• status bar
• dialog panels (Catalog and Views)
2
Chapter 1: Quick Basics
Interface Features
• To begin a new project from one of the available templates, click New Project.
3
• To begin working with one of the included sample projects, click Sample
Project.
• To continue working with a project you have created and saved, click Saved
Project.
If you have disabled the Startup screen, or you are working on an existing project and
want to start a new one, click New on the Standard toolbar or select File > New.
This will re-launch the Startup screen. Then follow the steps indicated above.
If you have disabled the Startup screen, or you are working on an existing project and
want to open an existing document, click Open on the Standard toolbar or select
File > Open. Then, using the Look in box, locate the file, select it, and click
.
For suggestions on how to proceed with your project, see Project Guidelines on page
5.
Building a Model
Usually, you begin a model by building its exterior walls. These form the basic structure
and layout of the model. Once you draw the exterior walls, you can insert and create
other elements like interior walls, doors, windows, floors, ceilings, and the roof.
The Insert menu contains everything you need to build a model. Most often, you insert
elements by pointing and clicking. On-screen dynamic dimensions are usually displayed
during insertion, depending on the element. These dimensions let you know the
distance between elements and help you place elements correctly.
Elements are intelligent. This means they know what they are and how they fit into a
model. A door knows it is part of wall. If you try to put a door where it won't realistically
fit, you won't be allowed to by default. However, when you correctly insert a door or
window in a wall, an opening is created automatically.
Every element you insert comes from the external Master Catalog that ships with the
program. You can choose elements from this catalog, or you can add and edit elements
as needed. As you insert elements in your drawing, a Current Model catalog is created
that contains the elements particular to your drawing. This catalog is saved with your
model.
4
Chapter 1: Quick Basics
Project Guidelines
Below is a set of guidelines to follow when starting a project:
1. Select your units of measure (the default is feet-inches).
2. Set up the model environment (global position, date and time, background).
3. Define your floor locations.
4. Define and display a drawing grid (if you want to use one). If using a drawing grid,
you may also want to enable Grid Snap and match the Grid Snap grid to the
drawing grid so your cursor snaps to the drawing grid.
5. Build your model. Generally, you start with the exterior walls. When you insert an
element, it is a good idea to check its properties before inserting it. This is especially
important if you want to attach assemblies to an element.
6. Annotate the drawing with text and dimensions (if applicable).
7. Create and save views of your model—2D plan views, display 3D views, and
elevations.
8. Print views of the model.
9. Generate a quantity report (bill of materials).
5
Direction Angle
Direction in a drawing is specified in degrees of an angle. The angle is calculated
counterclockwise from the positive X axis. (See: X, Y and Z Axes on page 6.) It is
important that you understand how direction is indicated. You will often have to specify
direction and/or degree of rotation when creating your model.
Note: Although the four primary drawing directions are the ones you will probably
be working with the most, entering any angle value is possible. If you disable
Ortho and Angle Snap, and move an element randomly, you will see all the
intermediate angle values displayed in the Commander, if enabled.
Tip: -90 is often used as a shortcut for 270. (360 is also the same as 0.)
X, Y and Z Axes
One system used for defining coordinates, or entering values in the Commander, is
based on the X, Y and Z axes. It is known as the Cartesian Coordinate system. The
alternate system used is the Polar Coordinate system in which two numbers locate a
6
Chapter 1: Quick Basics
point in a plane by its distance from a fixed point on a line and the angle this line makes
with the X axis.
When the Commander is in Cartesian mode, the X/Y button is visible. When the
Commander is in Polar mode, the Distance/Direction button is visible.
7
8
Project Setup
Chapter
2
9
Setting Program Options
The Options settings control how the program operates and how the screen looks.
There are seven tabbed pages in the Options dialog box:
• General
• Workspace
• Drawing Aids
• Units of Measure
• Global Settings
• Site Visuals
• Rendering
The following table briefly describes the options available on each of the tabbed pages
in the Options dialog box:
10
Chapter 2: Project Setup
11
Options Dialog Box, cont.
Tip: You can save your Options in a template file that can be used for future
projects.
For detailed information on each of the options, see the online Help topics listed.
System Options
The System options control four general program features (including one sub-feature).
System Options
12
Chapter 2: Project Setup
File Paths
The File Paths determine where certain files are saved and provide paths to related
directories.
File Paths
13
File Paths, cont.
Graphics Options
The Graphics options control how your screen responds during a work session.
Graphics Options
14
Chapter 2: Project Setup
15
The following table summarizes the options available on the Drawing Aids page. For
more information on individual options, see the online Help topics listed.
Drawing Aids
Object Snap (Enabled) Makes elements you are Disabling the Object Snap
inserting automatically
snap to existing elements
in your drawing. By
default, Object Snap is
enabled.
16
Chapter 2: Project Setup
Pixel Search Distance If Object Snap is enabled, Setting the Pixel Search
(Object Snap) when your cursor is this Distance
distance from an existing
element, the element you
are inserting will snap to it.
Angle Snap (Enabled) Restricts the element Disabling the Angle Snap
Rotate function to specific
angles. By default, Angle
Snap is enabled.
X/Y Spacing (Grid) If the Grid is enabled, the Setting the Drawing Grid
X and Y spacing Spacing
determine the horizontal
and vertical distance
between grid lines.
X/Y Limit If the Grid is enabled, the Setting the Drawing Grid
X and Y limit determine Size
the horizontal and vertical
size of the Drawing Grid.
17
Drawing Aids, cont.
Grid Snap (Disabled) If enabled, your cursor Enabling the Grid Snap
snaps to points on an
imaginary grid. By default,
Grid Snap is disabled.
Match Grid (Grid Snap) If Grid Snap is enabled, Matching the Grid Snap
selecting the Match Grid Grid to the Drawing Grid
option creates a Grid
Snap grid that is identical
to the Drawing Grid (if
Grid is enabled). Your
cursor then snaps to the
Drawing Grid.
X/Y Spacing (Grid Snap) If Grid Snap is enabled, Setting the Grid Snap
the X and Y spacing Spacing
determines the horizontal
and vertical distance
between snap points.
Tip: You can save your Drawing Aids setup by creating a template file.
• setting the wall height for each floor (level) in your model
• specifying where each floor is positioned relative to the ground (zero)
When you insert an element, it is inserted on the floor location currently shown in the
Floor Location list box.
It is positioned at the height (floor level) defined for that location. In general, floor
locations help you organize the elements in your drawing in a logical fashion. They
ensure that elements are inserted where they belong and at the correct level.
18
Chapter 2: Project Setup
Property Definition
Ceiling Height Height of underside of ceiling surface relative to the floor level.
The program ships with three default floor locations (Foundation, Ground Floor and
Second Floor). You can change their properties.
You can also add up to 999 locations. Floor locations and their settings are saved along
with your drawing.
Tip: Save your floor location settings in a template file for future projects. (See:
Creating and Using Templates on page 21.)
19
Adding Floor Locations
You can set up all floor locations before starting a drawing, or you can add locations as
needed. The Building Locations dialog box lets you add one floor at a time, or multiple
floors. Also, floors do not have to be added in consecutive numerical order. For
example, you can add and design the fifth floor, then go back and insert the third.
To add locations:
Note: By default the new location will have the same Head Height, Ceiling Height
and Wall Height as the currently selected floor. Don't worry, these and all other
Building Location values can be adjusted later.
20
Chapter 2: Project Setup
6. If necessary, define or redefine the properties of your new location (For example,
you can now give your floor location a name). To change a property, click it, type the
value you want, then press Enter.
21
Locations, Options (Drawing Aids, Units of Measure, Global Settings, etc.), even
regularly used elements.
You can use an existing drawing to create a template or create one from a new blank
document.
22
Chapter 2: Project Setup
The next time you open the program, your template file will be visible in the Drawing
Templates pane of the Startup screen when you click the New Project button.
3. Select Tools > Options, OR click Options on the Tools toolbar. Click the
various Options tabs (Drawing Aids, Units of Measure, Global Settings, etc.),
choose or define your settings, then click OK.
4. Finally, name and save your template file in the program's Templates folder using
the Save as command. (Follow Steps 2 – 5 in Using an Existing Drawing to
Create a Template.)
Tip: To include regularly used elements as part of your template file, select the
element in the Master Catalog in the Catalog panel, right-click and choose
Insert Element. Once you save the template file, the element will become part of
the Current Model catalog and will be available for use the next time you open
the template file.
23
24
File Management
Chapter
3
25
Opening Drawings at Startup
There are three possible options you can choose from to begin working with the
program:
Note: Although the program ships with default drawing templates, you can also
create your own templates. When they are saved in the program's Templates
directory, they are shown in the Available Project Templates pane when you
click New Project.
26
Chapter 3: File Management
27
Double-clicking More Files will call up the Open dialog box which you can use to
navigate to the file you want to open.
Note: If you open a drawing that has saved views, the views are not automatically
opened along with the drawing. However, they are listed in the Views panel.
Tip: If the file you want to open is one you recently worked on, you can open it
quickly by selecting it from the list of recent files on the File menu.
Closing Drawings
Drawings remain open until you close them or exit the program. However, you can close
the active drawing without exiting the program. However, if you have more than one
drawing open, make sure the drawing you want to close is the active one.
28
Chapter 3: File Management
To close a drawing:
1. Select File > Close.
OR
Click Close on the Standard toolbar.
2. In the dialog box, click Yes or No when you are asked to save changes.
Note: If you have not given your drawing a name, a default name is assigned. To
give the drawing a name of your choice, select File > Save.
Saving Drawings
The program has three save functions:
• Save
• Save As
• Save All
Save Functions
Save Saves the current drawing Select File > Save or click
under the current name. If
Save on the
you are saving for the first
Standard toolbar.
time, you are prompted for
a name.
Save As Saves the current drawing Select File > Save As.
under a name you specify. Specify a name in the
Save As dialog box.
Save All Saves all currently open Select File > Save All or
drawings.
click Save All on the
Standard toolbar.
29
Printing Drawings
The Print function uses the standard Windows Print Setup for printer and paper
selection.
Exporting Drawings
Note: A variety of VRML (Virtual Reality Modeling Language) viewers can read
*.wrl files.
30
Catalogs
Chapter
4
31
How Catalogs Work
Catalogs contain groups and elements and are displayed in the Catalog panel. There
are two types of catalogs: external (Master Catalog) and internal (Current Model
catalog). It is important to understand the difference, especially if you intend to create or
edit elements.
If you intend to edit elements in the Master Catalog, or add new elements, you may want
to create a new external catalog by saving the altered Master Catalog under a different
name. This way, the custom elements you create are distinguishable from the defaults.
Plus, they are stored in one place. If you add or edit elements in an external catalog,
then save it, the change is permanent. In other words, the new or edited elements will
be available for future projects.
In all external catalogs, elements are organized in groups. This makes elements easier
to find because they are not just displayed in one long list. When you add a new element
to an external catalog, it is always added to the currently selected group. You can
create new groups as needed.
When you edit elements in the Current Model catalog, the Master Catalog from which
these elements originally came is unchanged. Also, if you add a new element to the
Current Model catalog, it is available in the current drawing only. It does not appear in
the Master Catalog.
The structure of the Current Model catalog is the same as that of the Master Catalog:
elements are organized in groups. When you add a new element to the Current Model
catalog, it is always added to the currently selected group. You can create new groups
as needed.
32
Chapter 4: Catalogs
Note: The program also contains a large list of materials. You can attach
materials to element parts (e.g. wall interior, wall exterior) for display. You can also
customize the Materials list by editing materials or creating new ones. As well,
you can export and import materials to and from libraries. For more information,
see Chapter 15: Materials and Textures on page 165.
Opening a Catalog
If you have created an external catalog using Add Catalog, you can access it using
Open Catalog.
1. In the Catalog panel, click the Catalog Management button on the upper
toolbar.
2. In the menu, click Open Catalog.
3. In the Open dialog box, locate the catalog you want to open.
4. Click Open.
5. The catalog you opened becomes the active external catalog.
33
Elements in catalogs are always arranged in groups for easy navigation and selection.
The Element pane displays the groups and elements in a tree structure. To select or
create an element, expand the tree below the appropriate group.
Note: You must save a new or altered catalog before closing the drawing,
otherwise the catalog or changes will be lost.
34
Chapter 4: Catalogs
1. Click the Catalog Management button on the upper toolbar of the Catalog
panel.
4. Click the Browse button next to the Location box and select a directory in
which to store the new catalog. The default is the program's Catalogs directory.
5. In the Name box, type your name.
6. In the Company box, type the name of your company.
7. Click OK. The new catalog is added to the list of open catalogs and becomes the
currently active catalog.
1. Click the Catalog Management button on the upper toolbar of the Catalog
panel.
2. Click Save Catalog.
Saving a Catalog
If you create a new catalog, or change any external catalog, you must save the catalog.
Otherwise, the new catalog or changes will be lost.
To save a catalog:
1. Select the catalog you want to save in the drop-down list box.
2. Click the Catalog Management button on the toolbar and click Save
Catalog in the list.
Note: By default the Save Catalog command saves the catalog in the program's
Catalogs folder. To save to a different location, use the Save Catalog As
command.
35
Closing a Catalog
To close an external catalog at any time:
Note: If you have made changes to an external catalog that you want to keep,
make sure you save the catalog before closing.
36
Chapter 4: Catalogs
By clicking Catalog Properties in the Catalog panel, you can view the following
categories and elements:
37
Adding a Group to a Catalog
In all catalogs—external or model-specific—elements are organized in groups. For
example, in the Master Catalog, in the Walls category, there are groups such as Wood,
Steel and Brick. Since elements are not displayed in one long list, they are easier to
find. Also, you can create new groups as needed.
To add a group:
1. Make sure the catalog you want to add the group to is open.
2. In the Catalog list, select either an external or the Current Model catalog to add
your group to.
Note: Choosing an external catalog (which can be one you create) will make
your group available in all future drawings. Choosing Current Model will make
the group specific to the Current Model catalog of the model.
3. Click the Element button . Then click Add Group in the menu.
OR
Right-click in the Element pane. Then click Add Group in the menu.
4. When the new group is added, type the name you want.
5. Press Enter.
38
Chapter 4: Catalogs
When you add an element to a catalog, you define it using its Properties page. Every
element type has its own standard set of properties that uniquely define it. For example,
a door has properties such as Size, Door Type, and Leaf Type.
Catalog elements are always arranged in groups, so any element you add must also go
into a group. For example, the Doors category has groups like Bi-Fold and Sliding
Glass to keep the various door types organized. You can add a group if needed.
39
To add an element to a catalog:
1. Make sure the catalog you want to add the element to is open. It should be selected
at the top of the Catalog panel.
2. Select the group you want to add the element to.
3. Right-click the group and select Add Element, OR click the Element button
Note: Adding a Furnishings element to a catalog involves an extra step. You can
either base it on an existing Furnishings element or convert a 3D Studio file.
If you want to create and add an element that is similar to one that already exists, follow
these steps:
1. Select the element by clicking it. There should be a picture approximation of the
element in the bottom window of the Catalog panel.
40
Chapter 4: Catalogs
1. Right-click the Catalog group you want to add the Furnishings element to and select
Add Element from the menu.
2. In the Define Furnishings dialog box, in the Categories pane, open the category
group Miscellaneous and select Custom Block.
3. Click OK. The Open dialog box appears.
4. Use the Look in box to locate the file you want to convert and click OK.
5. The file opens in the Furnishings properties box. You can now give your element a
name and define its properties.
6. When you are finished, click OK.
7. Your new element is added to the list in the Catalog panel.
41
Editing Elements in External Catalogs
Every element you insert comes from a pre-existing external catalog (like the default
Master Catalog). Unlike Current Model catalogs, external catalogs are available for
use in all drawings. Elements that you change in external catalogs can be used in any
future project. In order to change an element in an external catalog, you need to open
the catalog.
Note: If you have already inserted an element into your drawing, changes you
make to it in the external catalog will not affect the inserted element or the
Current Model catalog. If you want to add the edited element to your drawing,
and an occurrence of it already exists, you must delete the old version and insert
the new one.
42
Chapter 4: Catalogs
Note: Any changes you make to an element in the Current Model catalog have
no effect on its original definition in the external catalog (Master or custom)
where the element came from.
43
3. Click the Element button , then click Delete Element in the
menu.
Note: You cannot delete elements from the Current Model catalog. Also, to keep
any changes to an external catalog, you have to save the catalog.
Each variable is separated by a space. These variables and spaces are defined in the
name's formula.
If you add or change an element, and select Use Automatic Name Generation, the
element's name updates automatically in the catalog. For example, if you add a
concrete wall, and define a width of 10" on the Size page of the wall's properties page,
the name automatically becomes 10" Concrete Wall on the General page.
44
Chapter 4: Catalogs
and selecting Add Element (or select the element group and
right-click).
2. If you are editing an element, select the element, click and choose
Properties (or right-click after you have selected the element and choose
Properties).
3. On the General page, select Use Automatic Name Generation.
Note: If Use Automatic Name Generation is not selected, you can type any
name you want in the Name box.
45
10. When you have finished modifying the formula, click OK to close the Automatic
Name Generation dialog box.
11. Finally, click OK to close the element's properties dialog box.
46
Basic Modeling
Chapter
5
47
Inserting an Element (General)
Once you have loaded a category (like Windows) and opened a group (like Fixed),
you can insert one of the elements contained in the group.
48
Chapter 5: Basic Modeling
b. With the desired element selected, click Insert Element on the toolbar.
OR
Pointer Tool
The Pointer suspends Auto-insertion Mode and allows you to select elements.
When you have finished your selection task, to return to Auto-insertion Mode:
Measure Command
Use the Measure command to measure distances in any direction in your drawing. Unit
used and degree of precision depend on your settings on the Units of Measure page in
49
4. A tape measure with units of measure is displayed.
Note: When you are zoomed out, tape measure values can be difficult to read.
Therefore, total distance measured is shown at the bottom left on the Status Bar.
5. When you have finished measuring, right-click and choose Finish. The tape
measure disappears.
50
Chapter 5: Basic Modeling
The appearance of the Commander (buttons visible, value options available) varies with
the task at hand and how the user has configured the Commander.
Commander Buttons
The Commander has four buttons, three of which toggle between various states.
However, whether or not these buttons are visible depends on the task at hand. For
example, they are available for drawing walls but not for curving walls.
51
Three of the buttons also deal exclusively with the Reference Point.
The following table gives a detailed description of each button, its states (if more than
one), and the function or use of each state.
Button 1
Button 2
52
Chapter 5: Basic Modeling
Button 3
Button 4
53
the Commander then specifying the desired shift by entering Cartesian X, Y, and Z
values. (See: X, Y and Z Axes on page 6.)
54
Walls
Chapter
6
55
Drawing Walls
The program's Master Catalog contains a variety of wall types (like wood, steel and
concrete) that are customizable to your needs. You can draw walls two different ways.
Each has its advantages.
Note: Because walls are intelligent elements, they know when to join other walls
and automatically form clean intersections with one another.
Note: If Auto-insertion Mode is disabled, you can manually insert a wall three
ways:
56
Chapter 6: Walls
a. Drag the pointer into the drawing area and release the mouse button.
OR
Tip: You can shift the start or endpoint of a wall a specific distance and direction
from another point. For more information, see Shifting from a Point on page 53.
Note: If Auto-insertion Mode is disabled, you can manually insert a wall three
ways:
a. Drag the pointer into the drawing area and release the mouse button.
57
OR
5. Click to select a start point for the wall in the drawing area.
6. In the Commander's Distance box, type the desired length for the wall. (Note: In
Imperial measure, the default setting is inches, so be sure to include the feet symbol
if applicable.)
7. Either accept the direction indicated in the Direction box, or type the direction
angle (see Direction Angle on page 6) you want the wall to run.
8. Click in the drawing area or hit Enter.
9. The wall is drawn.
10. You can now go on to draw another connecting wall, OR right-click and click
Finish to end drawing.
Tip: You can move between boxes in the Commander by using your keyboard’s
arrow keys, the Tab key (forward only) or by clicking with the mouse.
Curving Walls
The Curve Wall function lets you curve a wall three ways:
• Manually curve it with your mouse.
• Automatically curve it to a selected point.
• Curve it by entering radius and included angle values in the Commander.
58
Chapter 6: Walls
Note: Because the Radius and Included Angle values are interrelated, you will
probably find it extremely difficult, if not impossible, to enter both values. However,
if you enter one, the program automatically supplies the other. Also, if you enter a
value, hit Enter, and nothing happens, then the value is not valid in relation to the
dimensions of your wall.
59
Radius and Included Angle of Curved Wall
The radius of a curved wall is the distance measured at 90 degrees from anywhere on
its arc to the center of the circle implied by the curve.
The included angle of the curve is the angle formed between two radius lines
extending from the center of the circle implied by the curve out to the endpoints of the
arc.
These two values can be entered into the Commander to curve a wall. They are also
automatically indicated in the Commander, if enabled, when you manually curve a wall.
60
Chapter 6: Walls
Breaking Walls
The Break function is used to divide a wall into independent segments. These
segments can then be moved, stretched or otherwise manipulated.
5. Click .
6. Click anywhere along the length of the wall to define your starting or Reference
Point (most often this will be an end point).
7. You will see all the values in the Commander revert to 0.
8. Type a value in the Distance section of the Commander. (Remember, numerical
values are taken to be in inches unless you indicate otherwise.) Your break point
will be this distance from your Reference Point.
9. It is unnecessary to enter a Direction value (direction angle) when breaking a wall.
10. Click in the drawing area or hit Enter.
11. The Commander and the wall selection disappear. However, if you roll your cursor
over the wall, or try to reselect it, you will see that it has been divided into two
segments at the point you indicated.
61
Note: You could also have broken the wall by entering an X or Y value if the
Commander had been in Cartesian Coordinate mode.
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Openings
Chapter
7
63
Inserting Standard Openings
A standard opening is a cutout in a wall of a specific shape, width, and height.
Once you have selected an opening from the Catalog, all you have to do is click in a
wall to insert it. As you position the opening, running dimensions appear on either
side.
Because openings are intelligent elements, they fit themselves into walls and become
part of them automatically. However, you can edit openings separately from the walls
that contain them.
To insert a opening:
1. From the Location box, select the floor location containing the wall in which you
want to insert the opening.
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Chapter 7: Openings
Tip: If you want to insert the opening a measured distance from a selected point,
you can shift the insertion point. For more information, see Shifting from a Point
on page 53.
Inserting Doors
The program includes a wide variety of door types that you can insert by pointing and
clicking. Once you have selected a door, all you have to do is click in a wall to insert it.
As you position the door, running dimensions appear on either side.
Because doors are intelligent elements, they fit themselves into walls and become part
of them automatically. However, you can edit doors separately from the walls that
contain them. Openings are also created automatically when you insert doors.
To insert a door:
1. From the Location box, select the floor location containing the wall in which you
want to insert the door.
Note: If Auto-insertion Mode is disabled, you can manually insert a door three
ways:
a. Drag the pointer into the drawing area and release the mouse button.
OR
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Tip: If you want to insert the door a measured distance from a selected point, you
can shift the insertion point. For more information, see Shifting from a Point on
page 53.
Flipping a Door
There are two functions associated with flipping a door:
• Flip Opening
• Flip Swing
Use Flip Opening to flip the entire door around. If the door has a swing, the swing is
also flipped. In other words, if the door originally opened out, it now opens in; if it was
hinged on the left, it is now hinged on the right (and vice versa).
Use Flip Swing to flip only the swing. (In other words, the door will be hinged on the
opposite side, but it will still open in the same direction, either in or out.)
Inserting Windows
The program includes a wide variety of window types that you can insert by pointing and
clicking.
Once you have selected a window, all you have to do is click inside a wall to insert it. As
you are positioning the window, running dimensions appear on either side.
Because windows are intelligent elements, they fit themselves into walls and become
part of them automatically. However, you can edit windows separately from the walls
that contain them. Openings are created automatically when you insert windows.
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Chapter 7: Openings
To insert a window:
1. From the Location box, select the floor location containing the wall in which you
want to insert the window.
Note: If Auto-insertion Mode is disabled, you can manually insert a window three
ways:
a. Drag the pointer into the drawing area and release the mouse button.
OR
Tip: If you want to insert the window a measured distance from a selected point,
you can shift the insertion point. For more information, see Shifting from a Point
on page 53.
Flipping a Window
Use the Flip Opening function to instantly flip a window around. If the window has a
swing, the swing is also flipped.
To flip a window:
1. Select the window.
2. Right-click in the drawing area and click Flip Opening.
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Chapter
69
Inserting Stairs and Ramps
The Stairs/Ramps category contains a variety of stair types (like Notched Stringer
and Solid Stair) and two different ramp styles (uniform and non-uniform thickness).
There are also a number of pre-set styles for staircase layout.
You can insert a staircase or ramp with a single mouse click. The style and geometry of
the staircase depend on the staircase's Properties definitions.
Note: The most important factor to consider when inserting a staircase is its
Overall Height definition. Make sure this value corresponds to the wall heights
and floor levels in your drawing. Otherwise, the staircase will not be represented
correctly in your model.
Once you have inserted a staircase, you can edit its style and geometry.
To insert a staircase:
1. Make sure the Catalog is active and that the location you want to insert the
staircase is current.
a. Drag it into the drawing area and release the mouse button.
OR
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Chapter 8: Fixtures and Furnishings
Note: If you want to insert a staircase or ramp a specific distance and direction
from a selected point, you can shift the insertion point. For more information, see
Shifting from a Point on page 53.
Inserting Railings
There are a variety of default railing types (like Railing w/Newels, Guard Rail, etc.) in the
railing category. However, they all are customizable to your needs. (For more
information, see Editing Element Properties on page 104, and see Editing Inserted
Elements on page 105.)
To insert a railing, in most cases, you draw it just like a wall by selecting a start point
and end point. This allows you to create a railing of any length. Once you have chosen
a type of railing to insert, right-clicking in the drawing area brings up the following
Shortcut menu:
• Insert: Pick points inserts a railing at floor level, which you would do around a
stairwell.
• Automatic places railings on either side of a staircase with one click of the
mouse anywhere on the staircase.
• The other options are reasonably self-evident, except for the fact that every
time you click the mouse as you draw, a new post is inserted.
The style and appearance of the railing you insert depend on its defined Properties in
the Catalog. The available properties give you control of posts, newels, and rails, as well
as the geometry of these elements (e.g. widths and spacings).
To insert a railing:
1. Make sure the location you want to associate the railing with is current.
71
Note: If Auto-insertion mode is disabled, you can manually insert a railing three
ways:
a. Drag it into the drawing area and release the mouse button.
OR
Tip: If the point you want to select is not the endpoint of an existing element, you
can shift the start point a specific distance and direction from a selected point by
using the Commander. For more information, see Shifting from a Point on
page 53.
5. Select an end point on the screen (or intermediate post points and then an end
point).
6. Right-click and select Finish from the menu.
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Chapter 8: Fixtures and Furnishings
Inserting Columns
You can insert a wide range of columns in your drawing using a single mouse click. (See
the Size page accessible through the Columns properties dialog box.)
Columns are inserted at the Floor Level defined for the current location. In other words,
the base of the column will be flush with the base of the walls.
To insert a column:
1. Make sure the Catalog is active and that the location you want to associate the
column with is current.
a. Click your selection and drag it into the drawing area. Release the mouse
button.
OR
b. With the column you want selected, click Insert Element on the
Catalog toolbar.
OR
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c. With the column you want selected, right-click and click Insert
Element in the Shortcut menu.
4. Click to insert the column.
Tip: If you want to insert the column a specific distance and direction from a
selected point, you can use the Commander. For more information, see Shifting
from a Point on page 53.
Inserting Cabinets
The Cabinets category contains a number of cabinet groups, each with a variety of
styles to choose from.
If you position cabinets near walls, they automatically attach themselves (if Collision
Control is on). This eliminates the need to line them up. They also automatically attach
themselves to other cabinets when you are inserting a run.
Note: Before inserting a cabinet, you should check its Behavior properties.
These properties control the height at which the cabinet is inserted, the insertion
point on the cabinet, and the snap edge (the edge that will snap to walls).
To insert a cabinet:
1. From the Location box, select the floor location where you want to insert the
cabinet.
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Chapter 8: Fixtures and Furnishings
a. Drag it into the drawing area and release the mouse button.
OR
Tip: If you want to insert the cabinet a measured distance from a selected point,
you can use the Commander. For more information, see Shifting from a Point
on page 53.
Note: If using Imperial measure, make sure you indicate feet or inches.
Undefined values are taken as inches.
5. In the Insertion Point area, indicate an insertion point on the element. Do this either
by typing specific X, Y and Z axis values or adjusting the slider controls. Your
cursor will be attached at this insertion point when you position the element.
75
6. In the Snap Edge area, select the cabinet edge that you want to snap to a wall
edge. For example, if you select Back as the snap edge, then the back of the
cabinet will snap to a wall.
7. Click OK.
Inserting Furnishings
Note: Before inserting a Furnishings element, you should check its Behavior
properties. These properties control the height at which the element is inserted, its
insertion point, and its snap edge (the edge that will snap to other elements).
a. Drag it into the drawing area and release the mouse button.
OR
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Chapter 8: Fixtures and Furnishings
6. Place the element where you want it, then click to insert it.
7. Right-click and click Finish in the menu.
Tip: If you want to insert the Furnishings element a specific distance and
direction from a selected point, you can use the Commander. For more
information, see Shifting from a Point on page 53.
landscaping items, and so on. A wide variety are supplied in the Furnishings
category in the Master Catalog.
Before inserting a Furnishings element, you should check its Behavior properties.
These determine its insertion height (at or above floor level) and insertion
positioning point.
Note: If using Imperial measure, make sure you indicate feet or inches.
Undefined values are taken as inches.
5. In the Insertion Point area, indicate an insertion point on the element. Do this either
by typing specific X, Y and Z axis values or adjusting the slider controls. Your
cursor will be attached at this insertion point when you position the element.
6. In the Snap Edge area, select the element edge that you want to snap to a wall. For
example, if you are inserting a refrigerator, you will select Back as the snap edge.
Then, the back of the refrigerator will snap to a wall (if Collision Control is on).
7. Click OK.
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Surfaces
Chapter
9
79
Inserting Floors
No matter what type of floor you insert, a common 3D element is used to represent all
floors. Thickness, however, is visually represented to provide a realistic structural
representation.
The Insert Floors function lets you insert floors three (3) different ways. You can:
When you insert a floor, the top of the floor is level with the Floor Level defined for the
location. To view or edit the properties of a floor location, select Tools > Building
Locations or click Building Locations on the Tools toolbar.
Note: If Auto-insertion mode is disabled, you can manually insert a floor three
ways:
a. Drag it into the drawing area and release the mouse button.
OR
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Chapter 9: Surfaces
Inserting Ceilings
No matter what type of ceiling you insert, a common 3D element is used to represent
all ceilings. Thickness, however, is visually represented to provide a realistic structural
representation.
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The Insert Ceilings function lets you insert ceilings three (3) different ways. You can:
When you insert a ceiling, the bottom of the ceiling is inserted at the Ceiling Height
defined for the location. To view or edit the properties of a floor location, select Tools >
Building Locations or click Building Locations on the Tools toolbar.
Note: If Auto-insertion mode is disabled, you can manually insert a ceiling three
ways:
a. Drag it into the drawing area and release the mouse button.
OR
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Chapter 9: Surfaces
Inserting Roofs
You can insert a wide variety of roofs either automatically, with a single mouse click, or
manually by picking points.
83
The roof inserted depends on what is defined for the roof type you have selected. Roof
definitions can be customized by accessing a roof's Properties.
Once you have inserted a roof, you can edit each of its support segments to create
virtually any configuration. For example, you can control the slope of individual
segments, or if you have inserted a hip roof, you can change two ends to gables. You
can also perform various functions that affect the roof as one unit.
When you insert a roof, the roof is inserted at the wall height defined for the location. To
view or edit the properties of a location, select Tools > Building Locations or click
Building Locations on the Tools toolbar.
Note: If Auto-insertion mode is disabled, you can manually insert a roof three
ways:
a. Drag it into the drawing area and release the mouse button.
OR
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Chapter 9: Surfaces
85
4. Select points to define the opening. As you do, the opening is created. The last
point picked is always connected back to the start point to form a closed shape.
5. When you have selected your final point, right-click and select Finish from the
menu.
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Chapter 9: Surfaces
Note: Do not attempt to remove the opening by selecting and deleting. This will
remove the surface it is part of as well. For proper deletion procedure see the
following topic: Removing an Opening.
Removing an Opening
There are two different types of openings you might want to remove:
• Wall openings inserted from the Openings category
• Floor, ceiling and roof openings you have custom created
3. Hover over one of the grips or control handles till the Move cursor appears.
4. Drag the opening off the surface until it disappears.
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For example, in Fig. 1 below, the dashed line (green and purple on screen) indicates
that the roof is selected. This is done by clicking one of the roof lines, preferably a fascia
edge. The control handle (blue on screen) and solid line (green on screen) show that
the right support is the main selection (because the user has clicked one of the hip lines
or the fascia edge associated with it).
At this point, general editing commands in the right-click menu like move, rotate, and
duplicate will affect the roof as a whole. However, changes to roof Properties (like
switching Roof Shape from Hip to Gable) will affect only the right support, the main
selection.
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Chapter 9: Surfaces
In Fig. 2 below, the left and right support segments of the roof have been selected.
(This has been done by holding down the Shift key and clicking on the dotted line of
the second support. Selection is indicated by the two control handles in the middle of
each support segment, and by the fact that their lines are solid.
If, in the Shortcut menu, you were now to choose Properties > Size and change the
Roof Shape from Hip to Gable, you would convert this Hip roof into one with two Gable
ends as seen below in Fig. 3.
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Creating a Simple Dormer
A dormer is a framed opening that projects out from a sloped roof and forms a vertical
wall, usually to allow for a window. To add a dormer to an existing roof, you use the
Insert as Dormer option in the right-click menu of the Insert Roofs command.
pointer .
9. Pick three points on the existing roof surface to define the dormer support lines.
(The fourth point automatically wraps back to the initial point.)
10. A dormer is created.
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Chapter 9: Surfaces
Note: Your dormer will intersect the roof where the Support Height you’ve
chosen meets the slope of the roof line. But, if you've chosen a Support Height
that’s too high, and it doesn’t intersect the roof line anywhere, after you’ve drawn
your points, they will disappear and a dormer will not be created.
Tip: The kind of dormer created above could be dragged out to make an
intersecting porch roof.
91
Note: Set the Head Height lower than the Wall Height so that there will be some
room above the window(s) you will insert later.
4. On the Second Floor, draw four walls that will support the dormer.
5. Go back to the Ground Floor and put a roof on your model ((see Inserting Roofs
on page 83) for more information).
6. The following dialog box appears:
11. On your existing first roof, click a roof line (preferably a fascia [outer] edge) to
select it.
12. When you have correctly selected the roof, your cursor changes back to a pencil
pointer .
Note: You’ll probably need to click the Selection Filter and turn off Current
Location Only so you can select something that is on the Ground Floor.
13. Pick four points aligned with the dormer walls to define the support lines of the
dormer roof. You’ll probably have to pick two of them well back onto the opposite
roof slope to get the dormer roof line to fit properly.
14. Check what you’ve drawn in a 3D View.
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Chapter 9: Surfaces
15. In either 2D or 3D View, adjust dormer size (by dragging) and add front gable end.
(See Editing Roof Support Segments for more information.)
16. Insert window or windows in front gable wall.
17. You should end up with something similar to the following drawing:
Note: Dormer walls will be visible in the interior of your model. For interior views,
the walls must be deleted and the views modified accordingly.
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Editing
Chapter
10
95
Undoing the Previous Action
The Undo command cancels your most recent action. You can undo as many actions as
you have taken since your last Save.
To undo an action:
Tip: You can use the Redo command to reapply an action you have canceled
using the Undo command.
Redoing an Undo
The Redo command reapplies a command that you have reversed using Undo. Redo
will only work directly following an Undo.
To redo a task:
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Chapter 10: Editing
Selecting Elements
Various methods of selecting elements are outlined below:
Selection Methods
Shift + Clicking Select multiple elements. Click the first element you
want to select. Hold down
In most cases, the most Shift and click the
recent selection is green additional elements you
and prior selections are want to select.
blue.
Select All Selects all elements on Select Edit > Select All.
the current location (as
long as they are enabled
in the Selection
Filter).
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Selection Methods, cont.
OR
OR
Disables Auto-insertion
Pointer Mode. You then select by Click Pointer on the
clicking. Insert toolbar.
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Chapter 10: Editing
Selection Filtering
When your model contains a number of elements, it can sometimes be difficult to select
certain ones because of proximity or overlapping edges. Floors, for example, can be
very difficult to select, especially in a 3D Model view. As well, small elements can be
hard to select in an extreme zoomed out view, even in 2D. Also, mistakenly selecting the
wrong element is often a problem.
Use the Selection Filter to stop certain elements from being selected. You can
even filter out entire floor locations from being selected.
For instance, if you were working exclusively with window insertion, you could “turn off”
all other elements, thus making it much easier to select windows. Or, you could filter out
a floor above, or below, the one you were working on (or both) to make selecting easier
on your current location.
99
The Selection Filter offers complete display control for all locations and elements in your
drawing. It offers two types of filtering: Element and Location.
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You can select:
• every instance of a particular element group in your drawing (e.g. all Doors on
every location)
• a particular element group at the Current location only
• a particular element group at a selected location or locations
• Text and Dimension Annotation Elements
To filter by element:
1. Select Edit > Selection Filter, OR click Selection Filter on the View toolbar.
2. In the Selection Filter dialog box, select Element. A list of elements is displayed.
Each has a lamp icon beside it.
a. To filter all instances of an element in your drawing, click the element’s
lamp icon to prohibit/allow selection. (If the lamp is yellow, the element is
on, meaning it can be selected.)
b. To filter selected elements at a specific location, expand the element
group by clicking its plus sign (+). This displays a list of locations under the
element group. Use the lamp icons to prohibit/allow selection at the desired
location.
c. To instantly turn all elements off, click All Off.
d. To instantly turn all elements on, click All On.
3. Once you have made your choices, click OK to return to your drawing. The selection
filtering will be in effect.
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103
You can prohibit/allow:
• an entire location
• selected elements on that location
• Text and Dimension Annotation Elements
To filter by location:
1. Select Edit > Selection Filter, OR click Selection Filter on the View toolbar.
2. In the Selection Filter dialog box, select Location. The locations in your drawing
are listed. Each has a lamp icon beside it.
a. To prohibit/allow selection on an entire location, click the location’s lamp
icon. If the lamp is yellow, the location is on, meaning you can select its
elements.
b. To prohibit/allow selected elements at a specific location, expand the
location by clicking its plus sign (+). This displays a list of elements for that
location. Click the lamp icons off/on next to the elements you want to
prohibit/allow.
c. To instantly turn all locations off, click All Off.
d. To instantly turn all locations on, click All On.
3. Once you have made your choices, click OK to return to your drawing. The selection
filtering will be in effect.
Note: Most elements also have a Size page that defines the dimensions and
composition of the element. The Size page varies for every element type.
There are three ways to edit element properties. Because each method has different
results, it is important that you understand the differences.
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Chapter 10: Editing
You can also edit more than one element at a time, as long as they are of the same type
(e.g. two Fixed Windows with the same attributes). Only the elements you select will
update. Other appearances of the element in the drawing will remain unchanged and
retain their original catalog definition.
Note: Changes you make in the Current Model catalog do not affect the original
definition of the element in the external Master Catalog (where the element came
from). The changes are to the element in the current drawing only.
105
number of defining characteristics such as dimensions and appearance.) By default,
only certain properties (instance variables) are available for editing. The remaining
properties (definition variables) are unavailable. (Definition variables define the
element's dimensions and physical composition.)
However, you can override the default property settings, and edit the definition
variables (by selecting Allow Definition Editing on the General page). If you do, a new
element is created in the Current Model catalog. The original remains there as well.
You can edit more than one element at a time as long as the elements are of the same
type (e.g. two Fixed Windows with the same attributes). As with a single element, only
the elements you select are updated. Other appearances of the element in the drawing
remain unchanged and retain their original catalog definition.
Moving Elements
You can drag selected elements to move them or use the Commander for more exact
moving.
Dragging
Dragging is the easiest way to move an element. However, if you want precise control
over distance and direction, you can use the Commander. (See: Moving with the
Commander on page 107.)
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Chapter 10: Editing
Note: If you select a floor or ceiling and drag it, it will stretch, not move. Also, if
you select a wall and drag it, walls attached to the selected wall will remain
attached and stretch with it.
2. Move your cursor over the element until the Move cursor is displayed.
3. Click, then drag the element to move it.
4. When the element is where you want it, release the mouse button.
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Note:
• If you want to move an element in a single direction from the base point, in the
Distance edit box type a distance to move the element. Then, in the Direction
edit box, type the direction you want to move the element. After entering the last
value, click in the drawing area or hit Enter.
• If you want to move the element in specific X and Y directions, type the desired
values in the x and y edit boxes. After entering the last value, click in the
drawing area or hit Enter.
Copying an Element
You can copy an element three different ways:
Using the
Commander, the
selected element
can also be
automatically
copied a specific
distance and
direction on the
current location.
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Chapter 10: Editing
To duplicate an element:
1. Select the element to copy. The element is highlighted and element grips are
displayed.
2. Right-click in the drawing area and select Duplicate from the menu. The
Commander is displayed, if enabled.
3. Select a base point for the copy movement. Typically you would select one of the
element's grips; however, you can click anywhere in the drawing.
4. Once you have selected a base point, you need to indicate a second point—the
point you are copying the element to. You can do this by dragging the copy with
your mouse and then clicking to select a point on the screen, OR by typing values
in the Commander.
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When using the Commander:
1. If you want to copy the element in a single direction:
a. Select the base point.
b. In the Distance edit box, type the distance to move the copy from the base
point (if working in Feet-Inches, be sure to include the appropriate symbol).
c. In the Direction edit box, type the direction you want to move the copy.
d. After you indicate the last value, click in the drawing area or hit Enter.
2. If you want to copy the element using specific X and Y values:
a. Select the base point.
b. Type the desired values in the X and Y edit boxes (positive values for right
and up; negative values for left and down).
c. After you indicate the last value, click in the drawing area or hit Enter.
Note: The location you are copying TO must exist in the Building Locations
dialog box (Tools > Building Locations). For more information see Defining
Floor Locations on page 18.
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Chapter 10: Editing
Arraying Elements
When you array elements, you create multiple copies of an element at the same
time.You do this using the Array Rectangular function. By entering values in the Array
Rectangular dialog box, you can create an array in a single row or column, or a layout
of rows and columns. You can also control the spacing between elements in the array,
and the array's rotation angle.
To array an element:
1. Select the element you want to array by clicking it.
2. Right-click and select Array Rectangular from the menu.
3. In the Number of Rows box, type the number of horizontal rows you want or select
a value.
4. In the Number of Columns box, type the number of vertical columns you want or
select a value.
5. In the Distance Between Rows box, type the spacing you want between rows. This
determines the distance between elements appearing in columns (vertical spacing).
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6. In the Distance Between Columns box, type the spacing you want between
columns. This determines the distance between elements appearing in rows
(horizontal spacing).
Note: If you are working in Feet-Inches, make sure you include the feet or inches
symbol.
7. In the Array Rotation Angle box, type the degree of rotation for the array.
8. Click OK.
Note: If you want to freely rotate an element, make sure Ortho and Angle Snap
are disabled.
3. Release the mouse button when the element is where you want it.
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Chapter 10: Editing
4. Move your mouse in a circular motion. Do not hold down the mouse button. The
element will rotate around the defined rotation point.
5. When the element is where you want it, click once.
Note: If you want to freely rotate an element, make sure Ortho and Angle Snap
are disabled.
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Deleting Elements
To delete an element from your drawing, first select the element. Then:
1. Press the Delete key on your keyboard.
OR
2. Right-click, then click Delete in the menu.
Tip: To quickly delete a number of elements, drag a window through any part of
the element or elements. You can drag either left to right or right to left. Any
elements touching the window will be selected (they do not need to be totally
enclosed). Then, choose option one or two above.
Note: If you delete an element then change your mind, click the Undo button on
the Standard toolbar, or choose Edit > Undo, or press Ctrl+Z.
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Viewing
Chapter
11
115
Basics of 2D and 3D Viewing
By default, the view in the drawing area is 2D Plan view, which displays your model as if
you were looking at it from above. This is the most common view for drawing and
creating floor layouts.
You can switch between 2D Plan view and any default 3D view (or create a 3D view of
your own) as often as you want during a work session.
Two types of 3D viewing (Parallel and Perspective) and either six or eight—depending
on your program version—different display types (Wireframe, Hidden Line, Shaded,
Shaded Outline, Textured, Patterned, Rendered and Render Mesh) are available.
And, the program’s Camera gives you the ability to fine-tune your 3D views.
Note: If the Default View folder is not visible in Views, click the plus sign beside
2D Plan.
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Chapter 11: Viewing
Open Views
Closed Views
117
Note: Because views are saved automatically with the drawing, you do not need
to save them separately, even if you change them.
• Plan
• Elevation
Editing Views
Since all views are directly linked, physical changes (like adding/removing elements)
that you make to one view—no matter if it is 2D or 3D—are automatically shown in all
other views. However, display changes (like hiding elements) in any 3D view have no
effect on the appearance of the model in any 2D Plan view.
Note: If you edit a view, then close it, when you reopen the view your changes will
still be there. You do not have to save the individual view. Your changes are saved
automatically. But make sure you save the edited drawing file before you exit.
To edit a view:
1. Open the view (if not open) or make it current (if already open).
2. Edit the view as desired.
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Chapter 11: Viewing
Closing a View
When you create a view, it remains open until you close it or exit the program. Since
views are saved automatically with the drawing, you do not have to save them
separately, even if you have edited them.
• 2D Plan
• Parallel (3D)
• Perspective (3D)
Also, you can switch between a 2D view and a 3D view with a single mouse click. Or, if
you tile the two views (Window > Tile), you can see both at the same time.
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3. The Camera Properties dialog box appears with either Parallel or Perspective
selected under View Mode (depending on your Model view).
To change the view mode, click the alternate selection. Then click OK.
Tip: In a 3D view, you can further control the appearance of your model by
selecting from the 3D-only display types Shaded, Shaded Outline, or Textured.
Below is a brief description of the three different view modes you can choose.
View Modes
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Note: In a 3D view, you have the choice of displaying your model in Shaded,
Shaded Outline or Textured view.
In a Perspective view, lines converge to a vanishing point. In a Parallel view, all drawing
lines are parallel.
Tip: Once you have created a 3D view, you have the choice of displaying your
model in Shaded, Shaded Outline or Textured view.
Naming Views
Views are named according to the following convention:
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For example, if your drawing is named Bungalow.bld, and you create an Elevation
view named Front, the view would be named Bungalow.bld: 2 Front Elevation
(South).
Renaming a View
To rename a view:
1. In the Views panel, right-click the view.
2. Select Rename from the menu.
3. Type the new name.
4. Press Enter.
Note: You can also slowly double-click the name to enter Rename mode.
When you create an additional 2D Plan view, the current view of the model in the main
drawing window is copied to a new window at the scale you specify.
Note: The scale is the ratio of drawing units to actual units. A scale of 1:1 (12" =
1'- 0") creates a view that is the same scale as the view in the main drawing
window. A scale of 1:12 (1" = 1'- 0") creates a smaller-scale view. Actual scaling
can only be seen in view printouts.
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Tip: To switch between open view windows and the main drawing window, use
the Window menu.
Once you have created a new 3D Model view, you can switch the view between Parallel
and Perspective mode and use the 3D-only Shaded, Shaded Outline, or Textured
display views. You can also manipulate the Camera functions to view your model from a
variety of angles.
Tip: To switch between open view windows and the main drawing window, use
the Window menu.
Note: If you make changes to the model in a view window, the model in the main
drawing window updates to reflect the changes (and vice versa).
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You can, however, create additional Elevation views at different scales and with different
directional orientations.
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Display
Chapter
12
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Selecting Display Types
Display types refer to the appearance of elements in your drawing area. The following
table describes the eight different view types you can choose. Note that Shaded,
Shaded Outline, Textured, Rendered View and Render Mesh are only possible when
the model is in 3D view.
For details on creating display types, see the online Help/More Info topics listed.
Topics without page references are online Help topics.
Display Types
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Display Types, cont.
Note: When in Render mode, you can still change between all Display views
except for Patterned Outline. Also: The Rendered View button controls a state—
Render mode—which is either on or off.
Note: This feature works only in Perspective view (i.e. not in Parallel).
To display a background:
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Note: You can also edit the material's texture and color by clicking the Edit button
8. Once you have made your changes or selection, you are returned to the Options
dialog box. Close it by clicking OK one final time. Your ground plane will now be
visible in all 3D views, but only fully revealed in Shaded, Shaded Outline, and
Textured.
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Display Filtering
All similar catalog elements in your drawing are on their own layer (i.e. the Doors layer,
the Walls layer, and so on). Therefore, you can display/hide elements for clarity. This
is called filtering.
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The Display Filter offers complete display control for all locations and elements in your
drawing. It offers two types of filtering: Element and Location.
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Display Filtering by Element
If you choose to filter by Element, the Display Filter displays a list of all element groups:
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Chapter 12: Display
To filter by element:
1. Select View > Display Filter, OR click Display Filter on the View toolbar.
2. In the Display Filter dialog box, select Element. A list of elements is displayed.
Each has a light bulb icon beside it.
a. To display/hide all instances of an element in your drawing, click the
element’s light bulb icon to show or hide the element. (If the light bulb is
yellow, the element is on, meaning it is visible.)
b. To display/hide selected elements at a specific location, expand the
element group by clicking its plus sign (+). This displays a list of locations
under the element group. Use the light bulb icons to show/hide the element
type at the desired location.
c. To instantly turn all elements off, click All Off.
d. To instantly turn all elements on, click All On.
3. Click OK to return to your drawing. The filtering takes place automatically.
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Display Filtering by Location
If you choose to filter by Location, the Display Filter dialog box displays a list of the
locations in your drawing. Under each location is a sub-list of the elements on that
location.
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To filter by location:
1. Select View > Display Filter, OR click Display Filter on the View toolbar.
2. In the Display Filter dialog box, select Location. The locations in your drawing are
listed. Each has a light bulb icon beside it.
a. To display/hide an entire location, click the location’s light bulb icon to
show or hide the location. (If the light bulb is yellow, the location is on.)
b. To display/hide selected elements at a specific location, expand the
location by clicking its plus sign (+). This displays a list of elements for that
location. Click the light bulb icons next to the elements you want to display/
hide.
c. To instantly turn all locations off, click All Off.
d. To instantly turn all locations on, click All On.
3. Click OK to return to your drawing. The filtering takes place automatically.
For details on individual zoom functions, see the online Help topics listed.
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The following table describes available zoom functions:
Zoom Functions
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Chapter
Camera Work
13
139
Camera and Target
The Camera allows you to view your model (in the Model views) from virtually any
position or angle.
1. Select View > Show Camera , OR click Show Camera on the View
toolbar.
Note: In 3D Model viewing, the Camera will not be displayed if there is only one
Model view created, since what you are seeing is what the Camera sees. And the
Camera cannot see itself. In this case, you must switch to 2D Plan view to see the
Camera. However, when two or more Model views exist, the Camera or Cameras
are displayed in the Model views.
In a 2D Plan view, with the Camera function activated, you should see something similar
to the following illustration.
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Chapter 13: Camera Work
Note that the Camera function involves two elements: the Camera and the Target. Like
all other elements in the program, the Camera and the Target have properties which can
be customized.
Select either element, right-click and click Properties to display the Camera and
Target Properties dialog box.
Note: In 3D Model viewing, the Camera will not be displayed if there is only one
Model view created, since what you are seeing is what the Camera sees. And the
Camera cannot see itself. In this case, you must switch to 2D Plan view to see the
Camera. However, when two or more Model views exist, the Camera or Cameras
are displayed in the Model views.
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at the same time, though in reduced size. Also, 3D Model views update instantly when
either the Camera or Target is moved in 2D Plan view.
3. Hover over the selection handle. When the Move cursor is displayed, drag the
Camera or Target to a new position. Release the mouse button to complete the
move.
OR
4. After the selection handle appears, right-click and choose Move. The Move cursor
is displayed. Click anywhere in the drawing area. The point you choose
becomes an invisible extension point attached to the Camera or Target. As you
drag the extension point, the Camera or Target moves with it. To complete a move,
click once.
Tip: Using the extension point method of moving the Camera is particularly
useful when you want to move the Camera outside the visible drawing area for
"long-shot" viewing. However, if you place the camera outside the viewing area,
you will have to Zoom Out to find the Camera again (or use the Camera
Properties dialog box to move it back into view).
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Chapter 13: Camera Work
143
Tip: If you are having difficulty selecting either the Camera or the Target in an
extreme zoomed out view, use the Zoom Window to enlarge it for selection,
select it, zoom back out, then move it to where you want.
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Chapter 13: Camera Work
Note: The Camera (and Target) is not displayed in the (only) Model view shown
above because you are looking through it.
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More than Two Views Displayed in Tile View
Note: When there are two or more Model views, Cameras (and Targets) become
visible in all Model views.
Tip: You might also like to experiment with Cascade view (Windows > Cascade)
to see if you find it a convenient working mode.
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Examining Camera and Target Properties
The Camera and Target properties control the placement of the Camera and Target on
three different planes. These planes are represented by the X, Y and Z axes. The
Camera properties also control the type and angle of your view.
There are four main sections in the Camera and Target Properties dialog box:
• View Mode
• Angle of View
• Position
• Preset Cameras
Note: After changing Camera and Target values or selections, you must click
for your changes to take effect.
View Mode
View Mode controls whether you see your drawing in Perspective or Parallel view. Some
program functions may be active in only one or the other view, so if something does not
seem to be working, try switching the view.
Angle of View
Angle of View is only active in Perspective view. Precise values can be entered in the
edit box, or the view can be altered by dragging the slider. Changing the angle of view
changes the field of vision. The function works like a camera lens. Higher values
reproduce a wide-angle view. Lower values resemble a telephoto view.
In some instances, the effect may appear similar to zooming. This is because for the
wide-angle views, the program must shrink the image to provide enough screen space
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to contain the view. Conversely, the program enlarges the image to fill the screen at the
smaller telephoto ranges. The effect of the Angle of View function is shown in the
following illustrations.
Position
In an initial camera view, the target is placed at the center of the model and at ground
level. Its X, Y and Z values are 0, 0, 0. The initial camera values are in relation to the
target. The camera's default position is above (Z value) and to one side (X and Y values)
of the model. Both the camera and the target can be repositioned by entering positive
or negative values into the Position edit boxes.
Note: The default unit of measurement in the edit boxes is inches unless you
indicate otherwise.
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Preset Cameras
A convenient and quite effective way to quickly view your drawing from a number of
different angles is to use the Preset Cameras.
• Orbit
• Slide
• Zoom Dynamic
• Dolly
• Spin
Use these functions to view your model in an animated state or to set view size or
Camera and Target positions. You can select them three ways:
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The following table briefly describes available dynamic Camera functions. For more
detailed information and instructions, see the online Help topics listed.
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Chapter
14
3DTrueView™ Rendering
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3DTrueView Rendering with Radiosity
Note: 3DTrueView rendering is available only in 3D Home Architect® 5.0
Professional.
3DTrueView rendering adds light and shadow to your models to achieve extremely
photo-realistic images of both the interior and the exterior of buildings. 3DTrueView
rendering is based on a radiosity solution. The calculation of lighting using radiosity is
different from traditional computer graphics lighting computation. Radiosity allows you to
render a scene so that it can be navigated through without re-calculating the image
every time a viewpoint is changed. This is possible because the light intensity on
surfaces is computed before any view calculations are made. This difference can be
described as the difference between viewpoint demand-driven and model data-driven
lighting computation. A radiosity solution is known as view independent.
Imagine a hallway that has a few benches sitting on the floor, some people standing
around, and a number of light fixtures mounted on the ceiling. In addition, imagine that
each surface (including walls, floor, ceiling, benches, and people) is divided into a mesh
of elements. To determine exactly how the hallway is illuminated, we begin with the light
fixtures. They are emitting light, so we find those surface elements in the hallway that
are visible to them and calculate how much light is transferred to each element. (This is
easier said than done, but we'll ignore the mathematical details here.)
Some elements will receive more light than others, and different surfaces will reflect
different amounts of light. Still, it is clear that each element will absorb some of the light,
so the total amount of light reflected back into the hallway will be less than that emitted
by the light fixtures. This is the first step of our radiosity calculations.
We now find the element that is reflecting the most light and repeat the process. In other
words, we consider the element to be a secondary light source and calculate how much
of its reflected light is transferred to those other elements in the hallway that are visible
to it. We repeat this process, one step at a time, until the amount of light remaining in the
hallway is negligible in comparison to the light originally emitted by the light fixture. We
then say that our radiosity calculations have converged to a solution.
By adding up all the light that has been reflected from each surface element, we can
calculate the luminance (or, in everyday language, the "brightness") of each one. We
know the geometry of each element in the hallway—in computer graphics terminology, it
is a three-dimensional polygon (a closed shape made up of, or bounded by, straight
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lines). If we know its luminance, we can use 3DTrueView to directly render a photo-
realistic image of the hallway from any viewpoint.
Render Toolbar
Radiosity is a rendering method that simulates light reflecting off one surface and onto
another. The images that result from a radiosity solution are characterized by soft,
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gradual shadows. Radiosity is used to render images of both the interior and the exterior
of buildings. It can achieve extremely photo-realistic results for scenes that contain a
number of separate reflecting surfaces.
The calculation of lighting using radiosity is different from traditional computer graphics
lighting computation. Radiosity allows you to render a scene so that it can be navigated
through without re-calculating the image every time a viewpoint is changed.
This is possible because the light intensity on surfaces is computed before any view
calculations are made. This difference can be described as the difference between
viewpoint demand-driven and model data-driven lighting computation. A radiosity
solution is known as view independent.
Render Controls
The following 3DTrueView Rendering Options affect the degree of accuracy of lighting
calculations and the speed of rendering:
• Convergence
• Adaptive Subdivision
• Display and Daylight
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If you have not already done so, it is recommended that you read 3DTrueView
Rendering with Radiosity (see page 154) before proceeding with these topics.
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Convergence Rendering Options
Note: 3DTrueView rendering is available only in 3D Home Architect® 5.0
Professional.
Convergence Options
Maximum Steps
You can set the number of steps to be used in your radiosity solution. Initially,
3DTrueView performs one step for each individual light source. At the end of these
initial steps, all light emitted by your inserted light fixtures has been transferred to the
visible surface elements. None has been absorbed yet, so the convergence is 1.00 (or
100%).
After each bounce of light from a surface element (one step in the radiosity
calculations), some light is absorbed and the convergence is reduced. If, after a certain
number of steps (or bounces), the convergence value is 0.25, this means that there is
25% of the light still bouncing around in the environment.
For good quality images, the convergence value should generally be less than 0.25.
However, for images that are truly accurate, the convergence should be less than 0.05
(5%) and sometimes 0.01 (1%). Below this value, it is unlikely there will be any
perceptible differences between images.
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Stopping Criterion
This is the convergence value at which you want to stop the radiosity calculations. If
you decide that you have set the value too high (because your lighting does not look
accurate enough), you can always change the stopping criterion (say from 0.10 to 0.05)
and re-perform your radiosity calculations.
Display Interval
The Display Interval determines how often your rendering view is updated while
radiosity calculations are ongoing. A value of 20 means that your view is updated every
20 steps.
It is not advisable to make patches too large. The reflected light is "shot" from the center
of each patch. If patches are too large, you may see odd "scalloping" artifacts across
surfaces that are adjacent to the "shooting" patches. A ratio of 4 elements per patch is
usually suitable.
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Tip: If the values you have entered are making your 3DTrueView rendering take
too long, you can "bail out" of the radiosity calculations by clicking in the drawing
area and the pressing the Escape key on your keyboard. You can then alter
values like Maximum Steps and Stopping Criterion and try again.
After your initial rendering, you may find that your environment contains poorly defined
areas of light and shadow. If you would like to make shadow areas more sharply
defined, you need to enable and set the Adaptive Subdivision rendering options.
It is sometimes a good idea vary element size depending on the distribution of shadows
in your environment. The smaller the elements are at shadow boundaries, the more
accurately defined those boundaries will be. However, balanced against this is the need
to keep the total number of elements in your environment reasonably low to ensure
rapid radiosity calculations.
When all element pairs have been considered, and subdivided where necessary,
3DTrueView resets it radiosity calculations and again calculates the distribution of light
for the subdivided surface mesh.
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Maximum Level
The Maximum Level is the number of times the adaptive subdivision process is
repeated. Typically a value of 3 is sufficient.
Threshold
The user-specified Threshold is the difference in direct illumination received by
adjacent elements. Typically a value of 2.0 produces satisfactory results.
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Display and Daylight Rendering Options
Note: 3DTrueView rendering is available only in 3D Home Architect® 5.0
Professional.
Enable Ambient
When Enable Ambient is selected, 3DTrueView calculates how much light is still
“bouncing around” in the environment and distributes it equally to all surfaces in the
environment. When the convergence value is initially 1.0 (100 %), the result is
equivalent to a "shaded view" without any radiosity calculations. As the radiosity
calculations progress, the amount of ambient light steadily decreases, so its contribution
to the rendered image lessens. When the convergence value reaches 0.05 (5 %) or so,
there is little perceptible difference between an environment rendered with and without
ambient illumination.
Enable Ambient should be selected only if you want to see the environment before all
of the direct light from the light fixtures has been calculated.
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Enable Antialiasing
Select Enable Antialiasing if you want to reduce or eliminate jagged edges in your
rendering.
Warning: Enable Antialiasing may completely lock up your computer display for
10 to 30 seconds or more. This is determined by your OpenGL display hardware
(see online Help file OpenGL). The only solution to this problem is to purchase a
modern (and unfortunately expensive) video card with antialiasing hardware
support.
F-Stop
The program's "virtual camera" works in a manner similar to actual "point-and-shoot"
cameras. It automatically calculates the correct "exposure" for the lighting situation and
produces a view with infinite "depth of field" (everything is in focus). However if, in
exceptional circumstances, you want to brighten or darken a rendering, use the F-Stop
settings to manually override the automatic exposure. Positive values increase
brightness. Negative values decrease it.
Select this option when rendering an outdoor view. Clear the option when rendering an
indoor scene. You cannot render a scene using both daylight and artificial lighting. If you
try to perform an interior rendering with daylight enabled, the artificial lighting will not be
calculated.
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15
Materials and Textures
165
Customizing the Materials List
A large selection of materials ships with the program. The Materials pane of the
Materials dialog box (Tools > Appearance > Materials) shows the Materials list.
However, you can edit existing materials or add new ones.
Materials are organized into groups in a tree structure. New materials are always
added to groups. This keeps them organized and easy to find. You can add new
groups as needed. You can also delete unneeded groups and materials from the list.
This helps minimize content when there seems to be too much.
You can also save the current list of available materials to a Materials library (*.mlb
file). You can then load the saved library into your Materials list window when you
work on future projects. If you often use the same materials, this comes in handy.
Tip: You can also access the Materials list through the Appearance tab on an
element's properties page. To bring up the properties page, double-click a
drawing element. Or select its element in the Catalog panel, right-click, and click
Properties.
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Here is a quick look at the components and functions of the Materials list:
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Materials List Functions and Components, cont.
Accessible in Transfer
Box
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Chapter 15: Materials and Textures
Note: You can now go on to define the properties of the material which include
Texture, Surface Color, and Pattern attributes.
169
• In Textured view, an element is displayed using the bitmap texture assigned to
its material.
• In Shaded or Shaded Outline view, an element is displayed using the color
assigned to its material.
• In Patterned view, an element is displayed using the pattern assigned to its
material. A pattern may be colored.
A large Materials library is included with the program. From it, you can customize the
available Materials list to suit your needs. In addition, you can export materials to a
library or import a library of materials.
Note: Setting an element property from the Catalog panel will define the property
for all uses of the element. (For example, assigning a color to the Exterior Side of
a 4" General Wall will assign that color to the Exterior Side of all 4" General
Walls.) If you want to set a property for an individual use of an element (for
example, give one specific wall a different Exterior Side color), you can select the
particular element in the Drawing window and define its unique property from
there.
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3. Click inside the Pattern preview pane, OR click the Edit button and
select the Pattern tab.
4. When the Edit Materials dialog box opens, in the Available pane, select a pattern
(or define a new pattern).
5. Click OK.
Your pattern is now visible in the Pattern preview pane. If you click OK to close the
Materials dialog box, your pattern will be applied to your material with the default color
and the default lineweight. However, if you want, you can now go on to set a custom
color and lineweight for your pattern.
1. Click inside the Pattern preview pane, OR click the Edit button and
select the Pattern tab.
2. Make sure your pattern name is selected in the Available pane.
3. In the Properties pane, click the Lineweight row.
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4. When the drop-down arrow appears, click it and select a lineweight. (Previews
are visible in the Current Selection pane.)
5. When you have decided on the lineweight you want, click OK. (To create a custom
lineweight, see Adding a Lineweight.)
6. Click OK to close the Materials dialog box and apply your lineweight to your pattern.
Note: Before you can view your pattern, you must attach your material to an
element. Then you must view your model in Patterned Outline view.
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Note: Before you can view your color, you must attach your material to an
element. Then you must view your model in Shaded View or Shaded
Outline View .
Note: Before you can view your texture, you must attach your material to an
element. Then you must view your model in Textured View .
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Exporting Materials to a Library
You can use the Transfer/Export function in the Materials dialog box to save the
current Materials list (or part of it) to a Materials library file (*.mlb). Later, you can load
the library using the Transfer/Import function.
.
10. The group or item appears in the pane labeled In external template.
11. Click OK to close the Transfer dialog box.
12. In the Materials dialog box, click the Transfer button . When the
Open dialog box appears, you will see that your group or item has been saved
externally.
13. Click Cancel to return to the Materials dialog box.
14. Click OK to close the Materials dialog box.
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Note: Steps 12 and 13 may be eliminated when you are comfortable with this
procedure.
To import a library:
1. Access the Materials dialog box in one of three available ways:
a. Select Tools > Appearance > Materials.
.
10. The group or item appears in the pane labeled In current model.
11. Click OK to close the Transfer dialog box.
12. Your group or item is now displayed in the Materials pane.
13. Click OK to close the Materials dialog box.
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Adding a Group to the Textures List
To add a group to the Textures list:
1. Select Tools > Appearance > Textures to open the Edit Textures dialog box.
2. Right-click in the Available pane, then click New Group.
OR
Click Add Group on the toolbar below the Available pane.
3. In the selected name area, type the group name you want.
4. Click OK.
Note: You can now go on to add a new item or items to your group.
Note: Before adding a texture, you may want to add a new group (see above) to
the Textures list.
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5. Click at the top right of the dialog box and navigate to the
program's Textures folder (if it is not already set as the default destination).
Tip: You can import an external bitmap file to use as a texture file. However, its
dimensions must be in pixels in powers of two. Most implementations of
OpenGL (see online Help topic OpenGL) specify a minimum size of 64 x 64.
Values of 128, 256 and 512 are also permissible. Larger sizes may cause some
video display cards to crash. 128 X 128 is a standard size. As well, files must be
24-bit RGB color.
Note: To use your texture, you must now apply the texture to a material (see
Applying a Texture to a Material on page 173). Then, you need to attach the
material to an element (see Attaching Materials to Elements for Displaying on
page 169).
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Line Styles
Chapter
16
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Line Styles
Line styles are used to display the outlines of elements in your drawing. When
different line styles are applied to different elements (for example, walls, doors and
windows), a drawing can often be understood more easily.
Note: Line styles are only fully displayed in Parallel view. (Lineweight cannot be
displayed in Perspective view.)
A line style consists of linetype (pattern), lineweight (thickness) and color. A default
library of line styles ships with the program, but you can add, edit, and delete line styles
as needed. Line styles are stored and organized in a Line Styles list similar to the
Materials list. Using the Transfer dialog box, you can save a list of line styles to a library,
as well as load a saved library of line styles.
You can access the Line Styles list in any one of three ways:
1. Select Tools > Appearance > Line Styles.
OR
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Now that you have named your style, you can define it by specifying the linetype,
lineweight and linetype color. Once you have set these three values, you will be returned
to the Line Styles dialog box. The values you have set will be shown in the preview
panes.
4. Lastly, click OK and your line style is defined and ready to be applied to a drawing
element. (See: Applying a Line Style to an Element on page 187.)
Adding a Linetype
Solid, dotted, and dashed are three general linetypes.
Note: You can also access the Linetypes list through the Appearance tab on an
element's Properties page.
2. In the Available pane, right-click, and in the menu click New Item.
OR
Click .
3. Give your new linetype a name and click OK.
4. In the Properties pane, in the Line Definition area, type numerical values to define
your linetype.
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Note: Numerical values indicate pen down and pen up units. For example, a
value of 1 would give a solid line. Values of 5, -5 would give a dashed line pattern
of five units of line followed by five units of space. Type of unit depends on units of
measure selected for the drawing. For examples of linetypes, see Pattern
Properties on page 194.
Adding a Lineweight
To add a lineweight to the Lineweights list, follow these steps:
1. Access the Edit Lineweights dialog box by selecting Tools > Appearance >
Lineweights.
Note: You can also access the Lineweights list through the Appearance tab on
an element's Properties page.
Now that you have added and named your lineweight, you can define it:
4. In the Properties pane, in the Lineweight area, type a unit value to define your
lineweight. (Type of unit depends on units of measure selected for the drawing.)
5. Hit Enter to preview your lineweight in the Current Selection pane.
Note: You now need to apply your lineweight to a line style. (See: Specifying a
Linetype on page 184.)
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Adding a Color
To add a Color to the Colors list, follow these steps:
1. Access the Edit Colors dialog box by selecting Tools > Appearance > Colors.
Note: You can also access the Colors list through the Appearance tab on an
element's Properties page.
Now that you have named your color, you can define it:
4. In the Properties pane, in the Diffuse area, click the More button .
5. Select or define a base color, and click OK.
6. In the Translucency area, choose a color for translucency. This color will "shine
through" the base color when your model is rendered.
7. In the Transparency area, set the percentage of transparency of your base color
(“0” is opaque, “100” fully transparent).
8. Click OK and your color is defined.
You now need to apply your color to a line style. (See: Specifying a Linetype Color on
page 186.)
Note: Once you have added a color to the Colors list, it can also be applied to a
material. (See: Applying a Surface Color to a Material on page 172.)
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Customizing a Line Style
To customize a Line Style in the Line Styles list, follow these steps:
1. Access the Line Styles list in any one of the three available ways:
a. Select Tools > Appearance > Line Styles.
Specifying a Linetype
Solid, dotted, and dashed are three general linetypes. When you specify a linetype,
you apply it to a particular line style. For example, a linetype named Dashed might be
part of a line style named Thick Red Dashed. Before you can specify a linetype, you
need to have added a line style to the Line Styles list (or selected one to customize).
184
Chapter 16: Line Styles
Note: Once a line style has been defined, it needs to be applied to an element.
(See: Applying a Line Style to an Element on page 187.)
Specifying a Lineweight
When you specify a lineweight, you apply it to a particular line style. Therefore, before
you can specify a lineweight, you need to have added a line style to the Line Styles list
(or selected one to customize).
185
3. Click in the Lineweight pane, OR click .
4. Make sure the Lineweight tab is selected.
5. In the Available pane, select a lineweight. A preview appears in the Current
Selection pane. You can also add a lineweight to the list. (See: Adding a
Lineweight.)
6. When you have the lineweight you want, click OK.
7. You are returned to the Line Styles dialog box.
8. You can now click OK to close the Line Styles dialog box and apply the lineweight
to the line style.
OR
You can go on to specify a linetype color.
Note: Once a line style has been defined, it needs to be applied to an element.
(See: Applying a Line Style to an Element on page 187.)
186
Chapter 16: Line Styles
Note: Once a line style has been defined, it needs to be applied to an element.
(See: Applying a Line Style to an Element on page 187.)
187
c. Double-click an element (or select it, right-click, and click Properties),
then click Appearance > Line Styles.
2. In the Line Styles pane of the Line Styles dialog box, select the group or individual
line style you want to export.
3. Click .
4. The Open dialog box appears.
5. In the Look in box, navigate to the folder where you want to store the group or
individual line style.
6. In the File name box, type the name of your group or individual line style.
7. Click .
8. The Transfer dialog box opens.
9. In the pane labeled In current model, select the group or individual line style you
want to export.
13. In the Line Styles dialog box, click . When the Open dialog box
appears, you will see that your group or individual line style has been saved as an
external library.
14. Click Cancel to return to the Line Styles dialog box.
15. Click OK to close the Line Styles dialog box.
Note: Steps 13 and 14 can be eliminated when you are comfortable with this
procedure.
188
Chapter 16: Line Styles
To import a line style, or group of line styles, from an external library, follow these
steps:
1. Access the Line Styles list in any one of the three available ways:
a. Select Tools > Appearance > Line Styles.
2. Click .
3. The Open dialog box appears.
4. In the Look in box, navigate to the folder where the line style or group of line styles
you want is located.
189
190
Patterns
Chapter
17
191
Customizing the Patterns List
A Pattern is a collection of lines that fills an area of your drawing. Patterns are
sometimes called hatching or cross-hatching. Patterns are most often used to
suggest an element's material, such as concrete, brick, or insulation.
A large selection of patterns ships with the program. The Available pane of the Edit
Patterns dialog box (Tools > Appearance > Patterns) shows the Patterns list.
However, you can edit existing patterns or add new ones.
You can also save patterns to a Patterns library. You can then load the saved library
into your Patterns list window when you work on future projects. If you often use the
same patterns, this comes in handy.
The following is a quick look at the accessible functions and components of the Edit
Patterns dialog box.
192
Chapter 17: Patterns
193
Edit Patterns Dialog Box, cont.
Accessible in Transfer
Box
Export (Item or All) Saves the current list of (See: Exporting Patterns
available patterns (or on page 198.)
parts of it) to a library file.
Pattern Properties
A pattern consists of one more lines. Patterns are sometimes called hatching or cross-
hatching. Patterns are used to provide a fill for enclosed areas and usually indicate
surface finishes or materials.
When editing or defining a pattern, you can specify as many lines as you like. You can
also control the properties of each line individually. Line properties include the X and Y
origin, angle and offset. Lines can be solid or dashed. If they are dashed, you can
control the length of individual segments (dashes) in the line.
To view a pattern's properties, select Tools > Appearance > Patterns. Then, in the Edit
Patterns dialog box, select a pattern in the Available pane. A preview of the pattern is
194
Chapter 17: Patterns
displayed in the Current Selection pane, and the following properties are listed in the
Properties pane.
Table Properties
Property Description
Pattern
Definition
No. of Lines The number of lines that will repeat in the pattern. Usually, this will
be 1 or 2, but it could be more depending on the complexity of the
pattern.
Line
Line Definition Generally, the segment lengths and spaces in the line's pattern.
Offset The spacing between lines as the line is repeated (offset) parallel
to the original throughout the pattern.
Shift The distance each offset line is shifted (left or right) from the origin
of the previous line. This creates a staggered effect. (See
Example 3 below.)
195
Consider the following Metric examples (Line Definition units are in millimeters):
No. of Lines: 1
Angle: 45°
Offset: 5
No. of Lines: 2
No. of Lines: 1
Angle: 0°
Offset: 5
Shift: 5
196
Chapter 17: Patterns
Note: You can now go on to add a new item or items to your group.
Note: To use your pattern, you must now apply the pattern to a material (see
Applying a Pattern to a Material on page 170). Then, you need to attach the
material to an element (see Attaching Materials to Elements for Displaying on
page 169).
197
Exporting Patterns
You can use the Transfer/Export function in the Edit Patterns dialog box to save the
current Patterns list (or part of it) to a Patterns library file (*.hlb). Later, you can load the
library using the Transfer/Import function.
2. Click .
3. The Open dialog box appears.
4. In the Look in box, navigate to the folder where you want to store the group or
pattern.
5. In the File name box, type the name of the group or pattern you want to export.
6. Click .
7. The Transfer dialog box appears.
8. In the pane labeled In current model, select the group or pattern you want to
export.
12. In the Edit Patterns dialog box, click . When the Open dialog box
appears, you will see that your group or pattern has been saved as an external
library.
13. Click Cancel to return to the Edit Patterns dialog box.
14. Click OK to close the Edit Patterns dialog box.
Note: Steps 12 and 13 can be eliminated when you are comfortable with this
procedure.
198
Chapter 17: Patterns
Importing Patterns
If you have used the Transfer/Export function in the Edit Patterns dialog box to save a
pattern or list of patterns, you can load that library (or part of it) into the Patterns list
using the Transfer/Import function.
2. Click .
3. The Open dialog box appears.
4. In the Look in box, navigate to the folder where the group or pattern you want is
located.
Note: To use your pattern, you must now apply the pattern to a material. Then,
you need to attach the material to an element (see Applying a Pattern to a
Material on page 170 and Attaching Materials to Elements for Displaying on
page 169).
199
200
Annotation
Chapter
18
201
Adding Dimensions to Your Drawing
You can add dimensions to your drawing with a few mouse clicks. Numerical values are
supplied automatically. You can also choose from a variety of Dimension Styles as well
as create your own.
Note: Selecting your dimension line and right-clicking will give you access to
the Delete and Stretch commands.
202
Chapter 18: Annotation
203
4. The Edit Dimension Styles dialog box is displayed. Three tabbed pages, each with
a variety of settings, are available.
Note: After you have created or customized dimension styles, you can export
them to a library or import them, just as you do with line styles. For information on
these procedures, see Exporting Line Styles on page 187 and Importing Line
Styles on page 188.
204
Chapter 18: Annotation
At this point, if you type text into the window and click OK, it will be added to your
drawing as a floating selection. You can then move the selection to the location you
want by dragging and place it by clicking once.
205
To examine or change text size, color, or font:
1. Click Text Style.
2. The Text Styles dialog box appears.
At this point, you can select or edit any of the text styles in the Available pane. You can
also create your own text style by clicking Add Item. Selecting text style
Properties works in a manner similar to most word processing software.
Note: You can also export text styles to a library and import text style libraries in
the same way as you do line styles. For more information on these procedures,
see Exporting Line Styles on page 187 and Importing Line Styles on
page 188.
206
Chapter
Quantity Report
19
207
General Element Properties
Every element has a standard General property page on its Properties page. This page
contains text information about the element, such as its name, manufacturer, and
price. Most of the information on the General property page is linked to the contents of
quantity reports. Therefore, it is important that you specify the name and price of the
element since these are key elements of quantity reports.
Property Description
208
Chapter 19: Quantity Report
The quantities in your report come from your model. The remaining information, such as
material names and prices, comes from the Properties pages of the inserted elements.
Reports are based on templates, and the program ships with a default set of templates
that allows you to generate reports in different formats. The Quantity Report function
also lets you filter elements or locations. For example, you can generate a report for
one location only, or for walls only.
209
To filter elements/locations in your drawing:
2. In the Generate Report dialog box, click . Notice that the Current
Model Filter dialog box lists only the elements and locations that currently exist in
the drawing.
3. In the Sort By area, select the desired filter method, either Element (see Display
Filtering by Element on page 134) or Location (see Display Filtering by
Location on page 136).
4. Click the light bulb icon to turn off either an element or a location.
5. Click OK.
6. You are returned to the Generate Report dialog box. You can now preview your
filtered report by clicking .
210
Chapter 19: Quantity Report
4. In the View Report window you can select Spread Sheet or WYSIWYG view in the
View menu.
5. If you select Spread Sheet, you can turn the grid lines on or off using the Show
Grid check box.
1. Select Quantity > View Report, OR click View Report on the Quantity
toolbar.
2. Click the Browse button beside the Report file edit box.
3. Select the file you want to view, then click Open.
4. To view the file without editing it, click Preview.
OR
To view and edit the file, click Open.
211
212
Appendix A: Glossary
213
Glossary: bottom corners of the frame. It opens
outward.
he following are definitions of
Ambient – The base level of brightness; Base Point – When shifting a point, the
for example, a background light of Base Point is the point you are shifting
uniform brightness. FROM.
Automatic Save – Saves your drawing Bow Window – A type of bay window
for you at specified intervals without made up of several window units set at
prompting. slight angles to form a curve.
214
Appendix A: Glossary
Catalog Search Path – The location of Cut Line – The symbol displayed on
the directory containing your external stairs in Plan view that illustrates the
catalogs. horizontal section cut at eye level.
215
Document Save Path – The location of Environment – The geographic location
the default directory in which projects are of your model as well as the scene behind
stored. it.
Double Roof – A type of hip roof in which External Catalog – A container (or
the slope to all four sides is broken into listing) of elements available for insertion.
two slopes. Both slopes have a pitch. The program ships with a default Master
Catalog.
Drag Mode – The default mode you are
in when you select an element for editing.
You can move and rotate elements with F
your mouse when you are in Drag Mode.
Face Slider – Two or more doors that
Drawing Aids – Tools that control the open by sliding to the side in front or
way your cursor works and the way behind each other. Also called bypass
elements are inserted. doors.
216
Appendix A: Glossary
Glass Slider – A door having a wood or Highlite – A pane of glass located at the
aluminum frame fitted with one fixed glass top of a window or door.
panel and one sliding glass panel. Often
called a patio door. Hinged Door – Any type of door that
swings open.
Glazing Bars – Horizontal and vertical
members that divide the individual panes Hip Roof – A roof with four sloping sides
of glass in a window. Also called Muntin (as opposed to a Gable Roof, with two
Bars. sloping sides).
Ground Plane – A surface representing HLB File – Pattern Library File. Contains
the ground. hatching patterns.
Group – A container for a list of specific Hopper Window – A window in which the
element types. For example, doors are sash is hinged on pins at the two bottom
organized in groups such as Bi-fold and corners, and which opens inward.
Single Hinged.
Hung Window – A window having two
sashes, and whose lower sash slides up
217
and over the fixed, upper sash on the Linework – A group of settings that
inside. determines how lines appear on element
components when elements are viewed in
Hyperlinks – Jumps (links) to external 2D.
document files or Web addresses.
Lite – A pane of glass in a window or
door.
I
LLB File – Lights Library File.
Index of Refraction – The amount that
light bends as it passes from one material Locations – Drawing layers containing
to another. definitions for wall height, floor level, head
height and ceiling level.
Interface – Program components that
you see on the screen and use to perform Louvre Window – A small, slatted
tasks. window placed high in a gable end. Used
mostly for ventilation.
J
M
Jamb – The wood or metal pieces that
form the sides and top of a door or Magnetic North – Magnetic North is the
window enclosure. magnetic north pole. It is the focus of the
planet's magnetic field and is the point
Joist – One of a parallel set of structural magnetic compasses point toward.
members used to support floor and ceiling
loads. They, in turn, are supported by Mansard Roof – A type of hip roof in
beams, girders, or bearing walls. which the slope to all four sides is broken
into two slopes. The upper slope is nearly
or completely flat, while the lower slope
K has a sharp pitch.
KLB File – Linework Library File. Match Grid – Matches your cursor snap
Contains Line Styles. grid to the drawing grid so it seems like
you are snapping to the drawing grid.
218
Appendix A: Glossary
Muntin Bars – The vertical and horizontal Pan – A control that allows you to move
members that divide the individual panes the on-screen view by dragging up, down,
of glass in a window. left, or right. Or to move the view.
219
Pixel Search Distance – The Pixel Rough Opening – The opening created
Search Distance determines how close in a wall to receive a door or window
your cursor (which is attached to an frame.
element you are inserting) needs to be to
an existing element before Object Snap
occurs. S
Plan View – A flat, 2D view from above. Sash – A frame that holds one or more
panes of glass and that is set into the
Pocket Door – A door that rolls on an window frame.
overhead track into a frame or pocket
hidden in the wall. Schedule – A detailed list of finish
materials (windows, doors, etc.) and
Prompt for Assistance – A dialog that specifications on how they are to be used
appears when you try to insert an element in a project.
when there are no catalogs open for that
element type. Seat Cut – The horizontal cut that is
made when cutting a bird's mouth in a
rafter.
Q
Section – A profile of the model as it
Quantity Report – A list of the type and would appear if cut through by an
quantity of materials in your model. Also intersecting plane.
known as a Materials List or Bill of
Materials. Shaded View – An on-screen, 3D view
where hidden lines are obscured and
surfaces are colored intensifying the 3D
R effect.
Riser – 1. The vertical board placed Site Visuals – The background behind
between the treads of a staircase. 2. A your model in 3D view.
vertical run of pipe.
Snap Angle – The increment angle your
Roller Door – A door made of hinged, cursor will snap at (if Angle Snap is
horizontal steel or wood panels that move enabled).
on rollers in overhead and side tracks.
Specular – A shininess factor that
determines the amount of highlighting you
see on an element from light sources.
220
Appendix A: Glossary
Splash Screen – The main startup dialog TLB File – Texture Library File.
box that appears when you launch the
program. Toe Space – A recessed area between
the bottom of a cabinet and the floor that
Split L-Shaped Stairs – Stairs that allows you to stand close to the cabinet.
ascend in an L-shaped direction and Also called a toe kick.
whose landing is split on a diagonal to
make the change in direction. Transom – A small window sash above a
door that is hinged at bottom so it can be
Spreadsheet – A table of values opened inward.
arranged in rows and columns.
Transparency – The degree to which a
Status Bar – The bar below the drawing texture can be penetrated by light.
area that contains the Help message and
the Drawing Aids toolbar (AUTOINSERT, Tread – The horizontal part of a stair that
GRIDSNAP, etc.). is stepped on.
Stringer – The inclined side of a stair that True North – True North is the
supports the treads and risers. geographic North Pole. It is located at 90
degrees North latitude and all lines of
longitude converge at the pole.
T
TSL File – Text Style Library File
Template – A set of pre-defined
properties that determines the setup and
outcome of something (like a report). U
Temporary Directory – The default U-Winder Stairs – Stairs that ascend in a
directory in which temporary files U-shaped direction.
generated by the program are saved.
221
Views Panel – The panel of the screen
containing 2D Plan, Model, and Elevation Y
views.
Y Axis – One of the three drawing axes.
VRML – Virtual Reality Modeling A Y coordinate specifies a vertical
Language. The open standard for virtual distance.
reality on the Internet.
Z
W
Z Axis – One of the three drawing axes.
Winder – One of the wedge-shaped The Z coordinate indicates either
treads that make up a winding or spiral elevation or depth.
staircase.
Z Buffer – A block of memory used to
Windowing – A selection method where store the Z-axis value of a pixel on the
you click and drag a rectangle, from left to screen. Higher depth values improve
right, around elements you want to select. detail of 3D display but may slow the
system.
Wireframe View – The default 3D view
where all lines making up elements are Zoom In – Magnifies the view in 10
displayed. It allows you to see through percent increments.
elements.
Zoom Extents – Zooms to just the area
WLB File – Lineweight Library File. of the drawing that has elements.
Provides the tightest view of geometry in
WRL File – WORLD file. Capable of the drawing.
being viewed in VRML viewers.
Zoom Out – De-magnifies the view in 10
WYSIWYG – Acronym for “What You See percent increments.
Is What You Get”.
Zoom Previous – Returns to the
previous view.
X
Zoom Window – Magnifies an area of
X Axis – One of the three drawing axes. your drawing that you select by
An X coordinate specifies a horizontal windowing.
distance.
222
Index
223
Index editing elements in Current Model, 43
editing elements in external, 42
making selections, 33
1-2-3 opening, 33
2D Plan view overview, 32
creating, 123 renaming a group in, 38
3D Model view saving, 35
creating, 124 viewing properties, 37
Ceilings
inserting openings, 85
A
inserting, 81
Array Rectangular, 111 Colors
Automatic Name Generation adding, 183
modifying formula, 45 Columns
using, 44 inserting, 73
Commander
B buttons, 51
Background overview, 50
displaying behind model, 130 shifting element function, 53
Coordinates (Cartesian & Polar), 6
C
D
Cabinets
behavior properties, 75 Dimension Styles
inserting, 74 customizing & creating, 203
Camera and Target selecting, 202
accessing properties, 147 Dimensions
dragging, 142 adding, 202
examining properties, 148 Direction
overview, 140 axes, 6
using in Tile view, 144 Direction Angle, 6
working with, 141 Display Filtering
Camera viewing by element, 134
five dynamic functions, 150 by location, 136
Catalogs overview, 132
adding a group to, 38 Display Interval, 159
adding elements to, 39 Display Types
adding furnishings to, 40 selecting, 128
closing, 36 Distance
creating new, 34 axes, 6
deleting a group from, 39 Dolly, 151
deleting elements from, 43 Doors
224
Index
flipping, 66 adding, 20
inserting, 65 defining, 18
Dormer deleting, 21
adding on walls, 91 Floors
creating simple, 90 inserting openings, 85
Drawing Aids inserting, 80
setting up, 15 F-Stop, 163
Drawings Furnishings
closing, 28 behavior properties, 77
exporting, 30 inserting, 76
opening at startup, 26
opening while running, 28 G
printing, 30
saving, 29 Ground Plane
displaying, 131
Guarantee, x
E
Elements H
arraying, 111
copying (overview), 108 Hidden Line view, 128
copying on same location, 109 Horizontal distance, 6
copying to other locations, 110
deleting, 114 I
editing inserted, 105 Included Angle, 60
editing properties, 104 Interface
General property page, 208 examining, 3
generating names automatically, 44 overview, 2
inserting, 48
moving, 106
rotating manually, 112 L
rotating with Commander, 113 Line Styles
selecting, 97 adding, 180
shifting from a point, 53 applying to elements, 187
Elevation view customizing, 184
creating, 124 exporting, 187
Enable Ambient, 162 importing, 188
Enable Antialiasing, 163 overview, 180
Enable Daylight When Rendering, 163 Linetypes
adding, 181
specifying color, 186
F
specifying, 184
Floor Locations Lineweights
225
adding, 182 Patterns
specifying, 185 exporting, 198
importing, 199
M properties, 194
Patterns list
Materials adding a group to, 197
applying a pattern to, 170 adding a pattern to, 197
applying a surface color to, 172 customizing, 192
applying a texture to, 173 Pointer, 49
attaching to elements, 169 Printing
exporting, 174 drawings, 30
importing, 175 Project
Materials list guidelines, 5
adding a group to, 168 starting, 3
adding a material to, 169
customizing, 166
Max. Element Area, 159 Q
Max. Patch Area, 159 Quantity Report
Maximum Level, 161 filtering, 209
Maximum Steps, 158 generating, 209
Measure command, 49 previewing, 210
Minimum Element Area, 161 using element properties info, 208
Model viewing & editing, 211
building, 4
R
O Radius, 60
Openings Railings
inserting custom, 85 inserting, 71
inserting standard, 64 Ramps
removing, 87 inserting, 70
Options Redo command, 96
file paths, 13 Reference Point, 53
general, 12 Render Controls, 155
graphics, 14 Render Mesh, 130
setting program, 10 Rendered view, 129
system, 12 Rendering
Orbit, 151 specifying the environment, 155
with radiosity, 154
P Rendering Options
Adaptive Subdivision, 160
Panning, 137 Convergence, 158
Patterned Outline view, 129
226
Index
227
Z
Zoom Dynamic, 151
Zooming
overview, 137
228
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