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USER’S GUIDE

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381541–MAN
Legal Notices
© 2002 Broderbund Properties LLC, and its licensors. All rights reserved. Professional:
Helios32 Radiosity Renderer © 1994-2002 by Hearst Consultants Ltd. All rights
reserved. This software contains ImageCELs® texture files from Imagetects. ©
Copyright 1989 - 2002. All rights reserved. 3D Home Architect® is a registered
trademark and Broderbund is a trademark of Broderbund Properties LLC. Windows and
Win are either registered trademarks or trademarks of Microsoft Corporation in the
United States and/or other countries. Pentium is either a registered trademark or
trademark of Intel Corporation in the U.S. and/or other countries. All other trademarks
are the property of their respective owners.

The online services advertised as part of this product may be changed or discontinued
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

Chapter 1: Quick Basics ...................................................................................... 1


3D Home Architect® 5.0 Interface............................................................................ 2
Examining the Interface ............................................................................................ 3
Starting Work on a Project........................................................................................ 3
Building a Model ....................................................................................................... 4
Project Guidelines .................................................................................................... 5
Direction Angle ......................................................................................................... 6
X, Y and Z Axes........................................................................................................ 6

Chapter 2: Project Setup ...................................................................................... 9


Setting Program Options ........................................................................................ 10
General Program Options....................................................................................... 12
System Options................................................................................................ 12
File Paths ......................................................................................................... 13
Graphics Options ............................................................................................. 14
Setting Up Drawing Aids......................................................................................... 15
Defining Floor Locations......................................................................................... 18
Adding Floor Locations........................................................................................... 20
Deleting a Floor Location........................................................................................ 21
Creating and Using Templates ............................................................................... 21
Using an Existing Drawing to Create a Template ............................................ 22
Using a New Blank Document to Create a Template....................................... 23

Chapter 3: File Management ............................................................................ 25


Opening Drawings at Startup ................................................................................. 26
Begin with a New Project ................................................................................. 26
Begin with a Sample Project ............................................................................ 27

i
Begin with a Saved Project .............................................................................. 27
Opening Drawings While Running ......................................................................... 28
Closing Drawings ................................................................................................... 28
Saving Drawings .................................................................................................... 29
Printing Drawings ................................................................................................... 30
Exporting Drawings ................................................................................................ 30

Chapter 4: Catalogs ............................................................................................. 31


How Catalogs Work................................................................................................ 32
External (Master Catalog) ................................................................................ 32
Internal (Current Model Catalog) ..................................................................... 32
Opening a Catalog ................................................................................................. 33
Making Catalog Selections ..................................................................................... 33
Creating a New Catalog ......................................................................................... 34
Saving a Catalog .................................................................................................... 35
Closing a Catalog ................................................................................................... 36
Viewing Catalog Properties .................................................................................... 37
Adding a Group to a Catalog.................................................................................. 38
Renaming a Group in the Catalog Panel................................................................ 38
Deleting a Group from the Catalog Panel .............................................................. 39
Adding Elements to a Catalog................................................................................ 39
Adding Furnishings to a Catalog ............................................................................ 40
Using an Existing Furnishings Element ........................................................... 40
Converting an External File ............................................................................. 41
Editing Elements in External Catalogs ................................................................... 42
Editing Elements in the Current Model Catalog ..................................................... 43
Deleting Elements from a Catalog.......................................................................... 43
Using Automatic Name Generation........................................................................ 44
Modifying the Name Generation Formula .............................................................. 45

Chapter 5: Basic Modeling ................................................................................ 47


Inserting an Element (General) .............................................................................. 48
Pointer Tool ............................................................................................................ 49

ii
Table of Contents

Measure Command ................................................................................................ 49


Working with the Commander ................................................................................ 50
Commander Buttons............................................................................................... 51
Shifting from a Point ............................................................................................... 53

Chapter 6: Walls .................................................................................................... 55


Drawing Walls......................................................................................................... 56
Drawing Walls with the Mouse ............................................................................... 56
Drawing Walls with the Commander ...................................................................... 57
Curving Walls ......................................................................................................... 58
Radius and Included Angle of Curved Wall ............................................................ 60
Breaking Walls........................................................................................................ 61

Chapter 7: Openings ............................................................................................ 63


Inserting Standard Openings .................................................................................. 64
Inserting Doors ....................................................................................................... 65
Flipping a Door ....................................................................................................... 66
Inserting Windows .................................................................................................. 66
Flipping a Window .................................................................................................. 67

Chapter 8: Fixtures and Furnishings ............................................................ 69


Inserting Stairs and Ramps .................................................................................... 70
Inserting Railings .................................................................................................... 71
Inserting Columns................................................................................................... 73
Inserting Cabinets................................................................................................... 74
Cabinet Behavior Properties................................................................................... 75
Inserting Furnishings .............................................................................................. 76
Furnishings Behavior Properties ............................................................................ 77

Chapter 9: Surfaces ............................................................................................. 79


Inserting Floors....................................................................................................... 80
Adding a Floor to the Entire Perimeter............................................................. 80
Adding a Floor to a Room ................................................................................ 81

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

Chapter 10: Editing .............................................................................................. 95


Undoing the Previous Action .................................................................................. 96
Redoing an Undo ................................................................................................... 96
Selecting Elements................................................................................................. 97
Selection Filtering................................................................................................... 99
Selection Filtering by Element.............................................................................. 101
Selection Filtering by Location ............................................................................. 103
Editing Element Properties ................................................................................... 104
Method 1: Editing Inserted Elements ............................................................. 105
Method 2: Editing Elements in the Current Model Catalog ............................ 105
Method 3: Editing Elements in External Catalogs.......................................... 105
Editing Inserted Elements .................................................................................... 105
Moving Elements.................................................................................................. 106
Dragging ........................................................................................................ 106

iv
Table of Contents

Moving with the Commander ......................................................................... 107


Copying an Element ............................................................................................. 108
Copying Elements on the Same Location ............................................................ 109
Copying Elements to Other Locations .................................................................. 110
Arraying Elements ................................................................................................ 111
Rotating Elements Manually ................................................................................. 112
Rotating Elements Using the Commander ........................................................... 113
Deleting Elements ................................................................................................ 114

Chapter 11: Viewing ........................................................................................... 115


Basics of 2D and 3D Viewing ............................................................................... 116
Viewing in 2D Plan View....................................................................................... 116
Viewing and Opening Views ................................................................................. 117
Viewing Open Views ...................................................................................... 117
Opening and Viewing Closed Views .............................................................. 117
Viewing and Editing the Properties of a View ....................................................... 118
Editing Views ........................................................................................................ 118
Closing a View ...................................................................................................... 119
Selecting View Modes .......................................................................................... 119
Viewing in Parallel 3D Mode................................................................................. 121
Viewing in Perspective 3D Mode .......................................................................... 122
Naming Views....................................................................................................... 122
Renaming a View ................................................................................................. 123
Creating an Additional 2D Plan View.................................................................... 123
Creating an Additional 3D Model View ................................................................. 124
Creating an Additional Elevation View.................................................................. 124

Chapter 12: Display ............................................................................................ 127


Selecting Display Types ....................................................................................... 128
Displaying a Background Behind a Model............................................................ 130
Displaying a Ground Plane ................................................................................... 131
Display Filtering .................................................................................................... 132
Display Filtering by Element ................................................................................. 134

v
Display Filtering by Location ................................................................................ 136
Zooming and Panning .......................................................................................... 137

Chapter 13: Camera Work ............................................................................... 139


Camera and Target .............................................................................................. 140
Working with the Camera and Target................................................................... 141
Activating the Camera Function..................................................................... 141
Moving the Camera and Target ..................................................................... 141
Viewing in Tile View ....................................................................................... 141
Dragging the Camera and Target......................................................................... 142
Using the Camera and Target in Tile View........................................................... 144
Accessing Camera and Target Properties ........................................................... 147
Examining Camera and Target Properties ........................................................... 148
View Mode ..................................................................................................... 148
Angle of View ................................................................................................. 148
Position .......................................................................................................... 149
Preset Cameras ............................................................................................. 150
Dynamic Camera Viewing .................................................................................... 150

Chapter 14: 3DTrueView™ Rendering ....................................................... 153


3DTrueView Rendering with Radiosity................................................................. 154
Specifying the 3DTrueView Rendering Environment ........................................... 155
3DTrueView Render Controls .............................................................................. 155
3DTrueView Rendering Options........................................................................... 156
Convergence Rendering Options ......................................................................... 158
Maximum Steps ............................................................................................. 158
Stopping Criterion .......................................................................................... 159
Display Interval .............................................................................................. 159
Max. Element Area ........................................................................................ 159
Max. Patch Area ............................................................................................ 159
Adaptive Subdivision Rendering Options ............................................................. 160
Maximum Level.............................................................................................. 161
Minimum Element Area ................................................................................. 161

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Table of Contents

Threshold ....................................................................................................... 161


Display and Daylight Rendering Options .............................................................. 162
Enable Ambient.............................................................................................. 162
Enable Antialiasing......................................................................................... 163
F-Stop ............................................................................................................ 163
Enable Daylight When Rendering .................................................................. 163

Chapter 15: Materials and Textures ............................................................ 165


Customizing the Materials List.............................................................................. 166
Adding a Group to the Materials List .................................................................... 168
Adding a Material to the Materials List ................................................................. 169
Attaching Materials to Elements for Displaying .................................................... 169
Applying a Pattern to a Material ........................................................................... 170
Applying a Surface Color to a Material ................................................................. 172
Applying a Texture to a Material........................................................................... 173
Exporting Materials to a Library ............................................................................ 174
Importing a Materials Library ................................................................................ 175
Adding a Group to the Textures List..................................................................... 176
Adding a Texture to the Textures List................................................................... 176

Chapter 16: Line Styles .................................................................................... 179


Line Styles ............................................................................................................ 180
Adding a Line Style............................................................................................... 180
Adding a Linetype ................................................................................................. 181
Adding a Lineweight ............................................................................................. 182
Adding a Color ..................................................................................................... 183
Customizing a Line Style ...................................................................................... 184
Specifying a Linetype ........................................................................................... 184
Specifying a Lineweight........................................................................................ 185
Specifying a Linetype Color.................................................................................. 186
Applying a Line Style to an Element..................................................................... 187
Exporting Line Styles ............................................................................................ 187
Importing Line Styles ............................................................................................ 188

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

Chapter 18: Annotation .................................................................................... 201


Adding Dimensions to Your Drawing.................................................................... 202
Selecting Dimension Styles.................................................................................. 202
Customizing and Creating Dimension Styles ....................................................... 203
Adding Text to Your Drawing ............................................................................... 205

Chapter 19: Quantity Report .......................................................................... 207


General Element Properties ................................................................................. 208
Generating a Quantity Report .............................................................................. 209
Filtering a Quantity Report ................................................................................... 209
Previewing a Quantity Report............................................................................... 210
Viewing and Editing a Quantity Report................................................................. 211

Appendix A: Glossary ....................................................................................... 213

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.

In addition, the program's 3DTrueView™ rendering functionality (available only in 3D


Home Architect® 5.0 Professional) uses radiosity—a rendering method that simulates
light reflecting off one surface and onto another—to achieve extremely photo-realistic
images of both the interior and the exterior of buildings.

Ultimately, 3D Home Architect® 5.0 eliminates the monotonous labor involved in


creating building plans. It frees you to devote your energy to the creative—and
enjoyable—aspects of building design.

Contacting Technical Support


Our online technical support system offers 24-hour service and product information. The
web site features troubleshooting tools, the latest software updates and more! For fast,
24-hour support and information, go to http://support.broderbund.com.

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.

You can contact technical support in any of the following ways:


• Internet – The web site features technical help and the latest information about
3D Home Architect® 5.0. For fast service twenty-four hours a day, go to:
http://support.broderbund.com.
• E-mail – Please see our web site for instructions on how to contact us by
e-mail.
• Phone – The contact center is available via telephone at (319) 247-3333 during
the following hours: Monday, Tuesday, Thursday, Friday 8:00 AM - 5:00 PM
CST & Wednesday 9:00 AM - 5:00 PM CST (Note: Though technical support
does not charge for support calls, this is a toll call that will be billed to your long
distance carrier. Average hold times during peak periods can exceed 20
minutes.)

Satisfaction (sometimes referred to as Smiles) Guaranteed


If you are not completely satisfied with this product, Broderbund will gladly exchange it
for another title of equivalent value or refund your purchase price. Return the complete
package to us at:
Broderbund
Dock Door # 9
120 Hidden Lake Circle
Duncan, SC 29334
U.S.A.
Make sure you include your store receipt showing the store name and location within 30
days of purchase. Please enclose an explanation for the return and specify the
replacement title. Allow 4–6 weeks for refund or replacement title. Limit 1 per household.
Dealers, wholesalers and their immediate families are not eligible.

x
Preface

Written inquires should be addressed to our corporate address at:


Broderbund
500 Redwood Boulevard
Novato, CA 94947
U.S.A.

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)

3D Home Architect® 5.0 also makes use of shortcut keys.

As well, 3D Home Architect® 5.0 has an element-interactive interface. This makes


designing and editing fast, accurate, and easy. You can insert any element in your
drawing just by pointing and clicking. All you need to do is select the element from the
catalog and click in your drawing area.

The 3D Home Architect® 5.0 interface is also completely customizable. To create a


comfortable work environment, you can:

• move and dock toolbars and panels


• resize panels
• hide selected interface components

2
Chapter 1: Quick Basics

Examining the Interface


The interface is made up of a number of components, most of which can be custom-
ized. For details on customizing, see the online Help topics listed.

Interface Features

Element Description Help Topics

Menus Menus (File, Edit, etc.) appear in a • No Topic Available


row at the top of the screen. Menus
cannot be customized.

Toolbars Toolbars are groups of buttons that • Moving Toolbars


launch commands. By default, • Displaying/Hiding
toolbars are located under the Toolbars
menus.

Panels The Catalog panel is used for • Moving Panels


opening and creating catalogs and • Displaying Panels in
selecting elements to insert in your Tabbed Format
drawing.
• Displaying Panels
The Views panel lists any currently
Separately
saved views (Plan, Model, Elevation,
etc.). • Displaying/Hiding
Panels
Status Bar The Status Bar is located at the • Displaying/Hiding the
bottom of the screen. It displays Status Bar
helpful information such as prompts.
It also contains a variety of drawing
aids (Autoinsert, Grid Snap, etc.) that
you can toggle on and off.

Starting Work on a Project


When you launch 3D Home Architect® 5.0, the Startup screen appears (unless you
have disabled it earlier).

• 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.

The Four Primary Drawing Directions

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.

In the Cartesian system:


• An X coordinate specifies a horizontal distance.
• A Y coordinate specifies a vertical or top-to-bottom distance (when seen on the
screen, or from above in a 2D Plan view).
• A Z coordinate indicates either elevation or depth.

The Three Drawing Axes

A coordinate with only X and Y values represents a two-dimensional point. A point of


origin (0,0) indicates where two axes meet.

A coordinate with X, Y and Z values represents a three-dimensional point. A point of


origin (0,0,0) indicates where three axes meet.

Positive and negative values are possible.

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

To access the program's Options:


1. Select Tools > Options.
OR
Click Options on the Tools toolbar.

The following table briefly describes the options available on each of the tabbed pages
in the Options dialog box:

Options Dialog Box

Option Page Description More Info/Help Topics

General The General options control (See: General Program


program features, where Options on page 12.)
certain files are saved, and
how your screen responds
graphically during a work
session.

10
Chapter 2: Project Setup

Options Dialog Box, cont.

Workspace The Workspace options Help Topics:


control the appearance of • Selecting a Background
tools, panels, toolbars, and Color
the main window background
• Displaying/Hiding Panels
color.
• Displaying Panels
Separately
• Displaying Panels in
Tabbed Format
• Displaying/Hiding
Toolbars
• Displaying/Hiding the
Status Bar
• Working with the
Commander
Drawing Aids The Drawing Aids options (See: Setting Up Drawing
help you position and insert Aids on page 15.)
elements in your drawing.

Units of Measure The Units of Measure Help Topics:


options let you specify • Selecting Units of
different units of measure for Measure
different measurement types.
• Suppressing Units
You can also choose the
desired precision for each
type of measure.

Global Settings Global Settings relate to the Help Topics:


program's 3DTrueView • Setting the Date and
rendering function (available Time
only in 3D Home Architect® • Setting the Global
5.0 Professional). They allow Position of the Model
you to set date and time,
global location of your model, • Specifying the Angle of
and other factors defining the True North
rendering environment.

11
Options Dialog Box, cont.

Site Visuals The Site Visuals options Help Topics:


affect model Display modes. • Displaying a Background
You can set a background Behind a Model
texture behind your model
• Displaying a Ground
and a ground plane below it.
Plane

Rendering The Rendering options Help Topic:


(available only in 3D control the speed at which • 3DTrueView Rendering
Home Architect® your model is rendered and Options
5.0 Professional) the amount of detail supplied.

Tip: You can save your Options in a template file that can be used for future
projects.

General Program Options


The General options control program features, where various file types are saved, and
how your screen responds graphically. To access the General Options, select Tools >
Options > General, or click Options on the Tools toolbar and click the General page.

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

Option Description Help Topics

Language Sets the language used in Selecting a Language to


menus, dialogs, etc. Work In
Recently used file list Number of recently used Listing Recently Used
saved files that will be Files on the File Menu
listed on the File menu.

Automatic Save Saves your drawing at a Setting the Automatic


specified interval. Always Save Option
prompts you.

12
Chapter 2: Project Setup

System Options, cont.

Save automatically Interval at which your Setting the Save Interval


every drawing is saved (if
Automatic Save is
enabled).

Show Startup Screen Enables/disables the Disabling the Startup


introductory screen which Screen
allows you to quickly
choose between starting a
blank new drawing or
working from an existing
drawing or a template. By
default, the screen is
enabled.

File Paths

The File Paths determine where certain files are saved and provide paths to related
directories.

File Paths

Option Description More Info/Help Topics

Templates Directory Directory containing (See: Creating and


program templates such Using Templates on
as 1 - Imperial (Feet & page 21.)
Inches).bld. You can save
your own template files
here and they will appear
in the Available Project
Templates window of the
Startup screen.

Projects Directory Default directory in which Help Topic:


drawing files are saved. • Selecting a Default
Save Directory

13
File Paths, cont.

Catalog Directory Directory containing Help Topic:


element catalogs. • Setting the Catalog
Directory File Path
Temporary Directory Default directory in which Help Topic:
temporary files are saved. • Selecting a Directory
for Temporary Files

Textures Directory Directory containing No topic available


texture catalogs.

Lights Directory Directory containing lights No topic available


catalogs.

Graphics Options
The Graphics options control how your screen responds during a work session.

Graphics Options

Option Description Help Topics

Hardware Acceleration Affects the speed of your Hardware Acceleration


graphics display. When
enabled, lets your
computer take advantage
of any installed graphics
card that supports
hardware acceleration

14
Chapter 2: Project Setup

Graphics Options, cont.

Display Lists The use of Display Lists No Topic Available


may help performance,
especially on large
models. On some
computers with specific
video cards, you may
experience problems such
as selection difficulties. If
this occurs, disabling
Display Lists may fix the
problems.
On compatible machines,
enabling Display Lists will
give the greatest
performance increase to
navigation commands
such as Zoom and Orbit.

Z Buffer Depth A higher value can Adjusting the Z Buffer


improve graphics display. Depth
It can also correct
glitches. Z Buffer Depth
sets the depth (16, 24 or
32 bits) of a block of
memory used to store the
Z-axis value of a pixel on
the screen.

Setting Up Drawing Aids


Drawing Aids help you position and insert elements in your drawing.

To set up Drawing Aids:


1. Select Tools > Options.
OR
Click Options on the Tools toolbar.
2. In the Options dialog box, click the Drawing Aids tab.

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

Drawing Aid Purpose Help Topics

Enable Assistance If you do not have an Disabling the Assistance


Dialog external catalog loaded, Prompt
and you try to insert an
element that is not in your
Current Model catalog,
this option displays a
dialog asking if you want
to open an external
catalog or create an
element local to the
model.

Auto-insertion Mode Allows you to Disabling Auto-insertion


(Enabled) automatically insert an Mode
element without clicking
Insert Element, or right-
clicking and selecting the
Insert command from the
Shortcut menu.

Collision Control Prevents elements from Disabling Collision Control


(Enabled) being inserted where they
do not fit. By default,
Collision Control is
enabled.

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

Drawing Aids, cont.

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.

Ortho (Enabled) Restricts your cursor Disabling Ortho


movement to 90-degree
angles when you are
inserting elements. This is
helpful when drawing
walls. By default, Ortho is
enabled.

Angle Snap (Enabled) Restricts the element Disabling the Angle Snap
Rotate function to specific
angles. By default, Angle
Snap is enabled.

Snap Angle Controls the angle at Setting the Snap Angle


which elements rotate
when Angle Snap is
enabled.

Grid (Disabled) If enabled, a Drawing Grid Enabling the Drawing Grid


is displayed on the
screen. By default, the
Drawing Grid is disabled.

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.

Defining Floor Locations


Most elements that you insert are in some way related to floor locations. When you
define floor locations, you are basically doing two things:

• 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

To define a floor location:


1. Select Tools > Building Locations.
OR
Click Building Locations on the Tools toolbar.

A floor location definition has six properties:

Floor Location Properties

Property Definition

Number A reference number for the location.

Name The location's name (e.g. Ground Floor).

Floor Level Height of floor above ground level (0).

Head Height Height of tops of windows relative to the floor level.

Ceiling Height Height of underside of ceiling surface relative to the floor level.

Wall Height Physical height of the walls on the location.

The program ships with three default floor locations (Foundation, Ground Floor and
Second Floor). You can change their properties.

To change a floor location property:


1. Click it.
2. Type the value you want.
3. Press Enter.

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:

1. Select Tools > Building Locations, OR click Building Locations on the


Tools toolbar.
2. In the Building Locations dialog box, select the floor above which you want to add
the new floor location by clicking in the far left column next to it.

Second Floor Selected in Building Locations Dialog Box

3. In the Building Locations dialog box, click .

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.

4. In the Add Floor Locations dialog box, enter:


a. No. of Locations to Add (one or more than one)
b. Number Increment (Adding 1 to the floor selected above would add a new
floor location numbered 4 and additional floors numbered 5, 6, and so on.)
Adding 2 would add a new floor location numbered 5 and additional floors
numbered 7, 9, and so on.)
c. Floor to Floor Distance
5. Click OK. A new location is added to the Floor Locations list.

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.

Once you have defined your floor location, click OK.

Deleting a Floor Location


You can delete a floor location as long as it does not contain elements (walls, windows,
etc.). If it does, the button will be unavailable.

To delete a floor location:


1. Make sure no elements exist on the location you want to delete. (To check, you can
use the Display Filter to show elements that may be turned off on that
location.)

2. Select Tools > Building Locations, OR click Building Locations on the


Tools toolbar.
3. In the Building Locations dialog box, click to the left of the location so that the
double arrow prompt points to the location.

Double Arrow Prompt Showing Second Floor Selected

4. Click . The location is removed.


5. Click OK.

Creating and Using Templates


Using a template drawing can save you time and effort when you are setting up a
design project. A template drawing can contain information about things like Building

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.

Using an Existing Drawing to Create a Template


1. Open the existing drawing.
2. Select File > Save As.
3. In the Save As dialog box, use the Save in list box to navigate to the program's
Templates folder. (The navigational path will vary depending on where you have
installed the program, but it should be similar to the one below.)

Templates Folder Selected

4. In the File name box, give your template file a name.


5. Click OK.

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.

Template Files in Available Project Templates Pane

Using a New Blank Document to Create a Template


1. Open a new blank document either at startup or while running.

2. Select Tools > Building Locations, OR click Building Locations on the


Tools toolbar. Define your locations, then click OK.

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:

1. Begin with a New Project


You can begin with a New Project based on a default template.

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

2. Begin with a Sample Project


You can open a Sample Project and customize it.

3. Begin with a Saved Project


Lastly, you can begin with a Saved Project (any saved *.bld file).

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.

Opening Drawings While Running


If you are already working on a drawing, you can open an additional drawing without
losing, or saving and closing, your current drawing. It will remain open until you close it.
To switch between multiple open drawings, use the Window menu.

To open a new drawing (when you are currently in another drawing):


1. Select File > New.
OR
Click New on the Standard toolbar.

To open a saved drawing (when you are currently in another drawing):


1. Select File > Open.
OR
Click Open on the Standard toolbar.
2. In the Open dialog box, locate the file you want to open.
3. Click Open.

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

Below is a brief overview of each function.

Save Functions

Function Purpose How To

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.

To select a printer and paper for output:


1. Select File > Print Setup.
2. Choose the options you want.
3. Click OK.

Exporting Drawings

Note: This function is only available in 3D Home Architect® 5.0 Professional.

You can currently export your drawing to three file formats:

• Autocad DXF (*.dxf)


• Autodesk 3D Studio (*.3ds)
• VRML (*.wrl)

Note: A variety of VRML (Virtual Reality Modeling Language) viewers can read
*.wrl files.

To export your drawing:


1. Select File > Export.
2. In the Save as type box, select the file format you want to export to.
3. Locate the directory where you want to save the exported file.
4. In the File name box, type a file name.
5. Click OK.

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.

External (Master Catalog)


The program ships with a Master Catalog that contains categories like Doors, Walls,
etc. These categories contain groups of elements. Elements are what you insert in
your model.

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.

Internal (Current Model Catalog)


As you insert elements in your drawing, a Current Model catalog is created. The
Current Model catalog is a list of all the elements in your drawing. It is saved along with
your model. When you re-open your drawing, the catalog opens as well. This lets you
know exactly what is in the drawing.

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.

To open an external 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.

Making Catalog Selections


Each time you start the program, the Master Catalog is open and ready to be used.
When you select an Insert command (e.g. Insert > Windows), the category for that
element (i.e. Windows elements) is automatically displayed in the Element pane of the
Catalog panel.

At this point, you can do one of three things:


• Select an element from the currently active category.
• Open another external catalog that you have created by clicking the Catalog
Management button on the Catalog toolbar.
• Make a selection from your Current Model catalog if it contains the element
you want to insert.

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.

Window Groups and Elements

Creating a New Catalog


If you plan to edit elements in the Master Catalog, or add elements, you may want to
create a new external catalog instead of modifying the existing one. That way, the
custom elements you create are distinguishable from the defaults and are stored in one
place. When you create a new catalog, you specify a name and where you want to store
the catalog.

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

To create a new catalog:

1. Click the Catalog Management button on the upper toolbar of the Catalog
panel.

2. Click Add Catalog.


3. In the Create a new catalog dialog box, type a name (without extension) in the File
Name box.

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.

To save the 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:

1. Click the Catalog Management button on the upper Catalog toolbar.

2. Click Close Catalog in the Catalog menu.

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

Viewing Catalog Properties

By clicking Catalog Properties in the Catalog panel, you can view the following
categories and elements:

Catalog Properties Dialog Box

Note: The Appearance buttons link to stock lists of available program


components.

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.

An External (Master) Catalog Selected

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.

Renaming a Group in the Catalog Panel


In all catalogs—external or model-specific—elements are organized into groups. For
example, when you insert the Walls category, you see there are groups such as Wood,
Steel and Brick.

To rename a group in the Catalog panel:


1. Select the group in the Element pane.

38
Chapter 4: Catalogs

2. Right-click and click Rename.


3. A box is drawn around the group and the old name is highlighted.
4. Type your new name.
5. Press Enter.

Deleting a Group from the Catalog Panel


In all catalogs—external or model-specific—elements are organized into groups. For
example, in the Walls category there are groups such as Wood, Steel, and Brick. You
can delete a group from any type of catalog provided there are no elements in the
group.

To delete a group in the Catalog panel:


1. Delete any elements in the group.
2. When the group is empty, select it.
3. Right-click, then click Delete Group in the menu.
OR
Click the Element button , then click Delete Group in the
menu.
4. The group is removed from the catalog.

Adding Elements to a Catalog


All catalogs can be customized. This means you can add virtually any made-to-order
element to any external catalog or model catalog. If you add an element to an external
catalog, and save the catalog, the element will be available for all future projects.
Elements added to the Current Model catalog are available to the current drawing
only.

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

and select Add Element.

4. Define the element's properties, then click OK.


5. If you are adding the element to an external catalog, make sure you save the
catalog to keep the change before you close the drawing. To do this, click the
Catalog Management button and select either Save Catalog or
Save Catalog As.

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.

Adding Furnishings to a Catalog

The Furnishings category includes elements like appliances, furniture, plumbing


and electrical fixtures, and landscaping items. A wide variety of elements is supplied in
the Master Catalog. However, if you want to add a custom element to a catalog, there
are two ways to do it:

• Use an existing Furnishings element as the basis for a new one.


• Convert an external file to a Furnishings element.

Using an Existing Furnishings Element


The standard Furnishings elements are based on parametric templates that contain
sample properties for the particular elements.

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

2. Right-click the element and select Add Element in the menu.


3. In the Define Furnishings dialog box, in the Categories pane, open the category
group and select the element type.
4. Click OK.
5. In the Furnishings properties box, give your element a name and define its
properties.
6. Click OK.
7. Your new element is added to the list in the Catalog panel.

Converting an External File


If you have a Furnishings element in an external file format (such as 3D Studio or
AutoCAD) that you want to add, you can convert it.

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.

To edit an element in an external catalog:


1. Make sure the Catalog panel is selected.
2. If it is not already open, open the appropriate catalog by clicking the Catalog
Management button and then Open Catalog. (If you have already
opened the catalog during the current work session, you can simply select it from
the available catalogs.)
3. Use the catalog tree to locate the element you want to edit.
4. Select the element in the tree and either:

a. Right-click and click Properties.


OR
b. Click the Element button and then click Properties.

5. Edit the properties.


6. Click OK.

42
Chapter 4: Catalogs

Editing Elements in the Current Model Catalog


As you add elements to your drawing, a Current Model catalog is automatically
created that lists all the elements in your drawing. You can select any element in the
Current Model catalog and edit its properties. If you change any visible properties, such
as dimensions or appearance, all appearances of the element in your drawing update
automatically.

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.

To edit an element in the Current Model catalog:


1. Make sure the Catalog panel is selected.
2. In the Catalog list, select Current Model. If no external catalogs are open, this will
be the only catalog listed.
3. Use the Catalog tree to locate the element you want to edit.
4. Select the element in the tree and either:

a. Right-click and click Properties.


OR
b. Click the Element button and then click Properties.

5. Edit the properties.


6. Click OK.

Deleting Elements from a Catalog


You can delete any element from an external catalog, provided it does not exist in the
drawing.

To delete an element from an external catalog:


1. Select the element.

2. Right-click, then click Delete Element in the menu.


OR

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.

Using Automatic Name Generation


Names of elements in the Master Catalog are based on pre-defined formulas. The
name 8" Concrete Wall is made up of three variables:

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.

Automatic name generation:

• Saves typing a name every time you add or edit an element


• Ensures consistency in catalogs
• Prevents duplicate entries if you forget to change a name

44
Chapter 4: Catalogs

To use automatic name generation:


1. If you are adding an element, call up the properties page by clicking

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.

Modifying the Name Generation Formula


When you add or edit a drawing or catalog element, you can modify the formula used to
generate the element's name if you enable automatic name generation. Formulas are
made up of variables (like manufacturer, supplier, and price) and separators (spaces,
symbols or characters).

To modify the formula used for an element's automatic name generation:


1. Select the element in either the Catalog panel or your drawing.

2. Right-click and click Properties.


3. Click the General page.
4. Select Use Automatic Name Generation.

5. Click the Browse button next to Use Automatic Name Generation.


6. The Automatic Name Generation dialog box for that element type is displayed.
The right pane (titled Used Variables and Separators) displays the current
formula.
7. To remove a component from the formula, select the element and click Remove.
8. To add a component to the formula, select the variable or separator and click Add.
9. To move a component in the formula, select the component and click Move Up or
Move Down.

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.

Category Groups and Elements

Note: If Auto-insertion Mode is disabled, you can manually insert an element


three ways.

To manually insert an element:


1. Choose one of the following:
a. Click your selection and drag it into the drawing area. Release the mouse
button.
OR

48
Chapter 5: Basic Modeling

b. With the desired element selected, click Insert Element on the toolbar.
OR

c. With the desired element selected, right-click and click Insert


Element in the Shortcut menu.
2. Position the element, and then click to insert it.
3. Right-click and click Finish in the menu.

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:

1. Click a category button on the Insert toolbar (e.g. Windows).


OR
Select Insert > (category).

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

the Options dialog box.

To use the Measure command:


1. Select Tools > Measure.
OR
Click Measure on the Tools toolbar.
2. Click your first point on the screen.
3. Click your second point on the screen.

49
4. A tape measure with units of measure is displayed.

Measure Command Tape Measure

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.

Measurement Shown on Status Bar

5. When you have finished measuring, right-click and choose Finish. The tape
measure disappears.

Working with the Commander


The Commander is a multi-functional tool in which precise values can be entered when
drawing walls or manipulating elements (moving, rotating, curving, breaking, etc.). The
Commander is dockable, or it can be made to float like a moveable dialog box.

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 in Wall Drawing Mode

To enable the Commander:


1. Select Tools > Options > Workspace.
OR
Click Options > Workspace.
2. In the Tools area, select 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.

Buttons Visible in Wall Drawing Mode

51
Three of the buttons also deal exclusively with the Reference Point.

Reference Point as Visible in the Drawing Window

The following table gives a detailed description of each button, its states (if more than
one), and the function or use of each state.

Commander Buttons and Uses

Button Appearance & Name Function

Button 1

Reference Point Reference Establishes a point at


Point which or from which to
perform an action by
entering numerical values
into the Commander.

Button 2

State of Reference Point Default state. Either Polar


User Defined Origin
or Cartesian Coordinates
can be used. Values are
read from the point
defined by the user.

Location Defined Only Cartesian


Origin Coordinates (X,Y, and Z
values) can be entered. Z
value is in relation to floor
location (i.e. Z may be 5'
in relation to the 5th floor
level but be 55' from the
ground level).

52
Chapter 5: Basic Modeling

Commander Buttons and Uses, cont.

World Defined Only Cartesian


Origin Coordinates (X,Y, and Z
values) can be entered. Z
value is in relation to
ground or world location.
(i.e. Z value would have to
be 55' to be 5' from the 5th
floor level).

Button 3

Coordinate System Enables you to enter


Polar Coordinates
Button Distance and Direction
(angle) values into the
Commander.

Cartesian Enables you to enter X, Y,


Coordinates and Z axis values into the
Commander.

Button 4

Moving/Locking Button Moving Reference Updates the Reference


Point Point to an new place in
your drawing every time
you click the mouse.

Locked Reference Fixes the Reference Point


Point at one spot in your
drawing.

Shifting from a Point


When you want to insert an element at an exact point, or begin drawing from one, you
can pick that point by shifting precisely from some other point (e.g. insert one window
exactly 3' 6" to the left or right of another). You do this by setting a Reference Point with

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.)

Commander in Cartesian Coordinate Mode

To shift from a point:

1. In the Commander, click to activate the Reference Point function.


2. In the drawing area, click a point to shift from (establish the Reference Point).
3. To shift in a single direction, type a value in the X or Y or Z box.
4. To shift in multiple directions do the following:
a. In the X box, type the X distance that you want to shift (positive value =
right, negative value = left).
b. In the Y box, type the Y distance that you want to shift (positive value = up,
negative value = down, as seen in 2D view on screen).
c. In the Z box, type the Z distance that you want to shift (positive value =
above, negative value = below, as seen in actual 3D space).
5. Click in the drawing area or hit Enter.
6. Your cursor is now at the precise point you specified.

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.

Drawing Walls with the Mouse


The easiest and quickest way to draw walls is to point and click. Once you have
selected a wall type from the catalog, you can draw a wall by selecting a start and end
point with the mouse. You can then continue adding walls to the one you have drawn by
clicking more endpoints, or finish the wall by right-clicking and choosing Finish. When
you are drawing a wall, running dimensions are displayed alongside the wall (as well as
in the Commander, if enabled), so you can draw the wall exactly the length you want.

Note: Because walls are intelligent elements, they know when to join other walls
and automatically form clean intersections with one another.

Drawing Walls Using the Commander


If you know the exact position, length and direction of the wall you want to draw, you
may want to use the Commander to draw the wall. The Commander is particularly
useful if you want to start your wall a specific distance from a selected base point.

Drawing Walls with the Mouse


To draw walls with the mouse:
1. From the location drop box, select the floor location where you want to insert the
wall.

2. Select Insert > Walls, OR click Walls on the Insert toolbar.


3. In the Catalog, select the wall group you want (e.g. Wood), and open it by clicking
its + sign.
4. Select an element in the group (e.g. 3 1/2" Wood Framed Wall). With Auto-
insertion Mode enabled, you can now begin drawing.

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

b. Right-click and click Insert Element in the menu.


OR

c. Click the Element button and click Insert Element in


the menu.

5. Select a start point for the wall in your drawing area.


6. Move your cursor in the direction you want your wall to run. Its length is shown as
you draw the wall. (Distance [length] and direction are displayed in the
Commander, if enabled, at the same time.)
7. When the wall is the length you want, click to set its endpoint.
8. To add another wall to the one you have just drawn, move the mouse in the direction
you want the new wall to run. When it is the right length, click to set its endpoint.
9. To finish a wall, right-click and click Finish in the menu.

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.

Drawing Walls with the Commander


To draw walls with the Commander:
1. From the location drop box, select the floor location where you want to insert the
wall.

2. Select Insert > Walls, OR click Walls on the Insert toolbar.


3. In the Catalog, select the wall group you want (e.g. Wood), and open it by clicking
its + sign.
4. Select an element in the group (e.g. 3 1/2" Wood Framed Wall). With Auto-
insertion Mode enabled, you can now begin drawing.

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

b. Right-click and click Insert Element in the menu.


OR

c. Click the Element button and click Insert Element in


the menu.

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.

To manually curve a wall:


1. Click the wall to select it.
2. Right-click in the drawing area and select Curve Wall from the menu.
3. Click the wall.
4. Move your cursor in the direction you want to curve the wall. Do not hold down the
mouse button. (The Commander, if enabled, shows you the radius and included
angle as you curve the wall.)

58
Chapter 6: Walls

5. When you have the curve you want, click to finish.

To automatically curve a wall:


1. Click the wall to select it.
2. Right-click in the drawing area and select Curve Wall from the menu.
3. Click a curve point anywhere in the drawing area.
4. The wall automatically curves to the point.
5. Click to finish.

To curve a wall using the Commander:


1. Click the wall to select it.
2. Right-click in the drawing area and select Curve Wall from the menu.
3. Enter a value in the Radius box or Included Angle box.
4. Click in the drawing area or hit Enter.

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.

Curved Wall Attributes and Commander Showing Values

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.

You can break a wall two ways:


• Manually, by clicking a point with your mouse.
• By entering precise values in the Commander.

To manually break a wall:


1. Click the wall to select it.
2. Right-click in the drawing area and click Break.
3. Click a break point on the wall.
4. The wall selection disappears. 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.

To break a wall using the Commander:


1. Make sure the Commander is enabled. Select Tools > Options > Workspace. If
the Commander is not selected, select it, then click OK.
2. Click the wall to select it.
3. Right-click in the drawing area and click Break.
4. The Commander is displayed.

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.

62
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.

2. Select Insert > Openings, OR click Openings on the Insert toolbar.


3. In the Catalog, select the opening you want to insert. With Auto-insertion Mode
enabled, the element will now be on the end of your cursor.

Note: If Auto-insertion Mode is disabled, you can manually insert an opening


three ways:
a. Drag the pointer into the drawing area and release the mouse button.
OR

b. Right-click and click Insert Element in the menu.


OR

c. Click the Element button and click Insert Element in


the menu.
4. Position the opening in the wall by using the dimensions shown on either side.
(They update as you move the opening back and forth.)
5. Click to insert the opening.
6. Right-click and select Finish from the menu.

64
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.

2. Select Insert > Doors, OR click Doors on the Insert toolbar.


3. In the Catalog, select the door you want to insert. With Auto-insertion Mode
enabled, the element will now be on the end of your cursor.

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

b. Right-click and click Insert Element in the menu.


OR

c. Click the Element button and click Insert Element in


the menu.
4. Position the door in the wall by using the dimensions shown on either side. (They
update as you move the door back and forth.)
5. Click to insert the door.
6. Right-click and click Finish.

65
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.)

To flip the entire door:


1. Click the door to select it.
2. Right-click in the drawing area and click Flip Opening.

To flip only the swing:


1. Click the door to select it.
2. Right-click in the drawing area and click Flip Swing.

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.

66
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.

2. Select Insert > Windows, OR click Windows on the Insert toolbar.


3. Select the window you want to insert. With Auto-insertion Mode enabled, the
element will now be on the end of your cursor.

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

b. Right-click and click Insert Element in the menu.


OR

c. Click the Element button and click Insert Element in


the menu.
4. Position the window in the wall by using the dimensions shown on either side.
(They update as you move the window back and forth.)
5. Click to insert the window.
6. Right-click and select Finish from the menu.

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.

67
68
Chapter

Fixtures and Furnishings


8

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.

2. Select Insert > Stairs/Ramps, OR click Stairs/Ramps on the Insert toolbar.


3. Select the staircase or ramp you want to insert.

Note: If Auto-insertion mode is disabled, you can manually insert a staircase or


ramp three ways:

a. Drag it into the drawing area and release the mouse button.
OR

b. Click Insert Element on the Catalog toolbar.


OR

c. Right-click and click Insert Element in the Shortcut menu.


4. Position the stairs and click to insert them.
5. Right-click and select Finish from the menu.

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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.

2. Select Insert > Railings, or click Railings on the Insert toolbar.

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

b. Click Insert Element on the Catalog toolbar.


OR

c. Right-click and click Insert Element in the Shortcut menu.


3. Right-click in the drawing area and choose an insertion option from the Shortcut
menu.
4. If you have not chosen Automatic, select the start point for the railing.

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.)

Size Page of Columns Properties

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.

2. Select Insert > Columns, OR click Columns on the Insert toolbar.


3. Select the column you want to insert.

Note: If Auto-insertion mode is disabled, you can manually insert a column


three ways:

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

73
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.

5. Right-click and select Finish from the menu.

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.

2. Select Insert > Cabinets, or click Cabinets on the Insert toolbar.


3. Select the cabinet you want to insert.

4. Right-click and choose Properties to check the cabinet's Behavior


properties.
5. Make any changes you want, and then click OK to close the Properties dialog box.

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Chapter 8: Fixtures and Furnishings

Note: If Auto-insertion mode is disabled, you can manually insert a cabinet


three ways.

a. Drag it into the drawing area and release the mouse button.
OR

b. Click Insert Element on the Catalog toolbar.


OR

c. Right-click and click Insert Element in the Shortcut menu.


6. Place the cabinet where you want it, then click to insert the cabinet.
7. Right-click and click Finish in the menu.

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.

Cabinet Behavior Properties


Before inserting a cabinet, you should check its Behavior properties. These determine
its insertion height (at or above floor level) and insertion positioning point.

To set the Cabinet Behavior properties:


1. In the Catalog window, select the cabinet and right-click.
2. Select Properties from the menu.
3. In the cabinet's properties box, click the Behavior tab.
4. In the Position area, in the Distance above current location box, type the height
you want the base of the cabinet to sit in relation to the floor level. If this value is 0,
the base of the cabinet will insert at floor level.

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

The Furnishings category contains elements like appliances, furniture and


plumbing and electrical fixtures. A wide variety of standard furnishings and fixtures is
supplied. You can insert an element with a single mouse click. Furnishings elements
automatically attach themselves to walls if Collision Control is on.

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).

To insert a Furnishings element:


1. From the Location box, select the floor location where you want to insert the
element.

2. Select Insert > Furnishings, OR click Furnishings on the Insert toolbar.


3. Select the element you want to insert.

4. Right-click and choose Properties to check the element's Behavior


properties.
5. Make any changes you want, then click OK to close the Properties dialog box.

Note: If Auto-insertion mode is disabled, you can manually insert a Furnishings


element three ways:

a. Drag it into the drawing area and release the mouse button.
OR

b. Click Insert Element on the Catalog toolbar.


OR

c. Right-click and click Insert Element in the Shortcut menu.

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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.

Furnishings Behavior Properties


Furnishings are elements like appliances, furniture, plumbing and electrical fixtures,

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.

To set Furnishings behavior properties:


1. In the Catalog window, select the element and right-click.
2. Select Properties from the menu.
3. In the element's properties box, click the Behavior tab.
4. In the Position area, in the Distance above current location box, type the height
you want the base of the element to sit in relation to the floor level (or ground level,
if landscaping). If this value is 0, the base of the element will insert at floor level (or
ground level).

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.

77
78
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:

• instantly add a floor to the entire perimeter of a model


• instantly add a floor to an individual room
• pick points to define the floor boundary

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.

Adding a Floor to the Entire Perimeter


To instantly add a floor to the entire perimeter of your model:
1. Make sure the location that you want to add the floor to is current.

2. Select Insert > Floors or click Floors on the Insert toolbar.


3. Select the floor you want to insert from the Catalog.

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

b. Click Insert Element on the Catalog toolbar.


OR

c. Right-click and click Insert Element in the Shortcut menu.


4. Right-click in the drawing area and click Insert: Auto Perimeter in the Shortcut
menu.
5. Click anywhere inside the perimeter of the model. The floor is added automatically.

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Chapter 9: Surfaces

6. Right-click and click Finish in the menu.


7. If you have not done so already, choose one of the solid 3D views to see your floor.

Adding a Floor to a Room


To add a floor to an individual room (provided all the perimeter walls are
connected):
1. Follow steps 1–3 above.
2. Right-click in the drawing area and select Insert: Auto Room from the Shortcut
menu.
3. Click inside the room that you want to add the floor to. The floor is added
automatically. (If you want, you can continue adding floors to other rooms.)
4. Right-click and click Finish in the menu.
5. If you have not done so already, choose one of the solid 3D views to see your floor.

Creating a Floor By Picking Points


To create a floor of any shape and size by picking points with your mouse:
1. Follow steps 1–3 above.
2. Right-click in the drawing area and click Insert: Pick Points in the Shortcut menu.
3. Select a start point for the floor boundary. 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.(For more information, (see Shifting from a Point on
page 53).)
4. Select the next point (corner) of the floor boundary.
5. Continue selecting points until the boundary is defined. (You do not have to select
the start point again because the last point you pick is always closed back to the
start point.)
6. Right-click and select Finish from the menu.
7. If you have not done so already, choose one of the solid 3D views to see your floor.

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.

81
The Insert Ceilings function lets you insert ceilings three (3) different ways. You can:

• instantly add a ceiling to the entire perimeter of a model


• instantly add a ceiling to an individual room
• pick points to define the ceiling boundary

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.

Adding a Ceiling to the Entire Perimeter


To instantly add a ceiling to the entire perimeter of your model:
1. Make sure the location that you want to add the ceiling to is current.

2. Select Insert > Ceilings or click Ceilings on the Insert toolbar.


3. Select the ceiling you want to insert.

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

b. Click Insert Element on the Catalog toolbar.


OR

c. Right-click and click Insert Element in the Shortcut menu.


4. Right-click in the drawing area and click Insert: Auto Perimeter in the Shortcut
menu.
5. Click anywhere inside the perimeter of the model. The ceiling is added
automatically.
6. Right-click and click Finish in the menu.
7. If you have not done so already, choose one of the solid 3D views to see your
ceiling.

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Chapter 9: Surfaces

Adding a Ceiling to a Room


To add a ceiling to an individual room (provided all the perimeter walls are
connected):
1. Follow steps 1–3 above.
2. Right-click in the drawing area and select Insert: Auto Room from the Shortcut
menu.
3. Click inside the room that you want to add the ceiling to. The ceiling is added
automatically. (If you want, you can continue adding ceilings to other rooms.)
4. Right-click and select Finish from the menu.
5. If you have not done so already, choose one of the solid 3D views to see your
ceiling.

Creating a Ceiling By Picking Points


To create a ceiling of any shape and size by picking points with your mouse:
1. Follow steps 1–3 above.
2. Right-click in the drawing area and click Insert: Pick Points in the Shortcut menu.
3. Select a start point for the ceiling boundary. 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. (For more information, (see Shifting from a Point
on page 53).)
4. Select the next point (corner) of the ceiling boundary.
5. Continue selecting points until the boundary is defined. (You do not have to select
the start point again because the last point you pick is always closed back to the
start point.)
6. Right-click and select Finish from the menu.
7. If you have not done so already, choose one of the solid 3D views to see your
ceiling.

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.

Adding a Roof to the Entire Perimeter


To instantly add a roof to the entire perimeter of your model:
1. Make sure that the location you want to add the roof to is current.

2. Select Insert > Roofs or click Roofs on the Insert toolbar.


3. In the Catalog, select the roof you want to insert.

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

b. Click Insert Element on the Catalog toolbar.


OR

c. Right-click and click Insert Element in the Shortcut menu.


4. Right-click in the drawing area and click Insert: Auto Perimeter in the Shortcut
menu.
5. Click anywhere inside the perimeter of the model. The roof is added automatically.
6. Right-click and click Finish in the menu.
7. If you have not done so already, choose one of the solid 3D views to see your roof.

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Chapter 9: Surfaces

Creating a Roof By Picking Points


To create a roof of any shape and size by picking points with your mouse:
1. Follow steps 1–3 above.
2. Right-click in the drawing area and click Insert: Pick Points in the Shortcut menu.
3. Select a start point for the roof boundary. 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. (For more information, (see Shifting from a Point
on page 53).)
4. Select the next point (corner) of the roof boundary.
5. Continue selecting points until the boundary is defined. (You do not have to select
the start point again because the last point you pick is always closed back to the
start point.)
6. Right-click and select Finish from the menu.
7. If you have not done so already, choose one of the solid 3D views to see your roof.

Inserting Custom Openings in Floors, Ceilings,


and Roofs
Once you have added a floor, ceiling, or roof, you can insert a custom opening in it of
virtually any shape and size by using the Insert Opening function in the right-click Edit
menu.

There are three ways to insert a custom opening:


• Draw the opening manually by picking points.
• Define the opening by entering values in the Commander.
• Combine the two methods above.

Manually Inserting a Custom Opening


To manually insert a custom opening:
1. Select the surface by clicking anywhere along its perimeter. You will probably find
this easier in 2D Plan view. Also, you can use the Selection Filter (see Selection
Filtering on page 99) to turn off elements, like walls, that are in the way.
2. Right-click in the drawing area and click Insert Opening in the menu.
3. Click a spot on the surface to select a start point for the opening.

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.

Inserting a Custom Opening Using the Commander


To insert a custom opening using the Commander:
1. Select the surface by clicking anywhere along its perimeter. You will probably find
this easier in 2D Plan view. Also, you can use the Selection Filter (see Selection
Filtering on page 99) to turn off elements, like walls, that are in the way.
2. Right-click in the drawing area and click Insert Opening in the menu.
3. Click a spot on the surface to select a start point for the opening.
OR
Shift from a point (see Shifting from a Point on page 53) if you want to begin a
specific distance from some other point (like a corner).
4. With your start point defined, enter values in the Commander to define the distance
and direction as indicated by angle (see Direction Angle on page 6) for each
following point.
5. Click in the drawing area or hit Enter to confirm each point.
6. When you have selected your final point, right-click and select Finish from the
menu.

Combining the Two Methods Above


To combine the two methods above:
1. Select the surface by clicking anywhere along its perimeter. You will probably find
this easier in 2D Plan view. Also, you can use the Selection Filter (see Selection
Filtering on page 99) to turn off elements, like walls, that are in the way.
2. Right-click in the drawing area and click Insert Opening in the menu.
3. Shift from a point (see Shifting from a Point on page 53) to begin a specific
distance from some other point (like a corner).
4. Select subsequent points manually to define the opening.
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

Removing Wall Openings Inserted from the Openings Category


To remove a wall opening inserted from the Openings category:
1. Click the opening to select it.
2. Right-click to bring up the Shortcut menu.
3. Click Delete.

Removing Floor, Ceiling and Roof Openings You Have Custom


Created
Note: To select a custom-created opening, the surface in which it appears must
also be selected. If you try to remove the opening by right-clicking and clicking
Delete, you will delete the floor, ceiling or roof surface as well.

To remove an opening you have custom created:


1. Select the surface the opening is part of by clicking on the surface’s perimeter.
2. Select all sides of the opening. (In four-sided openings, two opposite sides will do.)
Use Shift + click to add selections beyond the primary.

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.

Editing Roof Support Segments


Roofs can be edited both as one unit or by one or more of their support segments.
This is because there are basically two selection levels when it comes to roofs.

87
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).

Fig. 1: Initial Roof Selection

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.

Fig. 2: Two Support Segments Selected

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.

Fig. 3: Roof with Two Gable Ends

89
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.

To insert a simple dormer:


1. Create a model with a roof. (See: Inserting Roofs on page 83.) In the Catalog,
select a second roof, right-click and choose Properties.
2. On the Size page, in the Parameters pane, click in the Support Height box.
3. Click the arrow and change By Location to Absolute.
4. Enter a Support Height at, or somewhat higher than, your Ground Floor wall
height.
5. In 2D Plan view, insert the second roof, right-click, and choose Insert as Dormer.

6. Note that your cursor changes to an index finger pointer .


7. On your existing first roof, click a roof line (preferably a fascia [outer] edge) to
select it.
8. When you have correctly selected the roof, your cursor changes back to a pencil

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

You can now manipulate the dormer by:


• Resizing it by dragging selected supports.
• Editing the properties of selected supports (e.g. create a front gable as shown
below).

Simple Roof Dormer with Front Gable

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.

Adding a Dormer on Walls


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.

To add a dormer on top of walls:


1. On the Ground Floor, draw a model with at least four walls.

2. Using the Floor Locations box , switch your location to the


Second Floor.

3. Select Tools > Building Locations, OR click Building Locations on the


Tools toolbar and set your dormer Head Height and Wall Height.

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:

7. Choose the Cut an opening... option.


8. After the roof has been inserted, go back to the Second Floor location.
9. In 2D Plan view, select a second roof to insert, right-click, and choose Insert as
Dormer.

10. Note that your cursor changes to an index finger pointer .

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.

93
94
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:

1. Click Undo on the Standard toolbar.


OR
2. Select Edit > Undo.
OR
3. Press Ctrl+Z.

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:

1. Click Redo on the Standard toolbar.


OR
2. Select Edit > Redo.
OR
3. Press Ctrl+Y.

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Chapter 10: Editing

Selecting Elements
Various methods of selecting elements are outlined below:

Selection Methods

Method Purpose How To

Clicking The most common Click the element you


method of selection. You want to select.
select an element with a
single mouse click.

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.

Crossing Select an element or Going from either left to


group of elements. right, or right to left, drag a
window through any part
This method is particularly of the element or
useful when you want to elements you want to
select a large element not select.
totally visible on the
screen. Any elements touching
the selection window will
be selected (they do not
need to be totally
enclosed).

Select Previous Re-selects the element(s) Select Edit > Select


you last selected. Previous.

Select All Selects all elements on Select Edit > Select All.
the current location (as
long as they are enabled
in the Selection
Filter).

97
Selection Methods, cont.

Shift + Clicking a Deselects any element in Shift + Click any element


selection a multiple selection. in a series a second time
to deselect it.

Deselect All Deselects all selected Select Edit > Deselect


elements. All.

OR

Right-click in the drawing


area and select Deselect
All from the menu.

OR

Click empty space.

Disables Auto-insertion
Pointer Mode. You then select by Click Pointer on the
clicking. Insert toolbar.

Prohibits/allows selection Select Edit > Selection


Selection Filter
of elements and locations. Filter.

The Selection Filter is OR


particularly useful when
elements become difficult Click Selection Filter
to select because of view on the Views toolbar.
size or population density.
For more information see:
Selection Filtering.

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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.

To access the Selection Filter:


1. Select Edit > Selection Filter.
OR
2. Click Selection Filter on the View toolbar.

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.

Two Views of the Selection Filter

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Chapter 10: Editing

Selection Filtering by Element


If you choose to filter by Element, the Selection Filter dialog box displays a list of all
element groups:

Element Groups Displayed in Selection Filter

101
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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Chapter 10: Editing

Selection Filtering by Location


If you choose to filter by Location, the Selection 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.

Locations Displayed in Selection Filter

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.

Editing Element Properties


Every element you insert has its own Properties containing a variety of definitions. All
elements have the following Properties pages:

• General (information such as Name, Manufacturer, Price, etc.)


• Appearance (material definitions for displaying the element, such as texture or
pattern)

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

Method 1: Editing Inserted Elements


By default, once you have inserted an element in your drawing, only certain properties
(instance variables) can be changed. The remaining properties (definition variables)
are unavailable. You can override this if you want, but if you do, a new element is
created in the Current Model catalog. (This is a catalog created as you draw. It lists all
the elements in your model. The Current Model catalog is local to the drawing ONLY
and saved along with it.)

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.

(See: Editing Inserted Elements on page 105.)

Method 2: Editing Elements in the Current Model Catalog


As you add elements to your drawing, a Current Model catalog is created automatically.
It lists all the elements in your drawing. If you edit the properties of an element in the
Current Model catalog, all appearances of that element in your drawing are updated.

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.

(See: Editing Elements in the Current Model Catalog on page 43.)

Method 3: Editing Elements in External Catalogs


Every element you insert must come from a pre-existing external catalog, either the
Master Catalog or a custom catalog that you have created and saved. External
catalogs are available for all drawings you create. Changes that you make to them will
affect future projects.

(See: Editing Elements in External Catalogs on page 42.)

Editing Inserted Elements


You can select any element in your drawing and edit its properties. (Right-clicking a
selected element and choosing Properties will display a dialog box containing a

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.

If you make changes to visible properties, such as dimensions or appearance, the


selected element is updated in the drawing automatically. Only the element that you
select is changed. Other occurrences of the element in your drawing remain unchanged.

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.

To edit inserted elements:


1. Select the element or elements you want to edit.
2. Right-click in the drawing area and click Properties in the menu.
3. Adjust the values on the pages of the dialog box.
4. If you want to edit definition variables (and create a new element in the Current
Model catalog), select Allow Definition Editing on the General page.
5. Click OK.
6. The selected elements are updated in the drawing.

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

To move an element by dragging:


1. Select the element you want to move. (You can select multiple elements if you
want.) With many elements (like Windows), you are in Move/Drag Mode by default
once you select the element. However, with Floors, Walls and Ceilings, you are in
Stretch mode.

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.

Moving with the Commander


The Commander provides precise control for moving elements. You can specify the
exact distance and direction (using the direction angle) you want to move the element.
Also, you can shift the element from a selected base point.

Moving an element using the Commander consists of three main steps:


• selecting the element
• selecting a base point
• specifying the move distance and direction

To move an element using the Commander:


1. Make sure the element you want to move is selected.
2. Right-click in the drawing area and click Move in the Shortcut menu.
3. Select a base point for the move. Typically, you would pick an element grip point.
If the point you want to select is not an element endpoint, you can shift the base
point a specific distance and direction from a selected reference point.
4. Once you have selected a base point, you need to define a second point (the point
you are moving TO.) You can do this by moving the element with your mouse and
selecting a point on the screen, or by typing values in the Commander.

107
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:

Copying an Element Options

Function Access By Description More Info

Duplicate Select element Copies the (See: Copying


and right-click. selected element. Elements on the
You can then drag Same Location on
the copy to a new page 109.)
location.

Using the
Commander, the
selected element
can also be
automatically
copied a specific
distance and
direction on the
current location.

Duplicate to Select element Lets you copy the (See: Copying


Locations and right-click. element to another Elements to
existing location. Other Locations
on page 110.)

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Chapter 10: Editing

Copying an Element Options

Array Select element Creates copies of (See: Arraying


Rectangular and right-click. an element in a Elements on page
(availability of this series of rows and/ 111.)
command varies or columns.
with element
selected)

Copying Elements on the Same Location


When you copy an element, you copy it in the X/Y plane (left or right/up or down) on the
current location. The Duplicate command in the right-click menu lets you copy an
element in three basic steps:

• Select the element.


• Select a base point (the reference point from which you will specify the copy
direction and distance).
• Indicate the distance and direction to place the copy from the base point.

You can position the copy by:


• dragging it with the mouse
OR
• typing values in the Commander.

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.

109
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.

Copying Elements to Other Locations


The Duplicate to Locations command (available in the Shortcut menu when you right-
click a selected element) lets you copy existing elements to other locations. This is
useful if the elements you have already drawn will have the same layout on another
location. For example, you can copy the exterior walls on the Ground Floor to the
Second Floor and instantly create another story.

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.

To copy elements to other locations:


1. Make sure the location you want to copy elements FROM is current.
2. Select the elements you want to copy.
3. Right-click and click Duplicate to Locations.
4. Select the target location(s) you want to copy the elements to.
5. Click OK.

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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.

Array Rectangular Dialog Box

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).

111
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.

Rotating Elements Manually


To see your angle of rotation, even though you are rotating an element manually,
enable the Commander (if it is not already enabled).

Note: If you want to freely rotate an element, make sure Ortho and Angle Snap
are disabled.

To rotate an element manually around its CENTER:


1. Click the element to select it.
2. Click the element's grip handle (you will see the rotate cursor displayed when you
hover over it), and drag the element in a circular motion.

Rotate Cursor Displayed

3. Release the mouse button when the element is where you want it.

To rotate an element manually around a USER-DEFINED ROTATION POINT:


1. Click the element to select it.
2. Right-click and select Rotate from the menu.
3. Click to define the rotation point. (Note: The point does not have to be on the
element. It can be anywhere in the drawing area.)

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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.

Rotating Elements Using the Commander


The Commander allows you to specify a precise rotation angle.

Note: If you want to freely rotate an element, make sure Ortho and Angle Snap
are disabled.

To rotate from an AUTOMATIC baseline using the Commander:


1. Select the element to rotate.
2. Right-click in the drawing area and click Rotate in the menu.
3. Click anywhere in the drawing area. An automatic baseline is established running
through the point at 180°.
4. In the Rotation Angle box of the Commander, type the angle value you want.

Note: Positive angle values are read in a counter-clockwise direction. It is also


possible to enter negative values. They are read in a clockwise direction.

5. Click in the drawing area, or hit Enter.


6. The element is rotated.

To rotate an element from a SELF-DEFINED baseline using the Commander:


7. Follow Steps 1–2 above.
8. You now need to specify your baseline for the rotation by establishing two points.
First, click anywhere in the drawing area to set your first point.

9. Next, click in the Commander.


10. Then, click a second point in the drawing area. Your baseline is now established
between the two points. (Note: Once you click the second point, the rotate cursor
is displayed.)
11. Follow Steps 4–5 above.

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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.

The program’s Rendering solution (available only in 3D Home Architect® 5.0


Professional), which provides the Rendered and Render Mesh views, lets you create
extremely photo-realistic results for scenes that contain a number of separate reflecting
surfaces.

And, the program’s Camera gives you the ability to fine-tune your 3D views.

Viewing in 2D Plan View


When you start a drawing, the default view is 2D Plan. It shows your model as if you
were looking at it from above. 2D Plan view is ideal for creating a floor plan.

To display your model in 2D Plan view:


1. In Views, under 2D Plan, click the Default View folder.
OR
2. In the Window menu, select 1 Drawing Name:1 (2DPlan - Default View).

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

Viewing and Opening Views


Viewing Open Views
If a view is open but not visible, you can display the view by clicking it in the Views
panel or selecting the view from the Window menu.

Open Views

Opening and Viewing Closed Views


Views that are closed are represented by closed folders.

Closed Views

To display a closed view:


1. Go to the Views panel and double-click the view.
OR
Select the view, right-click, and click Open View.

117
Note: Because views are saved automatically with the drawing, you do not need
to save them separately, even if you change them.

Viewing and Editing the Properties of a View


The properties of a view include name, type, and scale. You can edit the name of all
views (2D or 3D), but you can edit the scale of only 2D views:

• Plan
• Elevation

3D views do not have a scale.

To view or edit the properties of a view:


1. In the Views pane, right-click the view.
2. Select Properties from the menu.
3. Edit the view name or scale.
4. Click OK.

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.

You can close a view window two ways:


• Go to the Views panel, right-click the view in the list, and select Close View
from the menu.
• If you have two or more views open, and they both have names, click Close
at the top of the view that you want to close.

Selecting View Modes


Selecting a view mode controls your viewpoint of the model. The program offers three
view modes:

• 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.

To select a 3D view mode:


1. Choose one of the default Model views, OR create a 3D view of your own.
2. Once you have selected or created a 3D view, right-click in the drawing area, and
click Camera Properties in the Shortcut menu.

119
3. The Camera Properties dialog box appears with either Parallel or Perspective
selected under View Mode (depending on your Model view).

Camera with Parallel Mode Selected

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

View Mode Description Benefits/Uses More Info

2D Plan Displays your model in Most common view (See: Viewing in


2D, as if you were for drawing and 2D Plan View on
looking at it from creating floor page 116.)
above. layouts

Parallel Eliminates the effect of Use to set the 3D (See: Viewing in


distance from a view. view at a common Parallel 3D Mode
angle. on page 121.)
All drawing lines are
parallel. Can use Shaded,
Shaded Outline, or
Textured display
views.

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Chapter 11: Viewing

View Modes, cont.

Perspective Scale of an element Realistic 3D (See: Viewing in


decreases according viewing at a Perspective 3D
to its distance from the specific viewpoint, Mode on page
viewer. angle and height. 122.)

Lines converge to a Can use Shaded,


vanishing point. Shaded Outline, or
Textured display
Creates a realistic 3D views
view of your model.

Viewing in Parallel 3D Mode


Parallel is the default 3D viewing mode. A Parallel 3D view eliminates the effect of
distance from a view. Parallel viewing contrasts with Perspective viewing in which the
scale of an element decreases according to its distance from the viewer. In Parallel
mode, all drawing lines are parallel. In Perspective mode, lines converge to a vanishing
point.

Perspective distortion can make some views (particularly Wireframe) hard to


understand. Parallel view provides an easily perceived alternative.

To select Parallel 3D view:


1. Right-click in the drawing area of your 3D model.
2. Click Camera Properties in the Shortcut menu.
3. The Camera Properties dialog box appears with Perspective selected in View
Mode.
4. Select Parallel. Then click OK.

Camera with Parallel Mode Selected

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Note: In a 3D view, you have the choice of displaying your model in Shaded,
Shaded Outline or Textured view.

Viewing in Perspective 3D Mode


In a Perspective view, elements that are far away from the viewpoint (which can be
controlled by camera placement) appear smaller. Elements that are closer appear
larger. The effect simulates a real-life viewing experience.

In a Perspective view, lines converge to a vanishing point. In a Parallel view, all drawing
lines are parallel.

To view a drawing in Perspective 3D mode:


1. First, open or create a 3D view.
2. Once you have opened or created a 3D view, right-click in the drawing area, and
click Camera Properties in the Shortcut menu.
3. The Camera Properties dialog box appears with Parallel selected as the default in
View Mode.
4. Select Perspective. Then click OK.

Camera with Perspective Mode Selected

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:

• Drawing Name: # View – Name

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Chapter 11: Viewing

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.

Creating an Additional 2D Plan View


By default, your drawing is initially shown in and contains one 2D Plan view. However,
you can create an additional 2D Plan view (or views) at a different drawing scale.

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.

To create an additional 2D Plan view:


1. Right-click in Views and select New View from the menu.
2. In the View Properties dialog box, type a name for the view in the Name box.
3. From the View Type list, select 2D Plan.
4. In the Scale area, select a scale for the view from the drop-down list on the right.
The scale ratio is automatically shown in the box on the left.
5. Click OK. The new view is created and becomes the current window. The view is
also added to the 2D Plan group in Views.

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.

123
Tip: To switch between open view windows and the main drawing window, use
the Window menu.

Creating an Additional 3D Model View


The program ships with two default 3D Model views, one in Parallel mode and the other
in Perspective mode. However, you can create additional 3D Model views if you like.
When you create an additional 3D Model view, it appears in Wireframe display and in
Parallel mode (in the default Camera view for Parallel mode).

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.

To create an additional 3D Model view:


1. Right-click in Views and select New View from the menu.
2. In the View Properties dialog box, type a name for the view in the Name box.
3. From the View Type list, select Model.
4. Click OK. The new view is created and becomes the current window. The view is
also added to the Model group in Views. If you want, you can change the mode to
Perspective or the view to any of the other display views.

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).

Creating an Additional Elevation View


The front, back, and side views of a building are known as its Elevation views. The
program ships with four default Elevation views:
• Front Elevation (South)
• Right Elevation (East)
• Rear Elevation (North)
• Left Elevation (West)

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Chapter 11: Viewing

You can, however, create additional Elevation views at different scales and with different
directional orientations.

To create an additional Elevation view:


1. Right-click in Views and select New View from the menu.
2. In the View Properties dialog box, type a name for the view in the Name edit box.
3. From the View Type list, select Elevation.
4. In the Scale area, select a scale for the view from the drop-down list on the right.
The scale ratio is automatically shown in the box on the left.
5. From the Preset list, select a direction.
6. Click OK. The new view is created and becomes the current window. The view is
also added to the Elevation group in Views.

125
126
Display
Chapter
12

127
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.

Note: Rendering is only available in 3D Home Architect ® 5.0 Professional.

Display Types

Display Type Description Uses/Benefits Help/More Info

Wireframe In 3D view, a Simple 2D or 3D Creating a


View representation of viewing. Wireframe View
elements that lets
you see through Quick plotting/
them to view their printing.
entire composition.

Hidden Line Hides lines which Solid, non-color, Creating a Hidden


View you would not non-textured 3D Line View
normally be able to viewing.
see. A more
realistic view than
Wireframe.

Paints the Solid, full-color 3D Creating a Shaded


Shaded View
surfaces of viewing. View
elements with
colors assigned to
them in the
catalog.

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Chapter 12: Display

Display Types, cont.

Shaded Paints the Solid, full-color 3D Creating a Shaded


Outline View surfaces of viewing with Outline View
elements with increased surface
colors assigned to definition.
them in the catalog
AND outlines
surface edges in a
single, dark line.

Textured Applies materials Solid, full-textured Creating a


View (textures) to the 3D viewing. Textured View
surfaces of
elements. The
material applied
depends on an
element’s material
definition in the
catalog.

Patterned Applies a pattern Simple 2D or 3D Creating a


Outline View of lines (hatch viewing. Patterned Outline
pattern) to the View
surfaces of An interesting and
elements. The traditional
pattern applied alternative to solid
depends on an full-color display.
element’s material
definition in the Varied line patterns
catalog. Lines can are used to
be black or represent different
colored. materials.

Rendered Puts you into Allows photo- (See: 3DTrueView


View Render mode realistic display of Render Controls
which activates the your model. on page 155.)
Render toolbar
buttons.

129
Display Types, cont.

Render Displays the Useful when


Mesh subdivided determining the
surfaces used in level of detail vs.
the photo-realistic speed of rendering
display of your relationship.
model.

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.

Displaying a Background Behind a Model


Displaying a background behind a model improves 3D viewing. You can choose a
texture (such as sky, grass, or trees) to display when in Textured mode.

Note: This feature works only in Perspective view (i.e. not in Parallel).

To display a background:

1. Select Tools > Options, OR click Options on the Tools toolbar.


2. Click the Site Visuals tab.
3. In the Background area of the Site Visuals page, click in the Texture window.
4. In the Materials dialog box, click the plus sign beside one of the folders in the
Materials pane to open it.
5. Click a material, and then click OK.
6. When you are returned to the Site Visuals page, a preview of your background is
visible in the Texture window.
7. In the % Below horizon box, enter the percentage you want the background to
appear below ground level (absolute zero).
8. Click OK.
9. The background will now be displayed behind your model in Textured mode/
Perspective view.

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Chapter 12: Display

Displaying a Ground Plane


To improve visualization, you can display a ground plane behind your model. You can
control the following ground plane attributes:
• length
• width
• level
• texture
• color

To display a ground plane:

1. Select Tools > Options, OR click Options on the Tools toolbar.


2. In the Options dialog box, select the Site Visuals tab.
3. Select the Include level ground plane check box.
4. In the Level box, type a level for the ground plane (the default is 0).
5. In the Length box, type a length for the ground plane.
6. In the Width box, type a width for the ground plane.
7. To apply a texture and color to the ground plane:

a. Click the Material button .


b. In the Materials dialog box, click the plus sign beside one of the folders in
the Materials pane to open it.
c. Click a material. Previews of the material's texture and color are shown in
the preview panes.
d. Click OK to accept your selection, or load another.

Note: You can also edit the material's texture and color by clicking the Edit button

or clicking inside the Texture and Color panes.

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.

131
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.

You can display/hide:


• a location by itself
• multiple locations simultaneously
• selected elements on a specific location
• selected elements on multiple locations
• Text and Dimension Annotation Elements

To access the Display Filter:


1. Select View > Display Filter.
OR
Click Display Filter on the View toolbar.

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Chapter 12: Display

The Display Filter offers complete display control for all locations and elements in your
drawing. It offers two types of filtering: Element and Location.

Two Views of the Display Filter

133
Display Filtering by Element
If you choose to filter by Element, the Display Filter displays a list of all element groups:

Display Filter Showing Element Groups

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Chapter 12: Display

You can display/hide:


• every instance of a particular element group in your drawing (e.g. doors on all
locations)
• 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 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.

135
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.

Display Filter Showing Locations

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Chapter 12: Display

You can display/hide:


• an entire location
• selected elements on that location
• Text and Dimension Annotation Elements

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.

Zooming and Panning


The program includes a standard set of zoom functions. You can select them three
ways:
• Choose a Zoom command from the View menu.
• Click a button on the View toolbar.
• Right-click in the drawing area, and choose a command from the Shortcut
menu.

For details on individual zoom functions, see the online Help topics listed.

137
The following table describes available zoom functions:

Zoom Functions

Function Description Help Topics

Zoom In Enlarges the entire view in Zooming In


increments.

Zoom Out Shrinks the entire view in Zooming Out


increments.

Zoom Window Enlarges a specific area Zooming a Selected Area


(that you select by
drawing a window around
it).

Zoom Previous Returns to the previous Returning to the Previous


view. View

Zoom Extents Brings the entire drawing Zooming to the Extents of


into view (zooms to the the Drawing
extents of the drawing).

Zoom Dynamic Continuously enlarges or Zooming Dynamically


shrinks the entire view.

Pan Shifts the current view the Panning


distance you drag it with
your mouse.

138
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.

To activate or view the Camera in any view:

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.

2D Plan View with Camera Function Activated

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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.

Working with the Camera and Target


The Camera function allows you to view your model from virtually any position or angle.

Activating the Camera Function


To activate the Camera function:

1. Select View > Show Camera .


OR

2. 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.

Moving the Camera and Target


There are three ways of moving the Camera and the Target:
• Using the dynamic Camera functions
• Using the Camera Properties dialog box
• Selecting and dragging the Camera and Target

Viewing in Tile View


If you find it inconvenient to switch between full-screen 2D Plan and 3D Model views of
your model (to alternately move the Camera and Target and then see the result),
another working method is to view in Tile view. In Tile view, all of your views are visible

141
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.

Dragging the Camera and Target


Both the Camera and the Target can be selected in either 2D Plan or a 3D Model view
and dragged to a new location. Typically, the target is placed in an area, or on a detail,
that you want to see. The Camera is then moved to a variety of viewing positions.

To move the Camera or Target:


1. Select either the Camera or Target by clicking it.
2. A selection handle appears.

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

Camera Selected for Move in 2D Plan View

Camera Selected for Move in a 3D Model View

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.

Camera in Zoom Window

Using the Camera and Target in Tile View


If you find it inconvenient to switch between full-screen 2D Plan and 3D Model views of
your model (to alternately move the Camera and Target and then see the result), an
alternate working method is to view in Tile view. In Tile view, all of your views are visible
at the same time, though in reduced size. Also, 3D views update instantly when either
the Camera or Target is moved in 2D Plan view.

To view in Tile view:


• Select Window > Tile.

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Chapter 13: Camera Work

Two Views Displayed in Tile View

Note: The Camera (and Target) is not displayed in the (only) Model view shown
above because you are looking through it.

145
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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Chapter 13: Camera Work

Accessing Camera and Target Properties


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.

To display the Camera and Target Properties dialog box in a 2D view:


• Select either element, right-click and click Properties.

To display the Camera and Target Properties dialog box in a 3D view:


• Right-click anywhere in the drawing area and click Properties.

Camera Properties Dialog Box

147
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.

View Mode Set to Parallel

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

148
Chapter 13: Camera Work

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.

Interior at 45 Degree Angle of View Interior at 120 Degree Angle of View

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.

149
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.

Nine Preset Camera Views

The nine preset camera views show your drawing:


• looking down at an angle from above the four corners
• looking straight on from the four sides
• looking straight down from directly above (90°)

Dynamic Camera Viewing


The program includes five dynamic Camera functions:

• 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:

• Choose a command from the View menu.


• Click a button on the View toolbar.
• Right-click in the drawing area and choose a command from the Shortcut
menu.

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Chapter 13: Camera Work

The following table briefly describes available dynamic Camera functions. For more
detailed information and instructions, see the online Help topics listed.

Dynamic Camera Functions

Function Description Help Topics

Orbit Revolves the Camera Orbiting the Camera


around the Target. Around the Target

Slide Slides both the Camera Sliding the Camera and


and the Target left, right, Target
up or down.

Zoom Dynamic Smoothly and Zooming Dynamically


continuously enlarges or
shrinks the entire model
view.

Dolly Available in Perspective Dollying the Camera


view only. Moves both the
Camera and the Target in
or out in relation to the
model.

Spin Revolves the Target Spin Function


around the Camera.

151
152
Chapter
14
3DTrueView™ Rendering

153
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.

But what is radiosity?

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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Chapter 14: 3DTrueView Rendering

lines). If we know its luminance, we can use 3DTrueView to directly render a photo-
realistic image of the hallway from any viewpoint.

That's all there is to 3DTrueView rendering!

Specifying the 3DTrueView Rendering


Environment
You can define a realistic environment for your model to be used when rendering. The
Global Settings tab and the Site Visuals tab in the Options dialog box contain
variables to specify the rendering environment.

To access the Options dialog box:


1. Select Tools > Options
OR
Click Options on the Tools toolbar.

Variables available on the Global Settings page include:


• Country and City
• Angle of True North
• Date and Time

Variables available on the Site Visuals page include:


• Background (texture)
• Ground Plane

3DTrueView Render Controls


The three functions on the Render toolbar control the program's 3DTrueView radiosity
solution.

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,

155
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

Control Description Further Info

Starts the 3DTrueView No topic available


Calculate radiosity solution.

Resets the 3DTrueView No topic available


Reset radiosity solution.

Accesses the Options (See: 3DTrueView Ren-


Options dialog box from within dering Options on page
Model views only. (Only 156.)
the Rendering tab is
shown.)

3DTrueView Rendering Options


Note: 3DTrueView rendering is available only in 3D Home Architect® 5.0
Professional

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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Chapter 14: 3DTrueView Rendering

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.

Dialog Box Showing 3DTrueView Rendering Options

157
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.

Note: The rate of decrease in the convergence value is exponential. If it takes


500 steps to reach 0.20, it will take another 500 steps to reach 0.10 and 2000
steps to reach 0.05. Higher step values increase lighting accuracy but also
lengthen rendering time.

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Chapter 14: 3DTrueView Rendering

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.

Max. Element Area


For radiosity lighting calculations, all surfaces in your model (walls, floors, furniture, etc.)
are divided into a mesh of elements known as a render mesh. Surface elements
receive and reflect light. The larger the element area, the fewer elements there are in
the environment to consider. Therefore, the faster the radiosity calculations will run.
However, if element areas are too large, they will not capture shadow detail properly.
After you have performed a rendering, you can view your render mesh by selecting
View > Display > Render Mesh or clicking Render Mesh on the Display toolbar.
A maximum element size of 144 square inches (12" square) or its approximate metric
equivalent, 100,000 square millimeters, is usually acceptable.

Max. Patch Area


Surface elements are grouped into patches. For example, an 8' x 24' wall might be
grouped into mesh of 4 x 12 patches, with each patch consisting of 2 x 2 elements
measuring 12" square. The purpose of patches is to group elements and simultaneously
reflect their light. Where it would take 192 steps (8 x 24) to calculate the light reflected
from each element of the wall, it would take only 48 steps (4 x 12) to calculate the light
reflected from each patch.

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.

159
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.

Adaptive Subdivision Rendering Options


Note: 3DTrueView rendering is available only in 3D Home Architect® 5.0
Professional.

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.

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 Adaptive Subdivision is enabled, 3DTrueView calculates the distribution of light


for the initial surface mesh. Then it determines the difference in illumination
("brightness") between each pair of surface elements. If this difference exceeds a user-
specified Threshold, both elements are subdivided (as long as the subdivision
produces new elements whose area is greater than a user-specified Minimum Element
Area.)

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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Chapter 14: 3DTrueView Rendering

This process continues until:


1. The Maximum Level (number) of adaptive subdivisions has been reached.
OR
2. The user-specified Minimum Element Area is reached. (3DTrueView will not
subdivide an element it the resulting sub-elements will be smaller than the user-
specified Minimum Element Area. The Adaptive Subdivision process will stop when
there are no further elements that can be subdivided without breaking this rule.)
OR
3. The user-specified Threshold is not exceeded by any element pairs.

Maximum Level
The Maximum Level is the number of times the adaptive subdivision process is
repeated. Typically a value of 3 is sufficient.

Minimum Element Area


The user-specified Minimum Element Area is as described above. Typically a value of 4
square inches (2" square), or its approximate metric equivalent, 2600 square
millimeters, is adequate.

Threshold
The user-specified Threshold is the difference in direct illumination received by
adjacent elements. Typically a value of 2.0 produces satisfactory results.

Note: Direct illumination is lighting provided from a source without reflection


from other surfaces.

161
Display and Daylight Rendering Options
Note: 3DTrueView rendering is available only in 3D Home Architect® 5.0
Professional.

Display and Daylight Options

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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Chapter 14: 3DTrueView Rendering

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.

Enable Daylight When Rendering

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.

163
164
Chapter
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.

To access the Materials list:


1. Select Tools > Appearance > Materials.
OR

2. Click Materials on the Tools toolbar.

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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Chapter 15: Materials and Textures

Here is a quick look at the components and functions of the Materials list:

Materials List Functions and Components

Function/Component Description More Info

Materials pane Lists the currently No topic available


available materials.
Materials are organized by
group in a tree structure.

Also accessible by right- (See: Adding a Group to


Add Group clicking in the Materials the Materials List on
pane. Lets you add a new page 168.)
group to the available
Materials list.

Also accessible by right- (See: Adding a Material


Add Item clicking in the Materials to the Materials List on
pane. Lets you add a new page 169.)
material to a selected
group in the Materials list.

Also accessible by right- Select the item or group in


Delete clicking in the Materials the Materials pane. Click
pane. Deletes a selected
item or group from the , or right-click and
available Materials list. A click Delete.
group cannot be deleted
until it is empty of
materials.

Texture, Pattern and Show previews of a No topic available


Color panes material's attributes. Once
a material is selected,
clicking in a pane will open
the list for that attribute.

Allows you to access the No topic available


Edit Texture, Pattern and Color
lists. An alternative to
clicking inside the preview
panes.

167
Materials List Functions and Components, cont.

Used to export or import (See: Exporting


Transfer Materials libraries. Initially Materials to a Library on
calls up the Open dialog page 174.)
box where you name the
library you want to export, (See: Importing a
or select the one you want Materials Library on
to import. After the library page 175.)
has been named or
opened, the Transfer
dialog box is displayed.

Accessible in Transfer
Box

In Current Model pane Shows current model No topic available


materials groups and
items.

In External Template Shows external template No topic available


pane materials groups and
items.

Export (Item or All) Saves the current list of (See: Exporting


available materials (or Materials to a Library on
parts of it) to a library file. page 174.)
Import (Item or All) Loads a saved materials (See: Importing a
library (or parts of it) into Materials Library on
the current model. page 175.)

Adding a Group to the Materials List


To add a group to the Materials list:
1. Access the Materials dialog box in one of the three available ways:
a. Select Tools > Appearance > Materials.

b. Click Materials on the Tools toolbar.

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Chapter 15: Materials and Textures

c. Double-click a drawing element to bring up its properties page (or select


the element, right-click, and choose Properties). Click the Appearance
tab, and then click the Material option button.
2. In the Materials pane, right-click and click New Group.
OR
Click Add Group on the toolbar below the Materials pane.
3. When the new group is added, type the name you want. Then click OK.

Note: You can now go on to add a material to your new group.

Adding a Material to the Materials List


To add a material to the Materials list:
1. Access the Materials dialog box in one of the three available ways:
a. Select Tools > Appearance > Materials.

b. Click Materials on the Tools toolbar.


c. Double-click a drawing element to bring up its properties page (or select
the element, right-click, and choose Properties). Click the Appearance
tab, and then click the Material option button.
2. In the Materials pane, select the group you want to add the material to. (Before
adding a material, you may want to add a new group to the list.)
3. Right-click and click New Item.
OR
Click Add Item on the toolbar below the Materials pane.
4. When the new item is added, type the name you want. Then click OK.

Note: You can now go on to define the properties of the material which include
Texture, Surface Color, and Pattern attributes.

Attaching Materials to Elements for Displaying


The Shaded, Shaded Outline, Textured and Patterned views display elements with
material properties. An element's Appearance property page lets you select the
material (which contains texture, color and [line] pattern attributes) used to display the
element (or one or more of its components).

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.

To attach a material to an element:


1. Access the element's properties page in one of the three following ways:
a. In the Catalog panel, select the element, right-click and click Properties.
b. In the Drawing window, double-click the element.
c. In the Drawing window, select the element, right-click, and click
Properties.
2. Click the Appearance tab. The items listed in the Components pane will vary
according to the type of element.
3. Select a component, and then click the Material option button.
4. In the Material pane, select a material. Previews of the material's texture, pattern
and color are displayed. You can accept these or alter them.
5. When you have decided on the material you want, click OK.

Applying a Pattern to a Material


• You can apply a pattern to an existing material or add a material of your own to
the Materials list.
• You can add a custom color or a custom lineweight to a pattern.

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Chapter 15: Materials and Textures

To add a pattern to a material:


1. Access the Materials dialog box in one of three available ways:
a. Select Tools > Appearance > Materials.

b. Click Materials on the Tools toolbar.


c. Double-click a drawing element to bring up its properties page (or select
the element, right-click, and choose Properties). Click the Appearance
tab, then click the Material option button.
2. In the Materials pane, select the material you want to add the pattern to.

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.

To add a color to your pattern:


1. Click inside the Color preview pane, OR click the Edit button and
select the Color tab.
2. When the Edit Materials dialog box appears, click the Pattern option button.
3. Choose a color in the Pattern pane. (Previews are visible in the Current Selection
pane.)
4. When you have decided on the color you want, click OK. (To create a custom color
or set color transparency, see Adding a Color.)

To add a lineweight to 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.

171
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.

Applying a Surface Color to a Material


To apply a surface color to a material:
1. Access the Materials dialog box in one of the three available ways:
a. Select Tools > Appearance > Materials.

b. Click Materials on the Tools toolbar.


c. Double-click a drawing element to bring up its properties page (or select
the element, right-click, and choose Properties). Click the Appearance
tab, then click the Material option button.
2. In the Materials pane, select the material you want to add the color to. (Or, you can
add a material to the materials list.)
3. Click inside the Color preview pane.
OR
Click the Edit button .
4. Select the Color tab (unless it is already selected).
5. Select the Surface option (unless it is already selected).
6. In the Surface pane, select a color (or you can add a color). Your selection is
previewed in the Current Selection pane.
7. When you have decided on your color, click OK. You are returned to either the
Materials dialog box or the element's Appearance page.
8. Click OK once more to close the remaining dialog box and apply your color to your
material.

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Chapter 15: Materials and Textures

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 .

Applying a Texture to a Material


Textures are bitmap (*.bmp) files. A Textures library (approximately 200 textures) ships
with the program. By default, sample textures are available for each material. However,
you can add textures from the library—or from any location—provided the texture file is
properly proportioned and not too large.

To apply a texture to a material:


1. Access the Materials dialog box in one of three available ways:
a. Select Tools > Appearance > Materials.

b. Click Materials on the Tools toolbar.


c. Double-click a drawing element to bring up its properties page (or select
the element, right-click, and choose Properties). Click the Appearance
tab, then click the Material option button.
2. In the Materials pane, select the material you want to add the texture to. (Or, you
can add a material to the materials list.)
3. Click inside the Texture preview pane.
OR
Click the Edit button .
4. Select the Texture tab (unless it is already selected).
5. In the Available pane, select a texture. Your selection is previewed in the Current
Selection pane.
6. When you have decided on your texture, click OK. You are returned to either the
Materials dialog box or the element's Appearance page.
7. Click OK once more to close the remaining dialog box and apply your texture to
your material.

Note: Before you can view your texture, you must attach your material to an
element. Then you must view your model in Textured View .

173
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.

To export materials to a library:


1. Access the Materials dialog box in one of three available ways:
a. Select Tools > Appearance > Materials.

b. Click Materials on the Tools toolbar.


c. Double-click a drawing element to bring up its properties page (or select
the element, right-click, and choose Properties). Click the Appearance
tab, then click the Material option button.

2. Click the Transfer button .


3. The Open dialog box appears.
4. In the Look in box, navigate to the folder where you want to store the group or item.
5. In the File name box, type the name of the group or item you want to export.
6. Click Open.
7. The Transfer dialog box appears.
8. In the pane labeled In current model, select the group or item you want to export.

9. Depending on your choice, click either Export All or Export Item

.
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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Chapter 15: Materials and Textures

Note: Steps 12 and 13 may be eliminated when you are comfortable with this
procedure.

Importing a Materials Library


If you have used the Transfer/Export function in the Materials dialog box to save a list
of materials, you can load that library (or part of it) into the Materials window using the
Transfer/Import function.

To import a library:
1. Access the Materials dialog box in one of three available ways:
a. Select Tools > Appearance > Materials.

b. Click Materials on the Tools toolbar.


c. Double-click a drawing element to bring up its properties page (or select
the element, right-click, and choose Properties). Click the Appearance
tab, then click the Material option button.

2. Click the Transfer button .


3. The Open dialog box appears.
4. In the Look in box, navigate to the folder where you have saved the group or item.
5. Select the group or item you want to import. Its name is displayed in the File name
box
6. Click Open.
7. The Transfer dialog box appears.
8. In the pane labeled In external template, select the group or item you want to
import.

9. Depending on your choice, click either Import All or Import Item

.
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.

175
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.

Adding a Texture to the Textures List


To add a new texture to the Textures list:
1. Select Tools > Appearance > Textures to open the Edit Textures dialog box.
2. In the Available pane, select the group you want to add the texture to.

Note: Before adding a texture, you may want to add a new group (see above) to
the Textures list.

3. Right-click, and click New Item.


OR
Click Add Item on the toolbar below the Available pane.
4. Type the texture name you want and click OK.

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Chapter 15: Materials and Textures

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).

Textures Folder Selected

6. Select one of the .bmp texture files and click .


7. The texture is previewed in the Current Selection pane of the Edit Textures dialog
box.

8. Click to load another texture for preview, OR to add


the texture.

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).

177
178
Line Styles
Chapter
16

179
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

2. Click Line Styles on the Tools toolbar.


OR
3. a. Double-click a drawing element (or select it, right-click, and click Properties).
b. Click the Appearance tab.
c. Click Line Styles.

Adding a Line Style


To add a Line Style to 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.

b. Click Line Styles on the Tools toolbar.


c. Double-click an element (or select it, right-click, and click Properties),
then click Appearance > Line Styles.
2. If you want to add a line style to an existing group, in the Line Styles pane:
a. Select the group.

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Chapter 16: Line Styles

b. Right-click, and in the menu, click New Item, OR click .


c. Give your style a name and click OK.
3. If you want to make your line style part of a new group, in the Line Styles pane:

a. Right-click, and in the menu, click New Group, OR click .


b. Give your group a name and click OK.
c. Follow the instructions in Step 2 to create a new item.

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.

To add a linetype to the Linetypes list, follow these steps:


1. Access the Edit Linetypes dialog box by selecting Tools > Appearance >
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.

181
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.

5. Hit Enter to preview your definition in the Current Selection pane.


6. When you have the definition you want, click OK.
7. You can now go on to specify the lineweight.

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.

2. In the Available pane, click , OR right-click and click New Item.


3. Give your lineweight a name and click OK.

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.

6. To return the lineweight to the default value, click .


7. When you have the lineweight you want, click OK.

Note: You now need to apply your lineweight to a line style. (See: Specifying a
Linetype on page 184.)

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Chapter 16: Line Styles

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.

2. If you want to add a color to an existing group, in the Available pane:


a. Select the group.

b. Click OR right-click and click New Item.


c. Give your color a name and click OK.
3. If you want to make your color part of a new group, in the Available pane:

a. Click OR right-click and click New Group.


b. Give your group a name and click OK.
c. Follow the instructions in Step 2 to create a new item.

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.)

183
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.

b. Click Line Styles on the Tools toolbar.


c. Double-click an element (or select it, right-click, and click Properties),
then click Appearance > Line Styles.
2. In the Line Styles pane, open the folder that contains the line style you want to edit.
3. Select the line style.
4. In the preview panes, you will see the line style's attributes (type, weight and color).
5. Change the attribute or attributes you want to alter. For more information, see the
following sections:
• Specifying a Linetype on page 184
• Specifying a Lineweight on page 185
• Specifying a Linetype Color on page 186
6. When you have made your changes and are returned to the Line Styles dialog box,
click OK.
7. Your changes are now applied to the line style.

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).

To specify a linetype, follow these steps:


1. Access the Line Styles list in any one of the three available ways:
a. Select Tools > Appearance > Line Styles.

b. Click Line Styles on the Tools toolbar.

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Chapter 16: Line Styles

c. Double-click an element (or select it, right-click, and click Properties),


then click Appearance > Line Styles.
2. Make sure your line style is selected in the Line Styles pane.

3. Click in the Linetype pane, OR click .


4. The Edit Line Styles dialog box opens.
5. Make sure the Linetype tab is selected.
6. In the Available pane, select a linetype. A preview appears in the Current
Selection pane. You can also add a linetype to the Linetypes list. (See: Adding a
Linetype.)
7. When you have the linetype you want, click OK.
8. You are returned to the Line Styles dialog box.
9. You can now click OK to close the Line Styles dialog box and apply the linetype to
the line style (and accept its defined or default lineweight).
OR
You can go on to specify the lineweight.

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).

To specify a lineweight, follow these steps:


1. Access the Line Styles list in any one of the three available ways:
a. Select Tools > Appearance > Line Styles.

b. Click Line Styles on the Tools toolbar.


c. Double-click an element (or select it, right-click, and click Properties),
then click Appearance > Line Styles.
2. Make sure you have selected a line style in the Line Styles pane.

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.)

Specifying a Linetype Color


Before you can specify a linetype color you need to have chosen a line style to
customize, or added a line style to the Line Styles list.

To define your linetype color, follow these steps:


1. Access the Line Styles list in any one of the three available ways:
a. Select Tools > Appearance > Line Styles.

b. Click Line Styles on the Tools toolbar.


c. Double-click an element (or select it, right-click, and click Properties),
then click Appearance > Line Styles.
2. Make sure you have selected a line style in the Line Styles pane.

3. Click in the Linetype color pane, OR click .


4. Make sure the Color tab is selected.
5. In the Available pane, select a color. A preview appears in the Current Selection
pane. You can also add a color to the list. Adding a Color on page 183
6. When you have the color you want, click OK.

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Chapter 16: Line Styles

7. You are returned to the Line Styles dialog box.


8. Click OK to close the Line Styles dialog box and apply the color to the line style.

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.)

Applying a Line Style to an Element


To apply a line style to a drawing element, follow these steps:
1. Click the element to select it. Then, right-click and choose Properties from the
menu.
OR
Double-click the element.
2. The element's properties dialog box is displayed.
3. Click the Appearance tab.
4. In the Components pane, select the component you want to apply the line style to
(for example, the Exterior Side of a wall).
5. Make sure the Line Styles button is selected above the adjoining pane to the right.
6. In the Line Styles pane, locate and select the style you want. The three preview
panes show type, weight and color.
7. Check or clear the Apply to All Views option.
8. When you have the line style you want, click OK. The properties dialog box closes,
and the line style is applied to the element.

Exporting Line Styles


You can use the Transfer/Export function in the Line Styles dialog box to save the
current Line Styles list (or part of it) to a Line Styles library file (*.klb). Later, you can load
the library using the Transfer/Import function.

To export a line style, or group of line styles, follow these steps:


1. Access the Line Styles list in any one of the three available ways:
a. Select Tools > Appearance > Line Styles.

b. Click Line Styles on the Tools toolbar.

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.

10. Depending on your choice, click either or .


11. The group or individual line style appears in the pane labeled In external template.
12. Click OK to close the Transfer dialog box.

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.

Importing Line Styles


If you have used the Transfer/Export function in the Line Styles dialog box to save a
line style or list of line styles, you can load that library (or part of it) into the Line Styles
list using the Transfer/Import function.

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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.

b. Click Line Styles on the Tools toolbar.


c. Double-click an element (or select it, right-click, and click Properties),
then click 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.

5. Select the group or individual line style and click .


6. The Transfer dialog box appears.
7. In the pane labeled In external template, select the group or individual line style
you want.

8. Depending on your choice, click either or .


9. The group or individual line style appears in the pane labeled In current model.
10. Click OK to close the Transfer dialog box.
11. In the Line Styles dialog box, you will see that the group or individual line style has
been imported.
12. Click OK to close the Line Styles dialog box.

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.

To access the Patterns list:


1. Select Tools > Appearance> Patterns.
2. The Edit Patterns dialog box appears.

The following is a quick look at the accessible functions and components of the Edit
Patterns dialog box.

Edit Patterns Dialog Box

Function/Component Description More Info

Available pane Shows a list of currently No topic available


available Pattern groups
and items, which are
organized in a tree
structure.

Current Selection pane Displays a preview of the No topic available


currently selected pattern.

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Chapter 17: Patterns

Edit Patterns Dialog Box, cont.

Properties pane Shows the specific (See: Pattern Properties


properties that control the on page 194.)
appearance of the pattern.

Note: When you create a


pattern, a numerical value
must be entered in the No.
of Lines box for all the
pattern's Properties
boxes to be displayed.
Also accessible by right- (See: Adding a Group to
New Group clicking in the Available the Patterns List on page
pane. Lets you add a new 197.)
group to the Available
patterns list.

Also accessible by right- (See: Adding a Pattern


New Item clicking in the Available to the Patterns List on
pane. Lets you add a new page 197.)
item (pattern) to a
selected group in the
available Patterns list.

Also accessible by right- Select the item or group in


Delete clicking in the Available the Available patterns
pane. Deletes a selected
item or group from the window and click or
available Patterns list. (A right-click and click
group must be empty Delete.
before it can be deleted.)

Loads a Pattern file. To confirm your changes


Load click OK.

Resets the pattern's No topic available


Reset Properties to their original
values and updates the
Current Selection pane
to show the changes.

193
Edit Patterns Dialog Box, cont.

Used to export or import After the library has been


Transfer Patterns libraries. Initially named or opened, the
calls up the Open dialog Transfer dialog box is
box where you name the displayed.
library you want to export,
or select the one you want
to import.

Accessible in Transfer
Box

In Current Model pane Shows current model No topic available


Pattern groups and items.

In External Template Shows external template No topic available


pane Pattern groups and items.

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.

Import (Item or All) Loads a saved Pattern (See: Importing Patterns


library (or parts of it) into on page 199.)
the current model.

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.

Edit Line The line you are currently editing.

Lineweight The width of the line.

Line

Line Definition Generally, the segment lengths and spaces in the line's pattern.

A single value (other than 0) creates a solid line. (See Example 2


below.)

For dashed patterns, segments and spaces can be different


lengths, but spaces must be preceded by a negative sign to
indicate they are spaces.

For example, a definition of 20,-5,10,-5 (in Metric) creates the


following pattern: 20 mm dash, 5 mm space, 10 mm dash, 5 mm
space. (See Example 1 below.)

X Origin The point on the X axis the line passes through.

Y Origin The point on the Y axis the line passes through.

Angle The angle of the line in degrees.

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):

Example 1 (single line pattern)

No. of Lines: 1

Line Definition: 20,-5,10,-5

Angle: 45°

Offset: 5

Example 2 (multi-line pattern)

No. of Lines: 2

Line Definition: 1.00 (both lines)

Angle: 45° (line 1) and 135° (line 2)

Offset: 20 (both lines)

Example 3 (pattern with a shift)

No. of Lines: 1

Line Definition: 10,-5

Angle: 0°

Offset: 5

Shift: 5

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Chapter 17: Patterns

Adding a Group to the Patterns List


To add a group to the Patterns list:
1. Select Tools > Appearance > Patterns to open the Edit Patterns 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 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.

Adding a Pattern to the Patterns List


To add a new pattern to the Patterns list:
1. Select Tools > Appearance > Patterns to open the Edit Patterns dialog box.
2. In the Available pane, select the group you want to add the pattern to. (Note:
Before adding a pattern, you may want to add a new group to the list.)
3. Right-click, and click New Item.
OR
Click Add Item on the toolbar below the Available pane.
4. Type the pattern name you want and click OK.
5. In the No. of Lines area in the Properties pane, enter the number of lines that will
repeat in the pattern (usually 1 or 2) and click OK.
6. Define the pattern properties in the Properties pane.
7. When you are finished defining the pattern properties, click OK one last time.

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.

To export a pattern or group to an external library, follow these steps:


1. Select Tools > Appearance > Patterns to open the Edit Patterns dialog box.

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.

9. Depending on your choice, click either or .


10. The group or pattern appears in the pane labeled In external template.
11. Click OK to close the Transfer dialog box.

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.

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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.

To import a pattern, or group of patterns, follow these steps:


1. Select Tools > Appearance > Patterns to open the Edit Patterns dialog box.

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.

5. Select the group or pattern and click .


6. The Transfer dialog box appears.
7. In the pane labeled In external template, select the group or pattern you want.

8. Depending on your choice, click either or .


9. The group or pattern appears in the pane labeled In current model.
10. Click OK to close the Transfer dialog box.
11. You are returned to the Edit Patterns dialog box. Your group or item appears in the
Available pane.
12. Click OK to close the Edit Patterns dialog box.

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.

To add dimensions to your drawing:


1. Select Annotate > Dimensions.
OR
Click Dimensions on the Annotate toolbar.
2. Click a point in your drawing to begin the dimension line.
3. Move your mouse (you do not have to hold the mouse button down) to a second
point and click.
4. A dimension line including offsets, arrows, and a numerical value is added to your
drawing.

Note: Selecting your dimension line and right-clicking will give you access to
the Delete and Stretch commands.

Selecting Dimension Styles


The program ships with three standard dimension styles:
• Standard Tick
• Standard Dot
• Standard Arrow

However, you can customize and create styles as well.

To access the Dimension Styles list:


1. Select Tools > Appearance > Dimension Styles.

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Chapter 18: Annotation

2. The Dimension Styles dialog box is displayed.

Dimension Styles Dialog Box

To choose a different dimension style:


1. Select the style.
2. Click Set Current.
3. Click OK.

Customizing and Creating Dimension Styles


The program ships with three default dimension styles. However, they are fully
customizable. Also you can create your own dimension styles.

To customize or edit a dimension style:


1. Select Tools > Appearance > Dimension Styles.
2. The Dimension Styles dialog box is displayed.

3. Select the style you want to alter and click .

203
4. The Edit Dimension Styles dialog box is displayed. Three tabbed pages, each with
a variety of settings, are available.

Edit Dimension Styles Dialog Box (detail)

5. Make your selections. When done, click (not shown).

To create a dimension style:


1. Select Tools > Appearance > Dimension Styles.
2. The Dimension Styles dialog box is displayed.

3. Click Add Item.


4. Give your dimension style a name.
5. Follow steps 3–6 above to define and save your style.

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.

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Chapter 18: Annotation

Adding Text to Your Drawing


You can add text of varying size, color, and font (typeface) to your drawings. You can
also manipulate the text (move, rotate, etc.) once it has been selected just like any other
element in the program. As well, Display Filtering and Selection Filtering can also be
applied to text.

To access the Add/Edit Text dialog box:


1. Select Annotate > Text.
OR

2. Click the Text button on the Annotate toolbar.

Add/Edit Text Box (Labels style & left alignment selected)

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.

Text Styles Dialog Box Showing Labels Properties

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.

General Element Properties

Property Description

Name The name of the element as you want it to appear in


quantity reports.

Use Automatic Name Adjusts the name automatically according to a pre-


Generation defined template when you adjust certain properties.
More info

Hyperlinks Links to external files or web pages with information


about the element.

Manuf. Manufacturer. The name of the company making the


element.

Division A construction division identification. In North America,


CSI divisions are used.

Supplier The name of the company or store supplying the


element.

Part No. The part number given to the element by the


manufacturer.

Price The unit price of the element in dollars and cents.


Alt Code An alternate code assigned to an element. It is used
mostly for linking elements in the catalog to elements in
other packages like Timberline.

Notes General information you may want to note about the


element.

208
Chapter 19: Quantity Report

Generating a Quantity Report


A Quantity Report (Bill of Materials) lists the materials in your drawing and the
quantity, unit price, and total cost of each material. Reports are generated instantly.

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.

As soon as a Quantity Report is generated, it is displayed in the editor associated with


the template you selected (for example, Microsoft Excel).

To generate a quantity report:

1. Select Quantity > Generate Report, OR click Generate Report on the


Quantity toolbar.
2. In the Available Templates list, select the template you want to use.
3. By default, the report takes the name of the drawing and is saved in the Templates
directory. If you want to change the path, or name of a report, click the Browse
button next to the Report File Name box. Then, navigate to the directory you
want, or type the name you want.
4. If there are elements or locations in the current drawing that you do not want
quantified, click the Model Filter button and select your filter
options. (See: Filtering a Quantity Report on page 209.)
5. Click OK. The report is generated and displayed in the associated editor.

Filtering a Quantity Report


The Model Filter for a Quantity Report filters out things that exist in the current drawing.
You can filter out specific elements (e.g. walls) or entire locations.

209
To filter elements/locations in your drawing:

1. Select Quantity > Generate Report, OR click Generate Report on the


Quantity toolbar.

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 .

Previewing a Quantity Report


You can preview a Quantity Report before you generate it. Also, you can view it either
as a Spread Sheet (information in grid format) or in WYSIWYG (What You See Is What
You Get) view.

To preview a quantity report:

1. Select Quantity > Generate Report, OR click Generate Report on the


Quantity toolbar.
2. Select the template you want to use for your report in the Available Templates
pane.
3. Click Report Preview.

210
Chapter 19: Quantity Report

4. In the View Report window you can select Spread Sheet or WYSIWYG view in the
View menu.

View Report Options

5. If you select Spread Sheet, you can turn the grid lines on or off using the Show
Grid check box.

6. To return to the Generate Report dialog box, click Close .

Viewing and Editing a Quantity Report


Use View Report to view or edit any generated report at any time.

To view or edit a report:

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

T names, abbreviations, technical and


other terms used in this guide that
you may not be familiar with. Entries are
B

listed in alphabetical order. Backsplash – The rear portion of a


countertop that sits against the wall, or a
splash guard that is fastened to the wall
A and sits above the countertop.

Alt Code – Alternate Code. An extra Balustrade – A railing consisting of


identification code that is used to link an balusters (spindles) attached to a top rail.
element in the program's catalog to the Used along stairs, landings, porches,
databases of other applications. decks, etc. Also called a banister.

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.

Angle Snap – Makes elements move/ Bay Window – A window made up of


rotate at specific increments (angles). three sash units that project out from the
wall. Usually includes a roof structure.
Array Rectangular – A method of
copying an element into a pattern of rows Bi-Fold Doors – Narrow doors that are
and/or columns. hinged to fold against each other and flat
against the jamb.
Aspect Ratio – The ratio of width to
height. Bird's Mouth – The notch cut in the lower
end of a rafter to fit it to the top plate of a
Assembly – An attachment of non- wall.
graphical information to an element's
property definition. An assembly consists BLD File – BUILD file. The drawing file
of an element (e.g. part) and a formula to produced by the program. The extension
quantify that element (e.g. door hinges). given to the program's drawing files.

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.

Awning Window – A window having a Bullnose – A heavily rounded edge


sash hinged on pins at the two top or usually found on stair treads.

214
Appendix A: Glossary

Crossing – A selection method where


C you click and drag a rectangle from right
to left through elements you want to
Casement Window – A window having a select.
sash hinged on pins at the top and bottom
corners of one side. It opens outward by Current Model Catalog – The model-
means of a crank. specific catalog that is created as you
insert elements in your drawing.
Catalog Panel – The window (often
tabbed) that provides catalog access to Cursor Snap – Makes your cursor snap
groups and elements. to points on an imaginary grid.

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.

Ceiling Height – The height of the


underside of a ceiling surface relative to D
the floor level.
Daylight Saving Time – Time usually
CLB File – Color Library File. one hour ahead of standard time.

Collision Control – An intelligent Delimiter – A character that marks the


drawing aid that prevents elements from beginning or end of a unit of data.
being inserted where they won't fit.
Detail – An intricate close-up of a
Column Grid – A fixed set of tagged, particular part of your drawing.
vertical and horizontal lines that facilitate
the correct positioning and alignment of Diffuse – The amount of color that is
columns. reflected when an element is illuminated
by a light.
Commander – An editing window that
appears when certain functions are Display Filter – A dialog box used for
chosen. It provides precise control over displaying and hiding elements and/or
such things as distance and direction. locations.

Complexity – The level of detail shown Division – A construction division


when elements are displayed. identification. In North America, CSI
divisions are used.
Crosshairs – A cursor that looks like a
plus sign. It is the one you see when DLB File – Dimension Library File.
inserting elements. Contains Dimension Styles.

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.

Duplicate – Copies a selected element Fascia – A flat wood or plywood strip


on the same location. nailed to the overhanging ends of rafters.

Dutch Gable – A combination of a hip Filter – A means of including elements


and gable roof. On either end, the lower you want to quantify and excluding those
segment is a hip roof and the upper you don't.
segment is a gable end. Also known as a
Dutch Hip Roof or a Full Return Gable. Fixed Window – A window whose sash
is permanently fixed in the frame.

E Flip Opening – Selection command in


the right-click menu. Flips an opening,
Editor – A software application capable door, or window in a wall.
of editing text.
Flip Swing – Selection command in the
Element – A specific type of element, right-click menu. Hinges a door on the
such as a door, having its own distinct opposite jamb, thus flipping the swing.
properties (size, appearance, etc.).
Floor Level – The height of a floor
Elevation – 1. The front, back and side (location) above the ground (0).
views of a building. 2. The height of a
location above sea level. Fold-Back Stairs – Stairs that have two
flights separated by a landing and that
make a complete 180-degree turn.
Sometimes called Scissor Stairs.

216
Appendix A: Glossary

Fold-Up Door – A door made up of a


number of narrow panels that opens H
overhead by folding up like an accordion.
Hatching – A pattern of lines used to fill a
Footer – 1. A flat masonry section, particular area of your drawing and to
usually concrete, that is wider than the represent the material used for that area
wall, column, or pier it supports and is (e.g. concrete).
used to spread the vertical load. 2. Text
appearing at the bottom of a report. Head Height –The height at which the
tops of openings, doors, and windows are
located relative to the floor level.
G
Header – 1. A structural member placed
Gable Roof – A roof with two sloping horizontally over a window, door or other
sides (as opposed to a Hip Roof, with four framed opening to carry the load over that
sloping sides). opening. 2. The text that appears at the
top of a quantity report.
Girt Wall – A wall built up of horizontal
structural members that are suspended Hidden Line – A view mode where
between vertical columns. Usually found hidden lines are removed from the view,
in industrial buildings. leaving only surfaces displayed.

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.

L MLB File – Materials Library File.


L-Winder Stairs – Stairs that ascend in Mode – The way in which you view a
an L-shape and that use wedge-shaped model: 2D Plan, 3D Perspective or 3D
treads called winders to change direction. Parallel.

218
Appendix A: Glossary

Mullion – A thin, non-structural bar


between window and door units. P

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.

Parallel View – A 3D view that eliminates


N the effect of distance from a view. In
Parallel View, all drawing lines are
Newel – The main post to which the end parallel. Contrasts with Perspective View.
of a railing is attached. Parallel View is sometimes called
Orthogonal View.
NLB File – Linetype Library File.
Parametric – Having a set of physical
Nosing – The portion of a stair tread that properties that determines the
projects over the riser. characteristics of an element.

Parts – Elements (like hinges and


O weather stripping) that are not visible in
the drawing but can be associated with
Open GL – A 3D graphics Application existing elements.
Programming Interface (API) that
includes routines for shading, texture Percent (%) Below Horizon – The
mapping, texture filtering, anti-aliasing, percentage that you want the background
lighting, geometry transformations, etc. to appear below ground level (absolute
zero).
Opening – A cutout in a wall.
Perspective View – A 3D view in which
Ortho – A Drawing Aid that restricts the scale of an element decreases
drawing to straight up, down, left, or right. according to its distance from the viewer.
Drawing lines converge to a vanishing
Orthogonal View – An alternate name point. Perspective View represents the
for Parallel View in which all drawing lines way an element would appear to the
are parallel and the effect of distance is human eye.
eliminated. Contrasts with Perspective
View. Pixel – A word invented by combining the
two words “picture” and “element”. The
Overhang – The part of the roof that smallest unit of color on a computer
extends over the side wall. Also, the display. Size varies by resolution.
distance from the side wall to the fascia.

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.

Render – To display a 3D model with Shininess – The ability of a texture to


surfaces, textures, lighting and shading. reflect light.

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.

Textured View – An on-screen, 3D view V


where solid textures are applied to
surfaces, creating a realistic 3D effect. Vanishing Point – In perspective
drawing, a point in the distance where
Tile Height – The height of one tile in a lines extending from the edges of
texture pattern. elements appear to meet.

Tilt Door – A door consisting of a single Vent Window – A window made up of


leaf that opens overhead by tilting up (e.g. two or more segments with one segment
Tilt Garage Door). acting as a vent.

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

Display & Daylight, 162 adding a texture to, 176


overview, 156 Threshold, 161
Roof support segments
editing, 87 U
Roofs
inserting openings, 85 Undo command, 96
inserting, 83
Rotate command, 112, 113 V
Vertical distance, 6
S View Modes
Sample projects selecting, 119
opening, 26 Viewing
Selecting, 97 basics of 2D & 3D, 116
Selection Filtering in 2D Plan view, 116
by element, 101 in Parallel 3D mode, 121
by location, 103 in Perspective 3D mode, 122
overview, 99 open & closed views, 117
Shaded Outline view, 129 Views
Shaded view, 128 closing, 119
Shifting from a point, 53 editing, 118
Slide, 151 naming, 122
Spin, 151 renaming, 123
Stairs viewing & editing properties, 118
inserting, 70
Stopping Criterion, 159 W
Walls
T breaking, 61
Technical Support curved wall radius and angle, 60
contacting, ix curving, 58
Templates drawing (overview), 56
creating & using, 21 drawing with Commander, 57
Templates (drawing) drawing with mouse, 56
opening, 26 Windows
Text flipping, 67
adding to drawing, 205 inserting, 66
Text Styles Wireframe view, 128
customizing & creating, 206
Textured view, 129 X
Textures list X, Y and Z axes, 6
adding a group to, 176

227
Z
Zoom Dynamic, 151
Zooming
overview, 137

228
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applicable law.
• You may not remove any proprietary notices or labels in the Software.
• You may not copy the printed materials accompanying the Software or distribute
printed copies of any user documentation provided in electronic format.
• You may not publicly perform or publicly display the Software.
The restrictions contained herein apply equally to hybrid CD-ROMs which may contain
multiple versions of the Software for use on different operating systems. Regardless of
the type of media you receive, you may use only the portion appropriate for your
single-user computer/workstation. In the event you fail to comply with any of the terms
or conditions of this license, your rights to use the Software will end, you will stop using
the Software, remove the Software from your computer, and permanently erase all
copies of the Software. You may not export or reexport the Software or any underlying
information or technology except in full compliance with all United States and other
applicable laws and regulations.

LIMITED WARRANTY
LIMITED WARRANTY. Broderbund and its affiliates, suppliers and licensors warrant to
the original installer of the Software, for a period of ninety (90) days from the date of
purchase, that the media on which the Software is distributed is substantially free from
defects in materials and workmanship. ANY AND ALL OTHER IMPLIED WARRANTIES
WITH RESPECT TO THE SOFTWARE AND THE ACCOMPANYING WRITTEN
MATERIALS, INCLUDING BUT NOT LIMITED TO IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE
EXPRESSLY DISCLAIMED.

REMEDIES. Your exclusive remedy will be, at Broderbund’s sole option, (a) the refund
of the amount you paid for the Software or (b) repair or replacement of the Software,
provided that the defective Software is returned to Broderbund (at Broderbund, Dock
Door #9, 120 Hidden Lake Circle, Duncan, SC 29334. Telephone: (319) 378-7319)
along with proof of the date of purchase within ninety (90) days from the date of
purchase. This Limited Warranty is void if failure of the Software has resulted from
accident, abuse, neglect or misapplication. Any replacement Software will be warranted

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License Agreement

for the remainder of the original warranty period or thirty (30) days, whichever is longer.
Except as set forth above, the Software is sold “as-is”, without any express or implied
warranties of any kind.

LIMITATION OF LIABILITIES. IN NO EVENT WILL BRODERBUND OR ITS


AFFILIATES, SUPPLIERS AND LICENSORS BE LIABLE FOR ANY INDIRECT,
SPECIAL, INCIDENTAL, ECONOMIC, COVER, CONSEQUENTIAL, EXEMPLARY OR
PUNITIVE DAMAGES ARISING OUT OF THE USE OF OR INABILITY TO USE THE
SOFTWARE, USER DOCUMENTATION, OR RELATED TECHNICAL SUPPORT,
INCLUDING, WITHOUT LIMITATION, DAMAGES OR COSTS RELATING TO THE
LOSS OF PROFITS, BUSINESS, GOODWILL, DATA, TIME OR COMPUTER
PROGRAMS, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. IN NO
EVENT WILL BRODERBUND’S AND ITS AFFILIATES’, SUPPLIERS’ AND
LICENSORS’ LIABILITY EXCEED THE AMOUNT PAID BY YOU FOR THE
SOFTWARE REGARDLESS OF THE FORM OF THE CLAIM (INCLUDING, WITHOUT
LIMITATION, ANY CONTRACT, PRODUCT LIABILITY, OR TORT CLAIM). BECAUSE
SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OR LIMITATION OF
LIABILITY FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES, THE ABOVE
LIMITATION MAY NOT APPLY TO YOU.

MISCELLANEOUS
Broderbund may cancel, change, modify, discontinue, terminate or charge a fee at any
time for any reason for the online services available in conjunction with this Software.

No change or modification of the License will be valid unless it is in writing and is signed
by Broderbund. The provisions of this Agreement are severable; if any provision is held
to be invalid or unenforceable, it will not affect the validity or enforceability of any other
provision. If the Software was acquired outside the United States, then local law may
apply.

U.S. GOVERNMENT RESTRICTED RIGHTS. The Software and user documentation is


provided with RESTRICTED RIGHTS AND LIMITED RIGHTS. Use, duplication, or
disclosure by the Government is subject to restrictions as set forth in subparagraph
(c)(1)(ii) of the Rights in Technical Data and Computer Software clause at DFARS
252.227-7013 or subparagraphs (c)(1) and (2) of the Commercial Computer
Software--Restricted Rights at 48 CFR 52.227-19, as applicable. Broderbund LLC, 500
Redwood Blvd., Novato, CA 94947 U.S.A.

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