Friday, 28 November 2008

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EXAMPLES

EXTRA EXERCISE

EXERCISE : BAR INTERIOR

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Doors and Windows

Vectorworks has what are termed Hybrid Objects. These objects can look different in 2D and 3D, making them perfect for both architectural plans as well as visualisations. Vectorworks doors and windows are Hybrid objects, for example in plan view a door will show an arc for opening radius but act just like any other object in a 3D view.

Plug-Ins:


The Resource Browser contains many ‘Plug-Ins’ for your Vectorworks model.

Vectorworks has a huge library of pre-built door and window objects which correspond to real-life manufacturing standards. To activate a plug-in simply select it and drag into the drawing space.

If you know exactly which door or window you require then this is very useful, today however we will be looking at making our own from the default window and door symbols (These can also be found in the Building Shell Pallette).

Doors and windows can be snapped into walls and then repositioned in plan view by selecting the plug-in at one of its ends and moving it along the wall (make sure you use the double-headed angled arrow cursor).

Using the Object Info Palette we can now adjust settings such as height, width and configuration (along with the option of having a door open or closed in 3D). You can also adjust the elevation height of a window.

Extra editing controls are accessed by double-clicking on the plug-in object. This will open up a large box with a number of different tabs. Here you can adjust in more detail the makeup of the object (For example you can adjust the thickness of a sill or add a door threshol.

Floors and Ceilings

There is no 'Floor' Tool in Vectorworks as such, instead we draw the floor area using a 2D Tool and then give it a depth (usually a negative extrusion as discussed in session 2). In todays session we will look at two different ways in which to achieve this.
  • Drawing the Floor Area: It is often useful to draw the floor first and then use this as a guide around which to construct the walls. This is especially useful when modeling one room for visualisation. You may have done a site survey and have all of the internal measurements, in this case it is easier to construct an accurate 2D shape rather than straight away determine the individual lengths of multiple walls.



When drawing walls around the Floorplan template make sure that you use the appropriate wall drawing mode from the mode bar. You do not want to have your walls sitting inside the floor area if you have spent time constructing it accurately!

  • Using the AEC Command: Vectorworks has inbuilt commands which can be used for quick and easy construction of walls and floors. They are located in AEC>Architectural menu.

    The Create Polys from Walls command can be used to create flooring and ceilings from multiple walls. Select all of the walls that form contained spaces and access the command (Note that you must select wall objects only for the command to work). Select either Gross or net (room) Polys and see the results.

    It is useful to first group all of the polygons created so that they can be edited easily. Enter the group , they can now be extruded either individually or together. The benefit of extruding individually is that they can all have separate textures applied.

    The Create Walls from Polys Tool takes a polygon and constructs walls around it. The polygon can include curved points but the program may have trouble with excessively complex shapes.

    The curved part of the polygon will produce curved walls made up of many individual straight walls. This is different to the curved wall tool which is made of a single wall. This means that it is trickier to position symbols into the wall where desired.
These tools are very useful if you need to draw complex floor shapes and don't feel confident drawing using 2D tools!

The Floor shapes that you construct can often simply be duplicated and moved up to act as your ceiling object as well!

Drawing and Editing Walls

Up to now we have looked at modeling walls using extruded 2D shapes (e.g Double Line Polygon Tool or an Off-Set Floor Area as in Session 2). Vectorworks however has a set of advanced Tools to draw Walls.

The Building Shell (Green Roofed building Icon) is found in the Tool Sets Palette and contains all of the tools needed to construct and edit walls in Vectorworks.

Straight Wall Tool:
This tool works by clicking and moving the mouse to determine the length and angle of the wall.
  • To draw a single wall, click, drag and then double click to finish.
  • You may draw multiple walls at one time, simply click once and then continue to draw a second wall length. Double-Click as normal to finish. They will all be selected once you have finished drawing them, this makes it easy to give them heights and attributes quickly.

The lengths of walls can be adjusted in two ways:
  • manually by dragging one end of the wall to a new position. Take care to select the correct cursor (double-headed arrow, angled cursor).
  • or in the Obj Info. Palette. Adjust the L value, found under the polar co-ordinates settings. (Note that we can also change the angle of the wall here as well).

We can also Re-position both the end and centre points of a wall on the grid using the x/y settings in the Object Info. Palette. Make sure that you select the appropriate point on the Box position Indicator.

The Object info Palette also contains controls for these other settings:
  • +Z : Sets the overall height of the wall.
  • Bot Z : Sets the height that the wall starts at (Can be both positive and negative).
  • Thick : Sets the thickness of the wall (If changed the wall will alter from its center-line).
  • Caps : Draw lines to 'cap' the start and end of a wall. This is for 2D work only, wall ends will always be solid in 3D.
  • Type: Set the Caps to be either Round or Flat.
Curved Wall Tool:
This tool has many modes and requires a bit of practice to understand but acts just like the straight wall tool in many respects.

Wall Join Tool:

New walls can be ‘snapped’ into existing ones at any angle and also at corner points. However for more complex wall operations we use the Wall Join Tool.

There are five modes to this tool and each one corresponds to a particular situation, use the diagrams as clues. They all work by clicking on one wall and then drawing a line to the wall to join to. It makes a difference which wall is selected first so if the result is not what you expected try again in another order.

Remove Wall Breaks tool:
When removing or moving walls away from another a hole may be left, we can use the Remove Wall Breaks tool (Wall Heal Tool ) to fix this. Simply draw a box marquee around the 'break' and it will be filled in. This tool can also be used on walls which have mitred ends resulting from previously being joined to another wall.

Fillet Tool (Basic Palette):

Use the fillet tool to produce rounded corners to two walls that meet each other. Select the Fillet mode and Set the Fillet Preferences in the mode bar. In top view click on one wall and then on the second.

Try out the three settings for different results. The Fillet can be either 'external' or 'internal'.

Individual and multiple walls can be picked up and moved and you will find that it is often useful to nudge them into place by holding down shift and using the arrow keys.

Take care when editing walls, to lengthen, rotate and move walls requires different cursors. Get to know them and have patience at first when trying to find a particular one!

SESSION 7 : HYBRID OBJECTS

Duplicate Along Path tool

We can also duplicate objects and symbols along pre drawn paths (any 2D object) by using the Duplicate Along Path tool.

In the Preferences Box we can decide to place the object at set intervals along the path or decide on the number of duplicates to be placed.

Select Tangent to Path to place the duplicates consistently at right angles to the path.

When modelling architectural schemes it is often useful to use the same path for more than one task. For example if we use a path to model a curved sofa we can use it again to place a set of tables in front of it.

For this to work however we must first off-set the original path to the required distance so that the tables will position themselves parallel to the sofa path.

It is always useful to keep copies of paths that you use as you may need them later on.

We can also duplicate Light sources along paths.

Exercise : Model of seating and table/ Model of Bar area.
Websites: www.designboom.com (Becks Bar Competition)

Multiple Extrudes

Another tool with interesting results is Model >Multiple Extrude.

By drawing a series of 2D shapes on top of one another (or by placing them in a specific hierarchy), selecting them and then using the command, an extrude of a particular height with varying cross-sections is created. These can be edited afterwards by double-clicking on the Multiple Extrude.

Sweep Tool

By far the most enjoyable tool to use for the first time is the Sweep Tool. Sweeps include tables, stools, glasses or bottles and even whole buildings!.

Sweep Tool :

This tool works by drawing half of an objects profile and sweeping this around its center (we always draw the right hand side of the objects profile). It is often useful to draw a vertical line to act as a guide to draw to, this can be deleted later before activating the sweep command.
  • Sweeps can consist of individual lines, 2D Primitive shapes and multiples of both.
  • Sweeps are made up of Segments, each segment has a degree value. By adding segments we can make them smoother in appearance (the smoothest being 0.1). By decreasing the segments we can turn them into sweeps of different shapes . Four segments of ninety degrees will create square sweeps!

This makes the sweep tool ideal for quickly trying out different design ideas for say a table.
  • For more advanced sweeps we need to include what is termed a 2D Locus Point. We can place this wherever we want and this will now become the sweeps center of rotation. This creates sweeps with space at their centers (such as a bar counter or information desk).
  • The sweep tool can be set to rotate through any number of degrees (either less or more than 360). A sweep of 180 degrees will result in half a swept profile. A sweep of 330 degrees will produce a bar counter with an access point!
  • By adjusting the sweeps Pitch higher and the rotation above 360 we can create spiralling sweeps. For example if we sweep a circle with a diameter of 100mm and an off-set 2D locus we will get a dough-nut shape as a result. By changing the pitch to say 150mm and the sweep to 3600 degrees we will get a spring!
Finally we should look at editing sweeps. We can double-click on a sweep to add to, delete from or edit the original. Click on 'Done' to see the updated result.
  • By un-grouping a sweep (Modify> Un-Group) made from multiple shapes we can then apply individual textures to each sweep as well as adjusting the settings for each one.
It is amazing how this tool will cut down the time needed for modeling complex schemes and how it can be used to make shapes that at first will not be obvious to you!

Extrude Along Path Tool

So far we have looked at simple linear extrusions which keep a constant profile in one direction. Today we will be looking at a range of advanced modeling tools that extrude in all sorts of directions and have some great results!

These tools are all kept in the Model Menu.

Extrude Along Path Tool:

The ‘Advanced’ Extrude that you will probably use the most frequently is Model >Extrude Along path.

As the name suggests this requires at least two parts to complete the extrusion. It is made up solely of 2D shapes one of which acts as the path object and the other/others as the profile.


  • Paths can be either simple primitives (circles, rectangles, arcs) or Polylines/Polygons. When drawing paths it is often useful to construct one from a series of separate lines/polylines, this ensures a level of accuracy to the path. Make sure that the lines are connected at their end points and connect using Modify> Compose. This will result in a new single polyline.
  • The ‘Profile’ can be formed of single or multiple 2D shapes. Each shape can have its own colour- but not its own texture!. Note that the profile is extruded along the middle of the path.

Extrusions along paths are always positioned flat on the ground plane despite which view you create them in. You will have to rotate them afterwards to position them vertically etc.

Also note that the center of the extrusion is placed at height=0. The Extrude Along Path will require moving up and re-positioning in an elevation view.

Both the Path and the Profile can be edited/added to by double-clicking on the extrusion and selecting the desired part to alter from the command box. Click on the 'Done' button to see the updated extrusion.

SESSION 6 : ADVANCED EXTRUSIONS

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EXAMPLES

EXTRAS

Saturday, 22 November 2008

Thursday, 30 October 2008

Creating Image Props

Creating Backgrounds

Using Mask Transparency to Model

SESSION 5 : ADVANCED VISUALISATION

Shell Solid Tool

Shell Solid Tool:
Often you will want to edit an object by 'opening it up'. For example turning a cube into an open box, a hemisphere into a bowl or even an extruded polygon into a floor and set of walls!

To do this we can use the Shell Solid Tool. In the Mode Bar set the Shell Preferences to the desired thickness and also select either 'Shell Inside' or 'Shell Outside'.

Select the face to shell and in the Mode Bar select the Green Tick Button to complete the command.

We can always change the thickness of the shell in the Object Info. Palette afterwards.

We can shell very complex shapes but make sure that you save your work first just in case the computer cant take it and crashes!

3D Fillet Tool

Once we have created 3D objects there are many tools to edit and refine them further. These are also located in the 3D Modeling Menu in the Tool Sets Palette. There are too many to go through today but we will look at the main ones that I think you will need to use.

Fillet Edge Tool:
Most 3D objects do not have perfect sharp edges but are instead smoothed off with a fillet edge. Placing these onto objects will add extra detail and quality to your model and help the renders achieve greater realism.

Note that in the Mode Bar we can set the Fillet edge Preferences. Firstly set the fillet Radius and secondly whether to fillet either a single Edge or a whole Face.

Select the edge or face that you wish to fillet and in the Mode Bar select the Green Tick Button to complete the Command. Note that by holding down the shift key we can select multiple edges or faces to fillet.

It is a good idea to wait and go through your model at the end of a project and place fillets on the relevant edges.

You may also need to use the fillet tool more radically to alter the form of an object. We can turn a cylinder into a pill shape or even a sphere if we place a big enough fillet.

The Fillet Radius can be altered afterwards in the Object Info. Palette. To take a fillet off an object we need to select it and go to Modify> Ungroup.

Creating 3D Primitives

Last week we looked at taking 2D shapes and giving them an extrusion value using the Model> Extrude tool. Vectorworks also has many 3D Primitives which does this process in one simple step. There are also tools which create 3D shapes not possible through Linear extrusion, such as cones, spheres and hemispheres.

To model using 3D Primitives go to the 3D Modeling Menu in the Tool Sets Palette.

Cylinders and Cones (By Radius Mode):
Select the view you require and click to determine the objects center point. The computer will then ask you to input a height value (this can always be changed later either manually or through the object Info. Palette). Next drag the mouse out to determine the radius of the Primitive.

Spheres and Hemispheres (By Radius mode):
Click to determine the objects center point, drag the mouse out to determine the objects radius, click again to complete the command. Hemispheres will be drawn with the flat surface at the base, to rotate go to the required view and use the Modify>Rotate> Flip Vertical /Horizontal Commands.

As with all tools, have a go at the different modes of drawing available in the Mode Bar.

Extruded Rectangle / Extruded Polygon:
Click to determine a corner point of the object, input the height value required and then drag and draw to complete the object. Remember to double click to finish Extruded Polygons.

Editing Primitives:
3D Primitive Rectangles and Cylinders act just like extruded 2D Primitives. we can double-click on them and 'go inside' the extrusion. We can now edit the shape, add surface, clip surface etc.

Editing Extruded Polygons is done slightly differently. You will notice that they are called 'Meshes', this means that instead of being one solid object they are made up of many seperate 3D Polygons. Double-click on the Mesh and we can now edit individual planes. Each plane can be given a different colour, or we can delete, resize or move individual planes.

Adding and Subtracting Solids

We have looked at many ways of creating 2D forms from multiple 2D shapes using Add/Clip Surface. In Vectorworks you can also create objects by using two 3D objects as your starting point, this is what we term Solid Modeling.

Model Menu 2:

Select two or more overlapping solids and use the Model >Add solid command to combine into one new ‘Solid Addition’.

Select two overlapping solids and use the Model >Subtract Solid command to create one new ‘Solid Subtraction’.

You can edit a Solid Addition/Subtraction by double-clicking on the object. Once 'inside' you can move the individual objects around and also edit the forms of the individual solids.

To add to/subtract further from an Addition/Subtraction it is not needed to repeat the process using the Model menu. You can simply model the extra objects 'inside' the Addition/Subtraction and the computer will do the job for you. Exit the Addition/Subtraction to see the results.


To cut a hole right through a 3D object make sure that the 'cutter' object extrudes past the edges of the other object. It does not matter how far as long as it does!

Try out the Model >Intersect Solids and Model >Section Solids commands.

SESSION 4 : SOLID MODELLING

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EXAMPLES

EXTRAS : Exporting Perspective Views




To export one of your saved views (or any other perspective view) go to;

File> Export> Export Image File

Here we can ask the computer to render and export 'Current view', this will export only what is contained with-in the viewing space. You should therefore compose the dimension of the export first and frame it on the screen using the zoom tools. Also note that it will export in whichever render mode you have on the screen.

Resolution:

Depending on the time available and the use of the render we can export out at any given resolution. For good quality renders I suggest at least 200dpi. for line work at least 150dpi.

The best thing to do is to test the quality for each model. the more lights and textures that you have the longer the render is going to take. it is not unusual for some renders to take as long as 1 hour!

Print Size:

Here we can set the export print size. As the ratio is already set in the saved view we only need to input a value for either width or height not both (e.g 420mm width for an A3 landscape export).

File type:

Select from a wide range of file types. I suggest jpeg or tiff for now.

When you have set all of the required fields, click save and give the render a name and select where to save to.

EXERCISE : Interior Scheme


1. This is how the 2D plan should look in preparation for the 3D modelling. Note that we no longer require the lines for the floor tiles or the corridor rectangle drawn in last weeks session.

2. Picture shows a Right axonometric view (3) showing the 2D shapes extruded. Make sure that you are in the top/plan view (0) when extruding these shapes. 3D extrusions will take on the colour of the 2D shape but we can always change this at any time in the Attributes Palette.

3. Extrude the Square base to -200mm, walls (double-line polygon) to 3m and the block to 5000mm.

4. Extrude the raised floor area to 250mm. Unlike in the picture this could always be edited first so that the floor area sits inside the walls!

5. Duplicate the raised floor (Edit>Duplicate) and move up creating a Floor-Floor height of 2450mm. The duplicate can now act as a ceiling for our model.

6. This is the model rendered in View 3.


7. Create a 400mm deep circular ceiling above the dance floor. We can duplicate the floor area for this.

8. Rendered view 3.

9. Edit the circular ceiling so that it has a 3800mm diameter hole in the middle. This can be done either by modeling a new 3D object and using the Subtract Solid command or by editing the shape in 2D using the clip surface Tool.

10. Diameter of hole= 3800mm

11. Use the 'clip' to create a second 100mm ceiling at 3m height.
  • To do this select the 'clip' and go to Edit>Cut.
  • Exit the Extrude using the 'Done' button. P
  • Paste the 'clip' back into the design layer using the Edit>paste in Place' command.
  • The 2D shape can then be extruded to a depth of 100mm and moved up 3000mm.

12. Rendered View 3



13. In the Top/Plan view draw a floor tile (480mm x 480mm) in the bottom left corner of the raised floor area.

14. Use the Edit>Duplicate array command to make a set of 2D squares. You will need to set the duplicate using 20 columns and 10 rows at a 500mm offset in X and Y.

15. Once duplicated select all of the squares.Extrude all the rectangles together to 20mm thickness.

16. In the Front View (2) Move up 238mm. This will position them so that the top of the tiles sit just above the raised floor area.

17. Shows the model before the excess tiles are deleted.

18. To trim the excess tiles again either use the 'clip surface tool or model a 3D object to use with the subtract solid command.


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Rendering Modes 1

There are many types of Render that can be used but these are the 3 that you will use at first, and most regularly:

To render your model go to View>Render, and select the type of render mode that you require.

Open GL:
This is a very useful type of render which allows you to navigate through the model in real time whilst maintaining the render on screen. It shows colour and lighting attributes. The shadows and textures will be of a lower quality however.

Final Quality Render:
This is the best type of render available in Vectorworks and shows all textures, shadows, reflections and transparencies. It will take the longest time to render in Final Quality but makes it possible to achieve photo-realistic results.

Hidden Line:
This render produces very basic black and white forms without shadows. It can be used for producing plans, sections and elevations as well as simple 3D views that can be printed out and then sketched over.


Applying Textures 1

The addition of textures and other graphics to your model will make a huge difference and help bring it to life. Today we will look at a few specific tools and tricks, however there are too many to mention here. the best way to learn is to experiment yourself with all the options and to have fun doing so!

Object Info Palette:

The application of basic textures is done through the Object Info Palette under the Render Tab. Select a 3D object and then in th Render Tab select a texture from the pull down menu. Most of these pre-set textures come already scaled. A brick will map onto the surface of an object at its correct size.

Resource Browser libraries:

There are also a wide variety of textures in the Resource Browser Palette to choose from. Select the type of texture required ( e.g Interior textures) and then you are given a full range of textures for that category.

To apply these textures simply select the object and double click on the required texture icon.

Note that once you have used a texture it will now be placed in the Object Info Palette, Render Tab list for you to use.

Renderworks Texture creation:

Creating Lights 1

Saved Views and Navigation Tools

Vectorworks is a highly powerful piece of 3D software and it is vital that you get the most out of your model, not just in terms of technical drawings but also in three-dimensional visualisations. Here are some of the initial steps to consider when visualising your model:

Perspective:
The perspective is set through View>Perspective. It can be set to narrow, normal and wide. Once set you can edit the viewing space on the screen by pulling the black corner controls around to reveal more of your model. If the perspective of your model is too distorted try changing the layer to a larger scale first.

Set 3D View:
To have more control over the Perspective view the View> Set 3D View tool. We can now decide on the exact position, height and angle of view. Click once to determine the viewing position and again to determine the angle of the view. Consider setting up views at eye-level or from a point of interest such as at entrances or through openings.

Fly-Over Tool:
Use this tool to move through 3D Space by orbiting completely around your model. In the mode bar there are several modes of operation such as 'around ground plane' and 'around selected object'.

Walk-Through Tool :
Located in the Tool Sets Palette in the Visualisation Menu this tool allows you to move through your model forwards, backwards, left and right. Start by clicking in the centre of the page and work from this point outwards. Be careful, the further you move from the center the quicker the movement. It is quite easy to get lost at first!

In the mode bar we also have the controls for moving Up, Down and Looking Up and Looking Down.

Tip : Try using the Alt key with the Walk-Through Tool for a useful shortcut.

Saved Views:
Once you have found a view that you like use the Saved View Command in the Views Menu. Give it a name that you will remember and perhaps save the same view in different types of render. When you want to return to that same view simply select it again from the Saved View Menu. Note that the view will update automatically with any changes that you may have made.

SESSION 3 : BASIC VISUALISATION

Creating Copies, Duplicates and Symbols

Copying and Pasting
Often in Vectorworks you will need to copy single or multiple objects, this is a simple and often used feature of most graphic packages and works generally the same.

In the Edit Menu you will find the Copy, Paste and Paste in Place commands.

Once you have copied an object the computer will store the information until it has been told to copy something else. Once you have pasted the object you can carry on pasting the object as many times as you wish. It will place the copy on the screen fairly randomly.

The Paste in Place command pastes the object into exactly the same place as the original. This is especially useful when working between layers or even files. It is also useful when copying and pasting into and out of a 3D object or group.

Duplicates
You can make a single duplicate of a 2D/3D object by using Edit> Duplicate command. It may be useful to turn off off-set duplications in Vectorworks Preferences first so that the duplicate is placed in the same position.

The Edit > Duplicate Array command has three extra modes of duplication which all have their specific uses, (Linear, rectangular and circular). These work by imputing data for movement in x,y and z co-ordinates. You can also specify the number of Duplicates to be created.

You can duplicate multiple objects at the same time. After carrying out a duplicate array it is often useful to group the results so that they can be selected, moved etc with ease (Edit>Group).

Symbols 1:
When making duplicates it often makes sense to make a symbol (Modify> Create Symbol) out of the object first. This means that you can edit one symbol and it will update the rest automatically. When creating a symbol remember to tick the ‘Leave Instance in place box’ otherwise your symbol will be placed into the Resource Browser.

Any object that will be repeated throughout your model should be made a symbol (Chairs, tables, taps, floortiles, pillars etc.). You can even make symbols out of multiple objects (say a bedroom scheme for a 200 room hotel!). This way you can come up with large design schemes fairly quickly and update your scheme as your design develops with limited remodeling required.

We will be using symbols in more detail in later sessions so do not worry too much just yet!

Moving Objects in 3D Space

There are a number of ways to move objects in vectorworks, some are more accurate than others but all will prove useful at some time. To move efficiently it is important to have a clear understanding of three-dimensional space and its co-ordinate system.

  • Modify>Move (Ctrl M): To move an object or multiple objects accurately we can use this command. type in numerical distances for either x/y or both. We can use both positive and negative distances (to move an object up make sure you are in either a front, back or side view).
  • Manually with the mouse: Simply selecting and moving an object is useful but for more accuracy make sure that you select an object by the 'crosshair' cursor, this allows you to align that point with another point in your model (even when in an isometric view!).
  • Arrow keys: Select an object, hold down the shift key and use the 'nudge' arrows on the keyboard. This will move an object in one direction only. This is good for making small adjustments to an objects position (If you have to move objects over a large distance, try zooming out further so that the objects move quicker).
  • Object info. Palette: You can reposition objects using their x/y/z co-ordinate position on the drawing grid.

Standard 3D Views

Views:
Using the View Pull-down menu or the keyboard shortcuts (0-9) we can navigate around the model in 3D. This can be done in Isometric and Perspective and in all types of Render. It is important to understand which number corresponds to which view. Think of your model as being number five surrounded by all the other views!.

0 : Top/Plan
1 : Left Isometric
2 : Front
3 : Right Isometric
4 : Left
5 : Top
6 : Right
7 : Left Rear Isometric
8 : Back
9 : Right Rear Isometric

Creating Basic Extrusions

Vectorworks has many extrusion tools each performing a different action which we will look at, but first we must get to grips with the simplest one, the linear extrusion.

Model Menu 1:

To create basic 3D objects we take a 2D shape and use the extrude tool (Model>Extrude) to give the object its height or depth, depending on which view you extrude from (front, side or top view). Care must be taken to extrude in the correct view, we can always rotate the object around afterwards but it is better to get it right first time!.

The extrusion can be altered in two ways:
  1. Manually with the mouse: Drag one of the objects corner or centre control points (make sure that you use the two headed angled arrow cursor). This method is especially useful when alligning an object to another point in your model.
  2. Through the Object Info Palette in the box titled 'Extr'
We can extrude objects both positively and negatively (e.g 200mm/-200mm).

Try extruding two shapes both + and - in plan view (0), now move to front view (2) and see how both objects were created from the same z height (zero), with one going up and one going down.

It is useful when creating floors to give them a negative extrusion so that any subsequent extrusions or objects such as chairs or tables will not need to be moved up in elevation but will sit at the right level.

We can extrude multiple 2D shapes at the same time resulting in a single extrusion. If you want to split the extrusion up use the Ungroup command.

2D Shapes


Resulting Extrusion


Although now in a 3D state we can still edit an extrusion in its original 2D form. By double clicking on the object you can 'enter' the extrude and re-shape, add/clip surface etc. It is also possible to add extra 2D shapes or copy and paste in shapes from outside. The benefit of this is that the different shapes may have differing attributes but still belong to the same extrude.

Edited Extrusion

Be careful to exit the extrude by clicking on the 'exit' button to the top-right hand corner of the drawing space. This returns you to the design-layer where you can continue modeling. Not doing this is a very common mistake that new users make and can prove frustrating!

The trick to producing efficient extrusions is to work out which view to do the drawing in first, think ahead to what you may do to the object at a later stage.

E.g when drawing walls and partitions, this can be done in two ways
  • Top/Plan view and then extruded to give the object a height (Beige object).
  • Front view and then extruded to give the object a depth (Red object).

The view we draw in helps us when editing the object further...
  • By adding to the original 2D profile using Add surface command.
  • By subtracting from the original profile using Clip Surface command.

Work out if you are going to add windows/openings or alcoves/columns.

SESSION 2 : 3D MODELLING


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EXAMPLES

EXTRA EXERCISE : Seat Section

The second exercise we will be doing aims to refine your 2D Drawing even further. Using the 2D re-shape tool we can produce very accurate traces of scanned in media. If you have a plan, section or elevation of a piece of furniture for example, it is often useful to import into the computer to use as a guide.




  1. Import the section jpeg (File>Import>Import Image File). Make sure that the scale is set to 1:20 before doing this. You can draw a line (1300mm) next to the stated dimension in the drawing to check if the section has imported at the correct scale.
  2. On a new layer with the 'show other' visability setting selected from Organize>Layer Options, start by drawing in the rectangular base section.
  3. Add in a rough polygon shape for the seat section. Make sure that the polygon matches up with the top corner points of the rectangle below. Draw in 4 points around the curved part of the line.
  4. Using the 2D Re-shape tool, convert the relevant corner points to bezier control points.
  5. Using the Move Polygon handles Mode of the Re-shape Toll. refine the new polyline so that it matches the section underneath.
  6. Add in a small polygon for the section between the seat and backrest sections.
  7. Repeat the process for the first backrest section. Make sure that the back of the seat stays perfectly vertical and that the points of the polygon line up with the one beneath.
  8. Repeat for the top section.
  9. Turn the Layer visability settings to 'Active Only' to see the resulting drawing clearly.
  10. Add in the back wall section using the rectangle tool. At this stage save your work, make a new layer (Name 3D model), and copy and paste a copy of the complete 2D profile into the new layer.
  11. With the profile copy we can now extrude each part individually to the correct length (First go to the left side view, number 4 on the keyboard number keys). Notice that all of the extrusions extrude from x=0.
  12. In top view (0), select all the extrusions and align using Modify>Align.
  13. This is how the seat looks in front elevation
  14. Use the 3D Fillet edge tool (Tool sets Palette) to smooth the ends of all the seat sections.
  15. Have alook at the model in 3D. Try out a few different types of Render!
  • Base Section =2400mm
  • Seat sections = 2500mm
  • Wall Section = 3000mm
Below is how the seat model will look after we have added some glazed panels to the top of the wall and applied a few lights to the scene.



Layer Visibility:
To see other layers whilst in a layer go to Organize >Layer options. Here we can select how to see the other layers (e.g. ‘show others’, ‘gray others’). The other layers are seen but not editable.

Each layer will be shown in its selected orientation, scale and level of render. To align layer orientation go to View >Align Layer Views.

To adjust individual layer visibility go to Organize >Layers, select the layer and click in the relevant visibility column (visible, gray or invisible) .

Download the section above to use in the exercise

EXERCISE : 2D Floorplan

The first exercise we will look at covers the basics of 2D drawing and the transformation tools we have looked at in session two. You will produce a 2D floorplan of an imaginary nightclub. Next week we will take this plan and turn it into a 3D solid model.

It is possible to produce plans, sections and elevations directly from a 3D model, however sometimes it is easier and quicker to keep the 2D and 3D parts seperate. It is a useful exercise so try and get it as accurate as possible, the trick to good 3D modelling is in the initial drawing it has to be said, so practice is essential!





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2D Attributes

Re-Shaping Polygons








Transformation Operations



Modify Menu 1

When constructing 2D shapes it is often impossible or more difficult to draw them in one go. Therefore we must construct a new shape from two or more separate ones. Fairly complex polygons can be created in this way, either by adding or subtracting elements together. The commands required are located in the Modify Pull-down menu.

Add Surface
Select two or more overlapping (or touching) shapes and add together (Modify>Add surface). The resulting polygon takes on the attributes of the shape furthest to the back in the stacking order.



Clip Surface
Select two overlapping 2D shapes and use one to clip the other (Modify>Clip Surface). Notice that the top shape always acts as the ‘cutter’. The resulting polygon keeps its attributes. You can either delete, move or do nothing to the ‘cutter’. In the example below the 'cutter' has been moved away to show the resulting clip.



Send
To change the stacking order of 2D shapes we use the Modify>Send Command’. They can be sent back and forwards one step at a time or to the top/bottom.

Move
To move 2D shapes and 3D objects we can use the Modify>Move Command. We input an amount for movement in either or both X/Y co-ordinates.

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