Wednesday 25 November 2009

CAD Session 10: ADVANCED 3d Modelling

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 the right hand half of an objects profile. Vectorworks then sweeps the half profile around the left hand edge.

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 collections 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!

Monday 23 November 2009

Session 15: Reflectivity

Session 15: Applying Imported Textures


Working out the correct dimensions:

When applying imported images as graphics in Vectorworks it is important to pay attention to the dimensions of both the image file and the object it is to be applied to.

The File above was used for the ITV Reception Area Graphic. Download the file to use in the exercise (Left-Click to open in a new window and then Right-Click to save as a jpeg).

The image is 31.25cm x 13.02cm.
So that the image fits neatly onto the object we must apply the same proportions to both (or crop part of the image). It is unlikely that the object shares these dimensions. Here is a tip for working out the required dimensions in Photoshop:
  • Open the file and check the Image Size. Make sure Constrain Proportions is checked.
  • Change either the Height or width to match one of your desired dimensions (e.g Height=100cm).
  • This will automatically adjust the second dimension, keeping the same proportions!
  • Do not save the changes made however, it is not needed to have such a large file.

3.
Specify the image length to use for sizing the texture by dragging the line segment into position, and then dragging the ends of the line segment. If necessary, use the mouse scroll wheel to zoom into and out of the image, or click and hold the mouse wheel button to pan.

4.
Click OK to exit the Set Image Size dialog box and update the Size value.


Applying the Texture:
  • Select the object
  • Double-click on the texture Icon in the Resource Browser Palette.
  • The Texture may have to be 'Flipped' either Horizontally or Vertically.
  • Make sure that the Horizontal and vertical off-sets are at 0.

















To complete the application you can Un-check the Repeat Horizontally and Repeat Vertically boxes in the Object Info. Palette. The texture now sits on the front face of the object only. The other faces take on the objects fill colour attribute.

Session 15: Using Renderworks Textures

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 many of the most used textures is done through the Object Info Palette under the 'Render Tab'. Here we have among others several Woods, Metals, Concrete and two Glass texture resources.
  • To apply simply select a 3D object and then in the Render Tab select a texture from the pull down menu. Once you have used a texture Resource it will then be placed at the top of the 'Pull-Down' Menu for easy selection in the future.
  • Most of these pre-set textures come already scaled. For example a brick texture will map onto the surface of an object at its correct size without having to be scaled. For other textures we can use the scale bar in the Render Tab to adjust the size.
  • Note that we can also Rotate the Texture Resource as well!
  • A special case are Walls. We can apply a texture to either the Left, Center or the Right side of the Object. So we could have Bricks on the outside and a Wallpaper on the Interior.

Resource Browser libraries:
  • There are also a wide variety of textures in the Resource Browser Palette to choose from. From the Libraries Menu select the Category of texture required ( e.g Interior textures).
  • You are then given a full range of textures for that category. It is probably best to see these as Thumbnail Icons (right-click to select this option).
  • To apply one of these textures simply select the object and then double click on the required texture icon.
  • Note that once you have used a texture from the Resource Browser it will now be placed in the Object Info Palette Render Tab list for you to use.
It is often useful to work with texturing when in Open GL Render Mode so that you can quickly see the results of any changes made without having to re-render the screen.



Session 15: Using Lighting Tools

Session 14: Sheet Layer Examples

Session 13: Stairs

Session 12: Using Stack Layers

Monday 9 November 2009

Session 11: 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 threshold).

Session 11: 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 for the floor rather than straight away trying to determine the individual lengths of multiple walls.



The Image above shows a floor area made by adding together several rectangles using Modify > Add Surface.

General Tips!
  1. 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!
  2. The Floor shapes that you construct can often simply be duplicated and moved up to act as your ceiling object as well!

Advanced Floor Creation:

Vectorworks has even more advanced commands which can be used for quick and easy construction of walls and floors. They are located in the AEC>Architectural menu, found in the Standard Workspace (Tools > Workspaces > Standard Workspace).
  • 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.

    The Create Walls from Polys Tool takes a polygon and constructs walls around it. The polygon can include curved edges 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!

Session 11: Drawing Walls

Up to now we have looked at modeling walls using extruded 2D shapes (e.g Double Line Polygon Tool). Vectorworks however has a set of Tools to draw Walls without the need to extrude from 2D to 3D.
  • Walls are part of what we call 'Hybrid Objects'. They display different attributes when in Top/Plan view compared to any 3D view.
  • The Building Shell Sub-Palette (Green Roofed House 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 the same as drawing using the normal Polygon tool. Simply click and move the mouse to determine the direction to draw in.
  • To draw a single wall, click, drag and then double click to finish.
  • You may draw multiple walls at one time, simply click, drag click again and then continue to draw a second wall length. Double-Click as normal to finish.
  • All the walls will be selected once you have finished drawing them, this makes it easy to give heights and attributes quickly.


Image above shows a single wall and multiple walls viewed in Top/Plan View

Setting Prefernces and Drawing Modes:
Before drawing walls it is often best to set certain Preferences first and also to decide on which drawing mode to work with. These can all be set through the Mode Bar.

  • Drawing Modes are similar to those of the Double Line Polygon Tool. Each one has a different control method for where the computer places the two wall lines in relation to the mouse on screen.
  • Vectorworks has dozens of Pre-Set Wall styles to choose from in the Wall Preferences Box.
  • For now maybe just worry about using the simple 'default' Wall Style and Pre-setting the Wall thickness only.
Editing Wall Length:
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 'angled arrow' cursor). Note that we can also change the angle of the wall this way as well.
  • 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.
Editing Settings with the Object Info Palette:
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. We will cover this tool in greater depth at a later date!

Wall Join Tool:
We use this tool to join two walls together so that there are no gaps in our 3D model as well as 2D drawing.
  • 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 splitting or moving walls away from one another a hole may be left in the side of one wall.
  • 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'.
General Tips!

  1. 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.
  2. 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 11: Hybrid Objects

Drawing and Editing Walls:

Straight wall tool
Curved Wall tool
Joining Walls
Filleting walls
Editing Walls in Elevation

Floors and Ceilings:

Drawing a Floor Area
Extruding Floors Negatively
Using the AEC Commands.
Creating Ceilings

Plug-In Objects:
Placing Doors and Windows accurately
Editing Plug-in settings

Working with layers 2:
Layer Visibility settings
Using Snaps between layers
Stacking Layers

Applying Textures 2:
Texturing Walls
Using the Resource Browser Libraries

Session 10 : Case Study 1(Plans)



The Plans above are from Zaha Hadid Architects.
  • They show three floors of the same building and are layed out so that they line up and are to the same scale.
  • They also use a key and colour codes to communicate the different areas and their different uses.
  • Also note the 'void' spaces on each plan where there is no floor area.

Follow the link below for more information....

http://images.google.com/imgres?imgurl=http://news.msu.edu/media/photo/2009/10/38e375ba-02e6-4d3d-9adb-9f08d0d675a5.jpg&imgrefurl=http://broadmuseum.msu.edu/gallery/&usg=__Xq4NyVZ1BTrlw5XzUI_ONrDDsbY=&h=867&w=1400&sz=351&hl=en&start=422&um=1&tbnid=79YdG5vR0Be4CM:&tbnh=93&tbnw=150&prev=/images%3Fq%3Dzaha%2Bhadid%2Bplans%26ndsp%3D20%26hl%3Den%26rlz%3D1B3RNFA_enGB220GB221%26sa%3DN%26start%3D420%26um%3D1

Session 10: Layers and Classes

This sessions exercise is designed to teach you how to set up and organize a model of a multi-story building. It shows how we can use duplicates and symbols to quickly construct the structure and layers and Classes to efficiently organize and present the outcome.

The aim is to follow the worksheet below and then to take the model on further by adding your own individual components.


Below are some renders of the model with the addition of a Renderworks background and a variety of Light sources.

Duplicates and Symbols


·      Duplicates and Symbols

Single Duplicates:
  • You can make a single duplicate of a 2D/3D object by using the Edit> Duplicate command. This will create a duplicate and place it in the same layer as the original.
  • By Default the Duplicate is positioned slightly Up and to the Right of the original. It may be useful to turn off 'off-set duplications' first so that the duplicate is placed in exactly the same positionas the original. You do this through the Tools > Options > Vectorworks Preferences Menu.
  • When you edit a Duplicate it will have no effect on the Original Object!
Multiple Duplicates:
  • For more Advanced Duplications we can use the Edit > Duplicate Array Command.
  • The Edit > Duplicate Array command has three extra modes which all have their specific types of Duplicate Creation (Linear, rectangular and circular).
  • These all work by specifying the number of Duplicates to be created and imputing data for movement in x,y and z co-ordinates (Z is for 3D so don’t worry for now!).
  • After carrying out a duplicate array it is often useful to Group the results so that they can be selected, moved etc with ease (Modify > Group).
  • There are even more advanced Duplication methods such as the option of Re-Sizing and Rotating when Duplicating so try them out!

Symbols 1:

Any object that will be repeated throughout your model should generally be first made into 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.
  • When making duplicates it often makes sense to make a symbol out of the object first. (Modify> Create Symbol)
  • Creating Symbols means that you can now edit one symbol and it will automatically update all of the others.To edit a symbol simply double-click on any one ‘Instance’.
  • When creating a symbol remember to tick the ‘Leave Instance in place box’ otherwise your symbol will disappear from the screen and you will need to find it in the Resource Browser Palette.

We will be using symbols in more detail in later sessions so do not worry too much if it seems confusing to begin with!




Exercise 03 : Duplication

-Draw out the simple Floorplan below using the Duplicate Array Tool (consider the different modes of Duplication).
-Before Duplicating create symbols out of each component part.



PROJECT TWO : Information




BRIEFING NOTES

Additional information agreed the apartment project
Briefing on Monday 2/11/9.

  • The site is based on the street gallery, but dimensions can be rounded up to 10m x 10m. 6m is the max height but not the norm.
  • The aspect is the same ie. North is the student bar direction.
  • The entrance to the apartment is on the east wall and can be situated anywhere along that wall.
  • You may add any wall openings along all walls except the east entrance wall.
  • You may add openings / rooflights to the ceiling.
  • You may add balconies/ patios to a “reasonable” size.
  • Students are to draw a floorplan of the layout of the entire space, but focus their design on the living area and 1 other area.
  • Perspectives should be of the living area and 1 other area
  • The sample board should be actual samples where possible and one or two photos max. of the chosen areas ie living area and/ or 1 other area.
  • The design can be compartments or totally open plan (except for bathroom WC. which is compartmented)