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Added the transcriber script and generated SRT subtitle text files

Doug Scoular 2025-11-01 20:55:51 +11:00

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Welcome to Vanilla Blender. I figured before we get into Bonsai we can go
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through some of the functionality that's native to just Blender and then later
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just jump into Bonsai. When you open Blender you'll see three default objects
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here a light a cube and a camera and those are outlined here in the outliner
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on the side. To start I'm just gonna delete the camera and that light. Select
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the cube. You can zoom in and out with the middle mouse button. To move the cube
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click on this tool here and it'll come up with these axes and you can just
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click and drag on them and start moving them in a certain direction and then you
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can as you're doing that you can type in a distance so three meters again you
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can do four meters and it moves the cube in that dimension. You can also if you
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hover over any tool you'll see that there's a quick key that shows up the
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this instance it's G so if you had the select tool here and you click the cube
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and type G it'll start moving it and again you can lock it in the X Y or Z
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and then type in a certain distance. As you can see we move the cube up here but
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as I click on it and I try to zoom in on it it zooms to the origin here. I like to
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change the preferences so it actually zooms to where my mouse is at so in
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order to do that go to preferences and navigation and zoom to mouse position so
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then it'll actually zoom to wherever your mouse is at which is very quite
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helpful. The other helpful thing I like using is like to turn on statistics that
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tells you more information about what you're selected and that can be here and
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click on statistics you see over here it's like the cube it tells you a little
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more information about it like the vertices edges and faces and various
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triangles. There's another way and I actually prefer this way is to turn on
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scene statistics from the preferences here and it shows that I've actually done
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the slower right corner so I prefer that one a little better so I'm going to
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just turn the other one off.

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So there's a couple other ways to move an object. If you select it you can go
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over to the object properties here and change the dimension here. You can also
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change the dimension relative to where it's at so three meters in X or 3 Y. You
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can also change it here. This is called the end panel and meaning if you type N
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it exposes the panel and the same thing is you can change it here and rotate say
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45. You can also scale. Word of warning and you can change the dimensions here.
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Word of warning when we get into bonsai don't use these ways to change the
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geometry because it'll basically break the intelligent bonsai or BIM object. So
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once we get into that don't use scale and dimension. You can also when you're
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again moving this moves it in the these are kind of global axes that you see
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here. They're not relative to how the cube is spun at a 45 now. If you want to
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move that cube relative to how it has been rotated you would switch this to
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local up here and then it flips the axis so you can move it along the axis
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now. There's also you know other things where you can move it normal to a face. I
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won't get into this but and view and move it relative to what you're looking
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at right now. Kind of self-explanatory. I won't get into these. I usually use
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global or local most of the time. I'm just going to go back to global there.

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Another visual aid to know about when moving an object is to turn on what's called object
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gizmos up here.
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Turn on move and rotate.
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You can see it adds the axis and the little gimbal, rotation gimbal there.
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So again you can just click on them and rotate it.
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Notice that when I'm rotating something it's rotating it from the origin of the object
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which in this instance is right in the middle of the cube there.
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But let's say you want to rotate it from the edge of the cube.
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You would use something called the 3D cursor which is kind of unique to Blender.
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But it's basically a temporary origin so to speak which you can make transformations
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based off of.
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So in order to set that temporary origin or 3D cursor you first have to turn on snaps
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here and we're going to change this to vertex instead.
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So to create your 3D cursor you hold the shift key and then right click with your mouse.
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You kind of right click and hold it.
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I'm actually holding both the shift key and the right mouse button and you can see it
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kind of snapping to those vertices there.
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And then once you are done you can just let go.
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And it's still rotating from the center.
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Here's how you tell it basically where to rotate from.
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And we want to tell it to go from the 3D cursor there.
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So it changes the little gimbal and then you can rotate from there.

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So to duplicate an object, you would select it, go up to object pull down here, and go
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to duplicate objects or shift D, which that's what I'm going to use.
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So shift D, you can see it's has the duplicate here.
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It's asking you where to move it.
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And so like before you can type an axis and then the distance return.
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So before we were using the 3D cursor to locate a kind of a temporary origin to rotate something,
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but you can also use that to move an object too.
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So again, I'm holding the shift and right mouse button.
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And let's say you want to move that object on top of the other cube and you type G then.
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Oh, it's not snapping correctly.
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We want to change this to center instead.
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We want to have this be 3D cursor and then this be center.
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So we want to set our 3D cursor and then type G and there it snaps to where we want it to.
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You can also use a method that's familiar to a lot of people that use CAD or Revit where
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you set the snap point or the base point, kind of similar to what we just did,
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but it's just another method.
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So you type in G and it starts moving and then followed by B.
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And then it asks you basically where do you want that base point to be?
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And you can click on it and then you can move it.
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So that's a workflow that's a lot of CAD users will be familiar with.
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Another useful technique is to use both the 3D cursor and the B key to rotate an object
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relative to another.
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So for instance, I could place my 3D cursor here and start rotating type R and then B.
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And then it's asking you for that base point.
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So pick there.
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And now we type Z to lock it in the Z rotation and then we can then snap to that other cube.

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So far we've learned to move an object, rotate it, you can scale it and change
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the dimension. Again don't use these in Bonsai but you can use them now.
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What if we want to change the actual individual vertices of the object itself?
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To do that you select the objects and go to edit mode here or you can hit tab.
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So tab, I'm in object mode now and if I hit tab again you're in edit mode.
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Here you can see you can select individual vertices there. There's three selection
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modes. You can select by vertices, line or the actual face. So if you select a
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vertices there, again you can change your 3D cursor location and then move the
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vertices there. Or you can do your GB where you set the GB and then
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you can move it that way. You can create new typology or seams in there if you
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select those two vertices you can type F and it creates a seam there. You can
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also add more vertices. So if we do select that one, select that, you can
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right-click and subdivide and you can see it added a vertices or you can add
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multiple. You can see it's adding multiple there. Let's say you want to actually get rid of
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those vertices now. One of two ways you can either delete and say
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dissolve vertices. You can see they go away. Or you can go to clean up and limit
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dissolve. That cleans it up as well.

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So you can extrude a point or vertex and create a line. You can select a line and
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extrude it and make a plane. You can select a face and extrude that to make
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kind of a volume. So here I'm just gonna select a vertice and I'm going to switch
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this to bounding box and you'll see where the 3d cursor changes location to
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what's selected there. And then I'm going to just change this to local and I'm
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going to type E for extrude and then again I can lock it to an axis here.
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Just gonna type in 1. I'm gonna extrude it again the other direction. Oops. And
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we'll just snap to that and then extrude it again finally. Oops. And go back to
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that point. You can select all these edges. Shift select them and type F and
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it creates a face between those lines. You'll notice that at this intersection
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here there's basically there should be two vertices there and when I select it
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with the marquee there it only shows that one is selected. In order to
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select both of them or select everything within it you have to change this to
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x-ray mode and when you do that and then you do the marquee again it should
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select the two vertices. The problem though if you select one and you just
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say move it with G it's actually got you know the typology is kind of clunky
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there. It would be ideal to basically merge those vertices together so they
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act as one. In order to do that you would select both of them and go up to mesh
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and merge by distance and whatever this is set to is usually good enough but you
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can actually increase that distance where merges vertices further and
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further apart but we're gonna say that's okay. Click off on it and now if we
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select it is just one vertices and if we move it again then it all works
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together like that. So it just like extruding points or vertices you can
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extrude faces so select that and type E you can extrude up in that dimension as
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well.

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So a couple more useful tools when you're in edit mode. You can inset faces
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with this icon here or go up to face do I inset faces. Dynamically changes you
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can type in a value say 0.1. You can extrude that region out. We can subdivide
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face like we did a line. Right-click subdivide. You can change the number of
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cuts. Just gonna do one. You can use this extrude manifold tool to carve out space
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which is kind of nice. You can bevel corners with this tool. Start dragging it in.
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Then increase the number of segments here to make it more round at the corner.
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You can use the knife tool to slice a face. Start at the edge. Type Z to hold
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the axis and then enter to register it. I'm just gonna move this out. What other
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tools are there? We can use this bisect tool. You need to select all the geometry
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that you want to cut. I'm just gonna do type A to select everything and then
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you can start just crossing it here. That's one mode where it basically
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bisects the geometry. I'm gonna undo that. I'm gonna say clear outer. You can see how
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it changes the bisect. I can clear inner. Goes the other direction I believe.
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It's kind of useful. I think fill basically fills the end. I think that's how it works.
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So that's quite useful sometimes.

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I'm going to turn off X-ray mode and select that face and move it back to where it was.
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And shift select both these faces.
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I'm going to limit dissolve them or make them one face again.
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And again that's under mesh and go to clean up and limited dissolve here.
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I use this tool so much that you can actually add it to a quick favorite list.
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It's a way to bring up tools that you use quite frequently.
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And to do that you right click on it and say add to quick favorites.
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So in that case or after that you can type Q and it brings up those quick favorites.
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We only have one so far and so we want to limit dissolve that so it's one face.
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So unfortunately let's say we want to change the radius of this corner.
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Unfortunately once it's made there's not an easy way to reset it again.
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So to kind of go back and redo it I'll show you a trick.
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I got to go into X-ray mode again to select all the vertices there.
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We want to set our 3D cursor again.
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Shift right click at that point and start scaling that corner.
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So what it's doing is scaling all directions X, Y, and Z.
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You want to type in X in order to hold the scale and then type 0.
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And that flattens out everything.
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And then from there we want to limit dissolve all those faces again.
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So we got a quick key now we're going to go limit to dissolve and then it flattens everything
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out.
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So now we can do what we did before, use the bevel tool, and redo it again.
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If we want to change our segments like that.

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So a couple ways to measure things in Blender, whether they're linear or area
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dimensions. You can go up here and turn these helpers on. So edge length, edge
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angle, face area. I don't use all these but anything you select then it'll
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actually have the areas and the angles and the various dimensions. So that's
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quite helpful at times. Or you can use this measure tool here and you just you
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click and you hold to the next vertices and do that you know multiple times if
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you want different areas. To turn a linear dimension like that into a angle
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dimension you just click somewhere on a dimension line and drag and hold and
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it converts it to a angle. And similarly if you want to grab it and then hit
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delete it goes back to a linear dimension. You can change these too by
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just grabbing the ends. To delete them it's somewhat cumbersome. Go to view and
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go to annotations and click on that set there and go minus to delete it. And it
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doesn't delete it right away but if you go to your select and go back to your
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measure tool you can see that they're gone now.

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There's a number of ways to move around or rotate around a model. The first you
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can probably guess is to use this. If you click on the various letters you can see
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that it's going to top view or front view or left view and you can keep kind
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of rotating it. And you know middle mouse button to kind of pull out of it to zoom
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into a certain view. You can hit shift and the middle mouse button to kind of
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pan left and right or up and down. You can also use the num keypad. If you hit
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seven it's the top view. One is I think a side and then three is the other side.
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And then like four and six you can use to kind of rotate around you know one
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way the other four and six or eight and two does the other direction up and down.
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And then nine I think just kind of rotates 180 degrees. And you can find all
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those quick keys here. You can see you know the seven is a top and bottom one
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is front and back three is the right and left. And then there's the other ones
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that we were using as well. So if you're in top view and you have an object that's
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kind of rotated in space and you'd like to get one of these faces here viewed
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straight on the way to do that is to select the object and go align to view
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and whatever you're looking so we'll do top view here. So it rotates the camera
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or view so it's aligned with the actual individual objects so that's quite useful
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at times. So I can do that again do it the front view of that object. You can
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also move around the model using a first-person shooter perspective and to
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00:02:26,920 --> 00:02:34,480
engage that you would do shift tilde oh sorry shift tilde and then you use your
21
00:02:34,480 --> 00:02:41,239
keys if you're a gamer you're familiar with the you know WASD keys W moves
22
00:02:41,280 --> 00:02:50,200
forward s back a little left and then D to the right Q is up and down or down
23
00:02:50,200 --> 00:02:58,040
rather and then E is up so that's quite useful now you can actually hold down the
24
00:02:58,040 --> 00:03:06,200
shift key and like W and move faster if you want so that's that's without the
25
00:03:06,200 --> 00:03:13,239
shift key and then that's with the shift key just goes faster very useful

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1
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So we learned about shift D already where it just creates another duplicate.
2
00:00:08,320 --> 00:00:13,000
But each one of these instances is not connected to each other so if we change the geometry
3
00:00:13,000 --> 00:00:15,920
of this one it's not going to change this one.
4
00:00:15,920 --> 00:00:23,840
There is a duplicate link or link duplicate that we can use.
5
00:00:23,840 --> 00:00:29,040
You find that under object here and duplicate link so alt D that's what I'm going to use.
6
00:00:29,040 --> 00:00:37,720
So alt D and now if you change the geometry of one of these objects both of them will
7
00:00:37,720 --> 00:00:44,320
change which is quite nice.
8
00:00:44,320 --> 00:00:52,599
If you would like to select let's say you have you do a bunch of alt D's and you got
9
00:00:52,600 --> 00:00:59,820
a ton of these around your project and you want to select all of these together you would
10
00:00:59,820 --> 00:01:05,040
go under select and go select link and object data.
11
00:01:05,040 --> 00:01:09,600
You can also select these other criteria which we haven't got to yet you know common materials
12
00:01:09,600 --> 00:01:16,100
and whatnot but just use object data and then it will select basically all those types.
13
00:01:16,100 --> 00:01:22,860
This workflow will change slightly in bonsai.
14
00:01:22,860 --> 00:01:29,140
You don't use alt D as much but we'll get to that later.
15
00:01:29,140 --> 00:01:37,500
You can also add geometry to another geometry after the fact so let's say we want to add
16
00:01:37,500 --> 00:01:40,699
this cube to this geometry.
17
00:01:40,700 --> 00:01:51,500
So select the geometry that you want to add the object to or the last selection there
18
00:01:51,500 --> 00:02:00,700
and then go to object and go join and it should add that cube to and then you can see it duplicated
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to all the various types.

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1
00:00:00,000 --> 00:00:10,000
So in the outliner here you can change the name of the collection. Just double click on it.
2
00:00:10,000 --> 00:00:17,000
Here you can see the various objects within the collection.
3
00:00:17,000 --> 00:00:22,000
And again, same thing, you can change the name.
4
00:00:22,000 --> 00:00:25,000
One cube.
5
00:00:25,000 --> 00:00:32,000
If you click down on this arrow here, you can kind of get a sense of how things are organized.
6
00:00:32,000 --> 00:00:37,000
Where this first level is the overall object.
7
00:00:37,000 --> 00:00:42,000
And then in that is the mesh, or the vertices.
8
00:00:42,000 --> 00:00:45,000
And then the materials applied to that.
9
00:00:45,000 --> 00:00:56,000
If you select the object and type tab to get into edit mode, you'll see that it actually highlights that mesh cube.
10
00:00:56,000 --> 00:01:00,000
If I keep doing that, you can see tab in and out.
11
00:01:01,000 --> 00:01:12,000
Similar to linked duplicates for objects, you can kind of do linked duplicates for collections.
12
00:01:12,000 --> 00:01:16,000
They're called collection instances.
13
00:01:16,000 --> 00:01:27,000
And to do that, the UI is a little strange, but you would go to add and down to collection instance and then stuff.
14
00:01:27,000 --> 00:01:35,000
And it creates another instance in world. You can move that around as you see fit.
15
00:01:35,000 --> 00:01:44,000
And you can do shift D again with these. You don't have to do alt D. Shift D will just keep that connection alive.
16
00:01:44,000 --> 00:01:54,000
In order to change one of these instances, you have to go back to the original and we can kind of just move some objects around.
17
00:01:54,000 --> 00:02:03,000
Unfortunately, you can't edit these collection instances in place. You have to go back to the original.
18
00:02:03,000 --> 00:02:14,000
Luckily, there is a plugin that I highly recommend called Group Pro that allows you to do that to edit the individual instances in place.
19
00:02:14,000 --> 00:02:15,000
Quite helpful.
20
00:02:15,000 --> 00:02:30,000
And again, if you want to select all the instances that are linked, go here again, select go instance collection.

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1
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One shortcut key I forgot to mention is the number 5 on your num keypad. If you
2
00:00:06,360 --> 00:00:11,560
toggle that on and off it flips between axon or orthographic mode and then
3
00:00:11,560 --> 00:00:18,000
perspective. So good feature to know. Let me clean up a few things here it's
4
00:00:18,000 --> 00:00:25,160
getting a little chaotic. If you select any geometry you'll see this little dot
5
00:00:25,160 --> 00:00:32,240
on the geometry that indicates the origin of that geometry and so if you
6
00:00:32,240 --> 00:00:39,720
toggle this mode here to the bounding box it moves the rotate and the move
7
00:00:39,720 --> 00:00:44,680
gimbal to that location. But if you want to change the location of that origin
8
00:00:44,680 --> 00:00:49,800
somewhere else on the geometry or not on the geometry the easiest way to do that
9
00:00:49,800 --> 00:00:56,599
is to use your 3d cursor and move that to where you want the new origin to be
10
00:00:56,599 --> 00:01:04,200
at and go up here and set origin and origin to 3d cursor. You can do that
11
00:01:04,200 --> 00:01:11,080
again origin to 3d cursor or there's other options you can see here geometry
12
00:01:11,080 --> 00:01:17,400
to origin so I think it takes the centroid of that geometry and moves it
13
00:01:17,400 --> 00:01:26,040
to the origin. These two options the origin to center and of the surface and
14
00:01:26,040 --> 00:01:30,920
volume are somewhat similar I'm not quite sure the subtleties of it but you
15
00:01:30,920 --> 00:01:42,240
know you know they exist and they might come in handy. There's also two if you do
16
00:01:42,240 --> 00:01:49,839
shift s there's similar functionality and a couple more things that you can
17
00:01:49,839 --> 00:01:54,240
use I won't go through every one of these but you can kind of play around
18
00:01:54,240 --> 00:02:03,960
with them and you'll kind of see what they ultimately do.
19
00:02:03,960 --> 00:02:16,720
There's another way you can move the geometry's origin you select the object
20
00:02:16,720 --> 00:02:24,600
go to tool and click on this effects only origins you'll see that the cursor
21
00:02:24,600 --> 00:02:31,240
changes and you can then move that origin with the G key to where you'd
22
00:02:31,240 --> 00:02:36,640
like it to be and then when you're done click that.

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1
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So Blender's interface is composed of individual panels and those panels are
2
00:00:07,760 --> 00:00:16,320
basically these windows here. That's one panel, here's another, here's another, and
3
00:00:16,320 --> 00:00:26,760
then here's another. And all those panels basically create a workspace. And so
4
00:00:26,800 --> 00:00:32,040
right now we're in the layout workspace and these are other various workspaces
5
00:00:32,040 --> 00:00:39,800
that come as default in Blender. And you actually can create your own. You
6
00:00:39,800 --> 00:00:48,720
can seed it with another workspace and then rename it as you wish and delete it.
7
00:00:48,720 --> 00:00:56,720
These various panels then are somewhat arbitrary. If you click on here on
8
00:00:56,720 --> 00:01:08,200
each one you can see which panel is named. And ultimately as you probably
9
00:01:08,200 --> 00:01:14,840
guessed you can change what the panel is. So if you want a 3D viewport here you
10
00:01:14,840 --> 00:01:22,680
can change that there or go back to the Outliner. You can actually create more
11
00:01:22,680 --> 00:01:30,840
panels in a workspace by hovering at the corner where the cursor changes to
12
00:01:30,840 --> 00:01:37,300
across here, there you see, and then pull down and hold and drag to one side or
13
00:01:37,300 --> 00:01:45,300
the other to create a new panel. And then if ultimately you want to get rid
14
00:01:45,300 --> 00:01:51,940
of that panel you hover until you see the arrows, the left and right arrow, and
15
00:01:51,940 --> 00:01:58,259
then right-click and say join areas and then it'll ask you which
16
00:01:58,259 --> 00:02:02,500
direction you want to join. I want to join over in this direction so it gets
17
00:02:02,500 --> 00:02:06,420
rid of that panel then.

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1
00:00:00,000 --> 00:00:06,360
So if I select this geometry like before with you know rotated in space
2
00:00:07,600 --> 00:00:12,840
We can scale it. We type in S. We scale it and you see it changes there
3
00:00:15,400 --> 00:00:18,120
If you would like to keep this geometry
4
00:00:19,240 --> 00:00:24,880
in the same place, but reset the rotation or the local rotation and
5
00:00:25,680 --> 00:00:31,919
Reset the scale you can do that up here under object and apply so first we're gonna
6
00:00:32,640 --> 00:00:38,720
Switch the location and it's gonna reset the XYZ to zero zero zero as you can see there
7
00:00:39,440 --> 00:00:41,440
And we can do that
8
00:00:41,560 --> 00:00:43,480
for rotation
9
00:00:43,480 --> 00:00:48,239
you can see our little gimbal is going to change down there to it goes to zero and
10
00:00:48,879 --> 00:00:50,879
then ultimately we can
11
00:00:51,880 --> 00:00:56,080
Apply the scale to and so now the scale goes to one one one
12
00:00:57,720 --> 00:01:01,960
There's various reasons to do all this on the blender side
13
00:01:02,920 --> 00:01:05,600
won't necessarily probably get into that but
14
00:01:06,640 --> 00:01:14,320
Resetting it to one is important when you get into bonsai because you can't convert a blender object to an IC
15
00:01:14,679 --> 00:01:16,839
Object if it has a scale
16
00:01:17,240 --> 00:01:23,559
You know greater or less than one it has to be reset to one so this is one way to do it
17
00:01:25,440 --> 00:01:27,440
If in
18
00:01:27,639 --> 00:01:29,559
bonsai
19
00:01:29,559 --> 00:01:36,639
Once we get there the suggested way to scale something is not with this but to enter into
20
00:01:37,359 --> 00:01:43,500
Edit mode use your tab into edit mode and then select your geometry and then scale from there
21
00:01:44,320 --> 00:01:50,960
That way when you exit out then into object mode your scale here is still one

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1
00:00:00,000 --> 00:00:08,480
So as you probably guessed, the eyeball here in the outliner allows you to turn on and off the various geometries.
2
00:00:08,480 --> 00:00:20,880
If you shift-select the eyeball of a collection, it turns all the objects on and off inside the collection, which is kind of useful.
3
00:00:21,840 --> 00:00:27,759
The camera here, if you turn that off, it doesn't do anything in the scene, but
4
00:00:29,560 --> 00:00:35,460
that turns off the object in the rendering, so it won't render that particular object.
5
00:00:35,640 --> 00:00:42,960
So that's useful if you have something complicated that's kind of bogging the rendering down. You can turn that off in that way.
6
00:00:44,879 --> 00:00:48,480
A few other quick keys that come in handy.
7
00:00:51,760 --> 00:00:58,720
This is actually a good example. I moved off a scene somehow and I don't know where my geometry is.
8
00:00:58,720 --> 00:01:07,600
So you can select your geometry in the outliner and click the period key and it zooms into the actual geometry.
9
00:01:08,720 --> 00:01:17,120
Another useful quick key is if your scene is very complicated and you're working on something and you just want to isolate that particular geometry,
10
00:01:17,360 --> 00:01:27,360
you can do a forward slash on your num key and it turns off all the geometry around it and zooms into it.
11
00:01:27,360 --> 00:01:32,160
And then if you do it again, it zooms out of it. It's very useful.
12
00:01:35,840 --> 00:01:46,000
The other kind of gotcha too is when you zoom out really far, things start disappearing and that's because the clip plane is too short.
13
00:01:46,640 --> 00:01:51,840
And to change that you do it here. Increase it. See more of the grid.
14
00:01:54,960 --> 00:01:57,040
I'm just going to actually move this object
15
00:02:00,720 --> 00:02:03,039
super far to demonstrate something.
16
00:02:05,280 --> 00:02:10,240
So I move that way off into the distance and then I'm going to use the period key to zoom into it.
17
00:02:10,640 --> 00:02:18,400
Okay, so I'm zooming out again and I want to move back to the other objects in space.
18
00:02:20,400 --> 00:02:23,280
And I'm just trying to zoom in with my mouse wheel.
19
00:02:25,040 --> 00:02:32,720
And you'll find at a point, it's really weird, this is unique to Blender, is when you're zooming into something it just doesn't go anymore.
20
00:02:33,440 --> 00:02:43,040
If you find that happens, to kind of reset that zoom, you just hit the period key on your numpad and it goes to that geometry.
21
00:02:43,040 --> 00:02:47,920
So that can be frustrating to new users.

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1
00:00:00,000 --> 00:00:07,880
So getting into Blender modifiers, they are a number of non-destructive tools
2
00:00:07,880 --> 00:00:16,800
that allow you to make transformations and effects, various effects, on an object
3
00:00:16,800 --> 00:00:22,280
without destroying its underlying geometry. So for example a Boolean
4
00:00:22,280 --> 00:00:28,920
operator you could combine two objects together in an intersection and it
5
00:00:28,920 --> 00:00:33,880
creates just one object and then if you turn that off the modifier it goes back
6
00:00:33,880 --> 00:00:39,360
to two objects. I'm not going to go into all the modifiers that Blender has.
7
00:00:39,360 --> 00:00:44,560
There's a ton of them but just to show you a few of them and kind of where
8
00:00:44,560 --> 00:00:50,120
they're at and how to use them on a high level. So I'm just going to delete these
9
00:00:50,120 --> 00:00:58,480
collection instances and turn off x-ray and turn on wireframe just so it's a
10
00:00:58,480 --> 00:01:05,440
little easier to see. To do the modifiers you go to this icon here, click a
11
00:01:05,440 --> 00:01:12,360
modifier, and these are the various folders of the various modifiers. I'm
12
00:01:12,360 --> 00:01:18,440
just going to show an array. It's used quite often in other programs I'm sure
13
00:01:18,440 --> 00:01:25,520
if you used. I can set the count and the distance. They're apart from each other
14
00:01:25,520 --> 00:01:35,920
and various other variables here. You can turn off the modifier to see the
15
00:01:35,920 --> 00:01:40,759
original geometry and turn it on or if you just like to actually remove the
16
00:01:40,759 --> 00:01:51,240
modifier and keep that geometry you can apply it. I'm gonna undo that. You
17
00:01:51,240 --> 00:02:00,320
can also add another modifier on top of this modifier as many as you want. I'm
18
00:02:00,320 --> 00:02:05,679
gonna add a disseminate modifier. Disseminate is nice when you have
19
00:02:05,679 --> 00:02:11,160
geometry that's highly faceted, lots of triangles, and you want to simplify it.
20
00:02:11,160 --> 00:02:17,480
You can bring down the triangulation as you can see it's getting reduced there.
21
00:02:17,480 --> 00:02:25,160
You can also change the order of modifiers. These particular ones there
22
00:02:25,160 --> 00:02:29,959
you don't see much difference but sometimes the the order makes a
23
00:02:29,959 --> 00:02:39,720
difference. So again you can apply and apply now that geometry is in the file.
24
00:02:39,720 --> 00:02:47,200
The one thing when we get into Bonsai is unfortunately when you save an IFC file
25
00:02:47,239 --> 00:02:55,839
with Bonsai it doesn't save these blender modifiers. So when you you
26
00:02:55,839 --> 00:02:59,920
ultimately have to apply or remove the modifiers to save the geometry into the
27
00:02:59,920 --> 00:03:04,560
IFC file but we'll cross that bridge later.

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1
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So to add new geometry to the scene you first locate your 3D cursor where you
2
00:00:05,920 --> 00:00:13,160
want to create the geometry. Go up to your to add. We'll start with the mesh.
3
00:00:13,160 --> 00:00:20,680
Create a circle. Zoom in there. First time you do it it'll have this little
4
00:00:20,680 --> 00:00:25,100
dialog box depending on the geometry where you can change the various
5
00:00:25,100 --> 00:00:31,220
parameters of it. Unfortunately though once you click off of it you're no
6
00:00:31,220 --> 00:00:35,260
longer able to bring up that dialog box again and it's just kind of dumb
7
00:00:35,260 --> 00:00:45,020
geometry. I won't go into the rest. These are pretty self-explanatory.
8
00:00:45,020 --> 00:00:50,780
So here curves or splines. There's basically there's three different
9
00:00:50,980 --> 00:00:56,380
splines. There's the bezier and then there's the NURB curve and then there's
10
00:00:56,380 --> 00:01:03,940
a poly curve which I'll show you. We'll start with bezier first. If you tab into
11
00:01:03,940 --> 00:01:10,300
it you can see the bezier curve has these handles that you can modify to
12
00:01:10,300 --> 00:01:20,580
change kind of how smooth or sharp the spline is. And just like a mesh
13
00:01:20,580 --> 00:01:29,380
line you can add new subdivisions. So it created another point there. You can
14
00:01:29,380 --> 00:01:37,780
right-click on it and change the handle type. Automatic is smooth. Vectors is a
15
00:01:37,780 --> 00:01:44,740
sharper corner. I won't go into these others. They're just basically how smooth
16
00:01:44,740 --> 00:02:03,699
or sharp the handle is. The NURB curves have different types of handles
17
00:02:03,699 --> 00:02:13,019
which I found a little harder to navigate but it might be helpful for you.
18
00:02:14,740 --> 00:02:25,580
Then the third type of spline is called the poly. You actually can't create it
19
00:02:25,580 --> 00:02:32,540
from here I don't think. You actually have to convert an existing spline. So
20
00:02:32,540 --> 00:02:39,780
we'll just duplicate that and hit edit mode and right-click on it and convert
21
00:02:39,780 --> 00:02:49,420
to poly. Poly is just basically hard angles straight segments essentially.

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@ -0,0 +1,116 @@
1
00:00:00,000 --> 00:00:05,800
So you can extrude a profile along a path.
2
00:00:05,800 --> 00:00:09,200
To make kind of an extruded path.
3
00:00:09,200 --> 00:00:16,400
Both the path and the profile however need to be curves.
4
00:00:16,400 --> 00:00:21,000
And so before I do this I'm going to convert this mesh here to a curve.
5
00:00:21,000 --> 00:00:24,500
I'm going to tab into it and scale it down a little bit.
6
00:00:24,500 --> 00:00:28,500
And then you pick the path.
7
00:00:28,500 --> 00:00:30,200
Go to this tool.
8
00:00:30,200 --> 00:00:31,700
Data tab there.
9
00:00:31,700 --> 00:00:32,800
And then geometry.
10
00:00:32,800 --> 00:00:34,500
And object.
11
00:00:34,500 --> 00:00:36,500
And then pick the profile.
12
00:00:36,500 --> 00:00:42,000
You can see it extrudes it where it's kind of tapered down at the corner there.
13
00:00:42,000 --> 00:00:45,000
To correct that go to 2D.
14
00:00:45,000 --> 00:00:49,500
And then you can actually fill the end caps.
15
00:00:49,500 --> 00:00:51,500
There you go.
16
00:00:51,500 --> 00:00:57,500
And it's not destructive where you can tab into it and change the profile.
17
00:00:58,500 --> 00:01:03,500
And you can again change the spline type.
18
00:01:03,500 --> 00:01:06,500
If you'd like.
19
00:01:09,500 --> 00:01:13,500
I'll do this here. Same thing.
20
00:01:17,500 --> 00:01:22,500
And you can actually change the profile after the fact too.
21
00:01:23,500 --> 00:01:28,500
And then it changes the extrusions dynamically.
22
00:01:29,500 --> 00:01:32,500
So unfortunately the...
23
00:01:32,500 --> 00:01:39,500
There's no... When we get into Bonsai there's no tools that do this intelligently and save it into the IFC file.
24
00:01:39,500 --> 00:01:43,500
So if you need to create a geometry like this you would use these Blender tools.
25
00:01:43,500 --> 00:01:48,500
And then you would ultimately convert it to a mesh.
26
00:01:48,500 --> 00:01:50,500
So it's dumb geometry now.
27
00:01:50,500 --> 00:01:53,500
And then you would save it back into the IFC file.
28
00:01:53,500 --> 00:01:57,500
I think the functionality to do this though is getting pretty close.
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So I imagine it being there in the future but not currently.

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1
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You can add three-dimensional text to the scene.
2
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Here, go to Text.
3
00:00:08,000 --> 00:00:12,000
And to scale, just do S like you do
4
00:00:12,000 --> 00:00:16,000
a normal object.
5
00:00:16,000 --> 00:00:20,000
To edit the text, you tab into it.
6
00:00:20,000 --> 00:00:24,000
Just type away.
7
00:00:24,000 --> 00:00:28,000
You can also
8
00:00:28,000 --> 00:00:32,000
change these variables.
9
00:00:32,000 --> 00:00:36,000
For example, you can give an extrusion.
10
00:00:36,000 --> 00:00:40,000
I won't go
11
00:00:40,000 --> 00:00:44,000
into all of these, but you can now change the font size.
12
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Then if you'd like to, once we get into Bonsai,
13
00:00:48,000 --> 00:00:52,000
save this text into the .ic file. You'd have to convert it to
14
00:00:52,000 --> 00:00:56,000
a mesh first. To do that, right-click and convert to mesh.
15
00:00:56,000 --> 00:01:00,000
Then it's just dumb geometry.
16
00:01:00,000 --> 00:01:04,000
You can also
17
00:01:04,000 --> 00:01:08,000
add
18
00:01:08,000 --> 00:01:12,000
images on planes, essentially.
19
00:01:12,000 --> 00:01:16,000
I'm not quite sure the difference between reference and background.
20
00:01:16,000 --> 00:01:20,000
I know both of them do not render
21
00:01:20,000 --> 00:01:24,000
out when you render out a raster image.
22
00:01:24,000 --> 00:01:28,000
But the mesh plane does render that out.
23
00:01:28,000 --> 00:01:32,000
So I'll just start with a reference.
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00:01:32,000 --> 00:01:36,000
I'll ask you where the jpg is.
25
00:01:36,000 --> 00:01:40,000
Let me undo that, go into the top view.
26
00:01:40,000 --> 00:01:44,000
I'll do that again.
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00:01:44,000 --> 00:01:48,000
Okay, rotate it.
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00:01:48,000 --> 00:01:52,000
90 negative. And you can scale it
29
00:01:52,000 --> 00:01:56,000
with S or these handles are kind of nice to
30
00:01:56,000 --> 00:02:00,000
scale them dynamically.
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00:02:00,000 --> 00:02:04,000
You can change the actual linked
32
00:02:04,000 --> 00:02:08,000
image here if you want.
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00:02:08,000 --> 00:02:12,000
And you can kind of mess with these parameters.
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00:02:12,000 --> 00:02:16,000
I think it shows, pushes the image
35
00:02:16,000 --> 00:02:20,000
behind any geometry.
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00:02:20,000 --> 00:02:24,000
We'll go in all these here.
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00:02:24,000 --> 00:02:28,000
You can also add
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00:02:28,000 --> 00:02:32,000
mesh plane.
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00:02:32,000 --> 00:02:36,000
Move that out of the way.
40
00:02:36,000 --> 00:02:40,000
And to see this, you have to turn on material preview up here.
41
00:02:40,000 --> 00:02:44,000
You can see that.
42
00:02:44,000 --> 00:02:48,000
Scale as well.
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00:02:48,000 --> 00:02:52,000
And then to change this if you want to after the fact,
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00:02:52,000 --> 00:02:56,000
you would go to shading here. And I can show,
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00:02:56,000 --> 00:03:00,000
I'll cover this more later, but you would change this node here.

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You can add lights to the scene. Locate your 3D cursor.
2
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Add light. There's four different lights.
3
00:00:08,960 --> 00:00:12,560
Point, sun, spot and area. We'll do point first.
4
00:00:12,560 --> 00:00:15,440
Move it up a little bit.
5
00:00:15,440 --> 00:00:20,240
In order to see the effects of it you'd have to change the viewport shading to
6
00:00:20,240 --> 00:00:23,800
rendered mode there.
7
00:00:23,800 --> 00:00:27,640
We can increase the power of it. It's more evident.
8
00:00:28,640 --> 00:00:32,360
I won't go through all these settings
9
00:00:32,360 --> 00:00:35,760
but for the most part you can kind of play around with them to see
10
00:00:35,760 --> 00:00:39,560
ultimately what they do. Obviously turning on and off shadows.
11
00:00:39,560 --> 00:00:43,000
You can mess with this to
12
00:00:43,000 --> 00:00:46,280
change how crisp the shadow is
13
00:00:46,280 --> 00:00:50,880
relative to the geometry. There's fall off.
14
00:00:50,880 --> 00:00:54,160
That just changes the intensity of how quickly
15
00:00:54,239 --> 00:00:58,239
the light intensity changes.
16
00:00:58,239 --> 00:01:02,559
I won't go under these parameters. You can actually change then.
17
00:01:02,559 --> 00:01:06,039
Here's the four lights. You can switch it to sun.
18
00:01:06,039 --> 00:01:11,160
Sun as you can imagine is this light source that's
19
00:01:11,160 --> 00:01:15,000
up in the sky infinite distance and the
20
00:01:15,000 --> 00:01:20,199
light rays come out at a consistent angle. So if you
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00:01:20,199 --> 00:01:23,800
change the angle you can see the shadows changing.
22
00:01:24,240 --> 00:01:31,240
If you move it it actually still keeps the angle of the sun.
23
00:01:31,240 --> 00:01:34,240
Same position.
24
00:01:34,240 --> 00:01:38,240
I can switch to spot.
25
00:01:38,240 --> 00:01:41,640
Move around. Again adjust the
26
00:01:41,640 --> 00:01:44,759
size of it. Angle.
27
00:01:44,759 --> 00:01:47,759
Then area.
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00:01:47,759 --> 00:01:52,360
Again you can just kind of play around with these parameters.
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Dangle.

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To add a camera in World, you select your 3D cursor where you'd like to place it.
2
00:00:04,960 --> 00:00:13,000
Go to Add and Camera. This acts just like any other Blender object where you can
3
00:00:13,000 --> 00:00:20,800
kind of move it up and down or rotate it. In order to see what that camera is
4
00:00:20,800 --> 00:00:26,800
looking at, you type 0 on your num keypad and it goes basically into that view.
5
00:00:26,800 --> 00:00:35,760
From here, if you use your middle mouse button and rotate out, it pulls
6
00:00:35,760 --> 00:00:41,920
out of that view again. If you want to get back into it, you type 0 again.
7
00:00:41,920 --> 00:00:47,800
Let's say you're in the view here and you want to navigate or change the view.
8
00:00:47,800 --> 00:00:54,120
There's two ways you can do it. One way is to lock the camera to the view.
9
00:00:54,120 --> 00:00:58,800
Now when you use your mouse button and zoom in and out and rotate and pan and whatnot,
10
00:00:58,800 --> 00:01:05,399
it actually keeps that view locked. That's one way. The other way, which I
11
00:01:05,399 --> 00:01:14,160
kind of like doing, is to use Shift Tilde and now you can use your gamer keys, your
12
00:01:14,160 --> 00:01:22,640
WASD keys, to move around to get the view that you'd like. Other things you can
13
00:01:22,640 --> 00:01:30,480
change with cameras, you can switch it to orthographic or perspective. I don't use
14
00:01:30,480 --> 00:01:37,400
panoramic much. You can change the focal length there. I don't use these very
15
00:01:37,400 --> 00:01:44,840
often. Clip plane, kind of self-explanatory. Let's change that to 10 and
16
00:01:44,840 --> 00:01:54,120
you increase it or the front clip plane too. You can change that as well. If you
17
00:01:54,120 --> 00:02:01,160
say you have two cameras, I'm going to duplicate this one, and if I
18
00:02:01,160 --> 00:02:07,320
press 0, it's going back to the original camera or the old camera even though this
19
00:02:07,320 --> 00:02:12,680
one is selected. You can see that. If you want to actually see what this is
20
00:02:12,680 --> 00:02:20,880
looking at, you do Ctrl 0 on your numpad and it goes to that view.
21
00:02:20,880 --> 00:02:29,360
Again, if you want to switch over here, Ctrl 0. The other settings that
22
00:02:29,360 --> 00:02:35,120
are important with cameras are found under here, the output, and you can
23
00:02:35,120 --> 00:02:40,720
actually change the aspect ratio of that rectangle. That corresponds to
24
00:02:40,720 --> 00:02:46,880
basically when you do your renderings, what the DPI output is going to be.
25
00:02:48,520 --> 00:02:56,280
I can do a quick render here just to show that's the view. Let me duplicate
26
00:02:56,280 --> 00:03:02,600
something. Before when I said if you could use this camera here and turn it
27
00:03:02,600 --> 00:03:07,680
off, that won't render that object in the scene. So we did that.
28
00:03:07,680 --> 00:03:15,280
Let's see. You can see it doesn't render. That's something to know about.
29
00:03:15,280 --> 00:03:21,120
Cameras are good to know functionality in Blender because cameras are what
30
00:03:21,120 --> 00:03:28,320
Bonsai uses to create their various drawing views. Once you're familiar
31
00:03:28,320 --> 00:03:32,760
with how these cameras work, the drawings will make more sense when we
32
00:03:32,760 --> 00:03:37,240
get into Bonsai. Actually, there's a whole different kind of interface for
33
00:03:37,240 --> 00:03:45,600
drawings that I rarely use to actually use Blender's camera anymore after
34
00:03:45,600 --> 00:03:49,080
getting into Bonsai.

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Another object that's worth knowing about in Blender and is used quite a bit
2
00:00:04,520 --> 00:00:13,240
are called empties. You can find those under here. Empties are basically empty.
3
00:00:13,240 --> 00:00:20,200
They don't have any geometry but they're a way to hold various data or
4
00:00:20,200 --> 00:00:25,060
information in the model. It's used in Blender in a number of ways you can
5
00:00:25,060 --> 00:00:32,180
use to drive certain objects to move together and in animations as well which
6
00:00:32,180 --> 00:00:39,500
I won't get into but they're very useful when we get into Bonsai to carry
7
00:00:39,500 --> 00:00:48,739
information such as they assign it to an IFC building or IFC site or an IFC
8
00:00:48,740 --> 00:00:55,340
aggregate. You can assign various P sets or properties to it or
9
00:00:55,340 --> 00:01:01,820
quantity sets. I can just give you a little sneak peek into Blender or
10
00:01:01,820 --> 00:01:09,420
Bonsai rather and you can see here the empties are used for you know IFC site
11
00:01:09,420 --> 00:01:15,460
and IFC building. Over here you can see the various information or data
12
00:01:15,460 --> 00:01:22,139
attached to that such as the name or description of the story the various P
13
00:01:22,139 --> 00:01:28,500
sets that are connected to that and also the quantity sets the quantity take off
14
00:01:28,500 --> 00:01:36,339
as well and for like assemblies same thing you can just attach different data
15
00:01:36,339 --> 00:01:43,580
to them so they are quite handy once we get into Bonsai.

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1
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You'll find out sometimes when you open a file anew that the jpgs and our materials
2
00:00:11,960 --> 00:00:18,800
or textures that are applied to certain objects go missing and you can tell that they're missing
3
00:00:18,800 --> 00:00:22,600
because of this magenta color that's attached to it.
4
00:00:22,600 --> 00:00:29,720
So if that ever happens there's a relatively quick way to remind Blender where to look
5
00:00:29,840 --> 00:00:37,200
for those assets and that's under external data find missing files and then navigate
6
00:00:37,200 --> 00:00:44,840
to where the folder where those assets are and then just find missing files and it should
7
00:00:44,840 --> 00:00:50,640
make all those connections apparent again.
8
00:00:50,640 --> 00:00:55,400
And then so when you save the file hopefully the path is remembered next time.

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1
00:00:00,000 --> 00:00:02,800
So to help simplify the scene,
2
00:00:02,800 --> 00:00:05,560
I'm going to clean a couple of few things up here.
3
00:00:05,560 --> 00:00:09,760
I'm going to select that and shift select this,
4
00:00:09,760 --> 00:00:13,360
that and the light.
5
00:00:13,360 --> 00:00:15,520
I'm going to do control I,
6
00:00:15,520 --> 00:00:18,500
that inverses the selection and I'm going to delete.
7
00:00:18,500 --> 00:00:20,600
So we have a camera in there,
8
00:00:20,600 --> 00:00:25,520
light, some geometry in these planes.
9
00:00:26,520 --> 00:00:29,580
So let's say you have something like this where it's
10
00:00:29,659 --> 00:00:34,580
one object, but you want to separate all these out.
11
00:00:34,580 --> 00:00:39,300
All these kind of individual meshes into their own object.
12
00:00:39,300 --> 00:00:42,099
One quick way to do that is to select it,
13
00:00:42,099 --> 00:00:50,300
tab into it and then go to mesh here and separate out by loose parts.
14
00:00:50,300 --> 00:00:51,300
Oops.
15
00:00:51,300 --> 00:00:54,340
Right by those parts.
16
00:00:54,340 --> 00:00:59,060
That actually creates individual objects like this.
17
00:00:59,580 --> 00:01:02,580
And I'm going to turn on the rendered view here.
18
00:01:02,580 --> 00:01:06,580
Select the light and I'm going to switch that to a sun.
19
00:01:06,580 --> 00:01:10,580
Tone down the brightness a little bit.
20
00:01:13,580 --> 00:01:17,580
Let's see here, select the camera type zero.
21
00:01:17,580 --> 00:01:23,580
Can shift tilde and I'm going to move around a little bit so I can see the scene.
22
00:01:23,580 --> 00:01:26,580
The view.
23
00:01:26,580 --> 00:01:29,580
Which here.
24
00:01:32,580 --> 00:01:35,580
Crease the clip line there.
25
00:01:39,580 --> 00:01:45,580
And let's just change the aspect ratio to shift tilde.
26
00:01:45,580 --> 00:01:49,580
I'm going to move back out so I can kind of see everything.
27
00:01:54,580 --> 00:01:56,580
And pull out of that.
28
00:01:56,580 --> 00:01:59,580
I'm going to delete these.
29
00:02:00,580 --> 00:02:08,579
And then select these and tab into them and scale them up to a larger scale.
30
00:02:10,579 --> 00:02:18,579
All this is prep work essentially for the fun thing that we're going to do next.
31
00:02:18,580 --> 00:02:24,580
Which is to add materials to various objects.

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1
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Okay, now we can create materials and start applying them to objects.
2
00:00:05,080 --> 00:00:09,680
So to do that, we're going to go to a different workspace, the shading workspace here.
3
00:00:09,680 --> 00:00:15,040
And I'm going to zoom out, change that to rendered view.
4
00:00:15,040 --> 00:00:26,040
If you select an object and go to this tab, you can see that the default material called
5
00:00:26,040 --> 00:00:28,080
material is applied to that object.
6
00:00:28,119 --> 00:00:29,919
And you can remove that if you'd like.
7
00:00:29,919 --> 00:00:38,200
To create a new one, click on that and double click to rename, it's called test.
8
00:00:38,200 --> 00:00:46,040
What that does, then when you create a new material, it creates these two default nodes
9
00:00:46,040 --> 00:00:49,239
in the shade editor, shader editor here.
10
00:00:50,240 --> 00:00:58,240
This is kind of the foundation nodes that you're going to be able to apply other nodes
11
00:00:58,240 --> 00:01:01,160
into to change the actual material.
12
00:01:01,160 --> 00:01:07,600
So at its base, you can do quite a bit with just this node.
13
00:01:07,600 --> 00:01:13,440
Obviously there's base color, which sets the main color of the surface.
14
00:01:13,440 --> 00:01:18,680
There's metallic, which controls how much the surface behaves like metal.
15
00:01:19,680 --> 00:01:21,680
You know, affecting its reflectivity.
16
00:01:22,880 --> 00:01:28,880
We have roughness, which determines how sharp or blurry the reflections appear.
17
00:01:30,640 --> 00:01:37,920
With lower values making it shiny, and then higher values can make it more matte feel.
18
00:01:38,960 --> 00:01:43,760
And then IOR, which I rarely use, is called index reflection.
19
00:01:44,480 --> 00:01:48,320
That basically controls how light bends and reflects through the surface.
20
00:01:49,600 --> 00:01:52,320
And it affects transparency and shininess.
21
00:01:53,280 --> 00:01:59,360
And then alpha here controls the transparency where the lower values
22
00:02:00,800 --> 00:02:02,320
make the surface more see-through.
23
00:02:03,440 --> 00:02:12,800
And then finally normal, it adjusts the surface details by influencing how light interacts
24
00:02:13,600 --> 00:02:16,240
with the bumps and grooves of a texture.
25
00:02:17,080 --> 00:02:20,440
And it really without really changing the actual geometry.
26
00:02:21,080 --> 00:02:24,040
So I actually won't go into these remaining ones.
27
00:02:24,040 --> 00:02:32,280
I rarely use those, but this is basically the foundation of a material.
28
00:02:33,160 --> 00:02:38,920
This whole graph over the next number of videos is going to get added on to.
29
00:02:40,200 --> 00:02:41,080
But this is the start.

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1
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So to see what these values do, the best is just to play around with them.
2
00:00:05,000 --> 00:00:08,000
You click on that, you can change the color.
3
00:00:08,000 --> 00:00:12,000
There's different modes of color change, as you can see here.
4
00:00:15,000 --> 00:00:20,000
You can actually even use the eyedropper to pick up a color, if you'd like.
5
00:00:22,000 --> 00:00:24,000
You can change the metallic there.
6
00:00:24,000 --> 00:00:30,000
One nice thing to know about the UI trick, if you change a value and you don't like that,
7
00:00:30,000 --> 00:00:34,000
and you want to go back to its default settings, you can hit the backspace.
8
00:00:34,000 --> 00:00:37,000
It changes it to what it was before.
9
00:00:42,000 --> 00:00:44,000
Backspace to change it back again.
10
00:00:44,000 --> 00:00:52,000
So here we're obviously applying just a base color, but what if you want to apply a texture to your material?
11
00:00:52,000 --> 00:00:56,000
Well, you would use the base color input node.
12
00:00:56,000 --> 00:01:01,000
We need to add another node, however.
13
00:01:01,000 --> 00:01:07,000
It's called image texture.
14
00:01:07,000 --> 00:01:12,000
So you can use these dropdowns, or you can do a shift-A and search for it.
15
00:01:12,000 --> 00:01:13,000
Image texture.
16
00:01:13,000 --> 00:01:16,000
That's another node there.
17
00:01:16,000 --> 00:01:21,000
And we're going to open and we're going to actually look for a texture.
18
00:01:21,000 --> 00:01:23,000
So I added these textures previously.
19
00:01:23,000 --> 00:01:26,000
So we'll just start with concrete.
20
00:01:27,000 --> 00:01:35,000
And we're going to take this output node here and connect it to the input node there.
21
00:01:35,000 --> 00:01:38,000
And it adds a beautiful texture.
22
00:01:42,000 --> 00:01:46,000
For these various input values here, I typically keep it linear.
23
00:01:47,000 --> 00:01:51,000
Depending on what I do, I either use box or flat.
24
00:01:51,000 --> 00:01:52,000
I can change it.
25
00:01:52,000 --> 00:01:55,000
You can see the difference on the projection there.
26
00:01:55,000 --> 00:01:58,000
And then these remaining ones, I rarely change them.
27
00:02:00,000 --> 00:02:05,000
And then we can change the name to concrete.

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1
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We have the texture now applied to the material.
2
00:00:04,300 --> 00:00:07,720
How do you scale it up or down?
3
00:00:07,720 --> 00:00:11,200
To do that we'll need two more nodes.
4
00:00:11,200 --> 00:00:16,000
First one is a mapping node.
5
00:00:16,000 --> 00:00:24,020
The second one is a texture coordinate node.
6
00:00:24,020 --> 00:00:31,380
To start take the vector output and connect it to the input there.
7
00:00:31,380 --> 00:00:33,900
Change this to texture.
8
00:00:33,900 --> 00:00:40,140
And then on the texture coordinate node we'll take object and put it in the vector.
9
00:00:40,140 --> 00:00:41,600
I'm not going to cover these other ones.
10
00:00:41,600 --> 00:00:46,040
You can kind of play with them as you wish.
11
00:00:46,040 --> 00:00:53,019
For example if you go to use a camera and it actually maps the texture relative to the
12
00:00:53,020 --> 00:00:55,420
camera and not the object.
13
00:00:55,420 --> 00:00:58,020
So you can play around with those values.
14
00:00:58,020 --> 00:01:03,700
Here you can see you can change the scale whether the X or Y or Z.
15
00:01:03,700 --> 00:01:12,280
If you'd like to change all those together you can do another node called value.
16
00:01:12,280 --> 00:01:14,860
Plug that in there.
17
00:01:14,860 --> 00:01:19,220
Then you can change them all together at the same time.
18
00:01:19,220 --> 00:01:25,900
You notice our texture is wrapped at 45 and that's because our origin is actually turned.
19
00:01:25,900 --> 00:01:31,980
If you remember in some of our last videos we ended up resetting the origin.
20
00:01:31,980 --> 00:01:37,140
I'm just going to quickly change that back.
21
00:01:37,140 --> 00:01:40,300
Go to effects origin.
22
00:01:40,300 --> 00:01:41,300
Where's our origin?
23
00:01:41,300 --> 00:01:42,300
There's our origin.
24
00:01:42,300 --> 00:01:52,340
Turn on move and locate it there.
25
00:01:52,340 --> 00:01:57,820
And I'm just going to change it 45.
26
00:01:57,820 --> 00:02:04,020
So the actual local axis is aligned with actual geometry.
27
00:02:04,020 --> 00:02:09,780
And there you can see that texture aligns better now.
28
00:02:09,780 --> 00:02:16,420
And then obviously you can change the rotation of the texture.
29
00:02:16,420 --> 00:02:23,700
And then how it offsets from itself.
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And again backspace if you want to reset that.

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So our shading is a little dark. It's hard to see the texture here applied. I'm going to turn on some ambient light.
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Turning that off. I won't fully explain that. Just know it exists for now.
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00:00:13,000 --> 00:00:18,000
I'm going to switch this to zero.
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00:00:18,000 --> 00:00:23,000
So you can see that our texture looks normal on top, but not on the sides.
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00:00:24,000 --> 00:00:26,000
We can fix that.
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00:00:26,000 --> 00:00:31,000
We need another node called a vector rotate node.
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00:00:31,000 --> 00:00:37,000
We're going to place it between our mapping node and our image texture here.
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If you drag and drop it on the little noodle here, it should place it in between automatically.
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00:00:46,000 --> 00:00:53,000
Then we're going to take a normal from our texture coordinate and drag it into the axis here.
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00:00:53,000 --> 00:00:58,000
Don't worry about understanding that. I don't really know either.
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It was learned from a lot of forum searches.
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00:01:02,000 --> 00:01:12,000
The nice thing about what we're doing here is once we have an overall graph set up, we can reuse this on other materials.
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We don't have to go through this thought process anymore.
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So that's kind of nice.
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Then we switch this to box.
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00:01:29,000 --> 00:01:36,000
Then if we want to change the angle of the texture again, we can do it here.
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Now the texture is applied correctly all around the cube.

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Similar to how we are feeding a texture into a base color, we can feed textures,
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different types of textures, into these other values such as metallic roughness
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00:00:12,900 --> 00:00:19,740
and normal and some of these other ones as well. What those textures look like
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00:00:19,740 --> 00:00:25,500
are something like this, where this is actually the texture that we fed into
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00:00:25,500 --> 00:00:30,259
the base color here. But as you can see there's other ones ambient occlusion,
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displacement, normals, and roughness that we can feed into those other values in
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that principal base node. I don't know the technical details of why these
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textures look the way they do, just know that they exist. There are a lot of
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texture libraries out online where you can pick up these various textures. These
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are three of my favorite, they're all open source textures. You can check them
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out. So basically I downloaded a number of textures from one of those sites. So
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if you go back to the site here, we're just basically going to duplicate these
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nodes. It was shift D and we're gonna open the end panel and type end and we're
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gonna rename this or label it called base color. We're gonna select this and
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change it to metallic. Then I basically already created these nodes which I'm
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00:01:53,180 --> 00:02:01,980
just gonna bring up and I label them roughness displacement normals. So
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00:02:01,980 --> 00:02:07,140
what we do then is just for this texture since it's concrete we don't have
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metallic but we can start with roughness and open navigate to where the
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texture is and we're gonna use this roughness and we're going to connect the
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noodle the roughness factor there.
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Sorry I made a mistake. We need to take the color from the roughness and apply
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00:02:36,980 --> 00:02:42,179
it to the roughness. We don't have a texture for metallic for this particular
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material. So for the normal plug-in here we're gonna actually combine two nodes
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we're gonna combine displacement and normals and to do that we need two more
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nodes. We'll do a normal map and then a bump. Then from the normals you feed that
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into the color and then from the normal map you're into the normal on the bump
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there and then from displacement take the color and feed it into the height
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and then take the overall result and bring it up to the normal here. These
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00:03:24,500 --> 00:03:30,300
values again don't necessarily try to figure out what's going on. Go for it if
30
00:03:30,300 --> 00:03:35,180
you want but these were basically established from again reading the
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forums and you can just tweak these various values to see what ultimately
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how it affects the the texture. So now that we kind of made all these
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connections we have to connect the actual texture the correct texture.
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This one is roughness add that. Oops sorry that was no I'm just gonna close
35
00:04:01,860 --> 00:04:10,100
that. I need roughness here and displacement.
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Displacements here and then normal here.
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Of these two textures they're both normal I use the GL again that's from
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00:04:35,700 --> 00:04:40,180
research I think that's the best one.
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00:04:44,180 --> 00:04:49,780
So after assigning all these various textures to these new nodes that we just
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00:04:49,780 --> 00:04:57,940
created now we have to make sure to align their scale and also their
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location and to do that we just pull off this and plug it into the vector
42
00:05:09,940 --> 00:05:21,980
input. So you can see the bump map is pretty steep so we can adjust these
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variables as you see fit to make it somewhat more realistic.

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Here's our concrete texture. What happens if we want to change its color
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or its brightness or how dark it is? You don't necessarily have to go back to the
3
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JPEG and change that color. There are tools you can actually or nodes you
4
00:00:18,880 --> 00:00:23,520
can add to this graph that allows you to make those changes. I'll show you
5
00:00:23,680 --> 00:00:32,879
just a couple. If you go under Add here, Color, you can use Hue Saturation Value.
6
00:00:34,320 --> 00:00:41,360
And again place it on the noodle and it should insert it. This is between the base color
7
00:00:41,360 --> 00:00:47,120
here and then the principal node. And again you can just kind of tweak these values.
8
00:00:54,480 --> 00:01:00,320
Another good one that I use quite a bit. Oh here's another UI trick. If you
9
00:01:01,200 --> 00:01:08,400
hold Alt and press down on the node there, you can actually pull it off the noodle.
10
00:01:10,880 --> 00:01:16,000
So another one I use quite a bit is Brightness and Contrast.
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And you can just play around with values.
12
00:01:25,200 --> 00:01:34,960
Pull that off. And another one, Color Ramp, I use quite often. What that does, it's kind of similar
13
00:01:34,960 --> 00:01:42,880
to Hue and Saturation, but allows you to place multiple colors that apply to the texture. So
14
00:01:43,440 --> 00:01:49,759
here we have two colors being applied right now. And I'm going to just change one of them.
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00:01:50,320 --> 00:01:58,000
We'll go to like a red color. And then I'll change the white to blue.
16
00:01:59,840 --> 00:02:04,560
What that's doing is I think it's taking the dark areas in the texture and applying red and
17
00:02:04,560 --> 00:02:11,359
then maybe the lighter textures, lighter part of the texture and applying blue to it. And you can
18
00:02:11,360 --> 00:02:21,760
actually change the density of one color over the other which is kind of nice. And you can add
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another multiple colors. And again change it here. Very useful.

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Although the red concrete is nice, I don't think we're going to use it for our project.
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I'm going to pull this one back in.
3
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And adjust the brightness a little bit.
4
00:00:13,000 --> 00:00:15,000
Oops, too dark.
5
00:00:15,000 --> 00:00:23,000
So I'm just going to keep these nodes up here because they come in handy quite a bit.
6
00:00:23,000 --> 00:00:29,000
These nodes down here, I mentioned ambient inclusion and emission.
7
00:00:29,000 --> 00:00:35,000
I rarely use them, but sometimes you could.
8
00:00:35,000 --> 00:00:43,000
For emission here, there's an emission plugin at the base, I believe right there.
9
00:00:43,000 --> 00:00:47,000
And then for ambient inclusion, it's a little tricky.
10
00:00:47,000 --> 00:00:55,000
You actually have to use a mixer node and mix the base color and the ambient inclusion together,
11
00:00:55,000 --> 00:00:58,000
and then take the result of that and go on to the base color.
12
00:00:58,000 --> 00:01:01,000
I rarely use that, and I'm not going to ultimately show it.
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00:01:01,000 --> 00:01:07,000
The nice thing is that we have this graph we spent all this time doing.
14
00:01:07,000 --> 00:01:13,000
Now that it's set, we don't have to do it again if we're going to create a new material.
15
00:01:13,000 --> 00:01:17,000
To create a new material, it's relatively straightforward.
16
00:01:17,000 --> 00:01:20,000
First, I'm going to duplicate this.
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00:01:20,000 --> 00:01:24,000
I've got to turn off origins.
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00:01:24,000 --> 00:01:29,000
I'm going to change that to local.
19
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And pull this off.
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00:01:32,000 --> 00:01:39,000
And then over here, you can click on this button here to duplicate the material and then just rename it.
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00:01:39,000 --> 00:01:43,000
I'm just going to do metal next.
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00:01:43,000 --> 00:01:49,000
And then you go through the same exercise of just changing out the texture.
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00:01:49,000 --> 00:01:52,000
I'm going to do metal and do color.
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00:01:52,000 --> 00:01:56,000
This time we have actually a metallic texture.
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Metalness there.
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Roughness.
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Roughness.
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And displacement.
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And finally normals.
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There we go. We got a new texture.
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Oh, I forgot. You've got to connect the metallic texture to the metallic nail there.
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00:02:45,000 --> 00:02:51,000
You can see that it changes the shininess pretty considerably.
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I'm just going to tweak the brightness.
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We're good.

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1
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So if you want to apply more than one material to one object, you can do that by selecting
2
00:00:09,640 --> 00:00:18,300
the object, go to plus, switching that to say okay concrete, and then tab into the object,
3
00:00:18,300 --> 00:00:24,740
get into edit mode, and then select the faces that you want to change the material.
4
00:00:24,740 --> 00:00:28,340
Select it here and go to assign.
5
00:00:28,340 --> 00:00:37,900
So rarely in BIM world do we do this or we change the material just on a face.
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00:00:37,900 --> 00:00:41,380
So it's usually applied to kind of the volume of the object.
7
00:00:41,380 --> 00:00:48,900
But let me tab into it again and I'm going to select those faces, duplicate them, move
8
00:00:48,900 --> 00:00:50,660
it over.
9
00:00:50,660 --> 00:00:56,940
So if I tab out, you can see there's two loose meshes in this one object.
10
00:00:56,980 --> 00:01:06,900
So if I tab in again, I can select a face and there's a quick key, control L, that selects
11
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all the faces that are connected to whatever you selected.
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00:01:10,100 --> 00:01:13,420
So that's a nice UI trick.
13
00:01:13,420 --> 00:01:18,940
So let's say for that one we're just going to assign metal, and for this, control L,
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00:01:18,940 --> 00:01:19,940
select everything.
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00:01:19,940 --> 00:01:26,580
And for that one we're going to do concrete.
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00:01:26,620 --> 00:01:33,660
And just so you know, if we tab into it, that control L is from here, if you're wondering.
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Control L.

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Congratulations, we finally made it to Bonsai.
2
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So of course the first step is to install the program.
3
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To do that, go to this website here.
4
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Before you click on download and install, I'm sure you'll feel curious to see what this
5
00:00:17,260 --> 00:00:19,560
donate now is all about.
6
00:00:19,560 --> 00:00:23,760
So click on that and it will take you to the Open Collective site where they manage their
7
00:00:23,760 --> 00:00:24,760
funding.
8
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It's called IFC Open Shell because that is the geometry kernel behind Bonsai or formerly
9
00:00:32,160 --> 00:00:33,960
known as Blender BIM.
10
00:00:33,960 --> 00:00:41,580
And so the organization uses this funding to help hire developers to add functionality
11
00:00:41,580 --> 00:00:42,960
to Bonsai.
12
00:00:42,960 --> 00:00:50,480
So if you're feeling generous, please donate.
13
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Goes to obviously a good cause for free and open source software.
14
00:00:54,740 --> 00:00:58,500
So back to download and install.
15
00:00:58,500 --> 00:01:04,360
It takes you to this documentation page where it has steps how to install, which I'm going
16
00:01:04,360 --> 00:01:05,900
to visually show you.
17
00:01:05,900 --> 00:01:11,500
So back to Blender, go to edit, preferences.
18
00:01:11,500 --> 00:01:18,260
You have to allow online access here.
19
00:01:18,260 --> 00:01:22,180
And then you search for Bonsai.
20
00:01:22,180 --> 00:01:25,060
And it comes up and then you click on install.
21
00:01:25,060 --> 00:01:28,540
It'll take a while to install, so just be patient.
22
00:01:28,540 --> 00:01:31,500
I'll come back.
23
00:01:31,500 --> 00:01:32,540
And we're back.
24
00:01:32,540 --> 00:01:35,500
It takes about a minute, I think, or so for it to actually install.
25
00:01:35,500 --> 00:01:39,760
As you can tell, it's already installed by clicking on that.
26
00:01:39,760 --> 00:01:44,700
So you can then close and boom.
27
00:01:44,700 --> 00:01:48,620
Basically what you see is a new workspace called BIM.
28
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And Bonsai is installed.
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Congratulations.

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So in the previous video we showed how to install a stable release of Bonsai
2
00:00:05,240 --> 00:00:11,680
which comes out about every two or three months and the developers try to fix as
3
00:00:11,680 --> 00:00:17,600
many bugs for those releases as possible so they're just more stable but the
4
00:00:17,600 --> 00:00:25,440
development happens continuous daily for the most part so if you actually want to
5
00:00:25,440 --> 00:00:30,000
download a release or daily release or there's actually sometimes multiple
6
00:00:30,000 --> 00:00:37,000
releases in a day to test out you know hot off the press functionality the way
7
00:00:37,000 --> 00:00:43,400
to do that is at the bottom of the stable documentation click on unstable
8
00:00:43,400 --> 00:00:49,920
installation and these are the steps to go install the unstable so click on
9
00:00:49,920 --> 00:00:57,960
Bonsai unstable repository scroll down find out where your platform or
10
00:00:57,960 --> 00:01:05,920
operating system is mine is Windows then go to edit preferences get extensions
11
00:01:05,920 --> 00:01:13,440
allow online access again and then find the link corresponding to your operating
12
00:01:13,440 --> 00:01:20,520
system and simply click and drag the link on to the scene say add repository
13
00:01:20,520 --> 00:01:25,920
and then check this if you want Bonsai to remind you that there's updates new
14
00:01:25,920 --> 00:01:34,200
updates to download and say create and then search Bonsai and you'll see that
15
00:01:34,200 --> 00:01:40,080
there's two Bonsai that show up one is basically on the official blender
16
00:01:40,080 --> 00:01:46,240
extensions website and then the other one is the one we just put on so you can
17
00:01:46,240 --> 00:01:52,120
see the version number to tell the difference we want the the later version
18
00:01:52,120 --> 00:01:56,800
number so we want to click on install and again that's going to take some time
19
00:01:56,800 --> 00:02:03,240
to do so after about a minute it should give you this kind of indication that
20
00:02:03,240 --> 00:02:10,020
it's installed so hopefully when I close this then bones I will the UI will
21
00:02:10,020 --> 00:02:16,460
pop up and there we go ons I BIM workspace

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1
00:00:00,000 --> 00:00:07,680
So there's a third way to install bonsai if you go to this website here and then go down to releases
2
00:00:09,280 --> 00:00:11,280
You'll see
3
00:00:11,280 --> 00:00:16,240
various packages related to the operating system and then the differentiator is
4
00:00:16,800 --> 00:00:23,300
What Python it's using so here these forward using Python 11 and these are using Python 12
5
00:00:24,260 --> 00:00:27,980
Blender 4.2 and 4.3 use 11
6
00:00:28,700 --> 00:00:33,380
I'm not sure why they have 12 because I don't think there's a blender version out that uses 12
7
00:00:34,780 --> 00:00:41,060
So anyways click on the package that corresponds save it to where you want it
8
00:00:42,260 --> 00:00:44,260
go back to
9
00:00:44,580 --> 00:00:46,580
Blender or the preferences and
10
00:00:47,660 --> 00:00:50,980
now we want to add on the set of git extensions and
11
00:00:51,739 --> 00:00:57,860
We want to install from disk and locate where you saved it so
12
00:01:03,819 --> 00:01:10,320
So sometimes when you go through this installation it looks like it's enabled, but when you close it
13
00:01:11,300 --> 00:01:13,300
The UI doesn't come up
14
00:01:13,620 --> 00:01:15,620
So if that's the case
15
00:01:15,940 --> 00:01:18,179
toggle on and off
16
00:01:18,180 --> 00:01:20,180
This
17
00:01:22,180 --> 00:01:24,300
It usually fixes it
18
00:01:30,860 --> 00:01:33,980
So that took a long time I cut out a lot of the time
19
00:01:33,980 --> 00:01:37,340
It took it probably took two minutes to do that or a minute rather
20
00:01:38,580 --> 00:01:39,900
so
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So for whatever reason when you toggle that on and off again the interface comes back

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1
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So let the fun begin. So before we go into the interface here let's create a
2
00:00:05,280 --> 00:00:10,640
IFC project and to do that this is one way of doing it where you can set the
3
00:00:10,640 --> 00:00:20,240
parameters. For the IFC schema I suggest using IFC 4. IFC 2 by 3 is older scheme
4
00:00:20,240 --> 00:00:28,800
with less functionality and then IFC 4 by 3 is the next after IFC 4.
5
00:00:28,800 --> 00:00:35,440
However all the functionality that it has is not supported yet in Bonsai.
6
00:00:35,440 --> 00:00:41,960
It's getting pretty close but I would still stick to IFC 4. For this we're
7
00:00:41,960 --> 00:00:50,240
gonna use Imperial. Sorry square feet cubic feet. Then here for your template
8
00:00:50,240 --> 00:00:55,760
you can create a blank object with nothing in it but this one allows you to
9
00:00:55,760 --> 00:01:03,000
create a project with a subset of types to get you started like an IFC door or
10
00:01:03,000 --> 00:01:13,600
wall or slab and so I'm gonna do that and say create. So after you create the
11
00:01:13,600 --> 00:01:19,680
demo project you can save the IFC file navigate to where you want to locate it
12
00:01:19,680 --> 00:01:25,240
and we hopefully are gonna create a house over the next couple videos so I'm
13
00:01:25,240 --> 00:01:32,560
just gonna call it house and say save. I'll go through the interface here but
14
00:01:32,560 --> 00:01:39,640
before I do we have to create a simple object in space so I'm just gonna place
15
00:01:39,640 --> 00:01:46,360
a cube like we did in the previous videos this is a generic vanilla cube it
16
00:01:46,360 --> 00:01:54,119
is not an IFC file right or in the IFC file and you can check that if you go to
17
00:01:54,160 --> 00:02:01,120
if you say save I see file okay and then you want to open that again that the
18
00:02:01,120 --> 00:02:08,360
objects not going to be there because it's not in the IFC file so to put it in
19
00:02:08,360 --> 00:02:13,040
the IFC file you have to change it into an IFC object and so to do that there
20
00:02:13,040 --> 00:02:19,640
are number ways to do it but one way to do it is to once you have the object in
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world you select it and go up to IFC element here and you want to name it
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just test test II and we want to create an IFC element not a type yet I'll get
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into types later class you can pick anything you'd want I've seen wall I've
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see slab we'll just pick the first one this predefined type it always changes
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relative to the class but here are the predefined types relative to that you
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can pick one that makes sense or not to find it all and then here you can say
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tessellation from object and so it's saying do you want the cube to are we
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using the cube to convert into IFC file or you can pick another one but yes we
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want the cube and then this context I can go in this later but for the most
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part 95% of the time it's gonna be model body model view and so say
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okay and now if you save and then open the project again it should be there

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Now that we have an IFC object in there we can click on it and go through the
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overview of the UI. All these sub panels here, these icons, are underneath the
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Blender's scene panel and you can tell that by if you open it up there's the
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scene panel and close it by dragging it. This first one is project overview. This
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is where you can tell it how many buildings you have, how many stories, how
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they're all nested in each other. Some of the things that I like using, project
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library where you can pull in content, different types from other projects,
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links you can link an IFC file. Use this search group quite a bit so you could
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say search all IFC walls or search all IFC walls that are concrete. Very useful
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feature. The second tab here, object information, all the data essentially
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that's related to the selected object. So here your attributes, you can change
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various ones here. This is where you assign property sets and quantity sets.
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You can you know click this and it'll actually auto populate what the
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quantities are for that object. This next geometry and materials, this is where you
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can assign various styles and materials. We'll obviously get into that in more
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detail. Geometric relationships where you can add Booleans, you can manage your
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connections like a wall connected to another wall, and also you can manage
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your representation. So if for instance like a door could have multiple
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representations, one would be a three-dimensional door and frame if you
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see you know are viewing in kind of a three-dimensional view. If you're looking
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in plan you can see the door swing which is another representation so that's
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where you manage those. This fourth tab, drawings and documentation, you manage
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your drawings and your sheets and how many drawings you have on a
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sheet and kind of organize them. Services and systems, it goes into a mechanical
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electric plumbing. Unfortunately the functionality behind this is not fully
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mature yet. I think there is some working functionality but it's pretty premature
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at this point. And also too, same with structural analysis. It's you know not
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ready quite yet from what I understand. This costing and scheduling however, this
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it's the kind of 4D, 5D part of BIM, this is pretty mature and as you can see here
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you can just you know create work plans and work schedules. Facility management,
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in all honesty I'm not sure how thorough this is. I don't use it much. And then
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finally this quality and coordination. This is where you can do you know
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debugging and purge data. You can purge like unused types for example. This
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spreadsheet import export, it's very useful. I use that to export out data
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into a spreadsheet whether it be LibreCalc or Excel and then you can
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modify that data and then you can actually import it in back into the
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model. So very useful. And then just recently you can actually export out to
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a web UI where you can change that tabulated data and then import back in.
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This last icon here just allows you to switch in between what your last panel
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was. So if all this is under the scene you might be asking where is kind of the
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vanilla blender functionality and to get that you would click down in here
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blender properties. So here are the some some of the stuff that's been hidden if
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you need to know where it's at. So over on the left here is the outliner and it
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shows you how the project or what objects are in the project not
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necessarily how it's organized. And I say not necessarily because in previous
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versions of Bonsai there used to be more of a hierarchy here where building was
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nested in or sorry where a story was nested in a building and then a building
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was nested in the site and there's more hierarchy there. I'm not sure the exact
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reasons but I understand there was a lot of technical overhead to just using
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blender and a lot of laggyness because of that hierarchy and so recently it's
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been kind of flattened. So in general don't necessarily try to use the
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outliner to organize things because once you open the IFC file it will reset
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itself. So just just know that. Here's where you list all the kind of types you
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have and again we're in a demo project so it started with a default number and
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I can just turn them on shift here's the number it's at a window type and door
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type and we can actually move our cube out of the way and of course you need
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the furniture the bunny type that's important. The columns and like wall
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those are they're called material or profile based types and so you won't see
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the geometry here but when we make them
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instantiate them you'll be able to see that. And so we can close that and that's
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about it I think. Oh no that's not it these icons here are bonsai specific and
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we can get into that more in depth but obviously you know various wall, floor,
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slab tools, annotation tools, space tools, structural tool, annotation that's
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blender specific that's blender specific and so is that but yeah we'll get into
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that more detail.

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So now that we have our IFC object to move it around in world the same kind of
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commands where you type G and then you can lock it to an axis and you can use
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your 3d cursor. Actually let me turn on moving scale. You notice that every time
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if you find yourself having to turn on preferences multiple times you can
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actually save your startup file to remember those settings. So let me just
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show you quickly. So let's just create a new blender. This is a generic blender
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file. We're not going to save that for now. And so I have to a lot of times turn
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these on every time I open. So I'm just going to turn them on now. Okay and now
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go down here to defaults and you save your startup file. You say overwrite. So
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now when you open your IFC file and you select on that that the settings are
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already set there. So that's quite useful so you don't have to redo it all the
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time. So I'm going to just duplicate this here. So how do you edit edit the
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vertices then of an object? So it's similar to vanilla blender where you
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select object and tab into it. But you actually have to tab in twice because
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this first tab shows you essentially what representation items or items are
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within that IFC object. Right now for this we only have one item. So if you're
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in this mode you can tab again and that's when you'll see you know the
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vertices that you know and love and you can change things. So you can tab out of
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it. So you're now in that kind of item view you can see here. And so you can
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actually from here you can create two items if you want. So I can do a shift D
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and it doesn't move it in this view it kind of locks it but you can you know
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right click on your mouse and so there's now two objects in this edit mode you
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can see. You can select one of them and now you tab into it and now you can just
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move the actual mesh and then tab out of it. Here you got two items and then you
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can tab out of it again. You can see the whole the object itself.

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So as you probably already guessed, every video has its own kind of folder and then within that folder is obviously the video and then the files associated with that lesson.
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So this is where we started the IFC file.
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This one I don't think we made any many changes, but it saved it anyways. This third one is when we changed those cubes.
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But I also added this model folder here, underscore model folder, where I saved the change of the IFC file after every video.
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And the reason I do that is because you can visualize the changes, the diffs essentially, using Git between one iteration of the file to the next.
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And so if you go to the hub, opening design, and go to model, and then click on the IFC file, you can view history.
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And it basically tells you, if you click on one of these commits, it tells you what the changes were in the actual IFC file from the previous one.
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So here you can tell some of the faces have changed on those cubes.
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That's the nice thing about how Bonsai and also FreeCAD manages IFC files is that it doesn't rewrite the whole file over again.
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It only adds those changes essentially to, it appends it to the end of the IFC file, or if you're changing some parameter, it actually just changes the parameter in the file.
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So you can then use these industry-wide tools in the software development world to actually diff these IFC files.
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And there's some exciting implications for that where obviously here you can see what was ultimately changed, but then you can tie it to a visual interface, and I'll show that later, where you actually visually see what has changed and what has not.
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For example, objects will turn green if they're new, or blue I think if they've changed, or red if they've been deleted.
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So that's an exciting part of what Bonsai and FreeCAD does in utilizing the native IFC approach, as it's called.

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So getting into the object info, if you select the object, you can under metadata here click
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on this triangle and it basically selects all the IFC actuators in the scene.
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If you click on, I'm just going to duplicate this quick, you click on that link here, you
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can actually convert it to a generic Blender object.
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I'm not quite 100% sure what this does, I always just have it checked.
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So that just creates a generic Blender object.
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And then the pencil here allows you to reassign if you want to do a different class.
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So you can say door instead, you want to do a user defined and I don't know, transom.
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And then you can actually, if you want to do something other than door, you can actually
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pull out the class from an object in the scene somewhere if you want.
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So I'm just going to reassign.
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So now that's door.
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So here are the attributes.
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You want to edit the attributes of that door now, description, whatever you want it to be.
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Tag, I don't usually mess with that.
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That is, as I understand it, kind of a computer read variable.
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It's not typically a variable that a user sets.
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And one thing too, when you're in this mode and you're wondering what these various attributes
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mean, you can actually right click on the value.
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I think you can right click on it.
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Then go to IFC description, online IFC documentation.
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And it'll bring up this IFC documentation that is painful to go through.
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But if you're feeling masochistic, you can check it out.
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If you go down to attribute inheritance, click on it.
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Can't even tell whether it's clickable, but it's expandable.
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And then you'll see the various attributes here and the descriptions associated with
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it.
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So if we go down to tag, you can kind of read what it's all about.
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Just know that it's there and sometimes can be helpful.
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So, and yes, the other attributes.
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Again, these attributes will change sometimes relative to what kind of class you have activated.

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Duplicate these. If you want to save an attribute across multiple selected
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objects, you can do that. Test description. You click on this icon here. Save. You can
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see it changes it on all three of those.
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You can change the spatial container that the object is in. We've got that
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pencil there. So we can assign it to building instead of my story. See the
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difference there. You can, clicking on this, or sorry, clicking on the triangle
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selects everything within my building. Do that for story. This will actually
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select its spatial container then when you that way you can change the
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attributes of it. And then if you remove the spatial container it disappears but
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it's still in the file. It's actually moved it to this unsorted collection
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that's turned off which you can turn it on again and then later if you want to
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reassign it. You can add P-sets to objects under here. These are the various
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P-sets associated with an IFC door. If you select the actuator here you can see
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the P-sets change. One thing, one P-set that is seems to be common to a lot of
15
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different IFC classes is a P-set that ends in common. You can see there and
16
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there's a piece of door common here. Those are the types of P-sets where you
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can set the status of an object. It could be existing and then you can
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demolish it. If we check the actuator here and we can do the same here. The
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problem however is when you it's hard to globally set the status of a lot of
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different classes at the same time. And so in that situation I like to use if
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I'm selecting you know more than one class I like to use this EP set status
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class which is specific to Blender. It's a custom P-set and here you can assign
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the status and copy it across multiple classes. So that's just a little quicker
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way to work with statuses than having to assign these specific common P-sets to
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everyone.

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So nice UI trick to know about is if you select the value of the attribute it
2
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will actually select all the objects in the scene that share that value. Same
3
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with p-sets you can just click on that I'll select all that share that same
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value. So in vanilla blender when we did alt D it created an object that was
5
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linked to the other one so you if you change that geometry the other one would
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change. That functionality is disabled in Bonsai. Essentially alt D works the same
7
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as shift D. So in order to create geometry where you can change one thing
8
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and all the linked objects changed together is you create types. And so if
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you right now these objects here are instances but if you want to create a
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type out of them you can again go up here and change IFC element type and
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then door and say reassign. So when you assign it it basically puts it into your
12
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type list here and turns it off but let's say now that you want to
13
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instantiate that place that in world you would select the active here and add
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in world. So now this is an instance of a type so if I do a shift D of this
15
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multiple times now if I tab into one of these double tab and change this and
16
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then tab out of it you'll see that they all change. So these three are type
17
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driven instances then and so here we click on this icon under type it
18
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actually will select the type behind those instances and so again you can
19
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change the attributes and then you can add pieces to that type that then those
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instances would inherit. Some other things you click on this it'll select
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all the similar types and then you can actually change the type behind an
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instance so let's assign it to that one instead and it changes in world and then
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finally you can actually just remove the type altogether and so then it goes back
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to just kind of being a dumb instance or not a type driven instance.

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So you can add P-sets to the actual type and then have the instance that's driven by that type take on those P-sets.
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So here I'm selecting the door and then if I click on this it's actually selecting the type.
3
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Okay and then from there we can actually add door common P-set there and let's just set the glazing area and fire rating to whatever that means.
4
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And so if you select instance now you'll see it says inherited type properties from the type there and I'm actually just going to
5
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to show a comparison added the door common to the instance and then change something there.
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So you can see one set is inherited by the type and then you can see the occurrence properties there.
7
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You can also calculate the quantities of an object by using this perform quantity takeoff here.
8
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There's two engines essentially one is the IFC open shell engine and the other is blender.
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And so I just recommend playing around with one or the other to see the results that you get.
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For some classes if you perform the takeoff with say IFC open shell it does do anything so you can switch it to blender and then perform the takeoffs as you can see here.
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00:01:48,000 --> 00:01:58,000
Sometimes for certain objects the quantities might be incorrect so use this with a little bit of caution.
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00:01:58,000 --> 00:02:04,000
Get familiar with whether those numbers are correct or not.
13
00:02:05,000 --> 00:02:09,000
So again, you duplicate this.
14
00:02:11,000 --> 00:02:19,000
Select an instance you can click on the value and it'll select all the objects that share that value in the scene.
15
00:02:20,000 --> 00:02:26,000
You can also just manually overwrite these here so they say eight beat.
16
00:02:26,000 --> 00:02:35,000
But if you perform the takeoff again it will reset it back to what it was previous.
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00:02:37,000 --> 00:02:44,000
So just like assigning p sets to the type you can assign the quantity sets to a type as well.
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So I'm just going to delete that and select type and then from the takeoff.
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I think we need to maybe turn it on first. Select it. See what happens.
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00:03:03,000 --> 00:03:07,000
There we go. So if we select the instance then.
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Oh, we're going to turn on or delete the instance. There we go.
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Delete the instance. So the quantities here are driven by the type and not the instance in this case.

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So there's a concept in IFC called aggregates.
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It essentially allows you to group similar objects together.
3
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For example, when you're making a truss,
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you can compose the bottom and top cord and the web together as one group.
5
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And so then they act as one when you move them around in space.
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So to do that, to create an aggregate, you select the objects you want in them
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and you go to this interface here and you click on the plus.
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You'll keep this IFC element assembly for now.
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I'll show you why later.
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But just name it whatever you want, aggregate one.
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And then you can turn on and off this little decorator here
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that shows you that these objects are all together.
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And then when you ultimately move them, they should move together.
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And so just like other geometry types in Bonsai,
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to edit this, you would tab into it.
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00:01:04,000 --> 00:01:08,000
You can see the interface changes so you can move around individual objects.
17
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And again, from here, if you want to tab further and then tab to modify the geometry,
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00:01:15,000 --> 00:01:16,000
you can do that.
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And then again, you can cycle the tab out.
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This empty here essentially acts as the aggregate's origin.
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So again, you can move that if you'd like to.
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Tab out.
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00:01:38,000 --> 00:01:45,000
There is, similar to how types allow you to create instances
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that can all be updated at one time,
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00:01:48,000 --> 00:01:54,000
you can actually create types for aggregates, and they're called linked aggregates.
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00:01:54,000 --> 00:01:58,000
And so to do that, you select the aggregate that you want,
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go to linked, and say duplicate.
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00:02:01,000 --> 00:02:04,000
And it'll create an aggregate off in space somewhere.
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And to tell that they're actual linked aggregates, there's a property set,
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00:02:09,000 --> 00:02:12,000
this bbim linked aggregates here, if you select on that one.
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So these now, the geometry between these two are linked.
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So if I change one here, I'm just going to move that up in space,
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00:02:22,000 --> 00:02:24,000
and I'll exit out of it.
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00:02:24,000 --> 00:02:29,000
And now to refresh that change to the other linked aggregate,
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00:02:29,000 --> 00:02:32,000
you hit this refresh tool here.
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00:02:32,000 --> 00:02:35,000
See the change is reflected.
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00:02:35,000 --> 00:02:40,000
This tool allows you to select all similar linked aggregates in space there.
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00:02:41,000 --> 00:02:47,000
This other one will just select the empties of all the linked aggregates,
39
00:02:47,000 --> 00:02:50,000
which is handy when you have to change the attributes,
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00:02:50,000 --> 00:02:56,000
or I think a property set related to that actual individual aggregate.
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00:02:56,000 --> 00:03:05,000
And then, yes, if you want to just make it a dumb aggregate again,
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you click on that.

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So in bonsai there's two concepts called materials and styles. So materials define
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the physical composition of an element such as concrete, wood, or steel. Styles on
3
00:00:16,400 --> 00:00:21,720
the other hand control the visual appearance of the elements so including
4
00:00:21,720 --> 00:00:29,800
colors, textures, rendering properties. So while materials affect structural and
5
00:00:30,000 --> 00:00:36,600
analytical properties styles are primarily used to influence how objects
6
00:00:36,600 --> 00:00:47,560
are displayed in the models and the drawings. So to create a style you would
7
00:00:47,560 --> 00:01:02,680
click on here and say add and we're gonna just do say concrete. And there's a
8
00:01:02,680 --> 00:01:10,120
number of ways you can create this style. We're just gonna do this first one here.
9
00:01:11,120 --> 00:01:20,240
Unfortunately these these four here don't necessarily work 100% right now and we'll
10
00:01:20,240 --> 00:01:24,640
go into external defined surface styles later but we'll start with IFC surface
11
00:01:24,640 --> 00:01:33,640
style shading and it basically just changes the color of the object and say
12
00:01:33,680 --> 00:01:43,280
save new style and then you can apply a style directly to geometry but the best
13
00:01:43,280 --> 00:01:50,840
way to do it is to tie the style to the material and then apply the material to
14
00:01:50,840 --> 00:01:56,600
the object. So to apply the style to the material we first have to create a
15
00:01:56,759 --> 00:02:06,600
material we're gonna call it concrete slap. You can keep these you can fill
16
00:02:06,600 --> 00:02:13,040
these in or not it's up to you. So here we have the concrete material now we
17
00:02:13,040 --> 00:02:23,120
have to link that style that we just made so click on that and here we can
18
00:02:23,120 --> 00:02:30,480
assign concrete and then for 99% of the time keep this model body model view and
19
00:02:30,480 --> 00:02:37,240
say assign. Okay so now we have the style here it's connected to the concrete slab.
20
00:02:37,240 --> 00:02:45,880
Now to apply the material to the actual objects use this interface here and we
21
00:02:45,880 --> 00:02:51,680
can go into these others later but the easiest one to use the I see material
22
00:02:51,720 --> 00:02:58,640
basically is attaching one material to the object and so yes we want concrete
23
00:02:58,640 --> 00:03:06,840
slab and then say add. Then later if we don't like that color necessarily we can
24
00:03:06,840 --> 00:03:13,800
pick the style pick the shade and modify it here so make it a little more concrete
25
00:03:13,800 --> 00:03:22,840
color and hit save. So as you can imagine best practices are to have a limited
26
00:03:22,840 --> 00:03:30,240
number of styles and then just apply those to a number of materials so for
27
00:03:30,240 --> 00:03:39,480
example you could create a material that is concrete footing and then from there
28
00:03:39,480 --> 00:03:45,440
apply the same concrete material to it.

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1
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As I mentioned before you can apply styles directly to the geometry, although I don't necessarily recommend it
2
00:00:07,300 --> 00:00:12,000
Recommend again to apply the style to the material and then the material to the geometry
3
00:00:12,160 --> 00:00:18,800
But you can apply the style directly. So to do that. I have this object here. It's got two mesh
4
00:00:19,720 --> 00:00:21,960
objects in it essentially the
5
00:00:22,740 --> 00:00:24,740
Way to do it is to click on
6
00:00:25,600 --> 00:00:27,600
representation items here two items found
7
00:00:28,240 --> 00:00:29,760
and
8
00:00:30,760 --> 00:00:36,680
Little tab into it here so you can see what's going on. So if I select that and click on that you can see
9
00:00:37,360 --> 00:00:39,360
what mesh it applies to and
10
00:00:40,080 --> 00:00:46,440
Similarly, you can see what mesh it applies to so to apply the style to that mesh
11
00:00:46,600 --> 00:00:50,760
You would click on here and let's just say frame
12
00:00:52,080 --> 00:00:56,040
that's a style this you know comes default with the demo and
13
00:00:57,320 --> 00:00:59,720
Here we can do glass
14
00:01:00,760 --> 00:01:02,760
say ok and
15
00:01:04,080 --> 00:01:08,240
Close that and tab out of it then so here you can see it applied
16
00:01:10,039 --> 00:01:12,039
The
17
00:01:12,160 --> 00:01:14,360
Ideal way to do it is to
18
00:01:16,120 --> 00:01:20,600
Again, apply the style to a material. So I'm gonna do that quickly
19
00:01:21,600 --> 00:01:24,120
Do say window sash?
20
00:01:24,120 --> 00:01:26,120
And
21
00:01:28,560 --> 00:01:33,840
We're gonna do another one called insulated glazing
22
00:01:36,840 --> 00:01:38,840
And we're gonna apply
23
00:01:38,920 --> 00:01:44,120
The styles to it. So apply the frame style. Yep. That's what we want assigned
24
00:01:45,000 --> 00:01:48,520
Insulated glazing we want to apply the glass
25
00:01:49,800 --> 00:01:51,800
Okay
26
00:01:52,080 --> 00:01:54,080
So if we're gonna now
27
00:01:54,840 --> 00:01:58,400
Apply the materials to the object instead of the styles
28
00:01:59,080 --> 00:02:03,880
You would switch this to I've seen material and stitch one set
29
00:02:04,480 --> 00:02:10,920
And we're gonna start with insulated glazing and add that and we're gonna add another one
30
00:02:12,000 --> 00:02:15,440
We're gonna add the window sash and say ok
31
00:02:17,200 --> 00:02:21,820
So in here we have to name these so we can
32
00:02:24,120 --> 00:02:26,600
Pull them up later. So we're I'm just gonna call it sash
33
00:02:28,320 --> 00:02:32,960
So and then over here just gonna call this up
34
00:02:34,680 --> 00:02:36,880
But I did that right sash sorry
35
00:02:40,040 --> 00:02:42,040
This glazing
36
00:02:42,760 --> 00:02:44,760
There we go
37
00:02:45,560 --> 00:02:46,600
And
38
00:02:46,600 --> 00:02:47,640
same
39
00:02:47,640 --> 00:02:53,799
Area the representation items, so we're actually gonna delete the attached style to those
40
00:02:54,959 --> 00:02:59,880
meshes and now we're gonna go down here to you this the shape aspect and
41
00:03:01,440 --> 00:03:08,399
It's kind of hard to tell but this is actually kind of a drop-down and so this is where you assign say the glazing
42
00:03:08,799 --> 00:03:14,519
Say ok, then you pick the other mesh go on here and you can sign the sash
43
00:03:17,640 --> 00:03:20,359
Ok, you can flip between it
44
00:03:24,359 --> 00:03:26,359
And there you go

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@ -0,0 +1,160 @@
1
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So I can show you now how to apply this external materials. So here I have three
2
00:00:08,520 --> 00:00:15,320
Blender sessions open. I have a new file that I just created. I have the
3
00:00:15,320 --> 00:00:20,600
old file that we worked on when we were just going through how to use Blender
4
00:00:20,600 --> 00:00:25,680
just by itself. And then I have the file, the IFC file, that we've been working on.
5
00:00:25,680 --> 00:00:30,360
So first I'm going to go back to this file and I'm going to select this object
6
00:00:30,360 --> 00:00:35,519
here which we have concrete and this metal texture applied to. And I'm going
7
00:00:35,519 --> 00:00:40,560
to go to this brand new Blender file and I'm just going to paste it in. I'm going to
8
00:00:40,560 --> 00:00:45,760
turn on the material preview. You see my...
9
00:00:46,000 --> 00:00:53,080
And we're going to go down here to this cube. I'm going to shift D, duplicate it, and I'm
10
00:00:53,080 --> 00:00:57,800
going to open this and go to the Blender materials and I'm going to switch that to
11
00:00:57,800 --> 00:01:07,360
concrete and I'm going to switch this to metal. And then I'm going to save this
12
00:01:07,360 --> 00:01:16,000
file and I made a new materials folder and then yes I'm just going to replace
13
00:01:16,000 --> 00:01:20,680
this I made it before so materials. So that's going to essentially be our
14
00:01:20,680 --> 00:01:28,160
materials library and I'm going to delete what we brought in. I only did
15
00:01:28,160 --> 00:01:31,560
that just to bring the materials in. So this is our material library it's got
16
00:01:31,560 --> 00:01:35,960
two materials and I'm going to save it.
17
00:01:36,040 --> 00:01:46,280
Control S. So go back to your IFC file and we are now...
18
00:01:46,800 --> 00:01:52,600
So right now this concrete has a shade definition to it. We're going to
19
00:01:52,600 --> 00:01:57,720
replace it with an external material definition instead. So if you hit on the
20
00:01:57,720 --> 00:02:03,880
external and then append from blend file and then navigate to that materials
21
00:02:03,880 --> 00:02:10,520
library we just made. Select it and over here you can assign what material you're
22
00:02:10,520 --> 00:02:16,960
pulling out of that library. So for this we're going to do a concrete say okay
23
00:02:16,960 --> 00:02:22,760
and then save external and then we're going to make a new style. We're going to
24
00:02:22,760 --> 00:02:32,920
call it metal flashing or just no sorry galvanized metal let's say and right out
25
00:02:32,920 --> 00:02:38,720
of the gate we're going to do externally defined surface style and say save.
26
00:02:38,720 --> 00:02:46,000
Select it go back to the external and now append so select here and then we
27
00:02:46,000 --> 00:02:52,720
want metal say okay and save and up here we're just going to create a new
28
00:02:52,720 --> 00:03:06,440
material call it sheet metal. Select the sheet metal and now we want to apply
29
00:03:06,560 --> 00:03:13,000
that material style to it galvanized metal. So okay so now we go to the object
30
00:03:13,000 --> 00:03:25,280
here we can and we'll turn on material preview there and we'll go to to do the
31
00:03:25,280 --> 00:03:28,280
sorry
32
00:03:28,280 --> 00:03:38,440
sheet metal and apply and then if it doesn't you don't see it right away okay
33
00:03:38,440 --> 00:03:47,880
there it went and then we're gonna apply just yeah concrete footing to that one
34
00:03:48,040 --> 00:03:53,680
and if it doesn't show right away you can go here turn that to external and
35
00:03:53,680 --> 00:04:02,040
then refresh and hopefully it'll come back. Oh there goes finally there you go
36
00:04:02,040 --> 00:04:09,680
so if you remember we use this blend file here to seed or start our material
37
00:04:09,680 --> 00:04:15,200
library but we also have to bring over our texture so which if you remember
38
00:04:15,200 --> 00:04:20,960
from last couple videos or these here so I'm just gonna copy the whole texture
39
00:04:20,959 --> 00:04:28,560
folder and go back to our model folder here and in materials I'm just gonna
40
00:04:28,560 --> 00:04:33,080
paste the texture folder then

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@ -0,0 +1,92 @@
1
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All right let's start having some fun now make some real buildings. So we are over the next couple
2
00:00:07,840 --> 00:00:16,720
videos going to remodel this project. It's a project that I did a couple months ago and
3
00:00:16,720 --> 00:00:24,320
still ongoing actually. It's a pocket neighborhood in Wisconsin so we're going to remodel this house.
4
00:00:25,200 --> 00:00:32,960
It probably won't be exact but this it'll start for inspiration. So we're gonna first model the
5
00:00:32,960 --> 00:00:40,879
slab in our new file. So I want to essentially just turn on all the slabs. So I'm going to go
6
00:00:40,879 --> 00:00:47,600
ctrl i to invert the selection then do h. So here's you know all the slabs in that file.
7
00:00:48,480 --> 00:00:56,160
So we're going to model this concrete slab first. So I'm going to locate my 3d cursor
8
00:00:56,160 --> 00:01:00,000
that corner. I'm going to add a kind of a temporary cube object.
9
00:01:03,520 --> 00:01:08,800
Type the period key to zoom in on it locate the 3d cursor and we're going to move this
10
00:01:08,800 --> 00:01:17,920
to the corner. Okay and then we're going to copy it and we're going to go back to our file
11
00:01:18,640 --> 00:01:23,280
and we're going to paste it in world and you can see there. So I'm going to click on it and type
12
00:01:23,280 --> 00:01:29,360
period. Period when we're in the view and it'll zoom to where it's at. You can see all the stuff
13
00:01:29,360 --> 00:01:35,440
we did previous video this is where kind of the slab location is and I did that just so I know
14
00:01:35,440 --> 00:01:42,000
ultimately where to locate the slab. So from here we can start drawing in our slab.
15
00:01:42,000 --> 00:01:47,200
So we use the slab tool. If you go up here you can click on that icon it's the type launcher.
16
00:01:47,200 --> 00:01:51,840
It shows you what types are in the project. So far in this demo project we have two.
17
00:01:52,400 --> 00:01:58,880
So we'll click on that one to set the active and we'll ignore the angle at this point and then
18
00:01:58,880 --> 00:02:03,759
click on add. So it's actually your where's your first corner of your slab. We'll click there
19
00:02:04,480 --> 00:02:11,440
and as you're dragging out you can lock to an axis by typing x or y. So here then we'll type
20
00:02:11,440 --> 00:02:22,160
in the dimension. So equal 39 feet plus nine inches. Okay go change it to the y. Type in the
21
00:02:22,160 --> 00:02:39,519
same 39 foot plus nine inches. Okay x. I'm gonna go 15 feet plus nine inches. Y. I'm gonna go down 24.
22
00:02:42,800 --> 00:02:50,079
X. So as you're coming here you can actually click here without typing the dimension and then either
23
00:02:50,080 --> 00:02:56,400
type c to close it or you can just do enter to close it and there's your slab.

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@ -0,0 +1,164 @@
1
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Okay now that we have our slab we can start refining the information or data
2
00:00:06,160 --> 00:00:11,480
associated with that slab. So let's say for instance we want to change its
3
00:00:11,480 --> 00:00:17,920
thickness. You would do that in this tab come down here to object materials and
4
00:00:17,920 --> 00:00:24,000
click on that pencil and here's the layer the default layers so far in our
5
00:00:24,000 --> 00:00:30,560
slab definition and click on that and we want to actually make it four inches
6
00:00:30,560 --> 00:00:37,200
so four out of twelve I think you have to do four to twelve it let me see if you
7
00:00:37,200 --> 00:00:48,360
can just do four inches so and ultimately want to assign it the
8
00:00:48,360 --> 00:00:53,879
material concrete there I you can essentially ignore these I don't fill
9
00:00:53,880 --> 00:01:02,280
them in that often so save changes and you can see it was thicker than four
10
00:01:02,280 --> 00:01:07,240
inches before and so our origin now is is off a little bit so this is where you
11
00:01:07,240 --> 00:01:17,560
change where the slab is relative to the origin so we're gonna do negative four
12
00:01:17,560 --> 00:01:29,560
inches it aligns the slab to the origin now so it's at zero and let's say now we
13
00:01:29,560 --> 00:01:37,000
want to change we have more information on what that concrete slab is so we can
14
00:01:37,000 --> 00:01:45,840
double well let's just do the pencil and then I actually just have you pull this
15
00:01:45,840 --> 00:01:55,480
out to see what I wrote so a little more information to to the slab okay when
16
00:01:55,480 --> 00:02:02,640
you select that you can see that it's reflected here and again if you had
17
00:02:02,640 --> 00:02:08,440
multiple slabs all over the place you click on this material it should select
18
00:02:08,440 --> 00:02:15,960
all the slabs in world so a couple things you can do to a slab after the
19
00:02:15,960 --> 00:02:22,240
fact I'm just gonna duplicate this off the side so let's say you've made this
20
00:02:22,240 --> 00:02:28,960
slab and you want to later on edit the slab select it tab into it like usual
21
00:02:28,960 --> 00:02:34,920
and then there are a number of tools CAD tools you can use if you're familiar
22
00:02:34,920 --> 00:02:40,959
with any of the other CAD programs these will probably be familiar to you
23
00:02:40,959 --> 00:02:51,880
so go through a couple fill it there you can set the radius down here tab out of
24
00:02:51,880 --> 00:02:58,040
it see what it looks like tab into it again unfortunately after this is made
25
00:02:58,040 --> 00:03:03,079
and you want to change the radius there's no nice way of doing it you can
26
00:03:03,080 --> 00:03:08,120
you know click on these handles here and pull them but there's really no way
27
00:03:08,120 --> 00:03:16,040
again to get the exact radius so to do that you have to delete these edges and
28
00:03:16,040 --> 00:03:22,720
bring these together again and the join tool and then fill it again to change
29
00:03:22,720 --> 00:03:37,600
the angle there you can add in like a circle scale it you can bring it inside
30
00:03:37,600 --> 00:03:44,560
the overall outline there hit tab and you can see there's a whole diving into
31
00:03:44,560 --> 00:03:54,120
it again just like you do with meshes you can select a line you can subdivide
32
00:03:54,120 --> 00:04:02,160
it line out you select these three points and create a three-point arc out
33
00:04:02,160 --> 00:04:11,720
of it you want to switch this back to a hard poly line you'd reset the vertex
34
00:04:11,720 --> 00:04:23,000
there and what else yeah join tool can just duplicate that edge and extend that
35
00:04:23,000 --> 00:04:32,480
edge to that I believe yep okay and offset so offset make sure you're in the
36
00:04:32,480 --> 00:04:38,880
top view when you do it click here you can see the distance if you're in kind
37
00:04:38,880 --> 00:04:44,560
of a an angle like this you'll notice when I change the dimension it changes
38
00:04:44,560 --> 00:04:53,159
relative to the view so make sure you're flat when you do that and then ultimately
39
00:04:53,159 --> 00:04:57,400
when you're in this edit mode you don't like what you're doing you can hit
40
00:04:57,400 --> 00:05:01,880
escape and it doesn't save any of the changes so I'm just going to delete this
41
00:05:01,880 --> 00:05:04,159
thing

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1
00:00:00,000 --> 00:00:08,280
So off-camera I modeled this garage slab. It's the same type. You select all the
2
00:00:08,280 --> 00:00:15,480
same similar types here. You'll notice that there are some weird effects here
3
00:00:15,480 --> 00:00:22,760
where this line is happening with the material and it's actually our material
4
00:00:22,760 --> 00:00:31,960
definition needs to be corrected. So if you go to our material library file where
5
00:00:31,960 --> 00:00:36,140
you have the concrete and metal, you select the material. The one thing we
6
00:00:36,140 --> 00:00:40,520
have to change is we got to change that to object space. Then I'm going to change
7
00:00:40,520 --> 00:00:51,240
that one to object space. Then save the library. Go back to our file and then in
8
00:00:51,240 --> 00:01:01,720
materials. Let's see here. Open that. Oh no, sorry. Open styles and then refresh that and
9
00:01:01,720 --> 00:01:13,600
hopefully it should fix it. So if we want to change the name of this type after the
10
00:01:13,600 --> 00:01:21,080
fact, we can select the instance. Select that and change it here if we want.
11
00:01:21,080 --> 00:01:32,119
Concrete slab or we can do it where select the slab tool. Open a type manager
12
00:01:32,119 --> 00:01:36,240
and we can rename from here.
13
00:01:43,600 --> 00:01:50,880
So the house that we're emulating here does not have a basement. It's just a
14
00:01:50,880 --> 00:01:57,080
slab on grade. But for this exercise let's create a basement in this. So I'm
15
00:01:57,080 --> 00:02:05,000
going to duplicate this slab. Shift D. Then I'm going to move it down. 8 foot
16
00:02:05,000 --> 00:02:20,360
8 inches. So that should be 8 foot 8 inches. This will be our
17
00:02:20,360 --> 00:02:26,320
basement slab and so we want to actually change this now to a different type of
18
00:02:26,320 --> 00:02:34,360
slab. We'll call it OSB slab for the sheeting. So we're just
19
00:02:34,360 --> 00:02:41,520
going to switch it here to this floor 300 which is a default. And then we are
20
00:02:41,520 --> 00:02:52,800
going to select the type and change it to floor sheathing. Okay. Select it again.
21
00:02:52,800 --> 00:03:00,520
Go to your material makeup here in the layers and we are going to change this
22
00:03:00,520 --> 00:03:13,440
to 3 quarter inch. And we're going to turn on the wire frame so it's a little
23
00:03:13,440 --> 00:03:24,040
easier to see. Turn off the triangulation a little bit. Okay. We want the origin at
24
00:03:24,040 --> 00:03:31,680
the top. So we are going to change that.
25
00:03:31,680 --> 00:03:40,840
Oops sorry. Here negative 0.75 inches.
26
00:03:41,480 --> 00:03:49,680
Okay that's at zero and let's create a new material then for it. Let's call it
27
00:03:49,680 --> 00:04:02,360
3 quarter inch OSB. Then we can apply that material here as well.
28
00:04:04,720 --> 00:04:12,760
Quarter OSB save and save. We haven't applied a style yet to that material but we will
29
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eventually.

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1
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So you can see I open this IFC file in new and our wireframe lines that we turned on
2
00:00:08,080 --> 00:00:10,420
last time are not there.
3
00:00:10,420 --> 00:00:14,760
So let's actually just save our startup file.
4
00:00:14,760 --> 00:00:16,720
Say new.
5
00:00:16,720 --> 00:00:18,520
Don't save this.
6
00:00:18,520 --> 00:00:20,960
This is the startup file.
7
00:00:20,960 --> 00:00:23,400
I'm going to turn on wireframe.
8
00:00:23,400 --> 00:00:27,840
Turn off this triangulation.
9
00:00:27,840 --> 00:00:28,840
And save.
10
00:00:28,840 --> 00:00:32,840
Alt, save startup file.
11
00:00:32,840 --> 00:00:33,840
Overwrite.
12
00:00:33,840 --> 00:00:42,680
Then open up our house file.
13
00:00:42,680 --> 00:00:43,680
And hopefully.
14
00:00:43,680 --> 00:00:48,440
Okay, yep, the wireframe lines are there then.
15
00:00:48,440 --> 00:00:50,500
Alright, cool.
16
00:00:50,500 --> 00:00:57,140
So let's start making the basement walls then.
17
00:00:57,140 --> 00:01:01,860
Before we do, let's see what this dimension is here.
18
00:01:01,860 --> 00:01:09,460
That is, that dimension is below the first floor.
19
00:01:09,460 --> 00:01:14,240
So I'm just going to copy this without the feet.
20
00:01:14,240 --> 00:01:18,900
And here let's create a new IFC story.
21
00:01:18,900 --> 00:01:25,580
So click on the space or my building that you want your story in.
22
00:01:25,580 --> 00:01:29,940
And change this to my story.
23
00:01:29,940 --> 00:01:35,179
Rename it basement.
24
00:01:35,179 --> 00:01:39,940
And we're going to paste that dimension in there that negative.
25
00:01:39,940 --> 00:01:40,940
Okay.
26
00:01:40,940 --> 00:01:45,900
And we can change this first floor.
27
00:01:45,900 --> 00:01:53,580
Alright, so right now it says your default first floor.
28
00:01:53,580 --> 00:02:00,080
So when we activate our tool, and we'll just use this generic type for now, and we click
29
00:02:00,080 --> 00:02:04,820
and add, it acts the same way as the slab.
30
00:02:04,820 --> 00:02:16,040
So if I click here and I click here and say enter, it puts that wall on the default level
31
00:02:16,040 --> 00:02:17,880
there, the first floor.
32
00:02:17,880 --> 00:02:23,340
But if we want to change that to our basement, click on that and set it to default.
33
00:02:23,340 --> 00:02:25,460
Here you see it changes default.
34
00:02:25,460 --> 00:02:33,700
So now when we put our tool here, wall tool, and add in our walls, we can click here if
35
00:02:33,700 --> 00:02:35,020
we want.
36
00:02:35,020 --> 00:02:43,380
You can see that it snaps to that lower level.
37
00:02:43,380 --> 00:02:46,260
And then C for closing it again.
38
00:02:46,260 --> 00:02:49,880
And there are basement walls.
39
00:02:49,880 --> 00:02:59,680
So similar to the slab, we can change the layers and the thickness of walls as well.
40
00:02:59,680 --> 00:03:03,960
So that's done in kind of the same location.
41
00:03:03,960 --> 00:03:11,640
Make these eight inch walls.
42
00:03:11,640 --> 00:03:16,000
And we can assign, do we have just concrete?
43
00:03:16,000 --> 00:03:19,120
Let's just do concrete footing for now.
44
00:03:19,360 --> 00:03:21,360
We can change that later.
45
00:03:26,360 --> 00:03:29,360
We turn our materials on.
46
00:03:35,360 --> 00:03:36,800
Okay, there's our basement walls.
47
00:03:36,800 --> 00:03:42,360
Now let's see here, I want to select all those wall types.
48
00:03:42,360 --> 00:03:43,360
Oops, sorry.
49
00:03:43,360 --> 00:03:46,960
Select all the wall types.
50
00:03:47,800 --> 00:03:49,800
And move them down four inches.
51
00:03:49,800 --> 00:03:55,400
Negative four inches.
52
00:03:55,400 --> 00:04:00,720
And now I want to take the slab and edit the profile.
53
00:04:00,720 --> 00:04:07,080
I'm going to look at the floor level.
54
00:04:07,080 --> 00:04:11,200
And go to my tools and I'm going to offset.
55
00:04:11,200 --> 00:04:16,760
I want to offset that eight inches, eight by 12.
56
00:04:17,560 --> 00:04:20,399
So it creates another duplicate when you use offset.
57
00:04:20,399 --> 00:04:25,080
So if it looks good, then you can delete your other outline.
58
00:04:25,080 --> 00:04:30,320
So control L, if you remember, that links all the connected geometry.
59
00:04:30,320 --> 00:04:33,520
And then you can delete it, delete edges.
60
00:04:33,520 --> 00:04:36,719
And then tab out of it.
61
00:04:36,719 --> 00:04:43,400
And there our concrete slab is inside our foundation wall.
62
00:04:43,440 --> 00:04:46,440
And we can again select all these walls.
63
00:04:46,440 --> 00:04:50,440
And we're going to change the height of them.
64
00:04:50,440 --> 00:04:57,440
They're eight foot, ten inch walls and one and a half.
65
00:04:57,440 --> 00:05:00,440
I want to refresh.
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It'll change.

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1
00:00:00,000 --> 00:00:09,000
So let's name this wall type that we just worked on last video. Let's call it
2
00:00:09,000 --> 00:00:24,080
8 inch concrete wall. So let's bring in a material for the sheathing here. If you
3
00:00:24,080 --> 00:00:30,159
remember here's our material library with the two materials that we created.
4
00:00:30,159 --> 00:00:39,320
I've over the years have created a similar library for projects or you know
5
00:00:39,320 --> 00:00:44,680
the materials are saved in. So instead of just creating a new one from scratch I'm
6
00:00:44,680 --> 00:00:52,840
gonna pull a material from this library over. So let's pick this one here it's
7
00:00:53,280 --> 00:01:03,560
would OSB. Again just copy it go to your library and then copy into place. Zoom
8
00:01:03,560 --> 00:01:14,000
out there it is okay and we're gonna save it and go to our working IFC file
9
00:01:14,000 --> 00:01:20,720
there and we're gonna create a style.
10
00:01:23,840 --> 00:01:39,520
External style and say OSB. Save select OSB go to external navigate to the file
11
00:01:39,520 --> 00:01:50,720
it is in materials at one here and it's the one we just pulled in and save and
12
00:01:50,720 --> 00:02:01,920
then go to our materials that was be and set the style or real sign style
13
00:02:01,920 --> 00:02:09,320
hopefully it'll change there. So we copied that material from that larger
14
00:02:09,320 --> 00:02:15,160
library into our library but we also if you remember we have to pull the
15
00:02:15,160 --> 00:02:22,799
textures over as well. So if we click on the object or material that brought in
16
00:02:22,799 --> 00:02:30,640
that's the name of the texture that we need to bring in. So this library here is
17
00:02:30,640 --> 00:02:36,320
a library you know created over the years and it can be found here at this
18
00:02:36,320 --> 00:02:42,440
location. All the textures in it are open source and they're pulled from
19
00:02:42,440 --> 00:02:49,400
these three material libraries and so feel free to sync this library or add to
20
00:02:49,400 --> 00:02:57,200
it or modify it. I've synced it that repo locally here and so I just got to
21
00:02:57,200 --> 00:03:04,240
navigate to where those textures are and I believe it's these here and so we got
22
00:03:04,240 --> 00:03:16,080
to go back to our location here and paste those textures in the project
23
00:03:16,080 --> 00:03:19,400
folder there.

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1
00:00:00,000 --> 00:00:03,000
So let's add a strip footing to this project
2
00:00:04,680 --> 00:00:11,120
Before we do we got to create a profile which we're going to use then in the extrusion for the strip footing
3
00:00:11,560 --> 00:00:13,920
Sort of create a new profile you go here
4
00:00:15,880 --> 00:00:21,600
Click on this drop down you can see all the different types of profiles that IFC offers
5
00:00:22,360 --> 00:00:24,860
We're just going to use a rectangular profile there
6
00:00:25,560 --> 00:00:27,520
click new
7
00:00:27,520 --> 00:00:32,240
It has new profile here, and you can just name it 8 inch by say 24 inch
8
00:00:33,200 --> 00:00:34,920
footing
9
00:00:34,920 --> 00:00:36,960
and then use this pencil to
10
00:00:39,879 --> 00:00:44,960
Add in additional information so we'll do 8 inch and
11
00:00:46,760 --> 00:00:48,760
Save it
12
00:00:49,200 --> 00:00:51,420
So to create a footing
13
00:00:52,820 --> 00:00:56,560
You notice there is currently no footing tool
14
00:00:57,560 --> 00:01:03,840
So anytime there's not a dedicated tool that you see here use this one is the multi-object tool
15
00:01:04,440 --> 00:01:09,760
so click on that and then go up to launch your types again and
16
00:01:10,420 --> 00:01:12,420
We're gonna create a new type
17
00:01:12,720 --> 00:01:15,080
And we're gonna call it 8 inch
18
00:01:15,680 --> 00:01:17,680
by 24 inch
19
00:01:18,240 --> 00:01:20,240
footing
20
00:01:20,680 --> 00:01:21,880
And
21
00:01:21,880 --> 00:01:23,880
we're it is a
22
00:01:24,520 --> 00:01:26,480
IFC footing type and
23
00:01:26,480 --> 00:01:27,600
the
24
00:01:27,600 --> 00:01:34,520
predefined will be a strip footing and then for representation we're gonna do extruded profile and
25
00:01:35,080 --> 00:01:38,480
in here then you can pick the profile that we just made and
26
00:01:39,640 --> 00:01:41,640
Context will keep that context
27
00:01:42,120 --> 00:01:43,760
so
28
00:01:43,760 --> 00:01:51,160
We'll close that and yep, that's active so we're gonna add it in in world and again. We're gonna make sure
29
00:01:52,720 --> 00:01:55,740
Our basement is our basement active
30
00:01:56,960 --> 00:01:59,860
Basement we're gonna set that default, okay
31
00:02:01,520 --> 00:02:03,860
And so we can edit in world then
32
00:02:11,080 --> 00:02:13,680
Our dimensions are off we can fix that later
33
00:02:17,000 --> 00:02:19,160
And then close for C
34
00:02:19,160 --> 00:02:21,160
You
35
00:02:22,040 --> 00:02:28,040
Can see our aspect ratio is wrong my I got the dimensions wrong, so let's go back to our profile
36
00:02:28,920 --> 00:02:30,320
and
37
00:02:30,320 --> 00:02:32,120
edit
38
00:02:32,120 --> 00:02:35,280
Her dimensions so this one should be two foot
39
00:02:36,680 --> 00:02:38,680
This one is eight
40
00:02:39,920 --> 00:02:42,800
And say okay and everything should update
41
00:02:44,640 --> 00:02:48,680
Similar again you do the shift G and everything mends itself
42
00:02:49,640 --> 00:02:51,799
I'm gonna turn on wireframe
43
00:02:54,000 --> 00:02:58,980
So we have to move this down I'm gonna use my shift right click put my cursor
44
00:02:59,500 --> 00:03:02,720
3d cursor right there, and I'm gonna drag this down
45
00:03:03,320 --> 00:03:05,320
You notice how it doesn't drag
46
00:03:05,880 --> 00:03:09,079
snap to what you would think it would snap to
47
00:03:10,280 --> 00:03:13,660
We need to change a setting it in our snap to
48
00:03:14,600 --> 00:03:18,600
Center now if we do our base point pull down
49
00:03:19,720 --> 00:03:21,960
It aligns how you would expect
50
00:03:24,600 --> 00:03:26,600
So
51
00:03:29,900 --> 00:03:36,560
We need now to move this in four inches I believe
52
00:03:38,800 --> 00:03:45,560
So to do that all in one go you can select all the types
53
00:03:46,560 --> 00:03:48,560
And
54
00:03:48,560 --> 00:03:53,440
We're gonna G type G to move and then we're gonna either do X
55
00:03:54,240 --> 00:03:57,040
now I gotta switch this to local and
56
00:03:58,280 --> 00:04:03,760
Individual origins so group again X and see how everything's moving
57
00:04:05,160 --> 00:04:07,920
Inward or outward we need to go
58
00:04:07,920 --> 00:04:15,560
Four inches in and then shift G again to mend everything
59
00:04:19,599 --> 00:04:22,400
There we go we got a footing and so to add
60
00:04:24,159 --> 00:04:29,320
Materials to that then again similar interface you go here
61
00:04:29,320 --> 00:04:31,320
Click
62
00:04:33,520 --> 00:04:37,640
On that and we're going to assign it to concrete footing
63
00:04:41,240 --> 00:04:43,240
There you

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@ -0,0 +1,100 @@
1
00:00:00,000 --> 00:00:05,040
So we're going to create a thickened slab that will be an extrusion made with a custom profile.
2
00:00:06,320 --> 00:00:11,120
So we're going to make the profile first, put our 3D cursor somewhere into space.
3
00:00:11,120 --> 00:00:18,400
I'm just going to add a simple plane, tab into it. I'm going to move these vertices up here to zero
4
00:00:18,400 --> 00:00:25,920
and move them down to negative eight inches. Move that one over four inches
5
00:00:25,920 --> 00:00:35,920
and move that one over negative four inches. Tab out of it. Go up to your material tab there.
6
00:00:35,920 --> 00:00:41,040
We're going to go to profiles and we're going to use this arbitrary closed profile def.
7
00:00:41,600 --> 00:00:43,680
And we're going to pick the geometry that we're going to use.
8
00:00:44,480 --> 00:00:50,880
And we're just going to pick the slab.
9
00:00:53,920 --> 00:00:58,400
Okay, now that we've made it we can actually delete that geometry if we want.
10
00:01:00,720 --> 00:01:06,320
And go to our slab tool here. Go up to our launcher. We're going to create a new one.
11
00:01:06,320 --> 00:01:09,520
Thickened slab.
12
00:01:11,759 --> 00:01:17,440
And it's going to be a base slab. And here we're going to use a extrusion profile,
13
00:01:17,440 --> 00:01:26,639
the one we just made. Keep the context the same. And we're going to activate that one. Make that
14
00:01:26,640 --> 00:01:42,560
active. And add it in world here. Grab that edge. There we go. Type y to lock the axis. I'm just
15
00:01:42,560 --> 00:01:55,200
going to click there. Say enter. Zoom in on it. So you notice that our origin is not really aligned
16
00:01:55,200 --> 00:02:00,800
with the profile. I'd like to have the bottom of the profile aligned with the origin.
17
00:02:00,800 --> 00:02:08,480
So you can go back after the fact and modify the profile. Click that button.
18
00:02:09,920 --> 00:02:17,920
And zoom into it. It has the profile edit mode off into space there. Select it. You can see the
19
00:02:17,920 --> 00:02:24,240
origin of the profile there. We're just going to grab it and move it down. I think four inches.
20
00:02:25,440 --> 00:02:34,000
Negative four inches. And then save it. And if you zoom out, I do believe
21
00:02:36,640 --> 00:02:37,839
it should be correct.
22
00:02:41,040 --> 00:02:45,040
So I'm just going to move this over then.
23
00:02:45,040 --> 00:02:52,320
Do that edge. There we go. Let's turn on our materials.
24
00:02:54,720 --> 00:02:58,880
And I'm going to set the material over here.
25
00:03:04,000 --> 00:03:04,880
Save.

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@ -0,0 +1,164 @@
1
00:00:00,000 --> 00:00:04,440
So if you remember last time we assigned we got lazy and signed concrete footing
2
00:00:04,440 --> 00:00:09,840
to this wall so let's actually create a new material and fix that.
3
00:00:09,840 --> 00:00:23,280
I'm gonna do 8 inch concrete wall and then we're gonna change this to concrete wall.
4
00:00:23,280 --> 00:00:37,520
Save. Save. Save. And apply a style to that material. Concrete style.
5
00:00:37,520 --> 00:00:42,640
You'll notice this style that we have looks more like board formed which is
6
00:00:42,640 --> 00:00:51,160
probably not realistic for formed and replaced concrete walls. So let's change that.
7
00:00:51,160 --> 00:00:57,000
Let's add a new or change the style of concrete style. So here in that material
8
00:00:57,000 --> 00:01:02,080
library and I was discussing in the last video I'm just gonna copy this material
9
00:01:02,080 --> 00:01:09,679
over it's a little more realistic into our material library there and say save.
10
00:01:09,679 --> 00:01:15,560
Then go back here and we want to just change the definition of the concrete
11
00:01:15,560 --> 00:01:22,960
style definition. Select that. Go to external. Navigate to the file. This is
12
00:01:22,960 --> 00:01:30,600
the new one we added and there you go. Makes it a little more realistic. So let's
13
00:01:30,600 --> 00:01:37,920
now create a drain tile around the footing. To do that we first need to
14
00:01:37,920 --> 00:01:50,560
create a profile and we're gonna use a circle profile and we're gonna say drain tile.
15
00:01:50,560 --> 00:02:00,240
And we're gonna edit it. And we're gonna do make it two inch radius.
16
00:02:01,080 --> 00:02:08,199
And save. Then we'll go to the pipe tool here. Word of warning this pipe tool is
17
00:02:08,199 --> 00:02:16,440
very glitchy and buggy. You will undoubtedly run into problems but let's
18
00:02:16,440 --> 00:02:23,440
try to tackle it and see what problems might pop up. So we are going to create a
19
00:02:23,560 --> 00:02:33,960
new pipe segment. I'm just gonna name it drain tile and the closest would be
20
00:02:33,960 --> 00:02:41,160
gutter for what we're trying to do. And extruded profile and drain tile we just
21
00:02:41,160 --> 00:02:53,200
created that. So say okay. Okay that's the and add it in. And click there.
22
00:02:53,200 --> 00:02:55,920
Click there.
23
00:03:02,760 --> 00:03:06,239
And then close at C.
24
00:03:06,240 --> 00:03:18,920
And gonna grab it move it up two inches.
25
00:03:18,920 --> 00:03:29,440
And then individually move it out.
26
00:03:37,799 --> 00:03:44,040
All right this is where it gets kind of glitchy. So if I take two joints here or
27
00:03:44,040 --> 00:03:53,359
two segments and go to the tool and I'm gonna add fitting. It seems to work there.
28
00:03:53,359 --> 00:04:01,079
I'm just gonna keep doing it here add fitting. Okay add fitting.
29
00:04:01,080 --> 00:04:18,560
Okay see there kind of wigs out. If that happens what I've done in the past is
30
00:04:18,560 --> 00:04:26,160
take one of these segments and flip it and then delete the fitting and select
31
00:04:26,160 --> 00:04:35,720
the both and try to do it again. I'm just gonna save this right now.
32
00:04:35,720 --> 00:04:42,200
You might run into problems where if you move this segment out another foot let's
33
00:04:42,200 --> 00:04:51,680
say you have to delete the segments before you can create them anew again.
34
00:04:51,680 --> 00:04:57,760
So I'm gonna add putting sometimes you'll run into errors when you do this.
35
00:04:57,760 --> 00:05:08,600
Let's see what happens. And it seems like it's working so far. Be warned however.
36
00:05:08,600 --> 00:05:23,040
Oh there's and I'm not quite sure where that error is coming from. It's been
37
00:05:23,040 --> 00:05:32,960
posted on github. This is where you post issues if you're ever wondering. Go to
38
00:05:32,960 --> 00:05:39,479
issues here. If you ever run into an error you click on new issue and
39
00:05:39,479 --> 00:05:47,359
basically describe what happened copy and paste the error code and kind of any
40
00:05:47,359 --> 00:05:53,380
files if you can that are associated with that problem. Just part of open
41
00:05:53,380 --> 00:05:55,919
source software.

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1
00:00:00,000 --> 00:00:04,640
So if you remember that last video we had problems errors connecting these segments and
2
00:00:05,400 --> 00:00:12,640
When I open the ISC file a new you can see that these fittings are corrupted. I'm not sure what's going on there, but I
3
00:00:13,800 --> 00:00:18,900
Am actually not gonna use pipe segments because it's too glitchy. I'm gonna
4
00:00:19,680 --> 00:00:21,600
Select all those types
5
00:00:21,600 --> 00:00:23,720
Delete them select all those types and delete them
6
00:00:24,520 --> 00:00:27,280
So I'll show you a workaround for that
7
00:00:28,160 --> 00:00:30,040
Let's go
8
00:00:30,040 --> 00:00:34,800
Type launcher create a new type name it drain tile
9
00:00:36,000 --> 00:00:38,000
and I'm gonna search for
10
00:00:39,200 --> 00:00:41,680
I've see building element proxy type
11
00:00:42,120 --> 00:00:47,980
that's essentially a way to categorize an object that you don't know how to categorize it's kind of the
12
00:00:49,060 --> 00:00:52,040
bucket where you put everything you don't know how to organize and
13
00:00:53,080 --> 00:00:55,080
We can say user find
14
00:00:57,400 --> 00:01:00,560
Pre-defined type we'll just do name it drain tile again
15
00:01:02,200 --> 00:01:07,800
And go extruded profile and drain tile
16
00:01:09,800 --> 00:01:13,960
Okay close and add it in world
17
00:01:27,920 --> 00:01:29,920
Cool see
18
00:01:32,000 --> 00:01:34,000
Alright
19
00:01:35,480 --> 00:01:37,480
Move it down
20
00:01:42,720 --> 00:01:44,720
Negative two inches
21
00:01:46,360 --> 00:01:49,200
And move it out G
22
00:01:49,960 --> 00:01:51,100
X
23
00:01:51,100 --> 00:01:53,100
2x hit X twice
24
00:01:53,699 --> 00:01:59,619
Till it's moving and then I'll do I don't know negative six inches and
25
00:02:00,460 --> 00:02:02,460
Then we can generate
26
00:02:03,300 --> 00:02:06,720
Shift G and it connects all the segments again
27
00:02:08,180 --> 00:02:10,180
So just a little workaround
28
00:02:13,060 --> 00:02:19,940
And we can create a new material to assign to it for inch drain tile
29
00:02:19,940 --> 00:02:21,940
Drain tile
30
00:02:22,340 --> 00:02:24,840
Drain to sump
31
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Okay, and then change the assignment here

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1
00:00:00,000 --> 00:00:05,360
So you can see off camera I introduced more of these drain tiles so inside and outside the
2
00:00:05,360 --> 00:00:11,840
footer there and then I created these bleeders to connect the two drain tiles together.
3
00:00:12,880 --> 00:00:19,840
I also introduced this thickened slab here which is runs underneath the wall next to the stair
4
00:00:20,560 --> 00:00:23,360
because there'll be some load extra load coming down on that.
5
00:00:23,360 --> 00:00:30,160
I also created some new materials that I applied to this drain tile.
6
00:00:31,680 --> 00:00:39,120
So if you select one of those and go to perform quantity takeoff let's just see what happens.
7
00:00:39,120 --> 00:00:44,480
So under the IFC open shell engine it doesn't work but let's go to the blender one.
8
00:00:45,280 --> 00:00:51,760
So okay that works so I'm going to select all those types and then run that again.
9
00:00:53,920 --> 00:01:03,519
So let's create a new type for these these bleeders based on the existing drain tile.
10
00:01:03,519 --> 00:01:11,200
So select the type and then duplicate the type and you'll see over here that it duplicated it
11
00:01:11,200 --> 00:01:19,280
and put a zero zero one on it. I think you can double click here and change it.
12
00:01:19,280 --> 00:01:26,000
Let's do drain tile bleeders.
13
00:01:28,480 --> 00:01:35,360
Okay now we can select that and because all these shorter segments have the same volume
14
00:01:35,360 --> 00:01:40,160
you can click on that and hopefully all the shorter segments get selected.
15
00:01:41,120 --> 00:01:47,280
And now we can change the type of those we can do the drain tile bleeders say okay.
16
00:01:49,680 --> 00:01:52,800
So now we can select by just that type.
17
00:01:53,840 --> 00:01:56,640
Yep there we go select by that type.
18
00:01:58,320 --> 00:02:02,000
Now let's make sure all our objects are in the right container.
19
00:02:04,000 --> 00:02:06,880
Let's click on this the first floor and see what's in there.
20
00:02:06,880 --> 00:02:12,000
Oh okay so some of the stuff is not assigned correctly.
21
00:02:12,000 --> 00:02:20,240
So okay so I'm just gonna select all those types and actually you can select more than one type at
22
00:02:20,240 --> 00:02:25,600
a time and I'm going to change those to basement.
23
00:02:26,480 --> 00:02:32,000
Say okay and I'm going to hide them just so I know they're organized.
24
00:02:34,000 --> 00:02:36,560
Actually I'm going to select everything in basement I'm going to hide all the other
25
00:02:36,560 --> 00:02:37,280
they're organized.
26
00:02:39,600 --> 00:02:44,400
Actually I'm going to select everything in basement I'm going to hide it if it's correct.
27
00:02:46,160 --> 00:02:52,160
Yes that is correct hide okay so these are not correct.
28
00:02:55,920 --> 00:02:58,000
Okay let's switch those to basement.
29
00:03:01,120 --> 00:03:03,680
Hide it okay that works better.

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@ -0,0 +1,180 @@
1
00:00:00,000 --> 00:00:05,340
So off-camera I created two new styles this lumber style and then this drywall
2
00:00:05,340 --> 00:00:10,880
style and I did that again by going to this standard library and I pulled these
3
00:00:10,880 --> 00:00:18,260
two materials or copy those two materials over to our Blender material
4
00:00:18,260 --> 00:00:26,760
library there and then I created these two new materials and then I attached
5
00:00:27,120 --> 00:00:36,120
those styles to them. So let's create a new wall that has multiple layers in it.
6
00:00:36,120 --> 00:00:43,980
So go to the wall tool and yeah we'll just start with wall 100 and we'll just
7
00:00:44,139 --> 00:00:58,140
add it in space somewhere. So there's our wall and let's call it, rename it, just say
8
00:00:58,140 --> 00:01:13,620
2x4. Just do interior interior 2x4. And right now it has default
9
00:01:13,940 --> 00:01:22,180
layer of unknown here. I'll pull this out and we're gonna change material to that.
10
00:01:23,940 --> 00:01:38,660
Do let's do here, board, okay and we're gonna change the layer thickness and now
11
00:01:38,700 --> 00:01:56,539
we're gonna add a new layer and change the thickness of 3.5 inches. And we're
12
00:01:56,539 --> 00:01:59,979
gonna take this half inch layer that we already created and we're gonna
13
00:01:59,979 --> 00:02:06,259
duplicate it and now we're gonna move it down that layer down in the hierarchy or
14
00:02:06,260 --> 00:02:10,620
the layering I should say. So you can see here a little helpful reminders
15
00:02:10,620 --> 00:02:15,420
where it says exterior and interior just shows you where those layers are
16
00:02:15,420 --> 00:02:24,700
relative to the outside or inside of the wall. So although we've added these three
17
00:02:24,700 --> 00:02:29,500
layers and three materials associated with those layers we only in world we
18
00:02:29,500 --> 00:02:35,380
only see the one material the drywall material. Unfortunately at this point
19
00:02:35,380 --> 00:02:41,019
in time when a wall has multiple layers you don't see those layers in the 3d
20
00:02:41,019 --> 00:02:46,900
viewport. However I think that's going to change pretty quickly. There's a
21
00:02:46,900 --> 00:02:51,700
developer DNmolt that's working on that functionality as we speak so
22
00:02:51,700 --> 00:02:59,540
hopefully you'll see that soon. But in the meantime so now that we have our new
23
00:02:59,540 --> 00:03:12,060
wall we can go through some of the wall tools that you can use. So let's start
24
00:03:12,060 --> 00:03:18,940
with this one here to the extend. If you put your 3d cursor anywhere in space and
25
00:03:18,940 --> 00:03:26,700
click on extend it'll extend that wall to the 3d cursor. If you let's say it
26
00:03:26,700 --> 00:03:34,579
will duplicate this and rotate it 90 or you can use this tool to rotate it's a
27
00:03:34,579 --> 00:03:41,700
little helpful to rotate. So if you have a situation like this and you select
28
00:03:41,700 --> 00:03:48,940
that and that wall the second and hits extend it takes that wall and extends it.
29
00:03:48,940 --> 00:03:53,899
And now this has an intelligent connection to it so if you move that and
30
00:03:54,060 --> 00:03:59,420
do shift G that it reestablishes that connection again so it's very useful.
31
00:03:59,420 --> 00:04:07,020
Continuing down you select both these walls you could do the butt joint you
32
00:04:07,020 --> 00:04:15,460
can see that or miter or if you don't like that you can unjoin them. Or if you
33
00:04:15,460 --> 00:04:24,900
place a cursor on a wall and hit split it creates two walls and then as you
34
00:04:24,900 --> 00:04:35,580
would imagine if you do merge I think it mends those walls into one. Here I'm going to move this out of the way.
35
00:04:35,580 --> 00:04:40,260
You can see that little dot there that's the origin of the wall that shows you
36
00:04:40,260 --> 00:04:45,980
kind of ultimately where the wall starts and you can do this to flip the
37
00:04:45,980 --> 00:04:50,820
wall you can see the origin is over here.
38
00:04:52,700 --> 00:05:00,460
I'm just gonna duplicate this one over and rotate a little bit with this and
39
00:05:00,460 --> 00:05:10,820
rotate it a little bit. So these here allow you to align walls to another wall
40
00:05:10,820 --> 00:05:15,099
or I think it works with another object as well so just to see how that works
41
00:05:15,099 --> 00:05:26,020
click on the exterior and undo center undo interior undo and mirror.
42
00:05:26,020 --> 00:05:31,780
It mirrors it around a second object so try that see what happens.
43
00:05:36,780 --> 00:05:41,419
That works yeah there you go so it mirrors it around another object so you
44
00:05:41,419 --> 00:05:50,180
can kind of play around with it to see how that works exactly.
45
00:05:50,180 --> 00:05:53,659
I think that's about it we'll get into these later.

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@ -0,0 +1,200 @@
1
00:00:00,000 --> 00:00:08,000
So a few things I did off camera. I created a new style here, GS installation rigid, and a new material.
2
00:00:08,000 --> 00:00:18,000
And then I attached that style to that material. I also renamed a few of these materials here to, you know, prefix with the GS.
3
00:00:18,000 --> 00:00:28,000
Reason being is that in kind of the standard library, a lot of these materials have a prefix of GS, meaning generic style.
4
00:00:28,000 --> 00:00:38,000
And so I also, you know, brought over this material into our material library for this project.
5
00:00:38,000 --> 00:00:49,000
I also, too, moved the slab and these footings and everything down a couple inches.
6
00:00:49,000 --> 00:00:56,000
The reason being is that I'd like to use pre-cut studs in the basement.
7
00:00:57,000 --> 00:01:15,000
Pre-cut studs, if you're not familiar, are studs that are cut exact length so that if you have a bottom plate and kind of two top plates, you can use a whole piece of drywall.
8
00:01:15,000 --> 00:01:21,000
So in this detail here, you can put an eight-foot piece of drywall on it fits perfectly.
9
00:01:22,000 --> 00:01:26,000
So that's why I kind of move things down.
10
00:01:27,000 --> 00:01:36,000
So this wall here that I selected, we created that type in the last video. We called it interior two by four.
11
00:01:36,000 --> 00:01:42,000
I'd like, if possible, to come up with a more consistent naming convention for these walls.
12
00:01:43,000 --> 00:01:52,000
And I created this partition nomenclature wall, tag nomenclature, a couple of years back that I'd like to use.
13
00:01:52,000 --> 00:01:59,000
It basically has five letters or numbers composed together to describe a wall.
14
00:01:59,000 --> 00:02:04,000
So that first letter indicates what the material is, whether it's wood or metal.
15
00:02:04,000 --> 00:02:09,000
The second number gives an indication of its thickness.
16
00:02:10,000 --> 00:02:16,000
So if it's two by four or three and five-eighths metal stud.
17
00:02:17,000 --> 00:02:28,000
The third one is basically the layers, how they're composed, where the core is basically from number one and then the layers on either side.
18
00:02:29,000 --> 00:02:32,000
And the fourth position is the fire rating.
19
00:02:32,000 --> 00:02:44,000
And the fifth position tells you how far the wall goes up to the structure beyond the structure to the deck, structural deck, for example.
20
00:02:44,000 --> 00:02:55,000
And then here's kind of an example of a wall where M is metal, three five-eighths is, you know, the three and five-eighths inches.
21
00:02:55,000 --> 00:03:02,000
Z goes back to how the layers are composed to each other.
22
00:03:03,000 --> 00:03:07,000
The fourth position is the fire rating.
23
00:03:07,000 --> 00:03:10,000
And again, the fifth position is the height.
24
00:03:10,000 --> 00:03:18,000
And sometimes you'll go sixth and seventh position that describes a little more such that, you know, a furred out wall, for example.
25
00:03:19,000 --> 00:03:24,000
So going back to our file here, we'll rename this type.
26
00:03:25,000 --> 00:03:30,000
W4A0.
27
00:03:30,000 --> 00:03:33,000
So wood, it's a two by four.
28
00:03:33,000 --> 00:03:35,000
This describes the layering.
29
00:03:35,000 --> 00:03:37,000
Zero rated.
30
00:03:37,000 --> 00:03:41,000
And then it goes up to the bottom of the structure.
31
00:03:44,000 --> 00:03:50,000
So if we want to create a new type, a two by six wall, duplicate that.
32
00:03:51,000 --> 00:03:53,000
Move it out of position.
33
00:03:54,000 --> 00:03:55,000
Select the type.
34
00:03:57,000 --> 00:03:58,000
Duplicate the type.
35
00:04:00,000 --> 00:04:02,000
And see if we can find it down here.
36
00:04:03,000 --> 00:04:09,000
And we are going to rename it to six W6 instead.
37
00:04:14,000 --> 00:04:16,000
And I'm going to switch the type on here.
38
00:04:18,000 --> 00:04:19,000
W6.
39
00:04:20,000 --> 00:04:22,000
Go to our layers.
40
00:04:22,000 --> 00:04:30,000
And we're just going to change this to five point five inches for the two by six.
41
00:04:32,000 --> 00:04:35,000
And I'm going to move it in position here.
42
00:04:35,000 --> 00:04:36,000
G.
43
00:04:37,000 --> 00:04:43,000
And I'm going to move it out, let's say, two inches.
44
00:04:43,000 --> 00:04:44,000
Two inches.
45
00:04:45,000 --> 00:04:49,000
And then I'm going to shift E. That extends that.
46
00:04:49,000 --> 00:04:52,000
And then here I'm going to shift E to extend.
47
00:04:52,000 --> 00:04:53,000
Oh, sorry.
48
00:04:54,000 --> 00:04:55,000
Activate that tool.
49
00:04:56,000 --> 00:04:57,000
And shift E.
50
00:04:58,000 --> 00:04:59,000
And here, just shift E.

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@ -0,0 +1,192 @@
1
00:00:00,000 --> 00:00:06,680
So let's create a 2X ledger beam for the structure of the first floor.
2
00:00:06,680 --> 00:00:08,680
I'm going to hide that sheathing.
3
00:00:08,680 --> 00:00:12,000
I'm going to move this down from last time.
4
00:00:12,000 --> 00:00:15,600
Get this dimension here.
5
00:00:15,600 --> 00:00:18,680
Copy it in there.
6
00:00:18,680 --> 00:00:20,200
Move the wall down.
7
00:00:20,200 --> 00:00:22,200
There we go.
8
00:00:22,200 --> 00:00:25,880
Alright, so let's start with creating a profile.
9
00:00:25,880 --> 00:00:31,960
It's going to be a rectangular profile.
10
00:00:31,960 --> 00:00:36,000
Say add.
11
00:00:36,000 --> 00:00:39,560
Creates a new profile there.
12
00:00:39,560 --> 00:00:41,080
Double click to rename it.
13
00:00:41,080 --> 00:00:48,400
We're going to rename it rectangle 1.5 by 9.25 inches.
14
00:00:48,400 --> 00:00:53,599
And we're going to change 1.5 inches.
15
00:00:53,600 --> 00:01:03,640
And click on your beam tool there.
16
00:01:03,640 --> 00:01:05,560
And we're going to go to the launcher.
17
00:01:05,560 --> 00:01:07,600
Create a new type.
18
00:01:07,600 --> 00:01:15,320
And we're going to name it this lumber 2 by 10 pressure treated.
19
00:01:15,320 --> 00:01:20,920
We'll do a beam, yeah, sure.
20
00:01:20,920 --> 00:01:23,160
And extrude profile.
21
00:01:23,160 --> 00:01:26,119
And we'll pick the profile we just made.
22
00:01:26,119 --> 00:01:28,240
Say okay.
23
00:01:28,240 --> 00:01:31,720
And make it active.
24
00:01:31,720 --> 00:01:33,520
And add it in the scene.
25
00:01:33,520 --> 00:01:43,880
I'm going to change my, before I do that though, I'm going to change, oops, my snaps.
26
00:01:43,880 --> 00:01:49,960
Alright, add it.
27
00:01:49,960 --> 00:01:56,039
And C for claws.
28
00:01:56,039 --> 00:02:05,000
And I don't want to need that one.
29
00:02:05,000 --> 00:02:08,639
Or that one.
30
00:02:08,639 --> 00:02:09,639
Okay.
31
00:02:09,639 --> 00:02:14,920
And we want to give it a material too.
32
00:02:14,920 --> 00:02:22,280
I forgot to mention too, off camera, I created a new style.
33
00:02:22,280 --> 00:02:26,679
Which I pulled from that library and then created a new material too.
34
00:02:26,679 --> 00:02:30,880
So I'm going to apply that.
35
00:02:30,880 --> 00:02:33,600
And save.
36
00:02:33,600 --> 00:02:37,880
There we go.
37
00:02:37,880 --> 00:02:38,880
Okay.
38
00:02:38,880 --> 00:02:43,960
And we are going to select the type.
39
00:02:43,960 --> 00:02:47,920
No, that didn't mean that.
40
00:02:47,920 --> 00:02:51,519
Select the type objects, okay.
41
00:02:51,519 --> 00:02:52,519
And type G.
42
00:02:52,519 --> 00:02:57,120
And I believe Y and Y, or no, X, X.
43
00:02:57,120 --> 00:02:58,120
Okay.
44
00:02:58,120 --> 00:03:02,720
Move them in a little, or move them out rather.
45
00:03:02,720 --> 00:03:03,720
How far?
46
00:03:03,720 --> 00:03:07,720
An inch I believe.
47
00:03:07,720 --> 00:03:24,600
Grab the top of that, line it there, and I believe it goes up one half inches, 1.5 inches.
48
00:03:24,600 --> 00:03:28,440
Alright, there's our ledger beam.

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1
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So in the last video I actually placed this ledger board incorrectly. It's
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actually moved over and the outer edge is flush with the edge of the concrete.
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There's kind of a detail where that's the concrete wall and then here's the
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ledger that's actually going to sit in a little pocket. So I'm going to move those.
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Let's select all the types. Type G and X here and 1.75 inches.
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And shift G to regenerate the corners and I think we might have to
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trim these up here. Select that ledger board. Shift and shift E extend.
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Okay so like I said in that detail there's like a little recess or a little
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pocket for this ledger board to sit in. Let's create that using a void. So let me
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just select all these types here and I'm gonna isolate just those walls and put
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the 3d cursor in the corner there. Go up to add IFC object and we'll say ledger
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void recess maybe better. We just created an oh sorry we want to do IFC
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feature element. We've never done that before. That's where you you get your
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voids and we're gonna use IFC opening element for the void and recess and we
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want it for to start we want to carve it out of that object and we're going to do
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custom extrusion. Say okay and now we're gonna tab into it. I'm just gonna move
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these over and I'm just going to shift D that corner place it there and then I'm
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gonna do E which is extrude essentially. I'm just gonna keep extruding this.
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I'm gonna delete this then and I'm just gonna tab into it okay and tab back into
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it and select all the edges.
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I'm gonna go negative 1.5 inches. Okay I'm gonna ctrl L and select all those
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inner edges and delete and tab out of it again. Then I want to move this down
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negative 7.75 inches and tab out of it and finally then edit openings and you
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can see there's our recess there. So to apply that same void to the other walls
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there's you have to create an aggregate out of the walls you'd like to avoid
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first. So I'm gonna create an aggregate out of those say new and walls with
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pleasure. Okay and we want to toggle openings and select the aggregate by
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this little icon here and then shift select the void and then apply void and
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you can see that void then is applied to the aggregate with all those walls in it.
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And if you toggle the local view then zoom in here you can see our ledger board
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which I'll move out of the way and then the recess there.

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So let's put some wood I beams on the first floor here. They're called TJ eyes
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They look like this. I think this Sam for
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Truss Joyce I Joyce or I beams
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So off-camera I
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Created a new material TGI and then I connected this style here though a speed style to that material
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I
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also
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modeled this plane
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it looks like the profile of one of those I Joyce and
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I'm gonna create a custom profile from that
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so
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Go down to our profiles
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And
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Click on this object to pick it up and plus
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Rename it TGI nine and a half inches
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We are going to
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Create a new beam type
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Call it the same thing
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And it will be extrusion
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TGI
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Say okay
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Make that active, okay
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And we will place it in world here
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Bring it down a little bit flush to the top of that ledger beam
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Shifty
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And I think that's good delete that it was just a placeholder and we're gonna give it a material
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I
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Sorry
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Cheerio what did we call it we call that TGI?
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Okay, okay
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Okay now
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Let's cover the array tool so we want to array that
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TGI a certain dimension
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so
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Array tools found under parametric geometry an array. I'm gonna create it ray
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and
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It's green here. See the
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Why the green and that's arrow here will actually switch it to local here
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Actually, it's X. The red is X and we want to use the local space
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I'm gonna do 16 inches 16 over 12
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And do the count and see what happens. Oh, there we go
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Maybe add some more
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Do we get to that's
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Stare next to the wall there which will support a shorter length TGI
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They're setting that comes in handy on the ray tool
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Is this sync children
47
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if it's off and you
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say you change the length and
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Then change the number here
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Only the new ones will take on that new length if you want all the objects in that array to take on
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The original you sync children
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And there you go
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I
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Send that out
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Sync again
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Goes back
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So some other settings
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you have to select the parent in order to change the
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Array, but if you have one of the children here and you want to go back to the parent click on that
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Or you can click on this to select all the children and the parent
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This
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Checkmark here will
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basically
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Do away with the array and but keep all the objects of the children in world and then this X will completely
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Delete the ray all together and
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Delete this children as well
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So I'm just gonna try to duplicate. Oh, that's not gonna work. Okay
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See if we can do this
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Select all the children
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And we're gonna just duplicate it or move it out off to the side
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See change these here
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Okay, great, so yes, you can duplicate it and it holds its array still a few other settings
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You can use distribute
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Where you set the distance of the last
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Child and then the 9 the number count is distributed between that
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You can also put your 3d cursor in
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Space and click on this and it'll take on that dimension of that 3d cursor
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Another nice feature
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It again, there we go increase the count
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And finally, I believe you can copy arrays
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There we go

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So let's create a parametric stair which is always fun
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In prep for this I created two new styles
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this plies and
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This wood finish again. I pulled it over from the OD texture library and
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then I apply the
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applied the plies
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style to a new material called LVL and
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Then this finished style to maple stair tread
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So
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To create a new stair parametric stair go to the multi tool here go to the launcher create a new type
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Just say basement stair
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And we want to look for straight
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What I've see stair flight type straight predefined type there and then the representation will do stair
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close
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The active and before we place it let's make sure our default level is basement
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That default okay
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It's added an old
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Okay rotate it 90
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Isolate a few of these things it's easier to
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Okay
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I'm gonna pull the Z dimension off that slab just tell us how
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Tall that stair needs to be so I copy that
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select the stair and
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This is where you modify the parameters of the stair
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So we're gonna put that height in there
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And let's say we want three feet
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And
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We're gonna change the to wood and steel instead of concrete
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Tread depth I would say about one inch
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Nosing length 1.5 inches
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tread run
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10 inches and
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Then I'm gonna adjust a number of treads here
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until you see
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This tread rise fall under point six six six, which is eight inches essentially
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So I would just keep doing that you can see okay there were under eight inches
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You can also
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Lock this and change the
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overall length
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which then changes your
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Your tread run, but I want to just make sure our tread run is
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Ten inches so I'm not gonna do that
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And three okay, and then if you want you can actually change these parameters to
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Change the length or depth of the top and bottom
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Treads which are sometimes unique conditions
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But we won't do that
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Okay, we can finish editing there and now we can apply material then so we'll apply that
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maple stair tread material
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And add it oh
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Yes there are sometimes an error when you do this, so I'm gonna save the IFC file
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And I'm gonna open it again
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This air has been posted so
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Let's see here how it did take it on but
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Okay
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I
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Just gonna move it over get it relatively close into space here
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All right
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Let's create a stair stringer then I'm gonna duplicate this off into space somewhere
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And
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We're actually gonna use the stair parametric stair tool to create a stringer
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We're gonna duplicate the type first here
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There
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Okay, I change type here to a copy I'm gonna change the
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Okay
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Copy the type or select the type again, and we are going to change
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Class
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Stringer
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Stringer I've seen member type stringer and say reassign
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Okay
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And now we're gonna go
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Modify
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parametric stair
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and this time
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The width is going to be one point seven five inches
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And we're going to change this to concrete which it's not obviously concrete, but it gives us the geometry that we're looking for and
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And
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Slab base was the parameter to
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Okay there we go change the depth of it
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so I'm trying to basically create a LVL stair stringer here and finish and
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hopefully
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We can
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Change this to LVL without an error. We'll see
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We get an error I'm gonna save again and see what happens
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Try that assignment again
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LVL
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There it takes it on so another glitch hopefully to be addressed soon

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So off camera I composed the stair better added additional stringers
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Kind of located it better in the house. I
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Moved this wall a little bit adjusted these TG eyes here and then
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Adjusted this overall or outline of the sheathing here
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So the parametric tool for stairs is good for making things like stringers
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but
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Unfortunately at this point. It's not very good at making riser parts. You can make tread parts obviously, but not riser parts
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But there's a clever way to do that
9
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We're just going to convert it to dumb geometry to start so unlink it so now this is just vanilla geometry
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Tab into it
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I'm gonna select all and then I'm gonna go to clean up and
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Dissolve limit dissolve gets rid of the triangulations there
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Let's switch that to
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Face selection, and I'm going to turn off x-ray there
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And I'm gonna shift select these faces there
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And
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Up the 3d cursor there and I'll move it and I'm gonna squish it down to zero and
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move it back
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negative point seven five inches
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Okay tab out of it and now we want to go and convert it to
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To
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The stair flight again and just use IFC element not type because this is just one instance here
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If you had multiple of these stairs
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throughout a project
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You'd want to change it to a type, but we're only going to do one here, so
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and you can assign and
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Grab it by that point there and
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Right there
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There you go riser parts
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So one thing I forgot to do is assign a material to these risers I
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Opened this IFC file and new and you can see the material assignment wasn't correct, so let's fix that
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So let's duplicate that material. It's all right
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duplicate it
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And name it riser
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And then we can
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Apply it here, so if it if you create a new material it doesn't show up here
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It'll quirk you have to just save the file again
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And assign all right so it didn't work here, and I think the reason why
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Is because
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We
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Have a residual style applied to that let's try to remove that now. Yeah, that's it
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Well just remove the styles
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Unfortunately can't shift select those things but
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You

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1
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So let's model in a rim board at the end of these TGIs here, an LVL rim board.
2
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So to do that we could do a similar approach where we create a new beam type, a new profile
3
00:00:12,480 --> 00:00:17,640
type, and then assign that to the beam type.
4
00:00:17,640 --> 00:00:22,100
But for this let's actually pull in content from an existing library.
5
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So similar to Revit or Archicad, you don't have to model everything in new, you can actually
6
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pull content in from existing libraries.
7
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And so over the years I've created this library, or template rather, for Revit that has standard
8
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walls and beams, stairs and windows and doors.
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And I've been replicating that over the last year or so, replicating that in a bonsai template.
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And so here you can see a bunch of beam types.
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So let's actually from our file pull over a beam from that template.
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So to do that you go to the project overview here, collapse that, go to project library,
13
00:01:14,460 --> 00:01:21,500
click on the folder, and navigate to where the template is.
14
00:01:21,500 --> 00:01:24,500
Select it.
15
00:01:25,060 --> 00:01:29,420
You can pull in, you know, I've seen materials, profiles, and types.
16
00:01:29,420 --> 00:01:32,900
We haven't covered presentation style yet.
17
00:01:32,900 --> 00:01:38,220
So you want to click on the type, and we want a building type.
18
00:01:38,220 --> 00:01:44,900
And we are going to pull in, let's do this one here, and then click on that paper clip.
19
00:01:44,900 --> 00:01:48,220
So it pulls it into your project.
20
00:01:48,220 --> 00:01:57,780
So now we can go to beam, and change the active one to this one, and then model it in the
21
00:01:57,780 --> 00:01:59,780
world here.
22
00:01:59,780 --> 00:02:08,940
Oops, that was the wrong one.
23
00:02:08,940 --> 00:02:09,940
Sorry about that.
24
00:02:09,940 --> 00:02:11,940
This is the one we want.
25
00:02:18,220 --> 00:02:22,220
Okay.
26
00:02:22,220 --> 00:02:27,220
So you can see the materials were not applied.
27
00:02:27,220 --> 00:02:43,220
And if you go to styles, open that, you see that it actually duplicated a style.
28
00:02:43,220 --> 00:02:49,220
Unfortunately that's an existing quirk right now with bonsai.
29
00:02:49,220 --> 00:02:57,220
And there's a way sometimes where you can merge these two identical styles.
30
00:02:57,220 --> 00:03:03,220
You go up to here, and go to purge data.
31
00:03:03,220 --> 00:03:08,220
Sometimes you can merge identical under styles here.
32
00:03:08,220 --> 00:03:10,220
And it will go back to one.
33
00:03:11,220 --> 00:03:13,220
But that is not the case here.
34
00:03:13,220 --> 00:03:23,220
So what I like to do in this scenario is find the one with the least number assigned to it, and then delete that.
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00:03:23,220 --> 00:03:34,220
And then reestablish, this is LVL rim board, that's the material on the type we just pulled in.
36
00:03:35,220 --> 00:03:41,220
And we want to reestablish the style.
37
00:03:41,220 --> 00:03:44,220
And it applies a sign.
38
00:03:44,220 --> 00:03:47,220
There we go.
39
00:03:47,220 --> 00:03:52,220
Let's move this in position here.
40
00:03:52,220 --> 00:03:55,220
There we go.
41
00:03:55,220 --> 00:04:03,220
So if you were curious to use these templates,
42
00:04:03,220 --> 00:04:07,220
this is the location of the bonsai template here.
43
00:04:07,220 --> 00:04:09,220
It's at that path.
44
00:04:09,220 --> 00:04:11,220
That's the file right there.
45
00:04:11,220 --> 00:04:15,220
And also too, here's the Revit template.
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That's the path, or URL I should say, and that's the path there.

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1
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So there's been some exciting developments with Bonsai recently.
2
00:00:04,000 --> 00:00:14,000
All the walls now show the layers that compose them in the 3D scene.
3
00:00:14,000 --> 00:00:17,000
You can see the drywall and the studs there.
4
00:00:17,000 --> 00:00:21,000
So this is a new development just happened recently.
5
00:00:21,000 --> 00:00:28,000
There might be some bugs related to it, but going forward I'm going to try to see if it works.
6
00:00:28,000 --> 00:00:37,000
So in that instance then, we don't necessarily need to make an additional wall for the insulation.
7
00:00:37,000 --> 00:00:41,000
We can actually just add another layer to that concrete wall.
8
00:00:41,000 --> 00:00:44,000
So I'm going to try to do that.
9
00:00:44,000 --> 00:00:50,000
Select it, go here, and we're going to search rigid.
10
00:00:50,000 --> 00:00:52,000
Two inches.
11
00:00:52,000 --> 00:00:54,000
Add it to the layers.
12
00:00:54,000 --> 00:00:58,000
Going to move it up in space so it's on the exterior.
13
00:00:58,000 --> 00:01:00,000
And it's two inches.
14
00:01:00,000 --> 00:01:02,000
And save.
15
00:01:02,000 --> 00:01:04,000
Save.
16
00:01:04,000 --> 00:01:08,000
Alright, we'll select all those types.
17
00:01:08,000 --> 00:01:12,000
Type G and then YY.
18
00:01:12,000 --> 00:01:15,000
Oops, there we go.
19
00:01:15,000 --> 00:01:20,000
And I'm going to move it out negative two inches.
20
00:01:21,000 --> 00:01:25,000
And let's see here, see if Shift G works.
21
00:01:25,000 --> 00:01:29,000
To mend the corners, just select these three.
22
00:01:29,000 --> 00:01:33,000
Shift G, okay, Menzels, Menzat.
23
00:01:33,000 --> 00:01:36,000
And Shift G here.
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Alright.
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00:01:40,000 --> 00:01:47,000
So yeah, then we don't need ultimately this old insulation wall.
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Select all the types.
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00:01:51,000 --> 00:01:54,000
And we can delete it, I believe.
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Yeah, so let's do it.

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1
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So let's pull in a new FERD wall type to align on the inside of this concrete wall here.
2
00:00:10,140 --> 00:00:17,680
So again we're going to use this OD project template file which is located here.
3
00:00:17,680 --> 00:00:19,240
I've opened it.
4
00:00:19,240 --> 00:00:22,800
So here's the number of wall types you can see standard wall types in that template and
5
00:00:22,800 --> 00:00:26,920
we're going to pull in this one here.
6
00:00:26,920 --> 00:00:33,480
We can go and just copy this because we're going to need that.
7
00:00:33,480 --> 00:00:47,040
So in our project file we go to project library, navigate to that file and go to IFC wall product
8
00:00:47,040 --> 00:00:54,120
type there and we're going to search for that.
9
00:00:54,640 --> 00:00:56,839
Add it to the scene.
10
00:00:56,839 --> 00:00:58,419
Make that active.
11
00:00:58,419 --> 00:01:02,080
Make sure your basement is set to default.
12
00:01:02,080 --> 00:01:06,400
And then add it in world.
13
00:01:06,400 --> 00:01:14,320
Oh we didn't make it active now did we?
14
00:01:14,320 --> 00:01:18,320
Well let's change it after the fact.
15
00:01:18,320 --> 00:01:21,080
How about that.
16
00:01:21,080 --> 00:01:24,360
What's that one?
17
00:01:24,360 --> 00:01:26,520
Yes, okay great.
18
00:01:26,520 --> 00:01:29,720
I'm going to turn everything on again.
19
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Shift click.
20
00:01:33,400 --> 00:01:41,720
And then you can select the wall and then that sheathing there and do shift E and it
21
00:01:41,720 --> 00:01:45,120
trims that wall to that sheathing.
22
00:01:45,760 --> 00:01:51,920
There's actually a little glitch right now where it trims it to the top of that sheathing
23
00:01:51,920 --> 00:01:54,120
and not to the bottom.
24
00:01:54,120 --> 00:01:56,720
I think that glitch will be fixed soon enough.
25
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But the nice thing again with doing that shift extend now it's intelligently connected so
26
00:02:03,640 --> 00:02:12,480
you can move this wall up and do shift G on that and it regenerates that wall.
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Move it down to zero.
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Do shift G and it trims that wall.

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@ -0,0 +1,128 @@
1
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So for this project I'd like to panelize the walls and floors as much as possible.
2
00:00:05,000 --> 00:00:11,000
So that means building them in the factory and ultimately craning them into place.
3
00:00:11,000 --> 00:00:18,000
And so for this first floor, I'd like to create a floor assembly about this large here.
4
00:00:18,000 --> 00:00:25,000
And repeat that floor assembly exactly here and then two of them here and here.
5
00:00:25,000 --> 00:00:28,000
So we'll use linked aggregates to do that.
6
00:00:28,000 --> 00:00:36,000
Linked aggregates, as you remember from previous videos, if you have multiple instances of that linked aggregate in space,
7
00:00:36,000 --> 00:00:40,000
if you update one, all of them will update in space.
8
00:00:40,000 --> 00:00:45,000
So let's first create an aggregate of this area here.
9
00:00:45,000 --> 00:00:50,000
So if you remember, this was an array that we composed.
10
00:00:50,000 --> 00:00:56,000
Unfortunately at this time we can't have arrays inside the aggregate, so we've got to break the array.
11
00:00:56,000 --> 00:01:07,000
So to do that, select any number in the array and go here, select all the objects in the array, and then we're going to apply the array.
12
00:01:07,000 --> 00:01:10,000
So now it's no longer an array.
13
00:01:10,000 --> 00:01:22,000
So before we convert it to an aggregate, let's place our cursor somewhere where we want the origin basically of the aggregate.
14
00:01:22,000 --> 00:01:25,000
So let's say we'll put it there.
15
00:01:25,000 --> 00:01:36,000
So from here, we'll go click add, name it floor assembly.
16
00:01:36,000 --> 00:01:42,000
Okay, and you can turn on and off this decorator to see the extent of that aggregate.
17
00:01:42,000 --> 00:01:52,000
So now that it's an aggregate, you can pick any one of those objects in there and click this duplicate.
18
00:01:52,000 --> 00:02:02,000
And hopefully it created a linked aggregate here.
19
00:02:02,000 --> 00:02:04,000
There we go.
20
00:02:04,000 --> 00:02:11,000
So, let's see here.
21
00:02:11,000 --> 00:02:16,000
Okay, yep, we have two aggregates that are attached.
22
00:02:16,000 --> 00:02:25,000
So I'm going to actually copy this linked aggregate around the rest of the model here and I'll get back to you.
23
00:02:25,000 --> 00:02:33,000
So I copied that aggregate that we made throughout the project. You can see here, those are all linked aggregates.
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00:02:33,000 --> 00:02:36,000
So I added the sheathing here.
25
00:02:36,000 --> 00:02:39,000
Let's add that sheathing now to this aggregate.
26
00:02:39,000 --> 00:02:47,000
So to do that, click on the sheathing and we want to use the part.
27
00:02:47,000 --> 00:02:53,000
So pick up the part of the aggregate there and I'll assign it.
28
00:02:53,000 --> 00:02:56,000
So now that sheathing is part of that linked aggregate.
29
00:02:56,000 --> 00:03:07,000
So let's now refresh that and hopefully all the other aggregates in the world will be refreshed now with that sheathing.
30
00:03:07,000 --> 00:03:09,000
So there you go.
31
00:03:09,000 --> 00:03:12,000
Now we can delete this one that's off to the side.
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Select that and all its parts and then just simply delete it.

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@ -0,0 +1,132 @@
1
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So when I was off camera I further refined these aggregates here. All four
2
00:00:06,480 --> 00:00:11,200
of these are linked aggregates that are all the same. I also made this into an
3
00:00:11,200 --> 00:00:17,560
aggregate too. I don't believe it's a LinkedIn or linked aggregate. And then
4
00:00:17,560 --> 00:00:23,120
these two walls I moved out six inches further just for the design I just needed
5
00:00:23,120 --> 00:00:29,520
a little more room. So often when you're using other BIM software you
6
00:00:29,520 --> 00:00:37,160
create section reference planes and construction lines to help you model. For
7
00:00:37,160 --> 00:00:43,280
example you could do a reference line down the middle of a building and it
8
00:00:43,280 --> 00:00:49,680
allows you to mirror certain things inside of the other. So to do that in
9
00:00:49,680 --> 00:00:57,400
Bonsai we use a class called IFC Virtual Element. And before we do that let's just
10
00:00:57,600 --> 00:01:08,480
add in a simple mesh and turn it 90 degrees here. And I'm going to locate the
11
00:01:08,480 --> 00:01:20,920
origin set origin to 3d cursor and I'm going to view it locally. So Bonsai uses
12
00:01:20,920 --> 00:01:28,920
the local axis to mirror certain things. So right now the z-axis needs to be
13
00:01:28,920 --> 00:01:37,160
along the edge of that plane and then the Y needs to be vertical. So we have to
14
00:01:37,160 --> 00:01:44,840
switch that. We click on this to affect only origins and I'm going to turn this
15
00:01:44,840 --> 00:01:58,440
90 and then I need to turn the Y up. Y up 90. Okay now we can create an IFC
16
00:01:58,440 --> 00:02:08,320
Virtual Element. Assign and we are going to give it an object type.
17
00:02:08,320 --> 00:02:17,400
We're going to say reference plan. All the reference planes in plan will be
18
00:02:17,400 --> 00:02:21,440
called reference plan and then we'll do some in section that will be called
19
00:02:21,440 --> 00:02:27,959
reference section. That way we can turn them on and off easy in our drawings for
20
00:02:27,960 --> 00:02:39,920
example. You can also name it say midpoint building. Save and then I'm just
21
00:02:39,920 --> 00:02:42,960
going to tab into it.
22
00:02:48,000 --> 00:02:54,920
And I'm just gonna stretch things out.
23
00:02:57,960 --> 00:03:24,680
All right let's see if it works for mirroring things. So if I take this wall
24
00:03:24,680 --> 00:03:28,640
actually let's do this one. Let's take this one and we're gonna mirror it about
25
00:03:28,640 --> 00:03:42,480
that. See what happens. Oh there we go. See so I'm gonna save this IFC file and
26
00:03:42,480 --> 00:03:51,840
then I'm gonna open it again. Zoom in turn our materials on. So you can see our
27
00:03:51,840 --> 00:03:59,880
reference plane went transparent and the way to do that is in preferences if
28
00:03:59,880 --> 00:04:02,480
you're curious.
29
00:04:04,560 --> 00:04:17,160
Sorry going the wrong one. Bonsai. And I believe it's under drawings and it says
30
00:04:17,160 --> 00:04:23,480
classes to wireframe. So you can actually add more to this if you want. You can say
31
00:04:23,480 --> 00:04:29,600
IFC space if you wanted to. So when you open a file it actually converts
32
00:04:29,600 --> 00:04:34,720
those objects to wireframe which is kind of nice. So that's where that settings
33
00:04:34,720 --> 00:04:37,680
at if you need to know.

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@ -0,0 +1,204 @@
1
00:00:00,000 --> 00:00:03,920
So off-camera I added these other reference planes here
2
00:00:05,280 --> 00:00:07,560
view it in 2d
3
00:00:09,060 --> 00:00:12,560
Kind of rename them more logically too you can see
4
00:00:16,460 --> 00:00:19,880
So we finally come to it let's make some drawings
5
00:00:20,760 --> 00:00:23,400
This is the most fun part about bonsai
6
00:00:24,560 --> 00:00:28,600
so to start drawings click on this tab here and
7
00:00:30,320 --> 00:00:33,140
We're just gonna create a floor plan for now
8
00:00:33,520 --> 00:00:41,160
You can put this pull down menu tells you which type of drawing you can make and then where you're taking the drawing
9
00:00:41,540 --> 00:00:46,720
So before we do that, I'm going to just put my 3d cursor somewhere
10
00:00:47,240 --> 00:00:48,320
around
11
00:00:48,320 --> 00:00:50,320
the floor plan there and
12
00:00:51,000 --> 00:00:53,519
I'm gonna go to first floor and
13
00:00:54,200 --> 00:00:58,440
click add and then it adds it under here the plan view and
14
00:00:59,280 --> 00:01:02,280
Select it and then activate it here
15
00:01:03,839 --> 00:01:12,400
And so bonsai bonsai drawings essentially use blenders cameras, so if you're familiar with
16
00:01:14,360 --> 00:01:19,460
Blenders cameras it's the same thing you can you know click G to move around
17
00:01:21,440 --> 00:01:27,320
So a few things that are different however is if you want to change the boundary
18
00:01:28,600 --> 00:01:30,600
Of those drawings you do it here
19
00:01:34,920 --> 00:01:36,920
I'm in
20
00:01:37,600 --> 00:01:42,880
G again move it around you can set the scale here
21
00:01:46,880 --> 00:01:53,000
And then the depth is pretty obvious increase the depth you can see further into the drawing
22
00:01:53,000 --> 00:01:59,440
Okay, let's run the drawing click on this icon here to run the drawing
23
00:02:02,080 --> 00:02:05,740
And you can see down here that one drawing was created in the background there
24
00:02:05,740 --> 00:02:08,960
and so in order to view it you do this eyeball here and
25
00:02:09,639 --> 00:02:13,320
It should open the your default browser
26
00:02:14,040 --> 00:02:16,140
This is an SVG drawing here
27
00:02:16,140 --> 00:02:28,100
If you both want to run the drawing and have it pop up in your browser you hit ctrl and then this icon here
28
00:02:28,619 --> 00:02:31,619
And it should open it up automatically
29
00:02:34,459 --> 00:02:36,500
Down here under element filters
30
00:02:36,500 --> 00:02:42,980
This is where you can tell it what elements you want in your drawing or not in your drawing
31
00:02:43,500 --> 00:02:45,500
so in the
32
00:02:45,540 --> 00:02:47,540
Include one
33
00:02:48,700 --> 00:02:50,100
You can
34
00:02:50,100 --> 00:02:56,340
Add a filter or it's under class now, so we can say show me only
35
00:02:57,460 --> 00:02:59,460
IFC walls
36
00:03:00,020 --> 00:03:03,940
Say save and now when you run your drawing
37
00:03:04,860 --> 00:03:06,860
I'll do ctrl click on that
38
00:03:07,580 --> 00:03:09,580
It will only show walls
39
00:03:12,900 --> 00:03:14,900
So we can remove that
40
00:03:16,500 --> 00:03:18,500
I see you're just gonna remove these
41
00:03:26,740 --> 00:03:30,900
Okay, and then for the no exclude filter that means
42
00:03:32,660 --> 00:03:37,220
Everything you list is actually excluded from the drawing so for this one
43
00:03:37,380 --> 00:03:42,280
Let's add a search group class add filter and now we want to do IFC
44
00:03:43,220 --> 00:03:45,220
virtual element
45
00:03:45,500 --> 00:03:50,860
Those are the virtual or construction reference plans that we've made previously so we say save
46
00:03:51,700 --> 00:03:53,700
And now those get turned off
47
00:03:54,580 --> 00:03:59,840
So if you want to save these settings you can do that
48
00:04:03,420 --> 00:04:05,420
And say
49
00:04:07,380 --> 00:04:12,220
Plan okay and save
50
00:04:15,900 --> 00:04:18,540
So if you remove these I
51
00:04:21,800 --> 00:04:28,400
Believe you can pull the plan back again plan there we go it's back

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@ -0,0 +1,292 @@
1
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Let's go back to our drawing that we made last session.
2
00:00:04,000 --> 00:00:08,000
If you click on this underlay here,
3
00:00:08,000 --> 00:00:12,000
it will actually render out a rendered drawing.
4
00:00:12,000 --> 00:00:16,000
We can test that out. Click on that.
5
00:00:20,000 --> 00:00:24,000
It's the rendered view.
6
00:00:24,000 --> 00:00:28,000
To change the drawing style,
7
00:00:28,000 --> 00:00:32,000
Blender or Bonsai comes with three shading styles.
8
00:00:32,000 --> 00:00:36,000
Currently the Blender default one
9
00:00:36,000 --> 00:00:40,000
is activated on this drawing.
10
00:00:40,000 --> 00:00:44,000
To see the different ones, let's activate the drawing style.
11
00:00:44,000 --> 00:00:48,000
I like to go to this mode to see
12
00:00:48,000 --> 00:00:52,000
more accurately what it's going to look like.
13
00:00:52,000 --> 00:00:56,000
Then we can run the drawing again.
14
00:00:56,000 --> 00:01:00,000
We'll go to the graphical shading style.
15
00:01:00,000 --> 00:01:04,000
Activate that drawing.
16
00:01:04,000 --> 00:01:08,000
Then back to Blender default.
17
00:01:12,000 --> 00:01:16,000
So you can
18
00:01:16,000 --> 00:01:20,000
from here tweak the rendering settings.
19
00:01:20,000 --> 00:01:24,000
If you're familiar with Blender's
20
00:01:24,000 --> 00:01:28,000
all the various millions of rendering settings you can
21
00:01:28,000 --> 00:01:32,000
tweak, you can
22
00:01:32,000 --> 00:01:36,000
say for example, go up here and switch
23
00:01:36,000 --> 00:01:40,000
the rendering engine to Eevee instead of Cycles.
24
00:01:40,000 --> 00:01:44,000
And then you can go here and
25
00:01:44,000 --> 00:01:48,000
say turn off Scene World, Scene Lights.
26
00:01:48,000 --> 00:01:52,000
And go back to the drawing panel here.
27
00:01:52,000 --> 00:01:56,000
So after making these changes then
28
00:01:56,000 --> 00:02:00,000
you can save it back into the drawing style.
29
00:02:00,000 --> 00:02:04,000
So select the drawing style and then say save drawing style.
30
00:02:08,000 --> 00:02:12,000
So we then can
31
00:02:12,000 --> 00:02:16,000
save the IC file.
32
00:02:16,000 --> 00:02:20,000
And then open it again. See if those settings have
33
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been saved.
34
00:02:28,000 --> 00:02:32,000
Alright, cool. They've been saved.
35
00:02:32,000 --> 00:02:36,000
So some other settings
36
00:02:36,000 --> 00:02:40,000
you might want to save into your shading style.
37
00:02:40,000 --> 00:02:44,000
I like to turn extras off in relationship lines.
38
00:02:44,000 --> 00:02:48,000
Those are Blender things that typically you don't want
39
00:02:48,000 --> 00:02:52,000
in your drawings. And then I mess around with this setting
40
00:02:52,000 --> 00:02:56,000
every so often.
41
00:02:56,000 --> 00:03:00,000
I usually just keep it off. So after
42
00:03:00,000 --> 00:03:04,000
clicking those off then again you have to go back to
43
00:03:04,000 --> 00:03:08,000
your active shading style and say
44
00:03:08,000 --> 00:03:12,000
save drawing style.
45
00:03:12,000 --> 00:03:16,000
Then you can increase the DPI of the output.
46
00:03:18,000 --> 00:03:22,000
Takes a little longer to run obviously.
47
00:03:22,000 --> 00:03:26,000
But it might be worth it.
48
00:03:36,000 --> 00:03:40,000
I won't get into these settings quite yet. The
49
00:03:40,000 --> 00:03:44,000
Fill Mode actually doesn't even work at this point.
50
00:03:44,000 --> 00:03:48,000
I'll just cover these later. Usually just keep them at default settings.
51
00:03:48,000 --> 00:03:52,000
So you can duplicate a drawing too.
52
00:03:52,000 --> 00:03:56,000
So let's click on that.
53
00:03:56,000 --> 00:04:00,000
If we had annotations you would click that but we don't have any annotations yet.
54
00:04:00,000 --> 00:04:04,000
So we can rename it
55
00:04:04,000 --> 00:04:08,000
Basement. Then activate it.
56
00:04:08,000 --> 00:04:12,000
And
57
00:04:12,000 --> 00:04:16,000
we can move this down.
58
00:04:20,000 --> 00:04:24,000
1, negative 5.
59
00:04:24,000 --> 00:04:28,000
Quick run this drawing.
60
00:04:38,000 --> 00:04:42,000
So if you remember under
61
00:04:42,000 --> 00:04:46,000
Element Filters we've excluded the IFC Virtual Element.
62
00:04:46,000 --> 00:04:50,000
But if you click this icon here it basically turns
63
00:04:50,000 --> 00:04:54,000
on everything. All the objects in the model.
64
00:04:54,000 --> 00:04:58,000
So that comes in handy sometimes.
65
00:04:58,000 --> 00:05:02,000
In general if you ever wonder what an icon does usually
66
00:05:02,000 --> 00:05:06,000
you can just hover over it for a couple seconds. So for example
67
00:05:06,000 --> 00:05:10,000
this one here if you hold shift and click on that button there
68
00:05:10,000 --> 00:05:14,000
it runs all of the drawings that are in
69
00:05:14,000 --> 00:05:18,000
the list and that are checked here you can see. If you want to
70
00:05:18,000 --> 00:05:22,000
unselect all those you do a shift click
71
00:05:22,000 --> 00:05:26,000
of that or click it to select them all.
72
00:05:26,000 --> 00:05:30,000
Again you can shift click this and it should run
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both of these drawings in the background.

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1
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So let's select a couple of these reference plans here and then go to our floor plan.
2
00:00:07,900 --> 00:00:08,620
Activate it.
3
00:00:10,780 --> 00:00:14,220
You'll see that the two things that I selected are still in that view,
4
00:00:15,260 --> 00:00:18,620
although IFC virtual elements should be turned off.
5
00:00:18,620 --> 00:00:20,700
The only reason is because they're selected.
6
00:00:21,260 --> 00:00:25,820
So if you want to deselect them and then run it again, they should disappear there.
7
00:00:25,820 --> 00:00:29,580
So let's create a couple sections then.
8
00:00:29,580 --> 00:00:37,520
I'm going to put my 3D cursor there and do a, I'll do an E section.
9
00:00:37,520 --> 00:00:39,460
Okay.
10
00:00:39,460 --> 00:00:43,680
And you can see it puts in a section annotation line there.
11
00:00:43,680 --> 00:00:45,620
Again, the direction that it's going.
12
00:00:45,620 --> 00:00:48,860
Let's open that section.
13
00:00:48,860 --> 00:00:51,060
Activate it.
14
00:00:52,060 --> 00:00:58,460
So it again, like the plan, you can adjust the width and the height there.
15
00:01:02,460 --> 00:01:03,460
Move around.
16
00:01:05,460 --> 00:01:08,260
See our reference planes are there.
17
00:01:08,260 --> 00:01:13,160
So we can use the same filter, save filter that we did last time.
18
00:01:13,160 --> 00:01:17,420
Even though it's called plan, still work for us.
19
00:01:18,420 --> 00:01:20,620
Plan, save.
20
00:01:21,620 --> 00:01:22,320
Cool.
21
00:01:22,320 --> 00:01:24,120
Turn off the reference planes there.
22
00:01:24,120 --> 00:01:27,120
I'll readjust this a little bit more.
23
00:01:33,220 --> 00:01:41,960
So you notice now that our level annotations here are outside the bounds of the drawing.
24
00:01:41,960 --> 00:01:45,900
So in order to change that, you select it.
25
00:01:46,400 --> 00:01:50,200
And I'm going to do period over here so you can tell what I'm selecting.
26
00:01:50,200 --> 00:01:50,700
Okay.
27
00:01:50,700 --> 00:01:53,200
Selecting the first floor.
28
00:01:53,200 --> 00:01:56,000
So there's a little glitch on how to change these.
29
00:01:56,000 --> 00:02:03,300
If you tab into it, you'll see down here that it doesn't allow you to tab anymore.
30
00:02:03,300 --> 00:02:07,300
So if you ever see that, tab out of it again.
31
00:02:07,300 --> 00:02:10,400
And then go up here, do edit mode.
32
00:02:10,400 --> 00:02:13,500
This is just a quirky little glitch right now.
33
00:02:13,500 --> 00:02:19,300
And then change the location of those elevation lines.
34
00:02:21,300 --> 00:02:23,800
And then tab out of it again.
35
00:02:23,800 --> 00:02:31,000
And then now, once you've changed it one time, for whatever reason, if you tab into it again,
36
00:02:31,000 --> 00:02:33,100
it works now.
37
00:02:33,100 --> 00:02:39,900
So I'm not quite sure why that is, but just know that is the situation.
38
00:02:44,500 --> 00:02:45,500
Yep.
39
00:02:50,300 --> 00:02:55,900
So if you say later on you change this bounds here,
40
00:02:55,900 --> 00:03:03,100
another way instead of modifying the actual vertices of the line,
41
00:03:03,100 --> 00:03:08,100
you can delete these and then run the drawing again.
42
00:03:09,100 --> 00:03:14,700
And they kind of reestablish themselves relative to the new boundary.
43
00:03:14,700 --> 00:03:18,700
So that's one quick way of readjusting those.
44
00:03:20,700 --> 00:03:24,700
So let's create another section out there.
45
00:03:24,700 --> 00:03:26,700
We'll do a north section.
46
00:03:26,700 --> 00:03:28,700
Add it.
47
00:03:29,299 --> 00:03:31,299
And...
48
00:03:33,299 --> 00:03:40,299
Okay, and again, use our save filter.
49
00:03:42,299 --> 00:03:47,299
And again, just boundaries as you need them.
50
00:03:51,299 --> 00:03:53,299
And the scale.
51
00:03:53,900 --> 00:03:59,900
When you change the scale, you can really tell because the annotation changes relative to that.
52
00:03:59,900 --> 00:04:04,900
Before, without an annotation, it was hard to tell what changed.
53
00:04:12,900 --> 00:04:16,900
So let's go back to the east section here.
54
00:04:16,900 --> 00:04:21,900
So you can tell where that section, that north section is being applied there.
55
00:04:22,500 --> 00:04:29,500
So if you go to the north section here, select the boundaries,
56
00:04:29,500 --> 00:04:35,500
and change, that should change the Y dimension slightly,
57
00:04:35,500 --> 00:04:38,500
and then go back to east section.
58
00:04:38,500 --> 00:04:40,500
Oh, it did update.
59
00:04:40,500 --> 00:04:46,500
Usually sometimes the section line doesn't update when you do that.
60
00:04:46,500 --> 00:04:49,500
It was in the old position.
61
00:04:50,100 --> 00:04:55,100
If that ever happens, you can again delete the section,
62
00:04:55,100 --> 00:04:59,100
run it, and it should relocate the section again,
63
00:04:59,100 --> 00:05:01,100
or section annotation.
64
00:05:01,100 --> 00:05:04,100
And again, similar to the elevation lines,
65
00:05:04,100 --> 00:05:07,100
you can select the section annotation.
66
00:05:07,100 --> 00:05:11,100
See, there's a bug with tabbing into it the first time.
67
00:05:11,100 --> 00:05:15,100
If that happens, go to that edit mode.
68
00:05:16,100 --> 00:05:18,100
And then change these.
69
00:05:19,500 --> 00:05:25,100
Tab out of it.

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@ -0,0 +1,76 @@
1
00:00:00,000 --> 00:00:06,160
camera I created all these new sections here throughout the project and then I
2
00:00:06,720 --> 00:00:13,120
modeled in the garage slab which is the same I've see slab type as the basement slab
3
00:00:14,480 --> 00:00:19,520
you can hear that see the sections I created let me just open a couple just to check it out
4
00:00:19,520 --> 00:00:30,000
so let's run this drawing here this first floor plan
5
00:00:34,480 --> 00:00:42,560
so you can see that the background grid shows up let's figure out a way to turn that off and then
6
00:00:42,560 --> 00:00:52,000
also have the background color be white so let's go back to the drawing here so to turn the grid off
7
00:00:55,120 --> 00:00:57,440
we do this here turn those off as well
8
00:01:00,160 --> 00:01:07,360
and for a background clear background or white background just say
9
00:01:08,320 --> 00:01:11,840
you go to film here and click on transparent
10
00:01:14,320 --> 00:01:25,039
and let me switch this to scene lights and scene world and I like modifying this parameter here
11
00:01:27,520 --> 00:01:34,320
I actually increase the exposure in the gamma so my floor plans
12
00:01:34,720 --> 00:01:41,520
don't render the colors don't render out so richly so you can massage these parameters as you wish
13
00:01:42,720 --> 00:01:50,160
so I'm just gonna go with that and then lastly I'm going to turn on wireframe here
14
00:01:51,919 --> 00:01:58,160
and yeah I'm going to slide this all the way to the left okay let's run the drawing see what
15
00:01:58,160 --> 00:02:02,240
how it looks control click on that
16
00:02:06,160 --> 00:02:11,359
all right that looks a lot better so if those are the settings that we like
17
00:02:11,359 --> 00:02:19,280
again you have to make sure to save them into your styles or drawing styles so again we're
18
00:02:19,280 --> 00:02:25,680
under blender default which is this one and then we want to save drawing styles if you don't do
19
00:02:25,680 --> 00:02:38,000
this and you open the ifc file new it won't all these settings will be lost so save drawing style

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@ -0,0 +1,436 @@
1
00:00:00,000 --> 00:00:04,360
So creating elevations is similar to creating sections.
2
00:00:04,360 --> 00:00:07,000
Locate your 3D cursor.
3
00:00:07,000 --> 00:00:09,840
Go to elevation.
4
00:00:09,840 --> 00:00:11,520
Click on East.
5
00:00:11,520 --> 00:00:15,280
See down here.
6
00:00:15,280 --> 00:00:18,080
Click on South.
7
00:00:21,640 --> 00:00:24,600
West.
8
00:00:24,600 --> 00:00:29,840
And North.
9
00:00:29,840 --> 00:00:32,439
We'll just open one.
10
00:00:32,439 --> 00:00:33,200
Quick to see.
11
00:00:35,960 --> 00:00:37,960
And similar idea.
12
00:00:37,960 --> 00:00:40,320
Just adjust these.
13
00:00:40,320 --> 00:00:43,920
I won't go into that too far.
14
00:00:43,920 --> 00:00:46,800
Let's create a perspective then.
15
00:00:46,800 --> 00:00:48,040
I'm going to go to floor plan.
16
00:00:50,680 --> 00:00:53,220
Click anywhere we 3D cursor.
17
00:00:53,220 --> 00:00:55,440
And we're going to go to model.
18
00:00:55,480 --> 00:01:00,080
Let's go to, let's go orthogonal first.
19
00:01:00,080 --> 00:01:02,640
So plus.
20
00:01:02,640 --> 00:01:05,640
And then open it and activate it.
21
00:01:05,640 --> 00:01:11,960
And what I like to do is do shift tilde.
22
00:01:11,960 --> 00:01:18,039
And that way the camera is locked into place
23
00:01:18,039 --> 00:01:19,800
relative to your view.
24
00:01:19,800 --> 00:01:23,320
If you didn't do shift tilde and you kind of just rotated it,
25
00:01:23,360 --> 00:01:25,759
it'll move it out of the camera.
26
00:01:25,759 --> 00:01:30,199
So numpad zero to go back and then shift tilde.
27
00:01:30,199 --> 00:01:32,440
And you can move this around.
28
00:01:32,440 --> 00:01:34,160
Zoom it in.
29
00:01:34,160 --> 00:01:38,600
Actually in orthogonal you can zoom in.
30
00:01:38,600 --> 00:01:41,039
And then increase the depth here.
31
00:01:41,039 --> 00:01:47,000
4,000.
32
00:01:47,000 --> 00:01:47,479
Similar.
33
00:01:47,479 --> 00:01:48,880
Just adjust these as you need to.
34
00:01:53,320 --> 00:02:00,839
And again, element filters exclude.
35
00:02:00,839 --> 00:02:02,800
The plan again.
36
00:02:02,800 --> 00:02:05,199
And save.
37
00:02:05,199 --> 00:02:08,600
There we go.
38
00:02:08,600 --> 00:02:13,079
All right, let's do a perspective then.
39
00:02:13,079 --> 00:02:14,160
Perspective.
40
00:02:14,160 --> 00:02:15,680
Click on that.
41
00:02:15,680 --> 00:02:16,560
Activate it.
42
00:02:19,799 --> 00:02:21,320
I'm going to turn on the entire model
43
00:02:21,359 --> 00:02:24,480
just so I can see what's going on here.
44
00:02:24,480 --> 00:02:25,359
Shift tilde.
45
00:02:25,359 --> 00:02:26,239
OK, there we go.
46
00:02:26,239 --> 00:02:28,359
Zoom it out.
47
00:02:28,359 --> 00:02:33,760
Increase the depth to like 4,000.
48
00:02:33,760 --> 00:02:34,799
Shift tilde again.
49
00:02:45,120 --> 00:02:46,359
Adjust these as you need.
50
00:02:46,360 --> 00:02:54,120
There's also one other setting that comes in handy.
51
00:02:54,120 --> 00:03:01,160
Click on the perspective.
52
00:03:01,160 --> 00:03:04,120
I'm going to turn that on.
53
00:03:04,120 --> 00:03:06,520
And go to camera here.
54
00:03:06,520 --> 00:03:09,760
And you can adjust the focal length.
55
00:03:09,760 --> 00:03:14,720
That setting should probably be here.
56
00:03:14,760 --> 00:03:16,359
But it's not at this point.
57
00:03:19,200 --> 00:03:20,760
Zoom in.
58
00:03:20,760 --> 00:03:26,640
And again, exclude plan.
59
00:03:26,640 --> 00:03:29,280
And save.
60
00:03:29,280 --> 00:03:31,200
And activate it again.
61
00:03:31,200 --> 00:03:34,280
OK, there's the rest of the objects.
62
00:03:34,280 --> 00:03:42,600
So if you run the drawing, you'll notice that it's empty.
63
00:03:42,640 --> 00:03:45,960
If you're in perspective, it doesn't do a line drawing.
64
00:03:45,960 --> 00:03:47,880
You have to just do underlay.
65
00:03:47,880 --> 00:03:50,760
So for all perspectives, you got to do underlay.
66
00:03:54,480 --> 00:03:56,880
For some reason, that wig dial.
67
00:03:56,880 --> 00:04:02,359
Let's try to save this and open it again.
68
00:04:02,359 --> 00:04:04,000
I think there's a glitch.
69
00:04:04,000 --> 00:04:06,079
OK, I think I know what happened.
70
00:04:06,079 --> 00:04:09,720
There's a weird glitch with perspectives currently.
71
00:04:12,799 --> 00:04:14,920
For some reason, the width and the height
72
00:04:14,920 --> 00:04:16,279
are connected to the depth.
73
00:04:16,279 --> 00:04:19,040
And they shouldn't be, but they are.
74
00:04:19,040 --> 00:04:26,400
So if I change that to 200 and activate it,
75
00:04:26,400 --> 00:04:28,880
those numbers reset themselves.
76
00:04:28,880 --> 00:04:35,240
What was happening, if you went to 4,000 and activate,
77
00:04:35,240 --> 00:04:39,920
the air came from, it was essentially
78
00:04:39,920 --> 00:04:45,080
trying to create a rendering with a humongous DPI there.
79
00:04:45,080 --> 00:04:47,640
So that's why it choked on us.
80
00:04:47,640 --> 00:04:52,240
So if we bring this down, it's something more sane.
81
00:04:52,240 --> 00:04:53,680
Let's see if the output there.
82
00:04:53,680 --> 00:04:55,720
That's a little more sane.
83
00:04:55,720 --> 00:04:58,680
And then try to run it.
84
00:04:58,680 --> 00:05:01,360
See what happens.
85
00:05:01,360 --> 00:05:03,640
There we go.
86
00:05:03,640 --> 00:05:05,560
So one thing you'll notice with this rendering,
87
00:05:05,560 --> 00:05:07,520
those floor joists are telegraphing
88
00:05:07,520 --> 00:05:09,240
through the sheathing.
89
00:05:09,280 --> 00:05:12,120
That's something we probably don't want.
90
00:05:12,120 --> 00:05:14,720
So there's a couple of things you could do.
91
00:05:14,720 --> 00:05:18,080
First one is we select the camera
92
00:05:18,080 --> 00:05:21,840
and go here and increase this value, this clip start.
93
00:05:21,840 --> 00:05:24,440
You see it going back and forth?
94
00:05:24,440 --> 00:05:29,960
Increase it, it makes those lines go away to a degree.
95
00:05:29,960 --> 00:05:36,040
So if I go back to drawing and run it,
96
00:05:36,040 --> 00:05:39,120
it improves it a little bit, but not 100%.
97
00:05:39,160 --> 00:05:44,040
So the other thing I like to do is create a new drawing
98
00:05:44,040 --> 00:05:47,560
style for renderings.
99
00:05:47,560 --> 00:05:51,680
So I'm going to click New.
100
00:05:51,680 --> 00:05:55,240
I'm going to say Rendering.
101
00:05:55,240 --> 00:05:57,240
And I'm going to activate the drawing.
102
00:06:00,200 --> 00:06:06,320
Then I am going to go up here and turn our wireframe off.
103
00:06:06,360 --> 00:06:10,719
And I'm going to save drawing style again.
104
00:06:10,719 --> 00:06:12,240
Go up here.
105
00:06:12,240 --> 00:06:15,760
Let's run it again and see what happens.
106
00:06:15,760 --> 00:06:17,719
So that's a little better.
107
00:06:17,719 --> 00:06:21,840
So these are the settings that you'll get a feel for
108
00:06:21,840 --> 00:06:24,080
and what you can tweak and what's
109
00:06:24,080 --> 00:06:26,920
acceptable for your drawing style.

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@ -0,0 +1,48 @@
1
00:00:00,000 --> 00:00:04,320
So one thing you'll notice with this rendering those floor joists are telegraphing through the
2
00:00:04,320 --> 00:00:11,040
sheathing. That's something we probably don't want. So there's a couple things you could do.
3
00:00:11,040 --> 00:00:17,440
First one is you select the camera and go here and increase this value, this clip start.
4
00:00:18,240 --> 00:00:25,280
You see it going back and forth? Increase it, it makes those lines go away to a degree.
5
00:00:26,240 --> 00:00:28,880
So if I go back to drawing and run it,
6
00:00:32,400 --> 00:00:39,280
it improves it a little bit but not 100%. So the other thing I like to do is create a new
7
00:00:39,920 --> 00:00:49,920
drawing style for renderings. So I'm going to click new. I'm going to say rendering.
8
00:00:49,920 --> 00:00:53,600
And I'm going to activate the drawing.
9
00:00:56,640 --> 00:01:00,480
Then I'm going to go up here and turn our wireframe off.
10
00:01:02,880 --> 00:01:10,160
And I'm going to save drawing style again. Go up here. Let's run it again and see what happens.
11
00:01:12,080 --> 00:01:16,560
So that's a little better. So these are the settings that you'll get to
12
00:01:16,560 --> 00:01:23,920
get a feel for and what you can tweak and what's acceptable for your drawing style.

View file

@ -0,0 +1,112 @@
1
00:00:00,000 --> 00:00:06,080
Alright let's create our first sheet. You do that here. You can see the various
2
00:00:06,080 --> 00:00:13,480
sheet sizes there. We'll just start with A1. Click on plus. Then down here
3
00:00:13,480 --> 00:00:17,720
highlight the drawing you want to put in the sheet and then click on this icon
4
00:00:17,720 --> 00:00:24,500
here. You can see it adds it to that sheet there. And then similar to running
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drawings you do click control on that icon and it runs the actual drawing.
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There you can see there's a default sheet title that ultimately you can
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change. We'll cover that later on. You can add different drawings then. Shift click
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run that. Okay so now let's say we want to move this section up to that corner.
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We can do that but if we click on this icon to open sheet layout it'll just
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00:01:06,820 --> 00:01:12,900
open Chrome which ultimately we can't use Chrome to move stuff around. So we
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have to tell Bonsai to use a different application. And so let me get the path
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here. Where you designate that is in preferences and add-ons. Go to command
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00:01:28,740 --> 00:01:36,020
and then this layout SVG command. Then paste in. This is essentially you have to
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find the application that you want to use. In this instance I'm using Inkscape
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and that's the path that I'm using. So you can just copy everything else and
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then close and hopefully when we click on this it'll open Inkscape now.
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Okay so from inside Inkscape then you can click on the actual drawing and
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relocate it to out where you want it. And then you can actually click again. I'm
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00:02:12,140 --> 00:02:17,460
actually gonna move this over. You can kind of double click in the drawing
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until you get that drawing name or drawing title and move that and then
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move the whole thing back. And similar you can move this around it as you'd
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like. Sometimes you accidentally move this background here and if you do you
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can lock it so it doesn't do that anymore. So you rearrange your sheet with
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your drawings how you like them and then save the drawing. And go back to Bonsai
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and then if you run the sheet the location should be updated.
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So you can change these the numbers you know per the drawing. You do that here
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could be you know whatever 33 or 12.
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See it updated there.

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So off camera I created these additional sheets here and then I added the
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corresponding drawing to these sheets. Just to give you a sense I'll open a
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couple. So just place the drawing on the sheet there you see.
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So let's start annotating this floor plan we have here. So go to this
5
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annotation tool like we did a long time ago on a previous videos and change this
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to dimension and put your 3d cursor somewhere and say add. Alright I'm going
7
00:00:49,600 --> 00:00:54,080
to tab out of it and I'm just going to rotate it.
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Minus tab into it again and locate it there.
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Okay there tab out of it. Okay there's one and then once you have one dimension in
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00:01:12,200 --> 00:01:16,120
there I like to just duplicate it.
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Tab into it and you can do running dimensions. Just select the line or all
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the vertices then go subdivide and then you can take incremental measurements.
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Subdivide.
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Or if you're at the end here vertex you can type E for extrude lock the Y and
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00:02:02,680 --> 00:02:11,920
tab out. There's running dimensions there. So you notice how the tolerance
16
00:02:11,920 --> 00:02:23,600
here is very high. You can massage that within you know half an inch or quarter
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00:02:23,600 --> 00:02:32,520
inch if you'd like. So that is done in the properties that are linked to the
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actual drawing. So select the boundary of the drawing or the camera rather and
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00:02:38,200 --> 00:02:45,000
then go to object information and then here's a bunch of parameters associated
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00:02:45,000 --> 00:02:50,040
with the drawing. So I want to edit there and the parameter that we want to change
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00:02:50,040 --> 00:02:55,960
is this one. So let's say we want to get a tolerance close to a quarter inch there.
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00:02:55,960 --> 00:03:06,240
Say okay and then you can see it modifies the dimension line. A few other
23
00:03:06,240 --> 00:03:12,560
things you can do with the dimensions. Select the dimension and add a BIM
24
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dimension type there. A property rather. You can add prefixes and suffix so
25
00:03:21,840 --> 00:03:30,320
before and just try this as it before the dimension and then suffix would be
26
00:03:30,320 --> 00:03:38,160
added afterwards. You can turn off the dimension altogether and then have it
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00:03:38,160 --> 00:03:47,480
take on the description instead. Hello and just show that I think you're gonna
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have the description and yes the dimension show as well.
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Unfortunately this custom unit doesn't work quite yet. It's hot off the press
30
00:04:02,440 --> 00:04:10,519
but yes you can ultimately the objective is to change the dimension type or unit
31
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type. You can suppress zero inches so if you had something that was zero feet
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00:04:17,360 --> 00:04:24,120
seven inches it would only show seven inches so that's kind of nice. Another
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nice feature to know about is that you can change the color of these
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annotations on the screen. Right now they're white so you can go up to
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preferences add-ons colors and change the color.

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So let's make an intelligent tag that pulls out information from an object into an annotation tag.
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So to do that we're in the annotation mode here. I'm going to switch this down to leader
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and put the 3d cursor somewhere and say add and I'm going to subdivide it.
4
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I'm going to tab out of it okay to see the direction of things
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and I'm just going to move these over here
6
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move this up and a little bit over
7
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and let's say I'm pointing at the wall. So right now this is just a dumb
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intelligent or dumb annotation tag and we can change the text here if we want.
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You know whatever we want to say okay you can notice how it's super long.
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You can actually change that with adding new lines at certain intervals as you can see there
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and then you can also change where the leader attaches itself to the text there.
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You can also change the font size.
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Okay so we can also make it intelligent as well so it actually pulls out information from that
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wall so let's do that. Let's first just pull out the wall's name so you for these intelligent
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00:01:48,000 --> 00:01:54,960
tags you use these curly brackets so let's just start with name to start things out.
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00:01:56,960 --> 00:02:02,960
So right now it doesn't do anything it actually pulls out the name of the annotation tag but we
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00:02:02,960 --> 00:02:08,960
don't want that we want to pull the name out of the wall so click on the wall and the tag
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00:02:09,760 --> 00:02:20,400
and go down here and set this use the eyedropper to pick up the wall and say okay. So right now
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00:02:20,400 --> 00:02:31,440
it's pulling out the name of the wall which is just wall but we can change that to the wall say
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00:02:31,520 --> 00:02:37,600
okay and so similar kind of concept if we want to
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00:02:40,079 --> 00:02:51,280
pull out the description this is the description say okay we can change this to I believe
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00:02:52,160 --> 00:02:53,840
the description
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00:02:56,800 --> 00:03:04,240
and it pulls that out so you're probably wondering where do I how do you know what to put in there
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00:03:04,240 --> 00:03:12,960
to pull out the appropriate information well there's documentation this path or url
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00:03:14,000 --> 00:03:18,000
you should probably save in your favorites because you're going to go back to it a lot
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00:03:18,800 --> 00:03:26,160
um it's basically selector syntax it shows you what you can put in those fields to pull out
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the information that you need this is kind of on the official documentation and then this here is
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where that is hosted on github and this I like to use this better because it updates more frequently
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00:03:44,080 --> 00:03:51,280
they're both the same but some has more current information so the area we want to go down is
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00:03:51,280 --> 00:03:57,680
this area getting element values so while right already we've used name
31
00:04:00,560 --> 00:04:08,400
we can use let's do type name just to see what happens back click on this
32
00:04:08,400 --> 00:04:16,880
and instead of description we want to use type name okay so he pulls out the type name
33
00:04:17,920 --> 00:04:33,440
let's try some other ones um let's do this p wall status
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00:04:33,760 --> 00:04:42,880
okay it doesn't say it doesn't say anything yet because we didn't assign a status to the wall yet
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00:04:42,880 --> 00:04:52,000
so let's do that more common add and it's existing let's say so there goes pulls out the existing
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00:04:52,000 --> 00:05:04,640
um this is nice because you can use this to uh no matter what the class is so i'm gonna change this
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00:05:11,520 --> 00:05:17,520
does the same thing i'm going to duplicate this and i'm going to attach that
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to the drain tile and say okay it says none because we haven't set the uh status yet so let
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00:05:29,200 --> 00:05:42,799
me do that common and say that's new okay there you go and finally this one's a good one that i
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00:05:42,800 --> 00:05:47,760
finally this one's a good one that i use a lot this gets the name of the material in the first
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item in a material set so if you have a wall that's made of many layers you can tell it what
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00:05:55,600 --> 00:06:04,080
layer um to what material name to get out of what layer so let's try that
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00:06:12,800 --> 00:06:19,840
okay all right so yeah that's our concrete wall with two inches of rigid insulation so it's
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pulling out that first layer which is the rigid insulation so if we wanted to tell it
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let's pull up the second layer essentially say that there you go

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So let's explore annotation tag types. So that's under this annotation tool and up here.
2
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Let's start with material tags first. So select those objects that you'd like to apply the tag to.
3
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I'm going to select these three things, the drain tile, the wall, and then the stair.
4
00:00:19,200 --> 00:00:23,920
And then I'm going to click on bulk tag and then it applies those tags.
5
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So I'm going to click turn on extras so I can select these tags.
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So if you select that tag and go to object information, you can see the intelligent
7
00:00:39,600 --> 00:00:48,960
syntax that it's using. It's material.name. And material.name changes
8
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is based on what type of object it is. So in this situation the material is applied
9
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through IFC material. That's basically one material per object type of thing.
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00:01:06,880 --> 00:01:13,040
This the wall here, its material makeup is IFC material layer set.
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00:01:13,440 --> 00:01:22,000
And that's basically a way to define layers. So we click on this drain tile,
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it's using an IFC material profile set. So this tag,
13
00:01:30,960 --> 00:01:38,240
if we wanted to pull out information from a wall for example, we'd have to change
14
00:01:38,240 --> 00:01:50,960
the layer set name. So this is the layer set name of the wall.
15
00:01:54,960 --> 00:02:04,800
That changes. So for the drain tile, kind of similar concept. This is the
16
00:02:05,360 --> 00:02:08,960
name of the profile set.
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00:02:13,040 --> 00:02:19,359
That changed it there. So again going back to our documentation here,
18
00:02:20,079 --> 00:02:26,000
I've actually just recently updated this. So here we're using the material name and if it's
19
00:02:26,640 --> 00:02:32,880
we're using IFC material it's that basically it's easy it's the assigned material. If we're using a
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00:02:32,880 --> 00:02:39,040
layer set like walls and slabs it's going to be the name of the layer set. And then if we're going
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00:02:39,040 --> 00:02:46,160
to do a material profile set that's used in beams and that drain tile it's the name of the overall
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00:02:46,160 --> 00:02:53,280
material set. And then I won't get into constituent sets yet. But if we go to this level here now,
23
00:02:54,320 --> 00:03:01,359
if we're using IFC material it doesn't apply. If we're using a layer set it's the name of
24
00:03:01,360 --> 00:03:07,120
the first material. And then if we're using profile sets the name of the first material profile.
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00:03:08,000 --> 00:03:14,960
And then if we go even further down if we're using IFC material it's just the same as the
26
00:03:15,760 --> 00:03:22,800
this one up here. And then if we're using a layer set it's the material name of the first material
27
00:03:22,800 --> 00:03:29,520
layer. And then profile set the material name of the first material profile. Yes all this is
28
00:03:29,520 --> 00:03:40,240
confusing but you'll get used to it after a while. So let's actually change our tag to take
29
00:03:40,240 --> 00:03:47,760
on this information instead. So I'm going to click on that and now since this is the type
30
00:03:49,840 --> 00:03:56,000
if I just change the type here it should all change. So it says none
31
00:03:56,640 --> 00:04:04,000
so that's okay because that was IFC material. So here we have to add additional information. So
32
00:04:06,480 --> 00:04:14,320
on the wall we're going to change this is the first layer they save.
33
00:04:14,720 --> 00:04:27,280
And then second layer save. So we're pulling out the second layer then here we'll do similar.
34
00:04:28,159 --> 00:04:35,359
And that's here profile name
35
00:04:37,520 --> 00:04:38,080
they save.
36
00:04:40,559 --> 00:04:45,760
That pulls that so again we can go even further down now we want to pull out the material
37
00:04:46,400 --> 00:04:50,239
name that tag.
38
00:04:57,599 --> 00:05:04,640
Okay so there we didn't have to change anything now because the material name
39
00:05:05,359 --> 00:05:12,000
material was already signed to that to those profiles and layer sets.
40
00:05:13,359 --> 00:05:19,520
Then if we change this type again and change this to a one so we're picking up the second
41
00:05:20,400 --> 00:05:29,520
layer essentially it changes. So that wall has two layers but this profile only has one profile
42
00:05:29,520 --> 00:05:36,320
the profile set only has one profile so it's not pulling out anything. So yes this is all confusing
43
00:05:36,320 --> 00:05:44,320
again but hopefully that illustration or demonstration gives you an understanding of the
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understanding of the madness behind it all.

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So in our project folder where our IFC file is, you probably noticed when we created our drawings and sheets
2
00:00:09,000 --> 00:00:15,000
that it created these three folders here. Sheets, layouts, and drawings.
3
00:00:16,000 --> 00:00:21,000
I just want to go through them so you get a sense of what's inside each one.
4
00:00:22,000 --> 00:00:26,000
So sheets, as you would imagine, you're going to have your sheets here.
5
00:00:26,000 --> 00:00:36,000
The SVGs contain the line work for both the title sheet and also the various drawings.
6
00:00:37,000 --> 00:00:45,000
Then the underlays are the shaded part of the drawing that corresponds to the line work here.
7
00:00:46,000 --> 00:00:48,000
So pretty self-explanatory.
8
00:00:48,000 --> 00:01:01,000
Layouts, this is where in Bonsai when you open up the layout in Inkscape to modify the location of the drawings on the sheet,
9
00:01:02,000 --> 00:01:05,000
these are the files you're essentially opening.
10
00:01:05,000 --> 00:01:15,000
Title blocks, here you can see that's just the default title block that came with Bonsai.
11
00:01:16,000 --> 00:01:24,000
Then assets here, only one asset is for the layouts, that's just the drawing title.
12
00:01:25,000 --> 00:01:29,000
You can see that's where the drawing name and the scale go.
13
00:01:29,000 --> 00:01:33,000
And then finally drawings.
14
00:01:34,000 --> 00:01:44,000
So again, similar to sheets, you're going to have SVG drawings that are the line work and then the raster underlay that goes with that line work.
15
00:01:45,000 --> 00:01:52,000
Cache you can ignore. Sometimes you have to, if there's an error or whatever with running the drawing,
16
00:01:52,000 --> 00:02:01,000
you might want to delete the corresponding files in there to rerun the drawing again, but usually you don't have to modify with cache.
17
00:02:02,000 --> 00:02:06,000
And so assets, this is the folder that you're going to use a lot.
18
00:02:07,000 --> 00:02:13,000
There's five files, default, markers, patterns, shading style, symbols.
19
00:02:13,000 --> 00:02:25,000
So default CSS is where you're going to change those rules to tell your line work what kind of color they want to be,
20
00:02:26,000 --> 00:02:32,000
what kind of dash pattern it wants to be, or what fill pattern you want.
21
00:02:33,000 --> 00:02:35,000
We can go into that detail here.
22
00:02:35,000 --> 00:02:44,000
Markers, that is where you'll have dimension tick marks or your grid markers.
23
00:02:45,000 --> 00:02:47,000
What are some other things?
24
00:02:48,000 --> 00:02:53,000
You know, diameter marker, stair marker, plan level marker.
25
00:02:54,000 --> 00:02:58,000
So you can modify the geometry of those things in that file.
26
00:02:58,000 --> 00:03:09,000
Patterns, as you imagine, like a concrete pattern or sand pattern or a wood pattern, you can apply those to our drawings.
27
00:03:10,000 --> 00:03:14,000
And that's how you set, how you change those and also how you add more to that.
28
00:03:15,000 --> 00:03:19,000
Shading styles, if you remember, that's where we save our drawing styles.
29
00:03:20,000 --> 00:03:29,000
So in the last couple videos, we created a new rendering drawing style and that's where that goes, saves it in there.
30
00:03:30,000 --> 00:03:32,000
And then finally, symbols.
31
00:03:33,000 --> 00:03:41,000
Symbols are going to be like a window tag or a space tag or an elevation tag, those various things.
32
00:03:41,000 --> 00:03:50,000
So don't get scared. I opened these five files I just talked about in a text editor.
33
00:03:51,000 --> 00:03:59,000
This text editor is just called VS Code, but there's thousands, it seems, of text readers and editors you can use.
34
00:04:00,000 --> 00:04:07,000
So this default CSS, you'll probably be in this file the most changing things.
35
00:04:08,000 --> 00:04:24,000
As I mentioned before, this is where you can designate what color your lines are, whether they're dashed lines, how thick they are, the fills of various outlines.
36
00:04:25,000 --> 00:04:30,000
So, for example, you can change your text. You can change that to red if you'd like.
37
00:04:30,000 --> 00:04:35,000
Your cut pattern, change that to a different color.
38
00:04:36,000 --> 00:04:44,000
So all these various things, I won't stay on a high level on that. We'll go into more detail or examples later.
39
00:04:45,000 --> 00:04:55,000
So markers here, again, like I told you, you can adjust your level marker, section marker in dimension end or start.
40
00:04:56,000 --> 00:05:04,000
Don't worry, you don't necessarily have to open this file to change these things. You can use Inkscape and I'll show you how to do that.
41
00:05:05,000 --> 00:05:10,000
Similar to patterns, let's see here, scroll up here.
42
00:05:11,000 --> 00:05:20,000
Again, with patterns file, you really have to open the text file to change it. You can use Inkscape, but this just gives you a sense of what's in there.
43
00:05:20,000 --> 00:05:29,000
You know, diagonal patterns, board patterns, cross hatch, earth pattern, glass, liquid.
44
00:05:30,000 --> 00:05:37,000
So on and on. Sand, wood. You can see sand has a lot of dots and lines in it.
45
00:05:38,000 --> 00:05:45,000
And I think there's, you know, concrete as well. So again, don't worry about editing that file in a text editor.
46
00:05:45,000 --> 00:05:51,000
Shading styles rarely ever do here. I don't usually have to touch this at all.
47
00:05:52,000 --> 00:05:55,000
Again, this is just where our drawing styles are saved.
48
00:05:56,000 --> 00:06:02,000
And finally, symbols. Again, you can use Inkscape to change this stuff, but just to give you a sense of what's in here.
49
00:06:03,000 --> 00:06:07,000
You know, circle tag, door tag, window tag, space tag, etc., etc.
50
00:06:07,000 --> 00:06:15,000
So I opened some of these files then in Inkscape here. The markers file, patterns file, and the symbols file.
51
00:06:16,000 --> 00:06:18,000
So I'll go to markers first.
52
00:06:19,000 --> 00:06:28,000
So when you open markers, the way that SVG file is formatted is that you won't see the geometry right away.
53
00:06:29,000 --> 00:06:33,000
You have to open this layers and objects tab here.
54
00:06:33,000 --> 00:06:40,000
It's under here. To see kind of the breakdown of what's in that file.
55
00:06:41,000 --> 00:06:54,000
And so if you ultimately want to modify that geometry in there, you have to click and drag it towards the end and pull it out of its little folder essentially.
56
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And so from here, you can do the modifications.
57
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You know, let's say it's a little more oblong like that.
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00:07:04,000 --> 00:07:11,000
Once you're done, you drag it back in to the folder it came from.
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And then obviously save.
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00:07:19,000 --> 00:07:23,000
And this all assumes you know how to use Inkscape. I'm not going to go into detail for that.
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00:07:23,000 --> 00:07:36,000
So patterns are again unique in that you don't see any of the folders or the geometry.
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00:07:37,000 --> 00:07:42,000
But you can. You have to open up another window to see that.
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00:07:43,000 --> 00:07:46,000
It's the XML editor essentially.
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00:07:46,000 --> 00:07:53,000
And it works kind of like the layers and objects, but just it gets another view basically of the structure.
65
00:07:54,000 --> 00:08:02,000
So in here again, you can see crosshatch, earth patterns, sand, concrete.
66
00:08:03,000 --> 00:08:07,000
So similarly, if you say you want to change the wood pattern.
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00:08:08,000 --> 00:08:12,000
You open it, click on that path and drag it to the bottom.
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00:08:13,000 --> 00:08:14,000
And you should be able to tell.
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So now you can change color, put more geometry in there, whatever.
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And when you're done, you drag it back into the wood pattern there.
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00:08:24,000 --> 00:08:28,000
And yes, symbols.
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Symbols. Okay.
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00:08:31,000 --> 00:08:36,000
Luckily, symbols, yes, you'll be able to see the geometry right away in the layers and objects here.
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You turn them all off.
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00:08:40,000 --> 00:08:48,000
You know, section tag, space tag, window tag.
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So again, you can change the geometry, save it, and then they'll ultimately show up in your drawings when you run them.

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So let's try to change some of these assets and see how they affect our
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drawing. So before I change anything I'm just gonna run a drawing to see what it
3
00:00:12,840 --> 00:00:16,520
looks like without changing anything.
4
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Okay, alright. So let us go to the default CSS here. So let's just for fun change
5
00:00:35,560 --> 00:00:42,720
that to red and save it. Then go back to your Blender file. So here's a little
6
00:00:42,760 --> 00:00:52,120
trick. If you've run the drawing and your background shading doesn't change you
7
00:00:52,120 --> 00:00:56,760
can click on this and so it'll use the cache settings so it won't run the
8
00:00:56,760 --> 00:01:03,420
rendering which takes a long time or longer when you run your drawings. So
9
00:01:03,420 --> 00:01:11,400
with a cache enabled and you hit run your drawing it should go faster. So here
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00:01:11,400 --> 00:01:17,920
you can see what that rule that we changed what it affects the actual text
11
00:01:17,920 --> 00:01:23,000
in the file. You can see it's red. So let's change a couple of other things.
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00:01:23,000 --> 00:01:36,920
Let's do a cut pattern. Let's do a fill. I don't know a yellow fill and let's do a
13
00:01:37,080 --> 00:01:55,200
magenta stroke. So save. Run the drawing again and beautiful. Yes. Keep going here.
14
00:01:55,200 --> 00:02:10,520
Annotation. Let's try that. Let's try blue maybe. Save. Like here. Run the drawing.
15
00:02:12,880 --> 00:02:22,400
There you go. You can see there's only a few things that get changed there. Let us...
16
00:02:22,400 --> 00:02:28,720
Oh I have CNT. That's probably what we wanted. So I'm going to change that to I
17
00:02:28,720 --> 00:02:42,680
don't know that kind of color. Save. Run the drawing. There we go. So that leader
18
00:02:42,680 --> 00:02:50,440
line work changed the color and the grid lines. So a little trick if you're using
19
00:02:50,600 --> 00:02:57,760
Google Chrome or a lot of these browsers do this. If you zoom into some geometry
20
00:02:57,760 --> 00:03:04,840
and the right-click on it and say inspect you can actually see those rules
21
00:03:04,840 --> 00:03:14,160
that apply to that geometry and you can actually change it here if you want to.
22
00:03:14,200 --> 00:03:21,840
So you could change the color here. It doesn't save it back into the CSS file
23
00:03:21,840 --> 00:03:28,560
so you would have to just copy it here and then go back and paste in that
24
00:03:28,560 --> 00:03:34,400
information into the file here. But it's kind of a nice way to work out the
25
00:03:34,400 --> 00:03:42,800
colors and line thicknesses that you're looking to achieve. Also too you
26
00:03:42,800 --> 00:03:49,840
can tell what rule is applied to that. You know obviously this IFC annotation
27
00:03:49,840 --> 00:03:56,720
class rule is applied to that but also there's this rule that's affecting the
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dashed line. So you can just change it here if you want just to see how it's
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00:04:04,000 --> 00:04:12,000
affected. And then if you like that ultimately you can copy. Then we got to
30
00:04:12,000 --> 00:04:17,839
find that rule back in our file.
31
00:04:19,200 --> 00:04:27,760
Oh there we go. So yeah you can reapply it here. Make sure you get your curly
32
00:04:27,760 --> 00:04:30,520
brackets in there.
33
00:04:30,520 --> 00:04:47,039
And save. And if we go back to the drawing again those styles for
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that line have changed.

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1
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So if we run the drawing and open it in Chrome and right-click on one of these
2
00:00:08,460 --> 00:00:16,900
walls here you'll see over here that it highlights basically the geometry of
3
00:00:16,900 --> 00:00:24,900
that wall the lines that compose it and if you go up one level higher essentially
4
00:00:24,900 --> 00:00:29,420
the group I think that's what G stands for you can see that there are four
5
00:00:29,440 --> 00:00:37,000
classes attached to that group so this being one of them is the second one
6
00:00:37,000 --> 00:00:45,400
third one and this is the fourth class as you can see we have a CSS rule
7
00:00:45,400 --> 00:00:51,240
applied to that cut class but we don't have a CS rule for IFC wall or this one
8
00:00:51,240 --> 00:00:57,140
here we could though however if you want to create a new one then we can just
9
00:00:57,140 --> 00:01:04,120
test it out here you can say IFC wall and then stroke this a blue just to test
10
00:01:04,120 --> 00:01:11,200
it out and so if we like that rule we can basically copy and paste that into
11
00:01:11,200 --> 00:01:22,080
our default CSS file and same applies to this one if we want to create a rule for
12
00:01:22,080 --> 00:01:34,380
that we just replace this one dot and now it's just the those concrete walls
13
00:01:34,380 --> 00:01:41,940
that take on the blue outline so again if we like that copy it go to our
14
00:01:41,940 --> 00:01:51,820
default CSS and we're just gonna place it in here you can say save and go back
15
00:01:51,880 --> 00:01:59,039
here and then rerun the drawing and hopefully those concrete walls be blue
16
00:01:59,039 --> 00:02:06,320
so we can verify that again there we go okay so you're probably wondering where
17
00:02:06,320 --> 00:02:12,920
this name cut came from here you are maybe you know already it came from the
18
00:02:12,920 --> 00:02:19,200
name of the layer set it's attached to that wall so here if you remember what
19
00:02:19,200 --> 00:02:28,380
we did there so we can now change this to say concrete instead say okay and
20
00:02:28,380 --> 00:02:39,299
then rerun the drawing and there we go our walls are have a concrete texture
21
00:02:39,299 --> 00:02:47,859
now so if you're right click on that same wall here you can see how that's
22
00:02:47,860 --> 00:02:54,300
changed that class has changed there if we go back to our default CSS it's
23
00:02:54,300 --> 00:02:59,660
actually pulling off of this rule now so we can ultimately delete this one because
24
00:02:59,660 --> 00:03:07,140
we don't need it anymore and again just for giggles we can rerun it see if it
25
00:03:07,140 --> 00:03:09,860
works again
26
00:03:09,860 --> 00:03:23,780
so you can actually add more classes to this group if you want to in order to do
27
00:03:23,780 --> 00:03:32,740
that you would go back to your selector syntax documentation and scroll down to
28
00:03:32,740 --> 00:03:43,860
this area here so let's say we want to add a class that tells us what story
29
00:03:43,860 --> 00:03:55,180
that walls in so I'm going to copy this go back to our bones I file and I want
30
00:03:55,180 --> 00:04:00,700
to select the drawing boundaries there go to object information and we're going
31
00:04:00,700 --> 00:04:10,019
to go to our drawing properties and I'm going to put story in metadata so that's
32
00:04:10,019 --> 00:04:18,740
going to basically add story information to that SVG now when we run it so go
33
00:04:18,740 --> 00:04:31,820
back to rerun the drawing right click on the wall and now you can see it has
34
00:04:31,820 --> 00:04:38,940
added a class with the story information here as you can see it's a lot of
35
00:04:38,940 --> 00:04:51,700
gobbledygook for example that is the class name that is the good or the
36
00:04:51,700 --> 00:05:00,460
global ID that's the actual name of the story and that's the entity number but
37
00:05:00,460 --> 00:05:03,940
let's say we just want the we want the name we don't want all this other crap
38
00:05:04,180 --> 00:05:13,180
so let's go back to properties again and now we're just going to say hey I don't
39
00:05:13,180 --> 00:05:20,540
want all that I just want the name okay we run it again
40
00:05:20,540 --> 00:05:40,860
so there it's a little simpler class and now again if we want to style based on that
41
00:05:40,860 --> 00:05:57,580
what aqua so it's coloring all those things that have that are in the basement story so
42
00:05:57,580 --> 00:06:03,780
so if we go back to our selector syntax documentation we use story but now let's
43
00:06:03,780 --> 00:06:12,219
try to use materials and see what happens so before we do that I'm gonna do change a couple
44
00:06:12,219 --> 00:06:19,619
of things in our materials so 8 inch concrete wall material I'm gonna give it a category concrete
45
00:06:19,620 --> 00:06:36,740
and say this is the concrete description say okay and insulation rigid insulation
46
00:06:36,740 --> 00:06:53,420
insulation category and insulation description and save and you notice it's categorized it or
47
00:06:53,420 --> 00:07:02,820
put it in folders essentially there so select the boundary of the drawing and go to your properties
48
00:07:02,820 --> 00:07:13,860
and we're gonna change this to materials right that's what it said on the slide yep materials
49
00:07:13,860 --> 00:07:32,620
okay and we're gonna go to run the drawing right click on it well and there you see it's one
50
00:07:32,940 --> 00:07:40,060
humongous class with all that information in it obviously we probably don't want all that
51
00:07:40,060 --> 00:07:52,140
information in in there so let's let's try to just show the categories so back to drawing
52
00:07:52,140 --> 00:08:04,860
properties and we're gonna say that cat say okay run the drawing again
53
00:08:04,860 --> 00:08:25,500
there we go that is a little better break down so you can see however it puts both the
54
00:08:25,500 --> 00:08:32,140
insulation layer and the concrete layer in there but let's say we just want one of those
55
00:08:32,140 --> 00:08:48,819
go back again properties and let's say we just want that first layer see what happens
56
00:09:02,140 --> 00:09:12,380
all right here we go we're starting to narrow down to it now all right so again if we want
57
00:09:12,380 --> 00:09:25,860
to make a class for that dot insulation and stroke green there we go and now if you want to do you
58
00:09:25,860 --> 00:09:38,620
like that color go back to your default CSS type it in there save it and now hopefully when we run
59
00:09:38,620 --> 00:09:43,020
the drawing it should be remain green so there we go

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So now with our newfound knowledge of how to change the default CSS file, let's use
2
00:00:06,640 --> 00:00:14,920
that knowledge to create a demolition plan where objects that we're going to demo in
3
00:00:14,920 --> 00:00:23,480
a certain phase will render red or dashed lines that are red and then the existing objects
4
00:00:23,480 --> 00:00:26,540
will be rendered blue.
5
00:00:26,540 --> 00:00:36,280
So before I do that, let me isolate the walls here just so I can better select things.
6
00:00:36,280 --> 00:00:44,140
So we are, if you remember last time we added this pset wall common with the status existing
7
00:00:44,140 --> 00:00:54,420
to that wall, I am going to select all those wall types and I'm going to remove that pset
8
00:00:54,420 --> 00:01:04,379
and instead I'm going to add an epset status there and add it and these are going to be
9
00:01:04,379 --> 00:01:13,180
existing and I got a copy to all of the selected ones.
10
00:01:13,180 --> 00:01:21,180
And I'm going to just duplicate this and I'm going to just extend it to there, extend that
11
00:01:21,180 --> 00:01:29,260
to there and I'm going to just duplicate this and move it over a little bit.
12
00:01:29,260 --> 00:01:36,620
Select these two new walls, actually they're going to be existing walls and add that pset
13
00:01:36,620 --> 00:01:41,620
to it, to those again and then they're going to be existing, I'm going to pull this out
14
00:01:41,620 --> 00:01:45,180
so you can see it, existing and demolition.
15
00:01:45,180 --> 00:01:50,020
Copy it to both walls and say okay.
16
00:01:50,300 --> 00:02:02,780
Now we want to tell the drawing to export that information to the SVG file.
17
00:02:02,780 --> 00:02:10,500
So go back to the drawing properties again and now we're going to still keep that because
18
00:02:10,500 --> 00:02:11,500
we want that.
19
00:02:11,500 --> 00:02:18,740
We're going to add a comma and we're going to add in this here, this epset status dot
20
00:02:18,740 --> 00:02:24,700
status so that's going to export out whether it's a demolished wall or whether it's existing
21
00:02:24,700 --> 00:02:25,700
wall.
22
00:02:25,700 --> 00:02:26,700
Say okay.
23
00:02:26,700 --> 00:02:41,060
Now we run the drawing and we're going to just select those walls there and just see
24
00:02:41,060 --> 00:02:44,500
what classes came out of it.
25
00:02:44,540 --> 00:02:51,220
So here it exported out that status information as you can see there.
26
00:02:51,220 --> 00:02:59,460
So now in our default CSS file, which is over here, we can add in those new classes and
27
00:02:59,460 --> 00:03:05,860
you can see off camera I've already added those in and commented them out so I'm going
28
00:03:05,860 --> 00:03:09,140
to comment them out.
29
00:03:09,140 --> 00:03:13,860
So this is the rule for existing objects.
30
00:03:13,860 --> 00:03:15,300
We're going to color blue.
31
00:03:15,300 --> 00:03:23,300
I have this different stroke colored blue and when you line them up one class to the
32
00:03:23,300 --> 00:03:33,780
next connected with a dot, it basically requires that you satisfy both the rules.
33
00:03:33,780 --> 00:03:40,020
So an object needs to have both a cut class and this class.
34
00:03:40,020 --> 00:03:45,340
And so again off camera I added this too.
35
00:03:45,340 --> 00:03:49,900
So this will render the demolished walls.
36
00:03:49,900 --> 00:03:58,100
So if I save that, go back here and rerun the drawing, hopefully things will change.
37
00:03:58,100 --> 00:04:01,460
Ah there we go.
38
00:04:01,460 --> 00:04:08,580
So the walls, existing walls are blue and that wall demoed walls is the red dash red.

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1
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So off camera I cleaned up this floor plan a little bit
2
00:00:04,680 --> 00:00:08,300
Organized these tags here put in some more dimensions
3
00:00:09,960 --> 00:00:11,960
If you run the drawing
4
00:00:14,880 --> 00:00:16,880
If you run the drawing
5
00:00:23,200 --> 00:00:25,200
If you run the drawing
6
00:00:30,880 --> 00:00:33,620
You notice I cleaned up all the crazy colors I
7
00:00:37,040 --> 00:00:38,840
Adjusted the default
8
00:00:38,840 --> 00:00:44,320
CSS this shows you the diff between what it was and what it is now
9
00:00:45,080 --> 00:00:47,080
you can see I
10
00:00:47,080 --> 00:00:49,879
added a new font there I
11
00:00:50,600 --> 00:00:52,600
changed some colors for the
12
00:00:53,879 --> 00:00:55,879
Cut stroke
13
00:00:56,140 --> 00:00:58,140
colors for the projection and
14
00:00:58,500 --> 00:01:01,060
Then some colors for the annotation
15
00:01:02,780 --> 00:01:08,220
And some other ones down here as well, so just made a few changes to make it more sane
16
00:01:13,340 --> 00:01:15,620
So this for this basement floor plan
17
00:01:16,300 --> 00:01:18,980
You should not show the demo
18
00:01:19,540 --> 00:01:20,820
walls
19
00:01:20,820 --> 00:01:23,140
So let's actually create a new
20
00:01:24,980 --> 00:01:26,980
Demolition floor plan
21
00:01:29,140 --> 00:01:31,140
Demolition plan
22
00:01:33,900 --> 00:01:35,900
Alright we'll stay in that for now
23
00:01:35,900 --> 00:01:39,860
so we need to adjust our exclude filters now to
24
00:01:40,740 --> 00:01:42,920
Turn those walls off
25
00:01:44,160 --> 00:01:48,660
so we could do that here the same way we did before or
26
00:01:51,820 --> 00:01:53,820
You can also
27
00:01:54,820 --> 00:01:56,820
Go to the drawing parameters here and
28
00:01:58,059 --> 00:02:01,179
Exclude it this way so right now we had
29
00:02:01,740 --> 00:02:05,780
Excluding the IFC virtual element. Just turning off all those reference planes
30
00:02:06,460 --> 00:02:08,060
so now
31
00:02:08,060 --> 00:02:10,060
We want to add
32
00:02:12,180 --> 00:02:14,180
IFC
33
00:02:14,260 --> 00:02:16,480
IFC element
34
00:02:16,480 --> 00:02:18,480
I
35
00:02:18,560 --> 00:02:21,160
See elements basically a superclass of
36
00:02:22,079 --> 00:02:24,079
all the you know
37
00:02:24,280 --> 00:02:30,160
Normal elements you find like I've seen wall or I've see slab I've see roof I've see window
38
00:02:30,160 --> 00:02:33,060
I've see element basically selects all of them
39
00:02:34,239 --> 00:02:36,040
together
40
00:02:36,040 --> 00:02:40,859
so and then we want to follow up by comma and then we want to say e
41
00:02:41,920 --> 00:02:43,760
pset
42
00:02:43,760 --> 00:02:45,760
status status
43
00:02:47,480 --> 00:02:49,480
Equals
44
00:02:50,320 --> 00:02:52,320
Dem all thish
45
00:02:53,239 --> 00:02:54,799
demolish
46
00:02:54,799 --> 00:03:01,959
So we're picking all the classes that have a parameter that meets it meets that
47
00:03:02,440 --> 00:03:09,480
So this is the piece set the P the property set sorry and this is the property and this is the value
48
00:03:10,280 --> 00:03:12,280
So I want to say okay
49
00:03:13,200 --> 00:03:15,839
I'm gonna go back to our drawing
50
00:03:16,920 --> 00:03:20,880
Inactivate it and hopefully those walls should disappear great
51
00:03:22,160 --> 00:03:27,000
Okay, let's now make the demolition plan so before we do
52
00:03:28,120 --> 00:03:30,120
I'm gonna
53
00:03:30,280 --> 00:03:32,280
Assign some parameters here
54
00:03:33,920 --> 00:03:42,079
So that wall is existing okay, that's correctly signed, so I'm gonna hide that okay
55
00:03:46,519 --> 00:03:51,519
These walls here that they are just sing and demolish I'm gonna hide those
56
00:03:52,959 --> 00:03:54,959
So it looks like
57
00:03:55,399 --> 00:03:57,480
My own seer we want
58
00:03:58,359 --> 00:03:59,899
this
59
00:03:59,899 --> 00:04:01,899
footing and slab
60
00:04:02,720 --> 00:04:06,440
That is existing as well, so we're gonna select the types
61
00:04:08,480 --> 00:04:12,280
That the only thing that's gonna be existing let's make these distinct you
62
00:04:14,120 --> 00:04:16,120
Select all those types
63
00:04:17,000 --> 00:04:19,000
And we're gonna
64
00:04:21,280 --> 00:04:24,120
Add the status property set there and
65
00:04:25,720 --> 00:04:32,160
Existing copy to everything say okay now. We're gonna hide those okay? Oh
66
00:04:33,720 --> 00:04:35,720
Let's make these existing to
67
00:04:41,680 --> 00:04:43,680
Existing copy
68
00:04:43,680 --> 00:04:51,320
Okay, okay, okay, and then everything else
69
00:04:57,880 --> 00:05:03,280
Signal the times here, I'm gonna assign that to new
70
00:05:05,320 --> 00:05:07,320
So piece set
71
00:05:09,200 --> 00:05:11,200
Oops sorry
72
00:05:14,000 --> 00:05:16,000
Actually I'm gonna read you this again
73
00:05:20,920 --> 00:05:24,800
I want to turn these off just to make sure I'm not selecting it
74
00:05:27,800 --> 00:05:29,800
Okay
75
00:05:31,200 --> 00:05:33,200
All right piece it
76
00:05:33,520 --> 00:05:35,520
and
77
00:05:35,560 --> 00:05:37,720
This is new copy
78
00:05:38,960 --> 00:05:40,960
Say okay
79
00:05:41,320 --> 00:05:43,599
Alright now let's go back to our demo plan
80
00:05:48,120 --> 00:05:53,320
Okay now we want to turn off
81
00:05:55,120 --> 00:06:00,900
The new status go to the properties again
82
00:06:05,200 --> 00:06:07,200
And
83
00:06:10,960 --> 00:06:12,960
Just
84
00:06:15,520 --> 00:06:18,640
Gonna paste this in here plus
85
00:06:20,560 --> 00:06:24,039
So I see element status equals new
86
00:06:24,960 --> 00:06:26,960
Say okay
87
00:06:27,080 --> 00:06:29,640
And go back to activate drawing and hopefully
88
00:06:33,960 --> 00:06:38,159
There we go let's rerun this drawing again and turn off cache
89
00:06:40,960 --> 00:06:44,320
All right

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@ -0,0 +1,276 @@
1
00:00:00,000 --> 00:00:07,560
So if we turn on extras here so we can grab our material tag.
2
00:00:07,560 --> 00:00:15,440
You see our material tag is driven by that material tag type here.
3
00:00:15,440 --> 00:00:22,400
And if you go down to property sets, you'll notice that this EPCAT annotation property
4
00:00:22,400 --> 00:00:25,260
set is attached to that tag.
5
00:00:25,260 --> 00:00:31,140
And it has a property called symbol and in that for this particular one it says rectangle
6
00:00:31,140 --> 00:00:32,600
tag.
7
00:00:32,600 --> 00:00:45,500
So what that corresponds to then is basically the geometry in the symbols SVG file.
8
00:00:45,500 --> 00:00:51,100
So here I highlighted already the rectangle tag and then it just has a simple rectangle
9
00:00:51,100 --> 00:00:52,420
in it.
10
00:00:52,420 --> 00:01:01,840
So if we go back to the file and run it.
11
00:01:01,840 --> 00:01:02,840
Zoom in.
12
00:01:02,840 --> 00:01:04,700
So here's that.
13
00:01:04,700 --> 00:01:06,740
Too much.
14
00:01:06,740 --> 00:01:09,320
Here's that rectangle from that file.
15
00:01:09,320 --> 00:01:16,320
So obviously in this scenario the rectangle would be too small for that verbiage there.
16
00:01:16,320 --> 00:01:22,699
So if we want to go back and change it, it's easy enough.
17
00:01:22,699 --> 00:01:29,800
So we can for example stretch this out.
18
00:01:29,800 --> 00:01:33,880
Stretch that out.
19
00:01:33,880 --> 00:01:46,100
And we could, if we wanted to, also change the color, stroke color.
20
00:01:46,100 --> 00:01:49,940
Let's just give it a blue color.
21
00:01:49,940 --> 00:01:50,940
There we go.
22
00:01:50,940 --> 00:01:59,419
So save and go back to the bonsai file and run it again and see what happens.
23
00:01:59,419 --> 00:02:01,899
Oh, there we go.
24
00:02:01,920 --> 00:02:05,360
So just a larger rectangle there.
25
00:02:05,360 --> 00:02:14,120
So if we go back to the file and the annotation, you'll notice that the demo file has these
26
00:02:14,120 --> 00:02:17,680
pre-populated tag names or tag types.
27
00:02:17,680 --> 00:02:23,840
So space, name, material door, but there is not a wall tag yet.
28
00:02:23,840 --> 00:02:27,200
So we can actually make one from an existing tag.
29
00:02:27,200 --> 00:02:31,000
So let's make one from this existing material tag.
30
00:02:31,000 --> 00:02:34,740
So select the instance and then select the type.
31
00:02:34,740 --> 00:02:37,180
Then we're going to duplicate the type.
32
00:02:37,180 --> 00:02:45,460
I'm going to select it over here and we are going to edit the type name.
33
00:02:45,460 --> 00:02:48,780
Let's say wall tag.
34
00:02:48,780 --> 00:02:53,700
Say OK.
35
00:02:53,700 --> 00:03:00,980
Now we have to change the symbol property down here.
36
00:03:00,980 --> 00:03:09,200
I'm going to just say wall tag.
37
00:03:09,200 --> 00:03:14,399
So now we go back to our symbols file here.
38
00:03:14,399 --> 00:03:21,480
And this was the tag or the symbol that we modified for that material tag.
39
00:03:21,480 --> 00:03:24,640
So let's actually just duplicate this.
40
00:03:24,640 --> 00:03:25,959
Duplicate.
41
00:03:25,960 --> 00:03:30,260
I'm going to turn this off.
42
00:03:30,260 --> 00:03:31,820
Open this up.
43
00:03:31,820 --> 00:03:34,900
All right.
44
00:03:34,900 --> 00:03:39,220
And we are going to rename this wall tag.
45
00:03:39,220 --> 00:03:44,380
Oh, I didn't want to take it.
46
00:03:44,380 --> 00:03:49,420
Wall tag, there we go.
47
00:03:49,420 --> 00:03:56,880
So unfortunately you have to rename it in another location as well.
48
00:03:56,880 --> 00:04:03,480
You have to go to this XML editor.
49
00:04:03,480 --> 00:04:07,640
And this is the tag we just made here.
50
00:04:07,640 --> 00:04:13,040
And so you actually have to see it says Inkscape label, which we just did.
51
00:04:13,040 --> 00:04:18,659
We also have to change the ID because the ID is basically what Bonsai is looking for.
52
00:04:18,660 --> 00:04:19,660
So wall tag.
53
00:04:19,660 --> 00:04:23,720
OK, and you can close it if you want.
54
00:04:23,720 --> 00:04:30,120
So I'm just going to actually let's change the geometry of it.
55
00:04:30,120 --> 00:04:38,280
I'm going to convert it to a path first.
56
00:04:38,280 --> 00:04:44,100
It's a rectangular object object to path.
57
00:04:44,100 --> 00:04:49,200
So let's just make a geometry.
58
00:04:49,200 --> 00:04:52,280
Something that's different.
59
00:04:52,280 --> 00:04:54,280
A different wall tag.
60
00:04:54,280 --> 00:04:58,600
OK, I see that's good enough.
61
00:04:58,600 --> 00:05:00,920
OK, so save the file.
62
00:05:00,920 --> 00:05:06,080
And then hopefully when you go back, we've got to change this.
63
00:05:06,080 --> 00:05:19,979
OK, so this is now a material tag and we want to change that to a wall tag.
64
00:05:19,979 --> 00:05:23,380
And OK, the last thing we got to change.
65
00:05:23,380 --> 00:05:27,260
We want to change this.
66
00:05:27,260 --> 00:05:31,219
We want to pull out the type dot name.
67
00:05:31,220 --> 00:05:42,040
OK, and hopefully, when we run the drawing.
68
00:05:42,040 --> 00:05:45,280
It takes on the new simple geometry.
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There you go.

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@ -0,0 +1,160 @@
1
00:00:00,000 --> 00:00:06,060
So off-camera I copied this new wall tag that we made in the last video around to
2
00:00:06,060 --> 00:00:12,380
the other walls. Then I renamed this wall type here that concrete wall type to use
3
00:00:12,380 --> 00:00:26,560
our wall naming nomenclature. If we run the drawing you can see the tag
4
00:00:26,560 --> 00:00:35,160
throughout the project there. So there is a workflow that a lot of architects and
5
00:00:35,160 --> 00:00:41,040
engineers use to import a CAD file into your model to use it as a reference and
6
00:00:41,040 --> 00:00:49,980
so I'd like to show that one way to do that in Bonsai. So let's start with a new
7
00:00:49,980 --> 00:00:59,220
collection and name it CAD import and then have it selected. Then go to import
8
00:00:59,220 --> 00:01:07,100
and do this DXF here and on your instance, so your Blender instance, it
9
00:01:07,100 --> 00:01:12,979
might not be there and if it's not you would go to preference and get
10
00:01:12,979 --> 00:01:19,580
extensions and type DXF and then it'll have you install it. So after installing
11
00:01:19,580 --> 00:01:27,539
it it should be there. So we want to go to import DXF navigate to where the
12
00:01:27,539 --> 00:01:33,700
file is. These settings here options you can keep as is. I don't usually modify
13
00:01:33,700 --> 00:01:44,300
those and say import. Okay zoom into the geometry. So there is the geometry that
14
00:01:44,300 --> 00:01:53,899
came in. So the steps I take from here is I select everything and I apply all
15
00:01:53,899 --> 00:01:59,539
transformations. Sometimes you'll have weird scaling issues and whatnot that
16
00:01:59,539 --> 00:02:13,160
comes in so I like to do that and then convert to mesh. And as you can see the
17
00:02:13,160 --> 00:02:20,480
various geometry's are broken out into what kind of classes they are. You can
18
00:02:20,480 --> 00:02:25,760
use that to convert it to you know their corresponding classes in the IFC file if
19
00:02:25,760 --> 00:02:29,720
you want to but for this instance I'm just going to use this as reference. I
20
00:02:29,720 --> 00:02:35,560
don't need it broken down in that level so I'm just going to select everything
21
00:02:35,560 --> 00:02:43,560
and I'm going to join them into one mesh. It's just one mesh there. So from here we
22
00:02:43,560 --> 00:02:55,120
have to if you tab into it and select something and turn on the edge length so
23
00:02:55,120 --> 00:03:03,760
you can tell. You notice how it's there edge length there is hard to read. If
24
00:03:03,760 --> 00:03:15,760
that's the case you can. So go to themes there the 3d viewport and scroll down
25
00:03:15,760 --> 00:03:23,079
and try to find edge length text and we want to change this to something that's
26
00:03:23,079 --> 00:03:31,120
easier to read. It's not a little red. Alright so I know in this file that
27
00:03:31,120 --> 00:03:39,480
dimension there is 3 feet and it reads 62.5 feet so obviously we need to do a
28
00:03:39,480 --> 00:03:49,720
conversion so I'm going to do 3 divided by 6 2.5 that's 0.048 so I'm going to
29
00:03:49,720 --> 00:04:01,360
select all that a scale and point zero for eight and then I'm going to check
30
00:04:01,360 --> 00:04:10,960
okay great now it's three foot so now that we scaled everything we can move it
31
00:04:10,960 --> 00:04:17,360
into place relative to where we want it
32
00:04:19,720 --> 00:04:38,200
and I need to do this over negative 0.75 inches down I believe that will
33
00:04:38,200 --> 00:04:45,000
correspond to the floor plan okay great so from here then you'll go and assign a
34
00:04:45,160 --> 00:04:54,400
class and so there's I guess no right or wrong way a clap of the correct class to
35
00:04:54,400 --> 00:05:02,800
use to assign to this I like to use it's here I've see building element proxy
36
00:05:02,800 --> 00:05:10,080
that's basically if you don't have a class in mind you can use that that may
37
00:05:10,080 --> 00:05:16,919
apply to anything else so go user-defined and we're just doing cad
38
00:05:16,919 --> 00:05:31,280
import and say assign so there you go it's in the IFC file now install we can
39
00:05:31,280 --> 00:05:40,640
move it up to like one foot let's say so if we go to our first floor plan
40
00:05:40,640 --> 00:05:49,520
should be there right there save now

View file

@ -0,0 +1,84 @@
1
00:00:00,000 --> 00:00:06,920
So off camera I massage this CAD file a little bit. I extended these walls to six
2
00:00:06,920 --> 00:00:13,920
inches out to align with the model and then I modified these walls a little bit.
3
00:00:13,920 --> 00:00:19,940
So right now this CAD file is essentially in model space. You know if
4
00:00:19,940 --> 00:00:25,020
you go to orthographic view you can still see it. But what if you just want
5
00:00:25,020 --> 00:00:31,740
to put this CAD file in so-called paper space so it's just related to the
6
00:00:31,740 --> 00:00:41,420
drawing. You can actually do that. I'm going to duplicate this drawing. Just
7
00:00:41,420 --> 00:00:44,220
name it CAD.
8
00:00:48,780 --> 00:00:51,940
Activate it.
9
00:00:55,020 --> 00:01:03,820
Alright go to your annotation tool. Go up to your line and click on your
10
00:01:03,820 --> 00:01:12,180
launcher and we're gonna do CAD.
11
00:01:12,180 --> 00:01:25,980
And you want to click on this geometric type. Say save and make it active and put
12
00:01:25,980 --> 00:01:32,700
your 3d cursor somewhere and add it. So it just creates a generic line to start
13
00:01:32,700 --> 00:01:40,640
things off. So we want to essentially join that CAD file to that line. So
14
00:01:40,640 --> 00:01:50,440
before we do we need to break it. And now it's just dumb vanilla geometry. So
15
00:01:50,440 --> 00:01:56,480
we'll select that and then that new type that we made and we want to right-click
16
00:01:56,480 --> 00:02:04,680
and join. So one other additional step not obvious you have to go here to
17
00:02:04,680 --> 00:02:15,760
manually save representation. I think it should be in the file now. So if we go to
18
00:02:15,760 --> 00:02:22,200
orthographic it's gone it's not there anymore. But if we go back to our drawing
19
00:02:22,200 --> 00:02:28,640
it should be there. So that's now in paper space so to speak. So you then can
20
00:02:28,640 --> 00:02:37,519
select the CAD file. Go up here to edit and then we want to delete this.
21
00:02:37,519 --> 00:02:46,560
Tab out of it and then just to make sure manually save representation again.

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@ -0,0 +1,124 @@
1
00:00:00,000 --> 00:00:07,000
So let's say you don't have a CAD file to reference, you only have a scanned floor plan for example.
2
00:00:07,000 --> 00:00:11,000
You can still import an image and scale it to the plan.
3
00:00:11,000 --> 00:00:17,000
So let's do that. Let's duplicate that floor.
4
00:00:17,000 --> 00:00:24,000
And this will be just image.
5
00:00:24,000 --> 00:00:29,000
Activate it.
6
00:00:29,000 --> 00:00:35,000
Okay, put the 3D cursor somewhere.
7
00:00:35,000 --> 00:00:39,000
Go to annotation tool. Pull this down to image.
8
00:00:39,000 --> 00:00:46,000
And we want to add. And then it will prompt you to ask where your jpg is.
9
00:00:46,000 --> 00:00:51,000
Navigate to it. Add it in world there.
10
00:00:51,000 --> 00:00:56,000
You can rotate it. Maybe we don't want to rotate it.
11
00:00:56,000 --> 00:01:01,000
So of course the scale is off.
12
00:01:01,000 --> 00:01:06,000
So use a similar approach we did with the CAD file.
13
00:01:06,000 --> 00:01:11,000
We can measure this edge here.
14
00:01:11,000 --> 00:01:16,000
We have about 5 inches or so.
15
00:01:16,000 --> 00:01:21,000
Okay.
16
00:01:21,000 --> 00:01:26,000
So we have 3 feet divided by 5 inches.
17
00:01:26,000 --> 00:01:31,000
37.2 scaling.
18
00:01:31,000 --> 00:01:36,000
Before you can scale.
19
00:01:36,000 --> 00:01:41,000
You can't scale in object mode here.
20
00:01:41,000 --> 00:01:46,000
As you can see you have to tab into it twice.
21
00:01:46,000 --> 00:01:51,000
And then you can scale.
22
00:01:51,000 --> 00:01:56,000
Tab out of it.
23
00:01:56,000 --> 00:02:01,000
And you can locate it in the Z.
24
00:02:01,000 --> 00:02:06,000
Put it in place.
25
00:02:06,000 --> 00:02:11,000
Actually I'm going to bring it down.
26
00:02:11,000 --> 00:02:16,000
Negative.
27
00:02:16,000 --> 00:02:21,000
There we go.
28
00:02:21,000 --> 00:02:26,000
Alright.
29
00:02:26,000 --> 00:02:31,000
We won't get exact but just get the idea.
30
00:02:31,000 --> 00:02:36,000
You can use that now as a background.
31
00:02:36,000 --> 00:02:41,000
If you save the .ISF file it should be there when you open it.

View file

@ -0,0 +1,880 @@
1
00:00:00,000 --> 00:00:02,440
So a few things I changed off camera.
2
00:00:02,440 --> 00:00:05,900
I imported this wall type here.
3
00:00:05,900 --> 00:00:09,500
From the OD Bonsai template here,
4
00:00:09,500 --> 00:00:12,080
there's a number of wall types there.
5
00:00:12,080 --> 00:00:13,640
I think I imported that one there.
6
00:00:16,480 --> 00:00:19,860
Then I also added a second floor.
7
00:00:19,860 --> 00:00:23,000
There. And.
8
00:00:25,340 --> 00:00:26,040
I
9
00:00:26,040 --> 00:00:31,240
changed the.
10
00:00:31,240 --> 00:00:34,340
This folder here used to be called materials
11
00:00:34,340 --> 00:00:36,700
and now it's called OD textures.
12
00:00:36,700 --> 00:00:39,040
That's because it was easier
13
00:00:39,040 --> 00:00:41,340
copying materials from that OD
14
00:00:41,340 --> 00:00:43,599
texture into there and having
15
00:00:43,599 --> 00:00:45,800
the paths be the same.
16
00:00:45,800 --> 00:00:48,200
That way I don't have to
17
00:00:48,200 --> 00:00:49,879
manually change the path,
18
00:00:49,879 --> 00:00:51,920
so that's just a.
19
00:00:51,920 --> 00:00:53,080
A quick change there.
20
00:00:56,040 --> 00:01:01,839
So a workflow that architects and
21
00:01:01,839 --> 00:01:05,280
engineers use quite a bit is to take.
22
00:01:05,280 --> 00:01:07,400
Online BIM content and import
23
00:01:07,400 --> 00:01:09,039
that into their model.
24
00:01:09,039 --> 00:01:09,880
For example,
25
00:01:09,880 --> 00:01:12,720
this is Anderson window from their website.
26
00:01:12,720 --> 00:01:16,039
I imported into Revit and so I wanted
27
00:01:16,039 --> 00:01:19,200
to show you how you can export this
28
00:01:19,200 --> 00:01:22,440
out to an IFC file and then import
29
00:01:22,440 --> 00:01:24,840
that type into Bonsai.
30
00:01:24,840 --> 00:01:26,680
So from here.
31
00:01:26,680 --> 00:01:28,120
If you're curious,
32
00:01:28,120 --> 00:01:31,040
I went to export IFC and I use
33
00:01:31,040 --> 00:01:32,800
this I see for reference view.
34
00:01:37,400 --> 00:01:39,760
And then I opened that file,
35
00:01:39,760 --> 00:01:42,760
essentially here.
36
00:01:42,760 --> 00:01:44,400
And if I select the type,
37
00:01:44,400 --> 00:01:47,680
you can see that the material.
38
00:01:50,360 --> 00:01:52,360
Assignment is done through
39
00:01:52,360 --> 00:01:55,240
IFC material constituent set and there's
40
00:01:55,240 --> 00:01:58,640
a number of materials in there.
41
00:01:58,640 --> 00:02:01,800
So if we open the material library.
42
00:02:04,120 --> 00:02:06,480
Expand this here.
43
00:02:06,480 --> 00:02:09,079
You'll notice if I click on any material,
44
00:02:09,079 --> 00:02:11,560
there is no style.
45
00:02:11,560 --> 00:02:13,200
Assigned that material.
46
00:02:13,200 --> 00:02:13,880
Unfortunately,
47
00:02:13,880 --> 00:02:17,280
Revit doesn't do that for whatever reason.
48
00:02:17,280 --> 00:02:19,600
So I like to have it where my styles
49
00:02:19,600 --> 00:02:21,720
are applied to the material and then
50
00:02:21,720 --> 00:02:23,640
the material applied to the geometry.
51
00:02:23,640 --> 00:02:25,840
And since this is not set up that way,
52
00:02:25,840 --> 00:02:28,480
I actually just like to start from scratch.
53
00:02:28,480 --> 00:02:30,400
So I'm going to do that.
54
00:02:30,400 --> 00:02:33,760
So I'm going to select that instance there.
55
00:02:33,760 --> 00:02:36,840
And I'm going to break the link.
56
00:02:36,840 --> 00:02:39,960
So now it's just dumb geometry.
57
00:02:39,960 --> 00:02:41,600
I'm going to name it.
58
00:02:41,600 --> 00:02:42,480
Double hung.
59
00:02:44,560 --> 00:02:49,920
And. I am going to go to materials.
60
00:02:49,920 --> 00:02:51,640
I'm going to delete all those
61
00:02:51,640 --> 00:02:53,399
that are attached to it.
62
00:02:53,399 --> 00:02:56,359
So it's really dumb now.
63
00:02:56,359 --> 00:02:58,279
Go back. OK,
64
00:02:58,279 --> 00:03:00,880
I want to sign it window type.
65
00:03:03,679 --> 00:03:04,679
And say OK.
66
00:03:06,799 --> 00:03:12,440
Alright. And now we want to create.
67
00:03:12,440 --> 00:03:14,760
Three styles, three new styles,
68
00:03:14,760 --> 00:03:18,359
and then three new materials.
69
00:03:18,359 --> 00:03:19,959
So going to styles here,
70
00:03:19,960 --> 00:03:22,240
click on that.
71
00:03:22,240 --> 00:03:27,000
First style is going to be called GS or generic style.
72
00:03:27,000 --> 00:03:30,680
And color. Dark.
73
00:03:30,680 --> 00:03:35,720
This is going to be a externally defined surface style.
74
00:03:35,720 --> 00:03:39,040
And the next one will call.
75
00:03:39,040 --> 00:03:39,400
White.
76
00:03:42,400 --> 00:03:43,840
And the next one call.
77
00:03:43,840 --> 00:03:51,040
GS glazing.
78
00:03:51,040 --> 00:03:54,200
Let's see.
79
00:03:54,200 --> 00:03:54,520
OK.
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So off camera.
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I created or basically brought over three new material styles
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or materials into our material library.
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Those three.
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00:04:10,280 --> 00:04:14,520
And now I'm going to attach our newly created styles
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00:04:14,520 --> 00:04:16,800
to those.
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00:04:16,800 --> 00:04:17,480
Materials.
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Right.
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00:04:42,719 --> 00:04:45,359
Save and glazing finally.
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Glazing.
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00:04:55,080 --> 00:04:55,479
Oops.
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00:04:58,119 --> 00:05:01,479
OK, and then going to create three materials,
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00:05:01,479 --> 00:05:03,359
new materials.
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00:05:03,359 --> 00:05:08,640
First one will call GM for generic material.
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00:05:08,640 --> 00:05:10,240
Trim.
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00:05:10,240 --> 00:05:11,479
Dark.
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00:05:11,479 --> 00:05:13,360
I like to use generic material,
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00:05:13,360 --> 00:05:14,960
especially in the early days of design,
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00:05:14,960 --> 00:05:18,520
because I don't know necessarily what it's going to be.
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00:05:18,520 --> 00:05:20,360
It's more important that it's just,
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00:05:20,360 --> 00:05:22,719
I know it's probably going to be a dark material.
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00:05:22,719 --> 00:05:26,599
So it'll be changed later, most likely.
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00:05:26,599 --> 00:05:28,200
And I'm just going to say white.
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And one last will go.
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Insulated glazing.
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We'll commit to this one.
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We probably know what that's going to be called.
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And then assign your styles to those materials.
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Glazing.
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Assign.
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Oops.
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Right.
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00:05:57,840 --> 00:06:00,280
And dark.
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OK.
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00:06:05,400 --> 00:06:10,159
Now, select the instance or the type.
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00:06:10,159 --> 00:06:14,719
And we want to create a new IFC material constituent set.
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00:06:14,719 --> 00:06:18,840
And we'll start with the dark trim.
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And then we'll add the other ones, the white one.
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00:06:22,760 --> 00:06:24,760
And we'll add the glazing.
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And then we have to give it a name, something
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00:06:32,520 --> 00:06:33,479
that we'll recognize.
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00:06:33,720 --> 00:06:40,520
For the dark trim, it's going to be inside trim.
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OK.
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00:06:42,520 --> 00:06:47,080
And for the white, it'll be outside trim.
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00:06:49,920 --> 00:06:54,000
And for the insulated glazing, it'll just be glazing.
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00:06:54,000 --> 00:06:58,680
These are names that we're going to use when we assign
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00:06:58,680 --> 00:07:00,360
the materials to the geometry.
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All right.
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Now, go to representation items here.
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00:07:03,960 --> 00:07:05,000
Click on this.
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00:07:05,000 --> 00:07:08,680
And you'll see all the items that are in there, which
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00:07:08,680 --> 00:07:12,000
is essentially loose geometry.
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00:07:12,000 --> 00:07:16,120
If you tab into it, you can use this
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00:07:16,120 --> 00:07:17,480
to select various things.
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00:07:17,480 --> 00:07:22,400
You can see it's selecting different geometries there.
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00:07:22,400 --> 00:07:23,600
So we're going to go through.
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00:07:23,600 --> 00:07:24,720
We'll select the first one.
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00:07:24,720 --> 00:07:26,400
And we'll see what it's selecting.
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And then we'll go to the next one.
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00:07:28,600 --> 00:07:31,040
And it looks like here, let's zoom in.
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00:07:34,040 --> 00:07:34,840
What is that?
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00:07:34,840 --> 00:07:37,080
That is the interior.
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00:07:37,080 --> 00:07:38,680
OK.
143
00:07:38,680 --> 00:07:42,680
So go down here to no shape aspect.
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00:07:42,680 --> 00:07:46,920
And we are going to say inside trim.
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00:07:46,920 --> 00:07:49,920
Say OK.
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00:07:49,920 --> 00:07:51,240
Go to the next one.
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00:07:51,240 --> 00:07:53,560
Select it.
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00:07:53,560 --> 00:07:55,880
It's inside too.
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00:07:55,880 --> 00:07:56,400
OK.
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00:07:56,760 --> 00:07:58,560
We already created one.
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00:07:58,560 --> 00:08:00,239
So we can just use this here.
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00:08:00,239 --> 00:08:01,799
Inside trim, we've already created it.
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00:08:04,520 --> 00:08:05,840
Let's keep going down through.
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00:08:19,400 --> 00:08:20,479
And find something that's.
155
00:08:27,280 --> 00:08:32,120
OK, that one is outside.
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00:08:32,120 --> 00:08:36,559
So we'll go new shape aspect.
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00:08:36,559 --> 00:08:39,760
And then we'll click on outside trim.
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00:08:39,760 --> 00:08:43,120
So I'm going to do this for the rest of these items here.
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00:08:43,120 --> 00:08:45,319
And then I'll get back to you.
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00:08:45,319 --> 00:08:46,959
So I went through all these items
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00:08:46,959 --> 00:08:48,319
and assigned the material.
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00:08:51,439 --> 00:08:56,240
You can see here, you tab out of it.
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00:08:56,280 --> 00:08:59,480
There's our beautiful type.
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00:08:59,480 --> 00:09:03,360
The white on the outside, black on the inside.
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00:09:03,360 --> 00:09:06,840
So now that we have the type and we saved it,
166
00:09:06,840 --> 00:09:08,600
let's bring it in the file then.
167
00:09:13,120 --> 00:09:16,720
So here's our house file.
168
00:09:16,720 --> 00:09:21,440
And like we've done before, let's go to the project
169
00:09:21,440 --> 00:09:26,360
library, navigate to where the file is.
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00:09:26,360 --> 00:09:28,160
That's the file we just worked on there.
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00:09:35,000 --> 00:09:36,280
Import, double hung.
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00:09:36,280 --> 00:09:36,760
OK.
173
00:09:41,360 --> 00:09:45,360
Set our default level, first floor.
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00:09:47,880 --> 00:09:49,080
Go to the window.
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00:09:49,080 --> 00:09:50,560
Make sure that's active.
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00:09:50,599 --> 00:09:51,079
Add.
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00:09:55,000 --> 00:09:56,119
OK.
178
00:09:56,119 --> 00:09:58,839
So now the way it inserts, you can
179
00:09:58,839 --> 00:10:02,439
tell we need to massage the geometry
180
00:10:02,439 --> 00:10:05,520
relative to the origin.
181
00:10:05,520 --> 00:10:09,560
So you can see the origin, wherever the origin is,
182
00:10:09,560 --> 00:10:14,000
is going to be aligned to the surface of that wall.
183
00:10:14,000 --> 00:10:16,719
So we actually have to flip things around.
184
00:10:16,760 --> 00:10:21,760
Actually, we'll have to rotate the geometry 180,
185
00:10:21,760 --> 00:10:23,240
it looks like.
186
00:10:23,240 --> 00:10:24,440
So let's just start.
187
00:10:24,440 --> 00:10:27,920
Let's isolate these two.
188
00:10:27,920 --> 00:10:30,920
And we'll just start trying to massage this geometry here.
189
00:10:30,920 --> 00:10:37,840
So instead of tabbing into it here and rotating everything,
190
00:10:37,840 --> 00:10:43,520
let's just instead use this edit mode.
191
00:10:43,560 --> 00:10:50,439
And we'll put the 3D cursor there, select everything,
192
00:10:50,439 --> 00:11:00,079
then rotate 180.
193
00:11:00,079 --> 00:11:04,920
And I'm going to view it in wireframe.
194
00:11:04,920 --> 00:11:11,360
And I'm going to put the cursor there and tab out of it.
195
00:11:11,400 --> 00:11:14,800
And go to set origin to 3D cursor.
196
00:11:28,360 --> 00:11:34,320
I'm going to turn on the effect only origins.
197
00:11:34,320 --> 00:11:37,040
I'm going to move it to this edge.
198
00:11:37,040 --> 00:11:38,480
And then I'm going to move it back.
199
00:11:38,480 --> 00:11:45,120
Negative 0.5 inches.
200
00:11:45,120 --> 00:11:52,400
And then don't forget to menu save representation
201
00:11:52,400 --> 00:11:55,520
so that origin stays put.
202
00:11:55,520 --> 00:12:00,800
So it looks like we're good with that.
203
00:12:00,800 --> 00:12:05,320
So let's try to place a window again and see what happens.
204
00:12:05,320 --> 00:12:07,640
See if it's a better placement.
205
00:12:07,680 --> 00:12:09,560
All right, our placement is better.
206
00:12:09,560 --> 00:12:11,720
That's good.
207
00:12:11,720 --> 00:12:17,480
But now we need to adjust our opening there.
208
00:12:17,480 --> 00:12:25,840
So we'll do Alt-O, see the opening in wireframe.
209
00:12:30,319 --> 00:12:34,360
Select the opening tab into it till you get the outline.
210
00:12:37,640 --> 00:12:43,040
That's the, and then just move it into place.
211
00:12:43,040 --> 00:12:58,960
I believe that's the tab out of it.
212
00:12:58,960 --> 00:13:08,480
Alt-O, close openings and see what it looks like.
213
00:13:08,480 --> 00:13:11,560
All right, I can delete this one.
214
00:13:11,560 --> 00:13:13,200
All right, well, that looks good.
215
00:13:13,200 --> 00:13:18,160
Let's try to just place one to see if it looks good again.
216
00:13:18,160 --> 00:13:20,160
There we go.
217
00:13:20,160 --> 00:13:22,080
Yes, that is a lot of work.
218
00:13:22,080 --> 00:13:25,440
But once it's done, we can make additional types out
219
00:13:25,440 --> 00:13:26,840
of this a lot easier.
220
00:13:26,840 --> 00:13:29,400
And I can show you on the next video.

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1
00:00:00,000 --> 00:00:11,220
So in the last video we took some time to create this window type here. So to kind of a rehash we created some styles. We apply the styles to materials here.
2
00:00:12,340 --> 00:00:24,580
And then we created this constituent set material constituent set and apply the materials which have those styles associated with them. And then we apply those materials essentially
3
00:00:25,580 --> 00:00:30,459
to these individual geometry items or representation items they're called.
4
00:00:32,460 --> 00:00:33,540
Unfortunately,
5
00:00:34,980 --> 00:00:35,660
when
6
00:00:36,900 --> 00:00:41,060
we want to, let's say we want to change the width or the height of this window.
7
00:00:42,980 --> 00:00:46,820
Currently, if we want to keep all those assignments in place
8
00:00:46,820 --> 00:00:49,540
we would have to change the width of each of these.
9
00:00:51,540 --> 00:00:57,540
And if we tab into each one of these geometries, we'd have to individually change
10
00:00:58,540 --> 00:00:59,620
each one of these.
11
00:01:00,620 --> 00:01:04,780
To change the overall, you know, size of that window type.
12
00:01:05,780 --> 00:01:06,820
As you can see,
13
00:01:07,820 --> 00:01:10,260
that would be quite laborious to do.
14
00:01:11,740 --> 00:01:12,220
So,
15
00:01:12,220 --> 00:01:16,940
the way I do it is kind of hack is I enter the edit mode this way.
16
00:01:19,220 --> 00:01:23,420
And select all the geometry and move everything at once.
17
00:01:25,220 --> 00:01:37,300
However, there's a big problem with that is that when I exit out of this mode, you'll see that currently there's 22 items here found. If I exit out of that mode, it
18
00:01:38,300 --> 00:01:50,899
concentrates it down to three items now. So if I refresh this. So now there's only three items in there versus 22 that was there before.
19
00:01:52,780 --> 00:01:56,780
That is unfortunately a glitch that
20
00:01:56,780 --> 00:01:57,100
That
21
00:01:58,940 --> 00:02:12,780
We need to work around at this point and the how it consolidates it down. It's essentially consolidates all the geometry down to how the materials were assigned.
22
00:02:13,780 --> 00:02:20,780
So in this case, well it's now styles that are assigned to it. So if you can see will click on each item here.
23
00:02:21,780 --> 00:02:35,780
The glazing styles applied to that geometry, the color whites applied to that and the color dark. So now in this scenario, the style is applied directly to the geometry versus through the material.
24
00:02:36,780 --> 00:02:39,780
In the future, I'm sure it won't work that way but
25
00:02:40,780 --> 00:02:53,780
The way open source software is that's just the way it works. You can ultimately if you're fine with having to modify all those individual geometries those 22 items each it it's
26
00:02:55,780 --> 00:03:01,780
Individually, then you can do that. But for me, it's not worth it. I'd rather be able to
27
00:03:01,780 --> 00:03:13,780
Modify the geometry altogether. And so I just deal with this little glitch. In the meantime, you still have this your constituents that you're still those materials.
28
00:03:14,780 --> 00:03:30,780
Which you can use intelligent tags to pull you know material names out of everything. But these materials here are not necessarily intelligently connected anymore to the various items there. So unfortunately, that's just a glitch.
29
00:03:31,780 --> 00:03:36,780
That we're going to deal with. And so ultimately back in the model then
30
00:03:38,780 --> 00:03:46,780
All these windows here I've created kind of new window types and different sizes and I pulled some of these windows in from that OD
31
00:03:48,780 --> 00:03:49,780
Bonsai template.
32
00:03:51,780 --> 00:03:53,780
So all of these types here.
33
00:03:53,780 --> 00:04:08,780
I go to materials are consolidated down to those, you know, three items there as you can see. So again, unfortunately it's a glitch. But if you know how to work with it. It's tolerable.

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@ -0,0 +1,176 @@
1
00:00:00,000 --> 00:00:06,000
So this is the window type we've been working on in the last couple videos here.
2
00:00:06,000 --> 00:00:14,000
If I select this one and isolate this wall here and toggle the openings, ALT O,
3
00:00:14,000 --> 00:00:24,000
you'll see with this window type here that I pulled in from the template that it has a void that's a unique shape.
4
00:00:24,000 --> 00:00:29,000
It's not just a simple extrusion, it actually steps down.
5
00:00:29,000 --> 00:00:39,000
The reason why is that this particular window type doesn't have any actual interior trim, it's just drywall returns.
6
00:00:39,000 --> 00:00:47,000
So this step void type shape allows for that to be rendered more accurately.
7
00:00:47,000 --> 00:00:51,000
I want to show you how to do that if you'd like to do that.
8
00:00:51,000 --> 00:01:00,000
In this type that we worked on, you can select the void here and go to the Materials tab.
9
00:01:00,000 --> 00:01:03,000
You can see that it is a swept solid right now.
10
00:01:03,000 --> 00:01:08,000
If we tab into it, we can change the profile like we've done before.
11
00:01:08,000 --> 00:01:16,000
In order to make a shape like that, you have to convert this shape from a swept solid to a tessellation.
12
00:01:16,000 --> 00:01:21,000
To do that, you would do that here, convert to tessellation.
13
00:01:21,000 --> 00:01:29,000
Now you can modify the mesh.
14
00:01:29,000 --> 00:01:36,000
We can type E for inset here and let's do an extrusion.
15
00:01:36,000 --> 00:01:46,000
I'm going to adjust these then.
16
00:01:46,000 --> 00:01:51,000
I'm not going to totally measure accurately, but you get the idea.
17
00:01:51,000 --> 00:01:56,000
It's just a different type of shape there.
18
00:01:56,000 --> 00:02:04,000
I can just tab out of it, ALT O to close those, and go back to the rendered view.
19
00:02:04,000 --> 00:02:13,000
If I hide this, you can see what shape the void carves out of the wall.
20
00:02:13,000 --> 00:02:18,000
Similarly, this one here, if we hide that, does the same thing.
21
00:02:18,000 --> 00:02:25,000
I'm going to undo those windows.
22
00:02:26,000 --> 00:02:34,000
If we duplicate this instance over say five feet and then duplicate its type.
23
00:02:34,000 --> 00:02:37,000
Select the type and I'm going to duplicate it.
24
00:02:37,000 --> 00:02:42,000
Then change that instance to the new type we just made.
25
00:02:42,000 --> 00:02:47,000
We apply it to the wall.
26
00:02:47,000 --> 00:02:57,000
You'll see, unfortunately, the void, if I turn on the voids, resets itself back to that extrusion.
27
00:02:57,000 --> 00:02:59,000
It's a swept solid.
28
00:02:59,000 --> 00:03:03,000
It used to be this custom tessellation shape we made.
29
00:03:03,000 --> 00:03:10,000
We created this new type and the void reset itself back, unfortunately, to an extrusion.
30
00:03:10,000 --> 00:03:15,000
That's just another one of these glitches in Bonsai that we have to deal with.
31
00:03:15,000 --> 00:03:21,000
In that instance, what I like to do is use the void from the previous type.
32
00:03:21,000 --> 00:03:23,000
I just duplicated it.
33
00:03:23,000 --> 00:03:29,000
Then I move it over. I'm going to move it over ten feet.
34
00:03:29,000 --> 00:03:35,000
I'm going to select that void and I'm going to convert it to tessellation because it's an extrusion right now.
35
00:03:35,000 --> 00:03:44,000
Then I'm going to select that void and then that last and I'm going to join them.
36
00:03:44,000 --> 00:03:47,000
I'm going to manually save representation.
37
00:03:47,000 --> 00:03:53,000
Then I'm going to cycle on and off the openings.
38
00:03:53,000 --> 00:03:58,000
Those two voids are basically one now.
39
00:03:58,000 --> 00:04:01,000
I'm going to tab into it.
40
00:04:01,000 --> 00:04:06,000
I'm going to select this, control L, all the vertices and just delete them.
41
00:04:06,000 --> 00:04:14,000
I'm going to take these and move them back to five feet which is aligned perfectly with the window.
42
00:04:14,000 --> 00:04:19,000
Then tab out and close the openings.
43
00:04:19,000 --> 00:04:23,000
There we have the void that makes sense again.
44
00:04:23,000 --> 00:04:30,000
A little work around but it's handy if you know it exists.

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1
00:00:00,000 --> 00:00:05,440
So if you remember in the last video we created this new type which we then
2
00:00:05,440 --> 00:00:17,200
copied the void from this one over here. So if we want to change the size of this
3
00:00:17,200 --> 00:00:27,440
type here we can like I had mentioned in previous videos select it and enter the
4
00:00:27,440 --> 00:00:34,280
edit mode in this way versus tabbing into it. That way you can move all the
5
00:00:34,280 --> 00:00:41,760
geometry items at the same time. So for example we want to move this say six
6
00:00:41,760 --> 00:00:56,080
inches point five inward. Move this one say point five down to five down. And let's
7
00:00:56,120 --> 00:01:07,320
actually just isolate this geometry itself and switch this to bounding box
8
00:01:07,320 --> 00:01:10,320
and pick the center there.
9
00:01:10,320 --> 00:01:17,720
Center there. Center there.
10
00:01:21,280 --> 00:01:30,479
This to the center. There you go. Tab out of it. So when you modify the geometry of
11
00:01:30,479 --> 00:01:37,080
like a door or a window I suggest doing it away from the origin so you can see
12
00:01:37,120 --> 00:01:45,400
that the origin is here and we had moved this edge and this edge. If you modify
13
00:01:45,400 --> 00:01:51,400
the edge that kind of the origin is on it might cause problems with where your
14
00:01:51,400 --> 00:01:58,080
void is in relation to the origin and some other glitches as well. So I just
15
00:01:58,080 --> 00:02:04,360
recommend if you're changing the size of a type that you do it away from the
16
00:02:04,360 --> 00:02:10,360
origin you kind of keep the origin relative to the geometry. So after doing
17
00:02:10,360 --> 00:02:20,720
that of course then you have to go in and change your voids as well. So we can
18
00:02:20,720 --> 00:02:36,520
isolate that one. What did we do? We did point five down and point five that way.
19
00:02:37,320 --> 00:02:47,200
And isolate and toggle openings. There's your new type with the new size.

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@ -0,0 +1,392 @@
1
00:00:00,000 --> 00:00:04,400
So I'm going to start modeling in the second floor structure here.
2
00:00:04,400 --> 00:00:09,920
I'm going to pull in some beam types from that OD template library.
3
00:00:09,920 --> 00:00:23,560
Go to project library, multi-template, and I go to beams.
4
00:00:23,560 --> 00:00:34,120
I want to pull in this one and this one, 2x10, and then a double or sister 2x10 there.
5
00:00:34,120 --> 00:00:42,920
Select those wall types and I'm going to isolate it to make it easier to model.
6
00:00:42,920 --> 00:00:50,879
And switch to beam and go to make that one active and add it.
7
00:00:50,880 --> 00:00:56,280
I'm going to turn off some snaps first here.
8
00:00:56,280 --> 00:01:03,840
And add it in the world.
9
00:01:03,840 --> 00:01:07,200
There and there.
10
00:01:07,200 --> 00:01:08,200
Turn.
11
00:01:08,200 --> 00:01:16,200
Then I'm just going to rotate this, duplicate it, and rotate it 90.
12
00:01:16,200 --> 00:01:22,480
And I'm going to switch this to a 2x10.
13
00:01:22,480 --> 00:01:29,500
So I'm going to model this second floor structure and then I'll get back to you then after that.
14
00:01:29,500 --> 00:01:34,520
So off camera I created these two floor assemblies here.
15
00:01:34,520 --> 00:01:38,040
Created a new slab type.
16
00:01:38,040 --> 00:01:42,840
We're using the T111 for that floor sheathing.
17
00:01:42,840 --> 00:01:46,720
You can see the beams there.
18
00:01:46,720 --> 00:01:53,840
I also off camera created some new styles and some materials.
19
00:01:53,840 --> 00:02:00,400
Created this wood 4 inch groove style and this wood lumber white.
20
00:02:00,400 --> 00:02:07,560
And then two new materials, this T111 sheathing and then also lumber painted and I applied
21
00:02:07,560 --> 00:02:10,640
those styles to that.
22
00:02:10,639 --> 00:02:17,239
These assemblies are also linked to aggregates too.
23
00:02:17,239 --> 00:02:22,739
I select both of those.
24
00:02:22,739 --> 00:02:32,359
So let's import in some columns now and some additional beams.
25
00:02:32,360 --> 00:02:45,240
So go to your project library and we're going from that OD Bonsai template and we want to
26
00:02:45,240 --> 00:02:49,200
import in some columns.
27
00:02:49,200 --> 00:02:56,360
I'm going to import these, the built up columns.
28
00:02:56,360 --> 00:03:04,440
And let's import that one, that's steel.
29
00:03:04,440 --> 00:03:06,440
And go to beams.
30
00:03:06,440 --> 00:03:12,160
Then we'll import an LVL, a sistered LVL.
31
00:03:12,160 --> 00:03:18,280
We'll import these just to have them in the file as well.
32
00:03:18,280 --> 00:03:24,920
So I am off camera going to model in a beam here that will catch this floor system and
33
00:03:24,920 --> 00:03:27,480
then I'll put some columns in there as well.
34
00:03:27,480 --> 00:03:31,359
So I'll get back to you after I do that.
35
00:03:31,359 --> 00:03:33,480
So I added in those columns and beams.
36
00:03:33,480 --> 00:03:36,000
I can show you.
37
00:03:36,000 --> 00:03:41,040
Isolate them.
38
00:03:41,040 --> 00:03:46,079
You can trim these columns to that beam.
39
00:03:46,079 --> 00:03:49,600
Select the two columns first and then the beam.
40
00:03:49,600 --> 00:03:55,000
And then do shift E and it trims those columns to that beam.
41
00:03:55,000 --> 00:04:04,200
You can do it the same here.
42
00:04:04,200 --> 00:04:08,459
And lastly we're going to model in a second floor truss.
43
00:04:08,459 --> 00:04:14,560
So to start that, go back to our template file.
44
00:04:14,560 --> 00:04:20,600
Load that.
45
00:04:20,600 --> 00:04:24,400
And I'm going to bring in a beam.
46
00:04:24,400 --> 00:04:29,520
We'll do 2x4, 2x6, 2x8.
47
00:04:29,520 --> 00:04:36,040
Probably going to need all these eventually so I'm just going to bring those all in.
48
00:04:36,040 --> 00:04:41,480
Ok.
49
00:04:41,480 --> 00:04:49,240
And then model out the beam.
50
00:04:49,240 --> 00:04:54,400
Start with the 2x4 there.
51
00:04:54,400 --> 00:04:57,680
Add it somewhere in space.
52
00:04:57,680 --> 00:05:03,600
Move it up here.
53
00:05:03,600 --> 00:05:13,320
So because this 2x4 will be part of a wood floor truss, we're going to change its designation
54
00:05:13,320 --> 00:05:17,040
to an IFC member, not IFC beam.
55
00:05:17,040 --> 00:05:22,520
So before we do that I'm going to just duplicate it.
56
00:05:22,520 --> 00:05:24,520
Duplicate.
57
00:05:24,520 --> 00:05:33,799
Just a copy.
58
00:05:33,799 --> 00:05:36,799
Rename it 2x4.
59
00:05:36,799 --> 00:05:42,719
Just say member.
60
00:05:42,719 --> 00:05:51,320
And then we're going to change the instance to a member.
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00:05:51,320 --> 00:05:52,320
It should.
62
00:05:52,320 --> 00:05:54,880
Is there a truss?
63
00:05:54,880 --> 00:06:02,360
I will just keep it not defined for now.
64
00:06:02,360 --> 00:06:04,280
And say assign.
65
00:06:04,280 --> 00:06:09,880
So it both changes the instance but also the type changes as well.
66
00:06:09,880 --> 00:06:13,080
See I have member type as well there.
67
00:06:13,080 --> 00:06:20,800
So I'm going to start with this and model out a truss then and I will get back to you.
68
00:06:20,800 --> 00:06:24,640
So I created a floor truss here with those IFC members.
69
00:06:24,640 --> 00:06:33,680
I used Shift-E to extend this web profile to this top cord here.
70
00:06:33,680 --> 00:06:43,120
So for example I could move that top cord and do a Shift-G. And those members would
71
00:06:43,120 --> 00:06:48,540
mend themselves to that new height.
72
00:06:48,540 --> 00:06:51,020
So let's create a linked aggregate out of this.
73
00:06:51,020 --> 00:06:54,540
Just a refresher on how to do that.
74
00:06:54,540 --> 00:06:55,540
Select all those members.
75
00:06:55,540 --> 00:07:03,020
I'm going to place my origin there at the center.
76
00:07:03,020 --> 00:07:06,540
And just going to create an aggregate to start.
77
00:07:06,540 --> 00:07:13,580
Let's do floor truss.
78
00:07:13,580 --> 00:07:20,780
And then I will pick any one of these members and do Shift-Control-D. You can see it copies
79
00:07:20,780 --> 00:07:21,780
it.
80
00:07:21,780 --> 00:07:25,979
I'm just going to move it two feet over.
81
00:07:25,979 --> 00:07:35,020
So if you query it then you can see that those are two linked aggregates.
82
00:07:35,020 --> 00:07:37,060
And you can do the same thing here again.
83
00:07:37,060 --> 00:07:46,020
Shift-D and then move it two feet.
84
00:07:46,020 --> 00:07:50,140
So I finished modeling the second floor structure.
85
00:07:50,140 --> 00:07:54,380
These trusses as you remember are linked aggregates here.
86
00:07:54,380 --> 00:08:00,659
And then I actually put each one of these aggregates in an overall aggregate called
87
00:08:00,659 --> 00:08:01,659
Wood Truss Assembly.
88
00:08:01,660 --> 00:08:08,180
You can select the whole thing that way.
89
00:08:08,180 --> 00:08:13,500
And finally let's put these two members of this sheathing and this beam in this overall
90
00:08:13,500 --> 00:08:15,540
wood floor assembly.
91
00:08:15,540 --> 00:08:17,900
So I'll Shift-Select them.
92
00:08:17,900 --> 00:08:21,680
There's one of two ways you can do it.
93
00:08:21,680 --> 00:08:29,160
You can go here and type in the aggregate if you know it.
94
00:08:29,160 --> 00:08:31,380
And then apply that.
95
00:08:31,380 --> 00:08:42,260
Or you can pick the part that's within the overall aggregate.
96
00:08:42,260 --> 00:08:46,980
So I'm just going to pick that floor truss, one of those, and say assign.
97
00:08:46,980 --> 00:08:56,820
And then it should apply it to, there you go, if we can isolate it.
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00:08:56,820 --> 00:09:00,820
That's the overall aggregate then with all the members inside.

View file

@ -0,0 +1,340 @@
1
00:00:00,000 --> 00:00:05,880
So I modeled in quite a number of things since our last video here and I'll go
2
00:00:05,880 --> 00:00:12,800
through them one by one. So these exterior walls I believe were in there
3
00:00:12,800 --> 00:00:19,360
before so I'm just gonna select all the types and I'm gonna hide them and the
4
00:00:19,360 --> 00:00:22,880
windows we had that in there so I'm gonna select all the windows and hide
5
00:00:22,880 --> 00:00:30,840
them. So I modeled in the interior walls I brought some wall types in from that
6
00:00:30,840 --> 00:00:41,320
OD template so I'm just gonna select the types those are 2x4 walls there select
7
00:00:41,320 --> 00:00:50,519
these those are 2x6 walls hide those and these are furring walls 2x4
8
00:00:50,520 --> 00:00:53,960
furring walls I'm just gonna hide those.
9
00:00:55,200 --> 00:01:06,480
And let's as you can see I modeled in a new staircase here I took some time to
10
00:01:06,480 --> 00:01:13,240
model that in so I basically replicated the same approach as the basement stair
11
00:01:13,240 --> 00:01:22,300
so the stringers you know are made from intelligent stair representation type so
12
00:01:22,300 --> 00:01:28,520
I'm just gonna select all those types and hide them. Then this trim board here
13
00:01:28,520 --> 00:01:37,759
is just an IFC covering it's extrusion based family it's here's the extrusion
14
00:01:37,760 --> 00:01:51,720
there I'm gonna select all those types and hide them. And that just an intelligent
15
00:01:51,720 --> 00:02:01,120
stair representation as well hide that. These are just I modeled them as a mesh
16
00:02:01,120 --> 00:02:07,040
we tab into it and see there's just individual meshes so that's kind of like
17
00:02:07,040 --> 00:02:17,840
the basement stair as well. Hide that. And here I created a intelligent layered
18
00:02:17,840 --> 00:02:29,280
type for the winder treads there select those and hide them. And then I brought
19
00:02:29,280 --> 00:02:39,760
in various structural beam types here an LVL and like 2x4 lumber so just
20
00:02:39,760 --> 00:02:45,520
brought those in from the template library so I'm gonna actually select all
21
00:02:45,520 --> 00:02:54,680
the beams and hide them and the columns select all the columns and hide them.
22
00:02:54,680 --> 00:03:05,200
Created a new type for the ceiling there.
23
00:03:07,120 --> 00:03:17,040
Hide that. And then a new wall type for just gyp board only as you can see
24
00:03:17,040 --> 00:03:31,120
there. Hide that. And select all the slabs hide those all the members hide those. So
25
00:03:31,120 --> 00:03:39,079
yeah that's all the changes so far. So let's model in a intelligent parametric
26
00:03:39,080 --> 00:03:46,200
railing on this stair here. Before I do that I'm gonna select the aggregate
27
00:03:46,200 --> 00:03:50,760
which I put all these stair components in that aggregate there and then I'm
28
00:03:50,760 --> 00:04:02,040
just isolate it. So the parametric railing is pretty simple it doesn't have
29
00:04:02,040 --> 00:04:06,720
many bells and whistles but I kind of just want to show it to you just so you
30
00:04:06,720 --> 00:04:16,800
know it's there. We're gonna do the type launcher create a new type first floor
31
00:04:18,160 --> 00:04:27,760
stair railing and categorize it railing type.
32
00:04:28,400 --> 00:04:38,200
Let's do guardrail and here it is a railing representation type so say okay
33
00:04:38,200 --> 00:04:47,920
and set active and I'm gonna add it in world here.
34
00:04:47,920 --> 00:05:03,480
So if you tab into it you can see it starts with a line with three vertices
35
00:05:03,480 --> 00:05:12,960
there. If you subdivide increase the subdivision there you'll see that at
36
00:05:13,000 --> 00:05:19,000
every vertices when I tab out it actually you know articulates or breaks
37
00:05:19,000 --> 00:05:28,200
the railing. So that's one way to divide up the railing type and combine that
38
00:05:28,200 --> 00:05:35,919
with then oops sorry go to railing here and these are the parameters you can
39
00:05:35,920 --> 00:05:44,080
adjust as well for that the thickness I'll just do I don't know 1.5 inches and
40
00:05:44,080 --> 00:05:54,800
then you adjust the spacing. There you go so there's two railing types it's the
41
00:05:54,800 --> 00:06:01,680
frameless panel and then there's the wall mounted one which looks like that
42
00:06:01,680 --> 00:06:10,960
but we'll do the frameless panel one and if you want to contour this then to
43
00:06:10,960 --> 00:06:20,400
the stair I'm gonna select all these and I'm gonna mesh cleanup and we're gonna
44
00:06:20,400 --> 00:06:29,760
limit dissolve so it's only two vertices now so let's change the location oops
45
00:06:29,840 --> 00:06:44,840
didn't want to do that you know so we'll relocate that vertices a that corner at
46
00:06:44,840 --> 00:07:02,080
the stair and the other one there I'm going to turn off my just do vertices
47
00:07:02,080 --> 00:07:15,400
makes it a little easier there you go and then from here you can subdivide to
48
00:07:15,400 --> 00:07:23,640
your heart's content if it maxes out at 10 there so let's say you can do 7 and
49
00:07:23,640 --> 00:07:32,159
tab out of it and then if you want to do 14 you would subdivide again just you
50
00:07:32,159 --> 00:07:42,520
know do one so there's the starting of a railing so I'm not going to use this
51
00:07:42,520 --> 00:07:47,400
approach for the railing of this stair because it's pretty simple as you can
52
00:07:47,400 --> 00:07:53,000
see I think our balusters balustrades are going to be a little more elaborate
53
00:07:53,000 --> 00:07:59,040
so I'm going to model up just one type and then array it down through I can
54
00:07:59,040 --> 00:08:05,760
show you how to do that next so I'm going to delete this railing type and
55
00:08:05,760 --> 00:08:12,200
instead I modeled in an individual baluster here you can see that it's kind
56
00:08:12,200 --> 00:08:17,960
of tapered basically just did it with a mesh started with the circle here and
57
00:08:18,159 --> 00:08:27,640
then extruded it and then shrunk the circle down at the top so we want to
58
00:08:27,640 --> 00:08:38,039
then convert that into a type so we can launch say balustrade and it's a railing
59
00:08:38,039 --> 00:08:48,199
type when I go not defined this time it's your tessellation from object and
60
00:08:48,199 --> 00:08:53,199
so yes that's the circle that's what we want or we can select it in world there
61
00:08:53,199 --> 00:09:02,599
and say okay okay I'm gonna put my 3d sorry we're just gonna add it in world
62
00:09:02,600 --> 00:09:13,120
I'm gonna pop it right there let's see what spatial I want to change it to
63
00:09:13,120 --> 00:09:25,400
first right there all right so let's array this thing on a ray it and we're
64
00:09:25,400 --> 00:09:33,319
gonna do distribution distribute and we're gonna put your 3d cursor right
65
00:09:33,319 --> 00:09:41,360
there and we are gonna click this button which will take in consideration where
66
00:09:41,360 --> 00:09:49,720
that 3d cursor is I'm just gonna say zero change there and I'm going to start
67
00:09:49,720 --> 00:10:01,840
increasing that count and see what happens all right looks good so then we
68
00:10:01,840 --> 00:10:16,760
can move it why let's do and then duplicate it we got two arrays now
69
00:10:19,720 --> 00:10:31,760
four inches five inches five inches so yeah there's a start of our balusters
70
00:10:31,760 --> 00:10:39,160
then so you can see these balusters step with the treads which we don't
71
00:10:39,160 --> 00:10:43,440
necessarily want because when we put our hand railing in there we want to trim
72
00:10:43,440 --> 00:10:50,960
these to the hand railing so let's do that before we do let's select all the
73
00:10:50,960 --> 00:10:58,720
rays and apply them so they're no longer arrays and we want to create a new
74
00:10:58,720 --> 00:11:07,840
aggregate I'll call it baluster aggregate and go up to add I see
75
00:11:07,840 --> 00:11:12,300
element and we want to change this to I see feature element which has the I see
76
00:11:12,300 --> 00:11:20,819
opening element which acts as a void object and we want to apply to the
77
00:11:20,819 --> 00:11:30,020
aggregate that we just made and custom extrude yes and say okay
78
00:11:30,020 --> 00:11:45,579
and it places the void in world we can select it tab into it and see which way
79
00:11:45,579 --> 00:11:51,620
the direct extrusion direction is going and I'm gonna flip it to 90 in that
80
00:11:51,620 --> 00:12:02,540
direction and tab into it again and select these individual vertices
81
00:12:05,820 --> 00:12:08,820
text
82
00:12:08,820 --> 00:12:28,780
out of it and let's move it up to a certain level spell right there make
83
00:12:28,780 --> 00:12:44,260
sure engulfs the balusters there tab out of it and then do an alt o to close
84
00:12:44,260 --> 00:12:51,020
the openings and hopefully the balusters will be trimmed then after that there we
85
00:12:51,020 --> 00:12:53,220
go

View file

@ -0,0 +1,292 @@
1
00:00:00,000 --> 00:00:07,880
So let's cover representation contexts. So this door type here is a door type that came standard with
2
00:00:08,760 --> 00:00:16,720
demo library when we first created this project. And so if you go to your materials tab here under representations, you can see that there's two
3
00:00:17,600 --> 00:00:23,460
representations. So one is the model body model view which we see here
4
00:00:23,720 --> 00:00:28,040
and the other one is plan body plan view. And if I click on here, you'll see
5
00:00:28,480 --> 00:00:37,360
it looks like that door swing. So that's the representation or what the geometry looks like when you're in plan
6
00:00:38,440 --> 00:00:41,720
and in the plan view target view and
7
00:00:42,879 --> 00:00:45,239
to go back to the three-dimensional model. So
8
00:00:45,760 --> 00:00:51,900
this context is a little hard to describe so I kind of created this table here that
9
00:00:52,600 --> 00:00:54,920
provides examples of the various
10
00:00:55,640 --> 00:01:01,880
configurations of context type and context identifier target view. So the first one is the most common
11
00:01:02,120 --> 00:01:13,720
or some model body model view and that's basically the full 3D shape of an object. For example, the 3D geometry of a door or window. So viewed in model.
12
00:01:14,360 --> 00:01:22,720
Second one plan axis graph view. An example of that would be an axis, a simple linear axis of a wall or beam.
13
00:01:23,720 --> 00:01:29,480
I'm actually not quite 100% sure what that context is for. That
14
00:01:30,400 --> 00:01:35,020
context comes standard with the demo file, but I haven't found a use case for it yet.
15
00:01:35,560 --> 00:01:41,560
So the fourth one the model box model view is the overall bounding box of three-dimensional geometry.
16
00:01:42,080 --> 00:01:43,720
That
17
00:01:43,720 --> 00:01:49,480
happens more times than not automatically behind the scenes. So you don't necessarily have to set that for anything.
18
00:01:49,480 --> 00:01:57,440
Model annotation section view. An example would be, for example, up down aerials on window sashes.
19
00:01:59,360 --> 00:02:07,920
Model annotation elevation view would be like a door swing indicator in elevation, kind of a triangle symbol, for example.
20
00:02:08,400 --> 00:02:14,840
So model annotation model view would be text or symbols in orthographic perspective view.
21
00:02:15,840 --> 00:02:21,480
And then model profile elevation view. This one's a special one where you could use a profile,
22
00:02:22,240 --> 00:02:28,640
simple profile geometry to create a void for a door or window instead of actually
23
00:02:29,220 --> 00:02:31,680
using a void or an IFC opening element.
24
00:02:32,600 --> 00:02:40,760
So plan annotation plan view are just, that's mostly the texts and symbols that you see on floor plans.
25
00:02:41,760 --> 00:02:44,760
And again, I'm not quite sure what that context is for.
26
00:02:45,280 --> 00:02:51,040
Then plan annotation reflected view is just text and symbols on reflected ceiling plan.
27
00:02:52,399 --> 00:02:54,399
And finally plan body plan view.
28
00:02:54,920 --> 00:03:01,519
That could be like a door swing or an arc in plan, which we just saw. And again, I'm not quite sure there.
29
00:03:04,760 --> 00:03:08,280
So again that door type has these two contexts in it.
30
00:03:09,000 --> 00:03:10,120
So let's say for example,
31
00:03:10,120 --> 00:03:15,080
we created a new door type here and it only has model body model view.
32
00:03:15,080 --> 00:03:19,000
And we want to create a plan body plan view on this.
33
00:03:19,640 --> 00:03:27,200
So to do that, you go plan body plan view and then click on the plus and it'll ask you,
34
00:03:27,600 --> 00:03:29,600
do you want to
35
00:03:30,600 --> 00:03:34,160
repeat basically the full representation of full geometry?
36
00:03:35,040 --> 00:03:37,200
Or do you want to just do a simple cube?
37
00:03:37,200 --> 00:03:43,519
Or you can say from an object, you can click another object, a vanilla blender object in world.
38
00:03:44,840 --> 00:03:47,880
Or just the bounding box or the trace outline.
39
00:03:47,880 --> 00:03:50,600
Let's do a trace outline just to see what it does.
40
00:03:51,920 --> 00:03:58,720
So here you can see that it basically flattened that three dimensional geometry down to
41
00:04:00,320 --> 00:04:02,680
that geometry there.
42
00:04:03,520 --> 00:04:10,440
So that's not totally representative of what the door arc should look like.
43
00:04:10,440 --> 00:04:13,720
So I'm going to take another stab at it. I'm going to delete that.
44
00:04:15,640 --> 00:04:21,560
And I'm going to duplicate model body model view.
45
00:04:21,560 --> 00:04:25,800
Let's create another one. I'm going to do full representation, full representation.
46
00:04:27,200 --> 00:04:29,040
And just going to flip there.
47
00:04:30,040 --> 00:04:34,040
And I'm going to tab interaction, not tab in, I'm going to edit mode here.
48
00:04:35,160 --> 00:04:42,040
And I'm going to select all this and delete the faces and tab out.
49
00:04:43,160 --> 00:04:47,640
So we got the original one and the one we just made.
50
00:04:48,160 --> 00:04:54,120
So now I'm going to go to plan body plan view from that add.
51
00:04:54,120 --> 00:04:56,040
I'm going to do trace outline.
52
00:04:57,240 --> 00:04:58,760
So this gives us a better start.
53
00:04:59,640 --> 00:05:06,680
On that symbol, so I'm actually just going to delete this one we just made.
54
00:05:07,680 --> 00:05:11,520
I go to here. So go into edit mode.
55
00:05:14,800 --> 00:05:16,840
And we can just do the kind of the.
56
00:05:20,960 --> 00:05:25,400
Do this one, this one, put our 3D cursor here.
57
00:05:26,600 --> 00:05:27,960
I'm going to duplicate it.
58
00:05:29,360 --> 00:05:30,920
And rotate it 90.
59
00:05:35,840 --> 00:05:38,720
And we can add a circle.
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00:05:40,720 --> 00:05:43,320
And we're going to do three feet.
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00:05:47,720 --> 00:05:50,800
Select that edge, delete edge.
62
00:05:52,120 --> 00:05:56,120
Delete that edge, control L, select all those edges and delete them.
63
00:05:57,120 --> 00:06:01,080
And I'm going to delete that edge, that edge.
64
00:06:02,720 --> 00:06:08,160
And I believe I can tab out then flip between these representations, then
65
00:06:09,240 --> 00:06:15,240
you can see then we created a geometry for the plan body plan view or
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00:06:16,160 --> 00:06:20,040
essentially what this geometry will look like in a floor plan.
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00:06:20,040 --> 00:06:27,120
I don't necessarily like to do my door swings like this.
68
00:06:27,120 --> 00:06:37,600
In the OD Bonsai template, you'll see if you investigate the different representation types.
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00:06:37,600 --> 00:06:46,680
I like to do my swing and actually in 3D and my door trim and jam and everything else in 3D as well.
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00:06:47,280 --> 00:06:55,320
Reason being is that when you do your drawings, it actually will cut through that geometry.
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00:06:55,320 --> 00:07:02,760
And the cut line is a thicker line in the drawings than than if it was just a flat in 2D line work like that.
72
00:07:03,240 --> 00:07:09,120
So going forward, you'll see these doors that I pull in have this view instead.
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It's just a preference.

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1
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So if you remember in a video a while back we created reference planes for
2
00:00:06,120 --> 00:00:15,540
both in plan and in section. So I can turn those on to show you. Shift select.
3
00:00:15,540 --> 00:00:29,700
So these I'm going 3D. So these elements here. Let's say you're in a floor plan
4
00:00:29,700 --> 00:00:37,140
view and you'd like to still see these reference planes here while you work in
5
00:00:37,140 --> 00:00:43,019
bonsai but when you print them out you don't want them to show. I can show you a
6
00:00:43,019 --> 00:00:51,500
way to do that. So let's say in this view we want to keep these reference planes
7
00:00:51,500 --> 00:00:57,620
on which are have an object type a predefined type for reference plan and
8
00:00:57,779 --> 00:01:08,420
then turn off the reference section there. So if you remember if we go back to our drawing,
9
00:01:08,420 --> 00:01:15,420
we click our drawing and go to parameters here. Actually I'm going to take that back.
10
00:01:15,420 --> 00:01:20,060
I'm going to go into drawing here and we're going to go to element filters.
11
00:01:20,060 --> 00:01:30,540
You'll see that we turned off all IFC virtual elements but let's say we want to now be a little
12
00:01:30,540 --> 00:01:41,060
more selective and just turn off these the reference sections. So a quick way to adjust
13
00:01:41,060 --> 00:01:49,540
this filter here is to say select the thing that we don't want in the view and go here to object
14
00:01:49,540 --> 00:01:56,540
type and click on that value and you see down here it says object type that string there was
15
00:01:56,540 --> 00:02:03,060
copied into your clipboard. You can go back to your drawings and you actually copy that string
16
00:02:03,060 --> 00:02:19,540
into that filter there and say save filter. Then go back to your drawing and activate the drawing
17
00:02:19,540 --> 00:02:30,300
again and see if it turns off the reference plane and activate the drawing again and see if it turns
18
00:02:30,340 --> 00:02:44,860
off the reference plane. There it did. Great. So we can then save that filter back in our
19
00:02:44,860 --> 00:02:55,420
we can save plan because that's what it was called before so it'll overwrite the save search
20
00:02:55,420 --> 00:03:03,820
essentially. So from here then we can print to see what we're dealing with.
21
00:03:03,820 --> 00:03:21,739
If we zoom into that line there right click and inspect I just want to see what classes are
22
00:03:21,740 --> 00:03:28,020
associated with that. I'm going to go up a group here so we only have IFC virtual element and
23
00:03:28,020 --> 00:03:38,180
material null so it doesn't have the predefined information associated with it. So let us go back
24
00:03:38,180 --> 00:03:52,020
click on the drawing go to the properties of that drawing and we want to tell it in metadata
25
00:03:52,020 --> 00:03:59,940
this is kind of a summary of a couple videos ago we want to tell it to export out the predefined
26
00:03:59,940 --> 00:04:10,380
type and again go back to our selector syntax here and we want to find what's appropriate for
27
00:04:10,380 --> 00:04:22,019
exporting out the predefined type so copy that and in metadata I want to say okay so now run
28
00:04:22,019 --> 00:04:39,580
the drawing and then go and inspect again our line so now you can see we got the predefined
29
00:04:39,580 --> 00:04:51,419
type exported out as a class and so to test this out period in the class and then stroke none
30
00:04:51,419 --> 00:05:03,380
actually I'm going to turn my caps off stroke none and there you see it turns it off if I see
31
00:05:03,580 --> 00:05:11,500
on and off there even though it turns off the line you see that there's a rasterized line
32
00:05:11,500 --> 00:05:22,300
there still which I'll show you how to turn off so we ultimately want to save this rule in our
33
00:05:22,300 --> 00:05:37,100
default CSS if you remember and I'll just paste it here and save so the way to turn off the raster
34
00:05:37,100 --> 00:05:46,540
line is you go up here and you would think turn off the wireframe all together but actually that
35
00:05:46,540 --> 00:05:57,220
doesn't work if you turn the opacity down and then if you remember going to our overlays or
36
00:05:57,220 --> 00:06:03,340
underlay sorry this is using the blender default the current shading style there I'm going to
37
00:06:03,340 --> 00:06:13,060
select that I want to save that drawing style so it remembers it let's save now hopefully when we
38
00:06:13,060 --> 00:06:30,780
run our drawing there we go so those reference planes are all turned off in the actual SVG but
39
00:06:30,780 --> 00:06:39,380
they still show up when you're using bonsai which is useful during while you're modeling things

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@ -0,0 +1,136 @@
1
00:00:00,000 --> 00:00:07,440
So you'll notice our model is getting pretty elaborate over the last couple of videos.
2
00:00:07,440 --> 00:00:22,400
So when you're switching drawings now, it does take some time.
3
00:00:22,400 --> 00:00:27,020
So that can be annoying when you're kind of just want to flip through the various drawings
4
00:00:27,020 --> 00:00:29,900
really quick when you're modeling something.
5
00:00:29,900 --> 00:00:37,460
So a little tip, let's turn the line weights on again.
6
00:00:37,460 --> 00:00:45,220
If you want to quickly open up a drawing view without it really taking a lot of time, you
7
00:00:45,220 --> 00:00:49,500
can shift select and click on that button.
8
00:00:49,500 --> 00:00:52,800
And it quickly goes to that view.
9
00:00:52,800 --> 00:01:00,680
It doesn't turn on the annotation, as you can see, but it's a quick way to navigate
10
00:01:00,680 --> 00:01:05,720
through the model if you're just modeling.
11
00:01:05,720 --> 00:01:09,960
So a little tip for you.
12
00:01:09,960 --> 00:01:11,920
So let's recreate this door here.
13
00:01:11,920 --> 00:01:15,160
I'm just going to delete it.
14
00:01:15,160 --> 00:01:22,880
So you would think, now that we turned on our reference planes here, that we could use
15
00:01:22,880 --> 00:01:26,280
those to mirror this type.
16
00:01:26,280 --> 00:01:31,960
Go to tool and mirror.
17
00:01:31,960 --> 00:01:35,400
Unfortunately, it does not work.
18
00:01:35,400 --> 00:01:43,080
For these types of types, for the geometry based types, mirror doesn't work.
19
00:01:43,080 --> 00:01:49,360
So you have to, for any one type, you have to create kind of the mirrored version of
20
00:01:49,360 --> 00:01:50,520
that.
21
00:01:50,520 --> 00:01:56,900
So right here, if I select it, the type is a 3480R.
22
00:01:56,900 --> 00:02:06,060
So I've created corresponding 3480L if I activate it.
23
00:02:06,060 --> 00:02:08,840
So that's just the mirrored version of it.
24
00:02:08,840 --> 00:02:17,600
So if I move it in place there to have it mend itself to the wall, I'm just going to
25
00:02:17,600 --> 00:02:21,400
isolate these objects here.
26
00:02:21,400 --> 00:02:26,600
You select the door and then the wall and then apply void.
27
00:02:26,600 --> 00:02:31,500
There you go.
28
00:02:31,500 --> 00:02:36,560
So yeah, unfortunately, mirror doesn't work, but you have to create individual types for
29
00:02:36,560 --> 00:02:41,440
a mirrored scenario like this.
30
00:02:41,440 --> 00:02:47,920
So if you want a door to turn the other direction, unfortunately, there's no quick command to
31
00:02:47,920 --> 00:02:49,320
do that.
32
00:02:49,320 --> 00:02:57,560
So you actually physically have to rotate it and then move it back into place where
33
00:02:57,560 --> 00:03:03,040
you want it.
34
00:03:03,040 --> 00:03:07,840
And then do a Shift-G to regenerate the wall.

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1
00:00:00,000 --> 00:00:05,520
So this is our materials library we've been putting together. Our typical
2
00:00:05,520 --> 00:00:13,800
approach is to pull materials from the ODE textures library so just copy and
3
00:00:13,800 --> 00:00:25,680
paste a cube from one blender session to the other and then we have to pull over
4
00:00:25,880 --> 00:00:31,960
the textures from the ODE texture library over to the corresponding folder
5
00:00:31,960 --> 00:00:38,240
in our project. So this becomes kind of tedious after a while so there's a way
6
00:00:38,240 --> 00:00:49,320
to actually sync the entire ODE texture library into our current repo and I can
7
00:00:49,320 --> 00:00:59,480
show you how to do that. So before we do though I need to delete this library
8
00:00:59,480 --> 00:01:10,640
altogether. Then I'm going to go to our Git client which is a Git neuro that
9
00:01:10,640 --> 00:01:15,280
we're using. I'm going to open the repo
10
00:01:18,160 --> 00:01:28,440
and then I'm going to stage all those changes and I'm gonna say type it in
11
00:01:28,440 --> 00:01:33,280
moving ODE texture folder in prep for adding ODE texture library as a sub
12
00:01:33,280 --> 00:01:45,440
module and so I can commit that and now we can actually add a sub module and to
13
00:01:45,440 --> 00:01:54,560
do that then click here and we have to go find the URL from the ODE texture
14
00:01:54,560 --> 00:02:00,880
library which is here and copy that you can paste it there and then the
15
00:02:00,880 --> 00:02:09,600
directory that we want to locate it in is going to be you know this slash model
16
00:02:09,600 --> 00:02:20,079
folder ODE textures and then we can say create module pretty quick. So it might
17
00:02:20,079 --> 00:02:25,400
take a while to download that entire repo but when it does you can check the
18
00:02:25,400 --> 00:02:32,960
path and see if all the appropriate folders and files are there. One thing I
19
00:02:32,960 --> 00:02:40,160
did wrong is when I added in the path to where to download the files I used a
20
00:02:40,160 --> 00:02:45,880
backslash instead of a forward slash and so I corrected that in this Git module
21
00:02:45,880 --> 00:02:50,720
file you won't necessarily have to mess with this but I'm just gonna submit this
22
00:02:50,720 --> 00:03:04,520
change. I say fix path commit and you can actually add stage or commit the sub
23
00:03:04,520 --> 00:03:20,480
module and there it will show up then in your list. So let's say we made a change
24
00:03:20,480 --> 00:03:30,120
to the ODE texture library I'm just gonna add text file so test so that's a
25
00:03:30,120 --> 00:03:36,920
change in the ODE texture repo in order to see that change with the Git narrow
26
00:03:36,920 --> 00:03:43,220
you can't necessarily do it from here which would make sense you have to open
27
00:03:43,220 --> 00:03:51,980
up that sub module sub modules basically are repos within repos so you navigate
28
00:03:51,980 --> 00:03:58,860
to where the sub module is right there and say open and then here you can see
29
00:03:58,860 --> 00:04:03,460
the change you made and do go through the same process of staging and then
30
00:04:03,460 --> 00:04:14,300
committing it so I'm gonna just write testing I'm gonna stage that and commit
31
00:04:14,300 --> 00:04:21,100
so you'll see here it says origin master snapshot that's where the timeline is on
32
00:04:21,100 --> 00:04:29,300
the remote or on the website essentially and this is your local commit so this
33
00:04:29,300 --> 00:04:36,540
commit has not been pushed yet to the remote so to do that we push it that way
34
00:04:36,540 --> 00:04:44,260
so now these both are on the local and the remote are synced and so similarly
35
00:04:44,260 --> 00:04:49,460
here this is the remote where it's at and this is local so we want to push
36
00:04:49,460 --> 00:04:52,940
these changes to the remote

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@ -0,0 +1,88 @@
1
00:00:00,000 --> 00:00:07,500
So naturally as you're working you'll come up with styles and materials that
2
00:00:07,500 --> 00:00:13,000
are not used or attached to any objects and there there's a quick way to purge
3
00:00:13,000 --> 00:00:18,240
all those styles and materials that you don't use and you can tell if they're
4
00:00:18,240 --> 00:00:24,860
being used or not by the number at this location here and see how many objects
5
00:00:24,860 --> 00:00:32,580
are using it. So if you want to purge then all the styles that you're not
6
00:00:32,580 --> 00:00:39,140
using you would go to purge data and before we do that we're gonna see we got
7
00:00:39,140 --> 00:00:48,220
30 styles and we had 39 materials. So I'm just gonna do purge unused styles first.
8
00:00:48,220 --> 00:00:55,900
So we went down to 28 surface styles and you'll notice there's some still
9
00:00:55,900 --> 00:01:00,660
that say zero but they did not get deleted. The reason being most of the
10
00:01:00,660 --> 00:01:05,660
time is that the style is attached to a material and so it's not going to delete
11
00:01:05,660 --> 00:01:13,460
it if it has that connection. So if you go back to here and go to purge unused
12
00:01:13,460 --> 00:01:21,580
materials and then purge styles you'll notice okay we lost another style so I
13
00:01:21,580 --> 00:01:27,300
think it was that air gap style. So it was attached to material we delayed that
14
00:01:27,300 --> 00:01:32,740
material and then we were able to delete the style. So a lot of times I like to
15
00:01:32,740 --> 00:01:38,860
just click these back and forth and make sure everything's purged. There are
16
00:01:38,900 --> 00:01:47,740
sometimes still styles of zero related to them. I haven't totally figured that
17
00:01:47,740 --> 00:01:55,539
out yet I'm sure there's rhyme and reason to it and trying to see if it
18
00:01:55,539 --> 00:02:00,100
applies to materials too. Sometimes it'll apply materials but doesn't look as
19
00:02:00,100 --> 00:02:07,700
often but yes this is a way to purge stuff that you don't use and there's
20
00:02:07,740 --> 00:02:14,380
also you can purge unused profiles and sorry unused types as well but I'm not
21
00:02:14,380 --> 00:02:18,060
going to do that because there's some types in here that I want to use later
22
00:02:18,060 --> 00:02:21,660
that are not applied quite yet.

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