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