Clase magistral de Autodesk Revit: una guía completa para principiantes | Ozgur Gorgun | Skillshare

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Autodesk Revit Architecture Masterclass: A Complete Guide for Beginners

teacher avatar Ozgur Gorgun, Adobe & Maxon Certified Instructor

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

90 Lessons (7h 9m)
    • 1. Introduction

      1:27
    • 2. 1.1 The Start Screen

      2:20
    • 3. 1.2 File Tab, Quick Access, Info Centre

      4:12
    • 4. 1.3 Tabs, Ribbons and Panels

      1:18
    • 5. 1.4 Properties Palette and Project Browser

      2:57
    • 6. 1.5 Status Bar, View Controls, Selection Toggles and Context Menu

      7:37
    • 7. 1.6 Navigating the Drawing Area

      3:29
    • 8. 1.7 Contextual Tab

      1:32
    • 9. 1.8 Terminology

      3:10
    • 10. 2.1 Introduction to Walls and Wall Panel

      10:40
    • 11. 2.2 Wall Options Bar

      10:44
    • 12. 2.3 Wall Properties palette

      3:28
    • 13. 3.1 Align, Offset, Mirror

      4:04
    • 14. 3.2 Move, Copy, Rotate, Trim Extend

      7:06
    • 15. 3.3 Split element, Pin, Array, Scale, Delete

      6:37
    • 16. 4.1 Building Levels

      13:03
    • 17. 4.2 Grid System

      6:27
    • 18. 5.1 Structural Column

      4:29
    • 19. 5.2 Architectural Columns

      3:11
    • 20. 5.3 Placing External Walls

      4:16
    • 21. 5.4 Placing Internal Walls

      5:52
    • 22. 5.5 Using the Equality Constraints

      7:05
    • 23. 5.6 Placing the Ground Floor Slab

      6:06
    • 24. 5.7 Placing a boundary footpath

      3:26
    • 25. 6.1 Placing Doors from the Type Selector

      5:14
    • 26. 6.2 Loading Doors from the Library

      2:18
    • 27. 6.3 Creating a new Door Type

      4:34
    • 28. 6.4 Adding a Wall Opening

      7:04
    • 29. 6.5 Editing the Walls Profile to create an opening

      2:23
    • 30. 6.6 Adding a Structural Opening to the wall

      3:14
    • 31. 6.7 Placing Windows

      4:20
    • 32. 7.1 Increasing Top Constraint

      3:55
    • 33. 7.2 Placing the First Floor slab

      5:09
    • 34. 7.3 Adding a Shaft Opening to the slab

      2:44
    • 35. 7.4 Selection Filter and Aligned to Selected Levels

      7:24
    • 36. 8.1 Stair by Component

      5:56
    • 37. 8.2 Stair by Sketch

      4:22
    • 38. 8.3 Creating project stair

      7:17
    • 39. 8.4 Placing a Railing

      1:47
    • 40. 8.5 Creating a Railing

      6:31
    • 41. 9.1 Introduction to roofs by Footprint

      12:01
    • 42. 9.2 Pitched roof by Footprint

      4:34
    • 43. 9.3 Flat roof by Footprint

      3:39
    • 44. 9.4 Roof by Extrusion

      3:12
    • 45. 10.1 Introduction to Curtain walls

      6:19
    • 46. 10.2 Constructing a Curtain wall

      4:00
    • 47. 10.3 Curtain Wall Entrance

      9:55
    • 48. 10.4 Curtain Wall Rear

      5:18
    • 49. 10.5 Curtain wall front

      2:50
    • 50. 11.1 Introduction to Reflected Ceilings

      6:17
    • 51. 11.2 Adjusting the Ceiling position

      0:53
    • 52. 11.3 Creating the First Floor Ceiling Plan

      1:30
    • 53. 11.4 Adding Components to the Ceiling

      7:18
    • 54. 11.5 Example of Rendered ceiling components

      1:40
    • 55. 12.1 Setting up a Callout

      3:43
    • 56. 12.2 Masking and Filled Regions

      2:14
    • 57. 12.3 Detail Components and Repeating Detail Components

      7:06
    • 58. 12.4 Placing Insulation

      0:29
    • 59. 12.5 Using the Detail Line and Creating a Line Style

      3:01
    • 60. 12.6 Adding Text with Leaders

      3:52
    • 61. 12.7 Adding Break Lines

      1:11
    • 62. 13.1 Introduction to Dimensions by Individual References

      4:28
    • 63. 13.2 Dimension by Entire Wall

      1:32
    • 64. 13.3 Witness Lines

      1:18
    • 65. 13.4 Modifying a Dimension

      0:47
    • 66. 14.1 Introduction to Tags

      4:07
    • 67. 14.2 Adding information to the Tags

      5:18
    • 68. 14.3 Placing Window Tags

      4:47
    • 69. 14.4 Placing Wall Tags

      1:55
    • 70. 14.5 Applying Tags to First Floor

      2:15
    • 71. 14.6 Creating a Room and Placing Room Tags

      9:00
    • 72. 14.7 Creating a Room Legend

      2:42
    • 73. 14.8 Creating a Room Schedule

      5:23
    • 74. 14.9 Creating a Door Schedule

      10:40
    • 75. 14.10 Creating a Window Schedule

      2:32
    • 76. 14.11 Creating a Door and Window Legend

      10:20
    • 77. 15.1 Introduction to Shadows and Sun settings

      3:54
    • 78. 15.2 Creating a One-Day Solar Study

      3:28
    • 79. 15.3 Introduction to Rendering and Rendering first image

      12:54
    • 80. 15.4 Rendering second image

      6:41
    • 81. 15.5 Introduction to Walkthroughs

      6:05
    • 82. 15.6 Modifying a Walkthrough

      2:23
    • 83. 15.7 Creating a Walkthrough over two levels

      5:57
    • 84. 16.1 Opening a Sheet and overview of the Title-block

      1:35
    • 85. 16.2 Setting up a Sheet part 1

      8:55
    • 86. 16.3 Setting up a Sheet part 2

      8:38
    • 87. 16.4 Adding Render views and Callouts to Sheet

      2:16
    • 88. 16.5 Loading an A2 Title-block

      3:09
    • 89. 16.6 Duplicating views

      3:03
    • 90. 16.7 Page Setup and Printing

      2:43
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About This Class

If you are looking to learn the foundations of Autodesk Revit Architecture, look no more! This course is for those who are looking to learn this industry standard BIM software from the ground up. With hands-on practice, you will learn everything you need to know in order to create professional BIM Projects.

Packed with over 7 hours of video lessons, this course will get you from knowing nothing, up to a level where you can start working with Revit. You will be able to download all the training and exercise files to accompany the lectures so you can follow along.

Meet Your Teacher

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Ozgur Gorgun

Adobe & Maxon Certified Instructor

Teacher

Hello, I'm Ozgur. I'm an award winning filmmaker, photographer and motion designer. I've been been working in the film and TV industry both in the UK and abroad for over a decade. 

I'm an Adobe Certified Expert, Video Specialist and Instructor. I'm also one of the very few Maxon Certified Cinema 4D Trainers in the world.

I've taught and worked with some of the biggest names in the industry such as SKY, BBC, Sony Pictures, ITV, Google, Microsoft, to name a few.

See full profile

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Transcripts

1. Introduction: Hi and welcome to this training course on Autodesk Rivet architecture. On this course, I'm accompanied by my colleague. Steve was an excellent architect, and they're ever trainer. By the time you complete this course, you'll have the skills and knowledge to take a project from start to finish, as Steve takes us through the ins and outs off rivets, As with him, you work solely on one single project, so this course is constructed in the same man. If you don't have any previous experience with rivets or any other cat based software, don't worry. We will start from the beginning, building you up to be more than capable of creating your own rivet models. The course will start with the basics from the terminology used rivets toe the tools and the interface. We will then move on to building our projects, introducing a new tool and future as we progress. You'll learn all about that, um, elements such as the levels and grades, the structural components, such as the structural and architectural columns. You'll also learn the major and the minor components like the walls, windows, doors, floors, stairs, ceilings, curtain walls and roofs will then take it to the next level and learn how to create to the details out a tag. Components create schedules and legends create render images and video walk throughs. Finally, we will set up our sheets and send them to Prince. Together with the video lessons, you'll have access to the course notes and the training files to follow. So if you're ready to learn rivet, let's get started. 2. 1.1 The Start Screen: when we open up, the software were greeted with the start screen. The start screen is divided up into the project section in the family's section on The resource is starting with the project section. On the left hand side, we have open new on four variations of a template. If we select open, that will bring us into our common drive, where we can load in a past project. If we select new will start a new project. Once we do select new, we then do have to specify what type of template we're going to be using. We can also browse a specific template. We can create a new project from scratch, or we can create a project template below that we have the four different templates currently loaded into this software. We have a construction template, architectural template, structural and mechanical. So, depending on the reason you're using this software, whether it be for construction, purpose architectural, creating the structure or adding in the mechanical, this is where we then choose that template to the right of that, we have our recently opened documents, so it's a quick access in order for us to open up a pass project quickly. Below. That is the family's section. Again, we can click on Open, which will go into our common drive. Select new gin will open up our project section to the right of that again is the foremost recently opened families. Over to the right is the resource is section. Here we can find out what's new. We can get some help. We can watch some quick tip videos. We can go into the auto desk up store. The rev it community is a form where if you're having any issues, you confined it some tips as more than likely the issue. You you're having someone else's have in the past and will have posted the information of how they resolve the situation. Then the bottom left word says Auto Desk Rabbit. If we click on that will bring us to the auto Desk website where again you can find out some tips and so forth 3. 1.2 File Tab, Quick Access, Info Centre: with this course, I'll only be using the architectural template in a metric format. Okay, to get started, we're not going to go and cook on the architectural template on the first thing we'll do whenever we open up. A new project is we're going to save it to save our project will go to file save, then the save as dialog box will appear. At this point, you should save it other to your desktop or created a new folder on your common drive to save the project into Well, then we'll name our project. For now, though, I'm quite happy with Project One and then we'll click on Save. The first thing I'm going to be looking at is our file tub within the file tub. It's very similar to the majority of programs nowadays, where we have new to create a new project we can open or going to our common drive. We can save like we've just done save ours export and so on. When we could get to the bottom and having nothing selected in there, you can see the various different projects that I've recently opened on. The one of the top is our current drawing. Whenever we open up new projects, it's going to pull this project down the list. So if I wanted that project to always be on my recently opened documents section, there's a small little pin to the right. Inside, we click on that. It's gonna pin it to the recent documents, and it will always be displayed down the bottom. Here we have our options. Onda. We can exit rabbits or the exit the program, then just above the file tab. We have a quick access panel. So the quick access panel is just a panel which contains some tools and features that we're going to use time and time again. I'm able to open up a new project. Saved my current. I have undo redo my actions I'm able to print. Then I have my measurements to which will measure between two points. My dimension to I can tag category have some text this little three D house here that will bring me into my three d view. I have a section view thin lines close hidden windows on switch windows. Each one of these tools were going to go over again and again throughout the project. so you get a full understanding of how each one works. If I wanted to add in a specific tool or subtract them out at the very end, as it'll drop down arrow where I can have and subtract various tools, we can also change the position so I can show below the ribbon. Then in the center here, this is displaying our project name as well as the current view that were on over to the right. We have what is known as the Info Centre. So if I wanted to find out some information, I can type it into the search bar here on. I'll bring me to that information. They were able to access the auto desk a 3 60 This is a very useful application with Rev it . So if I'm working on a floor plan or I generate some images, I can upload it to my A 3 60 And then when I go on site or meet a client, I can log into my A 3 60 from any PC, and I can show my work. It's a cloud based system that auto desk have created very useful to so the writer that with the shopping cart that will bring you into the auto desk app store, where you'll find a lot of different plug ins and so on for the software. And then, finally, is the help area, so that will bring you again onto their online system, where you can find out any information of what you need to help in. 4. 1.3 Tabs, Ribbons and Panels: auto desk of Very cleverly organized all of our tools in a series of tabs on ribbons to every series of tabs along the top. So within each tub is what is called a ribbon. So this top section here that is known as a ribbon on each one of the ribbons will be a Siri's off panels. So in the architecture top within this architecture ribbon, we have our build panel, circulation panel, model panel, rumen area and so on. So all of the tools and so forth have been grouped nice and neatly together in their own specific panels again throughout the course, we're going to go through each one of the tabs on each one of those panels so you can get to grips with each one of the tools. But for the majority of the course, we're gonna be sticking with the architecture tab. So everything you see on screen now is what we're going to be building our model with. So within the panels themselves. You also noticed some of the tools will have a small little arrow beneath it that will reveal additional tools for that specific tool 5. 1.4 Properties Palette and Project Browser: next, we're going to be looking at the property's palette, which is over here on the left hand side as well. We'll be looking at the project present. If neither of those two are open at the moment, it's not a problem if you go to our view top at the top at the very end, there's the user interface so we can click on that. In there, you'll see our project browser on our properties. So does make sure that they're both turned on these two palettes or something that you're going to be using day in day out so you'll always have them turned on. So the properties polit will display the properties off. Either the current view of nothing is selected. It will also take on the properties off any element that you have selected. So, for example, I'm going to draw a wall in the drawing space. No, the wall has been drawn. If I selected your notice, the Properties Palace is now displaying the properties off that wall. The first thing here you'll see, is called the type selector of With the Arrow There, it now displays the various types of walls that we can choose from these walls will be loaded into your project by default. So when there were to select one from the library that is using the type selector below that, we're able to select the edit type of the model does we can edit the wall type itself below the edit type? We have a few different headings. We have our constraints heading our structural heading, dimensions on identity data as well as the phasing. So when the property section is where we can edit whatever component we have selected as we progress in the course, we'll go into a lot more detail about what each individual heading does. So if I had double escape, I d select that wall you're noticing. The properties public now displays the properties off the view that I'm currently in so you can see there's the Properties. Pilot has never changed its headings and so on on its now displaying the properties of the current view, Select the wall, I'm going to delete it. Next is the project browser. The project browser just contains all of the various views the schedules sheets on groups off the current project. What we're going to focus mainly on for the next while will be our floor plans. Where you can see here we're currently on level zero. So the remaining headings there you'll slowly pick up over the next couple of videos. 6. 1.5 Status Bar, View Controls, Selection Toggles and Context Menu: Next we have the Starters bar, which is down in the bottom left hand corner where currently says Ready. If you're familiar with auto card, this is almost like the command line. All that will do is just display information about how to use that tool. It would also give us some tips and hints on what the next step will be. So to give you an example, if I choose my Walter, it's asking me to click to Enter Wall Start Point. So our click it's now telling me to enter the wall and point, and it also is telling me that space bar flips the orientation. So if you're ever unsure of what your next step is, just referred them to the status bar. Next is the view controls, which is down here in the left hand corner. The first thing there, in our view controls, is the scale with rabbits when we're creating our view. So currently we're on our level zero if you refer over to a project browser, so we apply the scale to this actual view again. If you're familiar with AutoCAD, so in your model space you'll have a scale of 1 to 1 and then in your paper space. That's where you'll create your view ports on, then scale on your sheet. So with rabbit, what you do is you apply all off your visualizations and scale ings, etcetera to that specific view. So it's currently said to want toward hundreds. If you selected, you'll see our list are typical list of scales. If what you want isn't there again, just selecting custom, we can create a new scale. Next is the detail level. For this I'm going to place a small wall with the detail level. We have three options. We have coarse, medium and fine. That was referring to the level off detail currently associated with that wall. So right now we're able to see brick cavity block and plasterboard. We can adjust that level of detail if we want to display nothing. So if I change over to course, we'll just get a great out hutch. We have our medium on fine Minimum. Finer would generally have the same detail finish. But if we were to display, for example, a door or a window which would have more detail than a wall, then you again you'd see the variances between the medium. Fine. So the purpose of that if I go back to our course level. If we were doing just typical sale plans or planning drawing, we don't want to show the full detail level off the current wall, so we'll just use the course. Next is the visual style for this. I'm going to go into my three D view. If you want to follow along, we'll go up to the quick access toolbar at the top. On There is the three D View will select that, and there's the three D View off my wall. So our next option, the visual style. There we have our wire frame, hidden line shaded, consistent colors. Unrealistic that is referring to the visual style off this wall. So if I revert that back to wire frame, you'll see becomes a transparent ball. We have our hidden line, where it's no longer transparent. Shaded will introduce colors. We have a consistent color with no shading. We have a realistic, which was a realistic image off the brickwork. No, obviously, the wire frame is going to use up a lot less off the CPU usage than the realistic mode. So for general modeling. It's always best to either use wire frame or hidden line. If you were to model in realistic all the time, your computer's gonna be very slow on. It's a possibility off the software crashing. So while modeling, we'll stick with the hidden line. Next we have the sun, so we're able to display the sun in the project. We're able to put it to a specific location. This is something we will, of course, cover in this course. Once you have set up your son, you can then turn on your shadows so we can also have that shadow was cast by changing the sun settings. Then we have our quick access to render our image. Then we have quick access here to show our crop, make our car visible. If we're happy with our three D view, we can actually lock this view in position and then use that for print or putting into a sheet later on. Next we have the glasses symbol on. That is a temporary hide or isolate. So if we wanted to temporarily hide on object or to isolate the object to solely work on that, we would use the glasses the small light bulb beside it is how we can then reveal what's hidden in the drawing on. The remaining views were not going to cover in this course. Then over on the bottom lights on corner, we have what I called selection toggles. I'm gonna go back to level zero in my project browser, so it's double click on level zero to go back. So to go over the selection toggles the 1st 1 There is a select links, So when we link in a drawing or cat farms on, we can use this to select from. If we have created an underlay we wanted to then selected, we'll use the select underlay if we have pinned any elements in the drawing. This is where we can select them. The next one is called Select Element by face. This is basically were able to select an element by its face. So if we had a floor slab, we can click on the actual face off the floor slab instead of clicking on the edge on the floor slab. There we have drag elements on selection. What this does is it allows you to dragon element without selecting it, so you just have to click and hold on. You can drag it. If it's turned off, you have to click it to select it, and then you can drag it. The next displays the background processes, so if anything is happening in the background, it will be displayed here. Next is the selection filter, with the selection filter wearable to highlight multiple elements, and we can and filter out things that we don't want to be included in not selection. We also have the context menu. We access that by right clicking. When we right click, it will open up the context menu. Andi. I will just displace some various options. It also depends on what's currently selected. So if I select the wall and then right click, you'll notice I get a different variation off options. 7. 1.6 Navigating the Drawing Area: The main area here is known as the drawing area. This is where we're going to create our model. In order to navigate this model, we use our palm on zoom to pan the drawing, which means basically grabbing it and moving it left to right. We'll click on hold in the wheel. Once we click and holding the wheel, you'll see the pound symbol. We then move the mouse left right up and down and were able to pan the view to zoom with a scroll, the wheel in and out, in and out. If you zoom out too far, just double click on the wheel that will zoom extents so everything will be centralized. We go over to our three d view, so open the quick access will select the default three view to navigate a three D view. It's the same rule. Click and hold in the wheel as well. We can scroll the wheel to zoom in and out in orderto orbit. The view we need to hold in shift hold in the scroll wheel, and then we can move the cursor toe orbit around an object to make the object centralized. When we orbit of who selected and then orbit in the top right? We have the View Cube, which is another way that we can navigate the view so we can either click and select. If you cube itself, we can also rotate the view as well. I'll go back now to my level zero, and I will just create a couple of additional wells. So we have to selection methods. We have our Windows selection on a crossing selection, a Windows selection If you start from the top left, click on hold in the mouse. If I drag my cursor over, we've just created our windows selection so you can see the solid gray line. So if I wanted to select this wall, the wall only becomes selected ones. It's entirely inside my selection window. Same with the other walls. You can see that they don't become highlighted in blue until they're entirely inside the window. I'm press escape to do select second selection method is called a crossing selection, so getting to the bottom right hand corner moving up to the top left. The difference between the two is the object just needs to touch the crossing window to become selected, so the Windows selection, the object must be entirely inside the window on the crossing selection. The object only needs to touch off the crossing selection. 8. 1.7 Contextual Tab: Next, we have what's known as the contextual tab. The contextual tabal Onley appear when you select a tool, so as an example, if I select my wall to will notice we're on the architectural tab, we have the architectural ribbon. So when I select my wall, too, you'll notice that the tab will change. We're now on what is known as the green contextual top so it says, modify dash place wall. So every time we select a certain to or component, the actions which we can carry out with that tool will be displayed. So when we're creating a wall were shown the draw panel, which shows various methods with which we can draw a wall, as well as the contextual tab on the contextual panel. We'll also get on options bar. So again, this options bar is specific to the wall, and if we were to change the tool, the options would vary for that too, so double escaped to finish. If I then select door contextual tab will appear, The two panels in which I can use for that door only appear as well as the options bar for that door. So this process is the same for every tool. And you'll notice that as we're progressing in the in the project, this will repeat again and again. 9. 1.8 Terminology: most of the terms used to identify objects and rabbit are common industry standard terms. However, some terms are you need to rabbit understanding. The following terms is crucial to understanding the software in rev it. The project is the single database of information for your design. The building information model or what is known has been the project file contains all of the information for the building design, from the geometry to the construction data. This information includes components used to design the model views of the project on drawings off the design By using a single project file. Rabbit makes it easy for you toe alter the design have changes affected in all associated areas. Beat the plan, view, elevation section, views, schedules and so forth. Having only one file to track also makes it easier to manage the project. You build a river project by adding what I called elements Rev. It uses three types of elements in the project model elements which are doors, walls and stairs, data elements which are grids and levels or view specific elements which are tags. Texan dimensions elements of then organized into groups called categories. Now a category is a group of elements with similar properties and functionality. For example, all of the walls and rev it are grouped into the walls category. The same applies for our doors, windows and columns. Each category is in further organized into what are called families. Our family is simply a subgroup, which further source the elements in a category into a specific group based on a property. For example, the columns category is broken up into a round column family on a rectangular column family . Each family can have several types. A type can be a specific size of a family, such as a 450 millimeter round column or a 600 millimeter Rounds column. These columns will have identical type properties other than the dimensions, and consequently are grouped into the same private family. Each time you place an element into rabbit, you placed what's referred to as an instance off. The element instances are the actual items or known as individual elements that are placed into the project. I have specific locations in the building known as model instances, or on a drawing sheet known as annotation instances. So if you have 10 columns of the same type, and you want to change the properties of just one column, you can edit the properties for just that. One instance on the changes will only affect the individual element still confusing. Don't worry. Everything will make sense as we progress through the course on build on our Model. 10. 2.1 Introduction to Walls and Wall Panel: we're now going to look at the wall Tool. Walter was located in the architecture top within the builds panel. 1st 1 is our wall to so the wall till will create a non structural element in our model Will kick wants to open up the tool. And here you see, our green contextual top appears with their draw panel. Are options for that wall tool as well. The modification section is open. The first thing we're gonna look at is the draw panel. The drop panel will display our options of how which we can draw our wall itself with the option of drawing by a line. A rectangle we have are inscribed polygon or circumscribed polygon. Our circle start in radius, Arc Center and arc, Tangent and arc fill a dark pick lines on and pick faces. So depending on how you want to draw your wall, this is where you were. Then choose that option to draw by line. I know it's selected as its highlighted in blue when I come into the drawing area to get my wall started. If we refer them to the status bar, it's telling me to click to enter wall Start point to get started all simply left. Click once with the Mass. I will enter my start point for my wall. Well, then move my cursor in the direction which I want to draw on my wall. I can also at an angle. Why move my cursor Still, to specify the finish point again, I'll just left Click with the mouse, so to specify a length when I'm creating a wall when I start my wall and move the cursor in the direction in which I want my wall to be created, your notice that there is a blue dimension. This is known as a temporary dimension. So as I increased the length of the wall, you'll see that the dimension is well increases. So right now it is increasing in increments off 100. If I zoom in, those increments decreased down to 20 again. If I zoom in more those increments and are going up in fives. So that is one method off specifying a distance. We can also move the wall in the direction which we want to create it and then manually type in my distance on the keyboard off. 3000. I'm pressing. Enter so there we have The length of that wall is 3000. So that is a second option of how we can specify the length of a wall. The third option, which is what rev it is based around the first thing we'll do is just place the wall and then afterwards will come back on and revise it so we will place the wall. They will come back, selected, then using the temporary dimensions. That's where we will then revise that distance and change its length as well. If you wanted to add in an angle, well, just specify our start point at an angle again, roughly with the dimensions which we want. Then, once it placed, will come back, select the wall. Here we can change the distance on their we can change or I'm go. So this is the basics of how we're going to model our project. The next method of which we can draw a wall is by rectangle. To start, our rectangle will click once on the screen, moving the cursor away in the opposite direction. I'm clicking again on double escape. So as we have done before, the best method is to place the wall first, and then we'll come back and revise. Those dimensions will select one side. Our temper dimension appears, and we can adjust the length again, citing the top. We can then adjust the wit. This is the best method for modeling with rabbit. The next drawing method is the inscribed polygon. So first we will specify our start point, which essentially is thes center off our polygon, moving the cursor in the direction we want to go, then specifying our radius. So I've just move my cursor in the correct direction as well, moving up in the increments to arrive at 3000 and then I'll click to place that is now on inscribed polygon. Same method for the circumscribed. The difference between the two. If you'll see in the center of the circumscribed, there's an outline off a circle, so the circumscribed means that the polygon sits on the outer face off that circle, while the inscribed sits on the interface. Off that circle on the next drawing method is by circle, but we will click to specify the center point click again to specify our radius. Then afterwards we can come back to adjust. The rate is itself. You'll also notice that it's not a complete circle is actually two curves joined together so we can delete one out. Have a remaining curve. Next method is the start end radius. This will be creating an arc. So we'll specify our start and endpoint by clicking the mouse Ochlik ones for a start point , clicking again for our endpoint and then, lastly, will specify R Ark for radius. The next method is the center and arc, so we'll specify the center point, then the end point and then, lastly, the actual ark itself. The next method is the tangent end arc, so this creates an arc of the end of a line. Next is the fillets arc. This creates a round corner between two intersecting lines. Next method is pick lines. This is very useful to so as an example, I'm going to draw some model line. So in the architecture top, there's my model line. Gonna draw a few lines, then with the pick lines, too, then simply have to select the line for the wall to then be attached to it. This is very useful when we import CAD files will simply use the PICC line tool to attach it to the lines well, quite quickly. Build up our model. Lastly, is pick faces. The pick faces method applies when we create a conceptual mass. We can then apply a wall to that face. When we're modeling a project, we are presented with multiple modeling AIDS. These age will appear on almost all of the components, which we will use. So if I draw my first wall on draw another wall above it, first thing we'll get is our temporary vertical dimension. So you'll see that there's a dashed blue line that is telling me that that wall, when I started will be snapped directly above it. I can also use the temper dimension to specify the distance before I've even started. So Click wants to start move my curse in the direction on again. I'm presented with that vertical dimension on Click. So now I know that both of those walls are started the same point as well. Have the same length wanted a place of our then select one of the walls. Not only am I presented with the temper dimension to change the length, I can also change its position relative to the closest component, which is the wall below. So it's currently 2500 between each of those location lines so I can increase that or decreases well. We have the grips, which I can click and drag to extend at length. I can also add an angle with those grips as well as the temporal dimension. Hello, Does another dimension symbol, if selected, will make that temper dimension into a permanent, to mention to then remove it will selected until leaders, I deleted it using the delete key on the keyboard. So another feature is this flipping out? So our location line is currently set to the interior face so I can flip it, using these arrows across that location line with the temporal dimension on the right hand side, it has to grips as well, so this temper dimension is currently set to the internal face. If I wanted to change the position of that's temper dimension, I will click and drag it. Once the face becomes highlighted in blue, I can then let go of the mouse for the temper dimension to change again. Click and drag the grip until I see the highlighted do line on, then let go 11. 2.2 Wall Options Bar: Next, we will look into the walled option bar in conjunction with using the drawing panel here. We must also make changes in the options bar. When we're drawing the wall, we want to constrain it to certain levels. As we're currently drawing on, Level zero are based constraint for our wall will be level zero. We must then specify which level the wall is going to be constrained to. So at the moment, we only have level zero as our base constraint on a level one is our next level up. So to get a good view of what I'm about to do, I'm going to open open elevation view in the project browser. We have our elevations heading. If we click on the expansion button there we have our east elevation. So if we double click on that, that opens up our east elevation. Here we have our level zero, which we see in our floor plans under level warm again. It's in our floor plans in the project browser. So if we go back to our level zero, I would like to have both of those views open at the same time. So, in order to do that I'm going to type in W T. Which stands for window tile on. By doing that, it's going to open a both views on the screen. So type in wt here on the left hand side, we have our four plan level zero. On the right hand side, we have our east elevation. So making sure that our level zero is active by simply clicking on the tile. Well, now go back to the wall too. I'm going to be using my job. I line from the drop panel. I'm now getting onto the options bar. So the first option here it says height. It may say depth on yours, but if I hit the drop down arrow, we can go between the two. So whether we draw by Heitor by depth simply means that as we're drawing currently on level zero. So there's our level zero. If I have height selected by base level will be constraint to level zero. So my wall will go above level zero on connect to level one. If I change over to depth, my wall will be constrained that level zero on go below my level zero. So that's the difference between the height on the depth Next ones we have specified that we're gonna use height. Well, then select the next option, which is where we want to constrain it to. So we're currently on level zero. So our next level is level one. So if we constrain it to level one, I'm drawn our wall there you will see on the right outside in our east elevation, our walls based constraint is level zero on its top. Constraint is level one when we constrain this wall. If I go to my east elevation and select my level on a five, change the level the wall because it's been constrained to that level, it will move with the level. If I select unconnected, I'm then able to specify a height. If I give this a height of 4000 draw on my wall, you're noticed that on the east elevation that there is my wall based constraint Nevil zero unconnected with a height off 4000. So if I change my 1st 4 level because the wall is not constrained to that level, the height doesn't change. So now we just want to have our level zero open. So if we double talk on the top of the window tile. Bring us back into a level zero for the next option, which is the location line. I'm going to change my detail level toe medium. So come down here to the view controls and select medium, so our next option is the location line. If we hit the drop down arrow, you can see we have six different options with the first, which is the wall centerline to zoom in, using my scroll wheel when I click to start on, move my cursor in the direction I want to draw on my wall, you'll notice. In the center there's a dashed light blue line that is my location line on as it set towards centerline, you'll notice it's the center point off that wall. It's also represented by the blue grips either side. So if I change it to finish face exterior when I draw my wall, the dashed line is on the outer face off my wall again, represented by the blue grips either side as well. We have finished face interior, so there's are dashed blue line on. The interface is running along the plasterboard of the wall again blue grips Either side the other options which we have our core centerline, core face, exterior, encore face interior. What they're referring to as the core is when we create a wall, we must specify what the core off that wall is. The core is generally the structural part off your component. So the block work here would be the Corp off our wall to show you how that's represented. I'm going to select it. I'm gonna go to edit type on, edit the structure. I'm show preview. Don't worry about what I've just done. We're going to a lot more detail about this in a later video. But for now, I'm just going to show you this as a small preview. So you have a better understanding about what a core boundary is. So here is a section view of the wall which has been created. There's our brickwork, which is represented here. Next is the insulation. There's our concrete block. Andi are plasterboard finish and you notice on the either side off our concrete block. We have our core boundaries. So this here is our exterior core boundary this blue line here and here's our internal core boundary which is this blue line here. So the purpose off creating the core boundaries, which is when we have two intersecting walls. You noticed that the block work joins together ignoring the brickwork so the block work will cut right through the brick as well as the insulation. So all components have been created in this manner. So when we go to draw a wall when we change our location line to the core centerline, when I place my wall, you notice that the dashed blue line is in the center point of that block work. So it's in between those two core points and we have core face exterior again. When I draw the wall, you notice my location. I'm is on the external face of the block work. We have the internal face of the block work. Our next option is chain. When we draw by line having the chain feature turned on when we click our start point and then are finished, point will automatically start a new line segment. So this is known as a chain. If I turned chain off when I draw a line segment, that is a singular line segment on it will not continue as a change. Next option is the offset. We're gonna change my location line to finish face interior. So when I draw my wall, that dashed line is on the face of the plasterboard when I attach an offset. So what change my offset to 1000. Then when I draw my wall, you're noticed that there's my dashed blue line, which would be on the face of the plasterboard on my wall is now off, set up by 1000. If the wall is in the incorrect location and you wanted to flip it to the other side of the location line, press the space bar to flip the wall to the other side of the location. Mind next is the radius, So when it's turned on, we have a radius specified. When we draw two intersecting walls, it will generate a radius between those two intersecting walls. Andi, lastly, is join status, so when we draw two intersecting walls, they'll automatically join on the core. Boundaries will meet if we have joined starters on disallow. When we do the same, the walls do not join, so the core boundaries do not meet. If you want to the walls to join. Simply select the wall on your notice. This symbol here, that symbol is your joint symbol. So once you click on that, the walls will then join together. 12. 2.3 Wall Properties palette: Now we're going to look over the properties off a wall so we will select our wall to when we can look here in the Properties section. The first thing we see is the type selector. So with the arrow, this is where we will select the type of wallop which we want to draw, So there's lots of different variations in here that are provided to us by auto desk. You will be creating your own wall types in the future, but as a good basis and a good start point, it's always it's great to get to know the wall types provided by auto desk. So if we select the wall exterior one or two brick 50 air cavity, 45 insulation, 100 block on 12 plasterboard, then we can draw a wall with rev it. Once you've drawn the wall, we can always go back and revise it and change the type that we've drawn. So if we simply selected again it the type selector on, we can change the type thought any point throughout our modelling process, we can change the wall type once we have the wall selected, the properties pilot will then take on the properties off that wall, so the first heading is the constraints. Our 1st 1 is the location line, so it's currently set to finish face interior. So now we have a better understanding of what they are, so we're up to change that now. If needs be, you then have our base constraint, which is set to level zero. So again, if I open up our east elevation, you'll see our base constraint. Level zero. It's on level zero. The next option is based. Offset is set to zero, so it's sitting on level zero. We can added an offset. So if I add in 200 you'll see that our wall has offset up level zero by 200. Bring that back to zero. When we make a change in the properties pilot, the effects will not take place until we either press supply or move the cursor into the drawing. The reason is that we can make multiple changes in the properties pilot before everything takes effect. It was a quick way of doing things because if we were to do multiple things on the model was updating each time, it will delay the process so next is the top constraint, which is currently set unconnected. Here we can select it and reverted back to level one again, moving my cursor into the model. You'll see the wall will not be constrained to level one again. We have an offset so I can add enough set of 200 now offset above 200. If I got in a negative figure, it will go below the line. Next is the dimensions heading, so it will give us a length figure as well as the area on volume off that wall. 13. 3.1 Align, Offset, Mirror: So now we're gonna look at some different types of modification tools. There's two ways that we can access this. We can either go straight to the modified top of the top on in here. We have a modification panel or when we have placed one element into the drawing when we selected the modified top automatically appears. So the 1st 2 we're gonna look at is the align tool. What I'm going to do is just quickly place a component back in the architecture top stick with the 1st 1 that appears here, which is a furniture desk. Just place it into the drawing. I'm then going to place another components just above it, and I'm just scrolling in with the mouse wheel to zoom in. Now that we have two components place, I'm simply going to use the online tool to align the top table to the position of the bottom table so we'll select the top table and you'll notice that the modify contextual tab will appear. Then here's a modified panel first, still is the aligned to So select my align tool, select my point of reference and then select the line I want to align it to on double escape to finish. Okay, so next I'm gonna go over the offset till for this, I'm going to place a wall like so and to access the officer to it again. I can either select my wall or go to modify top. Quickest way again is to simply select the wall. Modified panel will appear. And here is my offset to. So when I select the two in my options bar here as well specified the distance, it's currently set to 1000. So leave it at that. When I condemned to the wall, You see, I get the temporary line to the right. If I move my cursor to the left on side of the wall, you'll see it will get my temporary line to the left. That's just showing little preview where where the world will be offset to. So if I click on the right hand side of the wall, offset my wall by 1000 across, so I'm gonna delete those additional walls next. I want to use the mirror. Until so we have two different mirroring tools. The first is mirrored by pick access. What that does is we will select our component on. We'll pick and access for two mirror across to. So select our desk. Select out, mirroring by pick access to select the wall, and you will see that there is a dashed blue line that's running it right down the wall centerline. I selected my desk full mirror across the axis for the second mirroring tool mirrored by draw access. I select my component Select Mir Draw access instead of now picking the axis. I have to draw my access off reflection, so that's just by clicking one's to start. I know you'll see. I got my dash. Do lines like another drop straight down at 90 degrees? Or I can draw on angle like Greece up to, say 45 degree angle. You see, my desk has never offset across that axis of reflection by 45 degrees. 14. 3.2 Move, Copy, Rotate, Trim Extend: earlier on, I showed you how to use the drag feature by selecting a component. You'll notice that the cursor now because has the drag symbol so I could drag the desk. This isn't very accurate, so, to be more accurate will use the moved to itself. So to use the move to again will select our component. Select the move to in the Options Bar. Here we have three different options, which are covered in a few months. But to get us started, we will just click for a start point, move the cursor in the direction we want to go. We can also specify an angle, and we can physically type in a distance as well. I'm click to place. If I wanted to be more accurate and where I place that component again, I'll have it selected. Select the move to and from my start point. If I snap to the corner of the desk, I can move the desk no more accurately again looking for them a snap point on the edge of the desk. So when moving again, we have the couple of options here. First is constrained. If you're familiar with auto car, that simply Ortho mode. So when I moved the desk, I will only be able to move it in zero degrees 90 1 80 or to 70. So I'm constrained to those angles. So next, with the move to waas, the disjointed. So what this means is for an example, if I touch and join a wall to the current war here. So he says, they're joined together. If I was to select it and try to move that I was expanded or I move it open position. But again, it's still joined to the original wall. So if I wanted to move my new wall by itself, I would select disjointed, so select destroying. Click on, Move on there now separate last. See? It's not highlighted at the moment, but the last one is multiple. In some occasions when you move something, it's done. Once. If you wanted to move something multiple times, you'd select that, and then you have to move that object multiple times. So next is the copy to so again will select my desk. This here is a copy tool selected. I'm here again. I've got my three options constrained. This joint is not highlighted, but multiple is so once the tourist selected are then collect from my start point click again from my endpoint and I've copied my object across. If I wanted to copy something across multiple times, select my copy too. Turn on multiple and I can now copy multiple times. And we're aware of what constrained means were copying at zero degrees 91 80 to 70 again if we wanted to copy something with more accuracy Selector copy till selective base point and select are finished point get into snapping from one edge to the other. Next is the rotates tool. So again selecting the component. Well, here we have the rotate to So once I selected to my point of rotation automatically will go to the center point off the components. So I'm first going to show you how to be confused this one, And then I'll show you how we can place it where we wanted to be. So they start ready of rotation will appear, which is this line here. So that's where we would think to start our ray of rotation. So with one click or places, I can then move my cursor to place the Endre off rotation. This is where I will specify the angle to rotate again. We could just follow the input on the screen, or we could manually type it in. I'm clicking to finish. I'm just going to on do so again, selecting the desk, using the rotates to. So if we didn't want the ray of rotation to start in the center point, we can move that point. We have a couple of different ways we can do it in the options bar. We can go and click on place. We can also come down to the grip, click and drag it to a new location. We can also click on Space Bar on, then specify the new point once we place our point. It's then again the same case off specifying the start point, all in the cross around, clicking again to specify the rotation. Okay, so I'm gonna just panned down to the lower half to get some more space. I'm going to draw in some walls. In this scenario, here we have two walls not joining. Instead of clicking, using the grip to drag up on extended T, join them, we can use our trim on extend so we can select with lower wall on in the modified panel. Here we have our trim on extend. So by selecting this to, we'll be able to extend this mall up on trim away this excess piece. So it's the opposite if you're familiar with card. So with rabbit, we select the walls we want to keep. So again, I'll select the wall. Use my Truman extend on, select the walls I want to keep. If I simply wanted to extend up the lower wall will select the wall. And here we have two other futures we have Truman extend. A single element will select the wall that I want my lower wall to extend to and then the wall that I want to extend. Copy this over. Also like the Truman extend multiple elements. Well, then select the wall. I want my lower walls to extend to, and then the walls that I want to extend. And then, if I wanted to trim or that excess piece, use my Truman extend like so 15. 3.3 Split element, Pin, Array, Scale, Delete: next, we have our split element to so with this wall. If I wanted to spend it up into specific segments, I do use my split elements still, So select split element. And then you noticed my cursor is now a little spread element to, and then I can simply click on the wall to spend it up into specific elements I could then selective and delete. There is a quicker way of doing this, of course, so I'll just undo what I've done when I select my split elements to in the options Bar. If I tick on delete inner segment now, when I place my segments, the intersection deletes beside that. We have split with Gap, where we then in the options bar, specified a gap entering 100 millimeters for an example. Every time I click, it will automatically generate 100 millimeter gap between those elements. Next, we have little pins. So if I'm happy with the position off my walls, and I didn't want them to move because it's quite easy to accidentally click and drag an element away. So what we can do is we can pin them in place of the camp removed so a quick way to pin everything is to use my object selection and then selecting the pin tool. I don't notice. Each segment now has its own little pin. So when I click and tried to drag my camp so on payments, quite simply clicking on that little pin, then I can just on then I can reap in. So I'm going toe on pain when I've drawn to move on. Next, we'll look at the delete, too, so it's a little red X. So this remove any little element that we don't want in the project. So select my tool, selecting the element on pressing enter. We also have the option selected. Easy to leave keys on the keyboard. So again, within this highlight selected Tilly key on the keyboard. Next, we're gonna look at the array tool going to come up, drag one of the desks away from a select the desk, select the array to First, we select the type off array, whether it be a linear arraign or a radio array. Do you want them to remain grouped and associate with each other? How many do you want to be involved in that array? Next is how we start the right, Whether we start by placing the second component or the last component. I'm want to place the second component, then the array will continue on. After that. If we place the last component, everything will be arrayed insect to that again. We can constrain them if we need to be, so we'll do a quick example here. Find it up the array to 10. First, I'm going to use the move to second. So with this, I just click on, Move my desk into the second position that I want my desks to be. And then after that, you'll see it will array to a total of 10. I have the final option off increasing or deep decreasing that here. So again, I'll use the Rachel all right up to 12. But this time I'll place the last death. So when I select the last desk off, click the desk, moving into the position being its last position, and then everything will array inset to that. So next for these scale, what I'm going to do just quickly dropped Whoa! And we have two different types of scale. So one us like my element selecting scale. We have graphical Andi New Miracle. So first I want to show you is the graphical scale. I'm going to first select each three of the walls. I do this by clicking on one wall, holding down control on selecting all three. Then I'll select scale remain graphical, so the graphical scaling requires three clicks. The first click determines the origin on the next two clicks to find scale vectors. So I want to increase the size of this opening in the wall. Some quick first click here determines my origin. Next we'll look again. You'll notice that the war will start to expand out. So given that final third click, which is my finished point, we notice that the war has increased in opening size. So next is the scale factor by numerical again, I'll select the wall. I want to scale selecting the scale till toggle over to numerical, so to scale numerically first, you gotta enter in your scale so we'll leave it up to and then we got to specify the origin off the scale. So stop point. So why used? This is my start point. We'll click on my wall has increased in distance by scale factor off to so I wouldn't want to double this again. Again, I can click on scale you miracle scale factor to on my origin on again. It's increased in then Why to So that's it for the modified panel. We will be incorporating these tools throughout the project. So if you're unsure of any of the tools, not to worry, because I will be going back over them again and again as we start to develop a project. 16. 4.1 Building Levels: Okay, so now we're going to start to develop our project first. The most important thing is we got to determine what our levels are and then our grid system. So first we're gonna look at levels to do so We'll go to our elevation view. So if we come up to project browser on the left hand side and there's our elevation heading will expand that, and we consider it east, north, south or west. It's not important, because again, we're working on one single project, So double click on East on by default will have level zero and level off zero on level one other level off 4000. We are working in metric. So this is 4000 millimeters. So first thing I'm gonna do is just select one of the levels. And then here we get a series of information, which is typical Teoh. Nearly all of the components I will be using. So there's some familiarity is here that when we were using the wall, So, for example, there's a temporary to mention we have some padlocks and so on. We'll go through each individual point now. So 1st 1 on the left hand side we have a little box with a tick on the right hand side. We have a box with nothing inside. So fight on tick, you notice that the bubble disappears. If I take on the right inside, the bubble will reappear. So it's just to change the position of the bubble from left to right. Next. This here is the actual elevation bubble itself. This is just a default symbol has been provided by auto desk. You can, of course, create your own. Implement them to your own drawings. Next is a open grip, so it's an open blue circle there. If you click and drag, we can extend our levels so they can extend them out or attract. You'll also notice that there's a dashed blue line, which is a temporary vertical dimension so all of the levels are locked onto each other. If we wanted to move one level by itself without being locked, dealers will simply click on the padlock. It's not unlocked from the lower level, and I can now move it freely. So market back to level zero. Quite simply, click the grip, move it over so I get that temporary virtual dimension once that appears. I'll let go on. It's been padlocked again, another locked together. Next we have where we have never won. This is the name off our level. Below that, there were 4000. That's the actual level itself. The dusty line here is the actual level line. Again. We're the similar artist on the left inside, so there's are open gripper padlock, so to adjust the level first, I'll select the level I want to move. I have two options. I can either select the level texts where we have 4000. I can then enter in a new level, pressing Enter or I can use the temporary dimension Select. I'm bringing back up to 4000 again. There's another option again. Once I select the level, you'll notice my properties part of changes and takes on the properties of the level in there as well. I can change the elevation. We'll select 4000. Bring it back to 3000 for the properties to take effect of that level would either come down to press supply or simply move the cursor into the drawing. And then those changes will take effect. So to create a new level, I'll just press escape to come back out of that. So we've got nothing selected. I'm gonna pan up in my architecture tab down the very anti of the second last panel in there, we have our level. We'll select my level two. You'll see The contextual top appears with our modification as our draw panel. So these air different ways that we can place our level in the options bar Here we have, Ah, a couple of options that I'll go over in a few moments just to get us started first, all line up with the vertical to temporary vertical dimension. Click wants to start move my cursor to the next point game when I see that temperate vertical dimension click again to place on escape to finish So because I pressed escape once and still inside the level tools off a press escape again I'm back into the main model . So to make changes to this level, I'll click on the level I want my bubbles to be on the same side So will come to my show High double box air ticket on on the left Take it off on the right. Okay, so I'm gonna pan up again, so I won't go into a bit more detail off placing the level so again, pressing escaped from back. The main model clicking on my Level two and in here I'll go over my options. So the very 1st 1 there is make plan view, and that's turned on right now. So when I place my level to hear, if you come over to the project browser under the floor plans, we have level zero. Never one on Now we have Level two. So if I turn out off on place another level, Level three again, I'll just turn my balls on. Level three has been created. You'll see in the project browser on the floor plans. It doesn't exist as well. Your notice that it's now black when we create a level on its blue. It means that it's an active floor plan. When it's black. It is not an active floor plan, so the reason that we would create these levels would be safe for roof ridges, ive details and so on so we can place levels in the drawing for us too attached to, but we won't generate floor plans. There's other ways that we can do that as well. So I'm gonna delete level three Aiken. Create a new level without creating a floor plan by simply selecting the level two. Using the copy tool on copying up again, we get level for I don't notice that it's black, so the level hasn't been created. So if I use a copy tool on copier level, it will not automatically be a floor plan. If I wanted to copy my Level two up and to make it a floor plan, I can select it in the modify sexually of create on There's Create Similar. So this works with all components, not just level. So if we wanted to create a similar wall, create a similar door floor, anything that we put into the project, we simply selected select a great, similar tool. And then we can places and you'll notice it's turned blue on my floor plan. It's now level five selected until leads. So we got I'm gonna place another level when we have the make plan View turned on will select the Options bar here. Andi, it's just give me the option off. What type of plan views do I want to be created so by default will always have seating plan , floor plan and structural plan. You can determine if you want those to be selected or not. So press OK now If I place my new level, you know my floor plans. We have level six, my ceiling plans. We have level six on my structural plans. We have a level six as well. There's level two that we created earlier. So if you're creating a new level, you can If you only wanted one of the other you can simply to select under lead. No selecting delete level six as well when placing a level when we draw weaken out an offset. So if I have been on service 8000 when I drawn place, my level is offset below 2000 right now. So if I hit the space bar, it will be 1000 of both. Okay, So for our project, we're gonna have three different levels. Are ground floor level zero our first floor of level 3000 on a roof level at 6000. So first want to change our level heights. So level zero believe it. Zero level one will change to 3000 on level two will change to 6000. So if I select the level, we can almost like the text or the temperature mention. So obviously I'll make that 3000 has been have level three at 3000 plus 3000 will make 6000 or you can select the text 6000 and change it there. Next, we'll change our level text. So again, select level zero on three. Type in ground floor. When I press enter or click away from the text, I'll get this little pop up. Would you like to rename corresponding views? So if I press? Yes, my level zero in the project browser will change to be ground floor. If I select no Level zero Will will remain as level zero in the project browser but will change in the model. So I wanted to change in the project brother as well. So press guess No notice my floor plans and they're changed to ground floor. Do the same for level one. Changes to first floor like another press enter or click away again. I'll get the pop up pressing Yes, on for you Top will just make that roof one click away on Yes So in my model at the bottom of the ground for first court roof level. In my floor plans, though it's organized alphabetically. So first floors first, the ground floor and roof. So this isn't something I want to happen. So one little way around it is to change the name on adding a new miracle value at the front of the text. Someone aside in one. Yes, I want to change again first. Yes, Office three. Yes, so now in my project browser, my floor plans that organized how I want them to be. Then I can extend that all three together by using a grip on their all attached well when we're creating our levels. If we have one level on top of the other, for example, what I'll do is I'll just quickly copy this above. If my Texas overlaying another text, be it for whatever reason. What we can do is we can out in an elbow so we can read the text clearly on level seven. There. If I selected, we have that little symbol there, which is our elbow. So if I click little generating an elbow by default, it will always go down So what I can do is just grab that grip on, drag it up on any just its position even more. But under the seven, like so So the level itself doesn't actually changes. It's still 69 to 0, but just I've moved the bubble on text away from the roof level so I can read it clearly. Then, to remove the elbow. I'll come on the out of grip here on just pull it down until I feel it jump. When it does, almost let go on the elbow was removed, so just select that level seven on delete. So if we double click the wheel, it will zoom extents and bring our levels into the picture. 17. 4.2 Grid System: next, we're gonna add our grid system. So to do that, we'll go over to our ground floor plan. So back over to the project. Browser floor plans on double click on ground floor. So to place our grid, it's in the architecture tub again, down the very end in the DOT on panel. So we just placed our level the middle that is our grid. So I clicked. Activated, too, on the contextual teibel appear. So this is a couple of methods of how we can place it by the by straight line. We need to start and radius center and arc PICC line as well when were placing, and we cannot an offset. So the place the grit again. It's like placing a level click wants to start drag the cursor on click again to finish press escape just to come out of the drawer. Function escape again to finish the grid. So if I select my grid, you notice again. We have the same features as the levels. So we have Our tick box is there for a bubble. The open grip there to extend on. There's the elbow with the grid again. Oh, bead by defaults we'll start with one. When I placed my next level will automatically be to before this project, we're gonna start with vertical grids alphabetically. So if we just select the text by clicking on our text will appear like so type in a again pressing and to the finish I'm escape. Once I've done that, I go back to the grid click. So right now, I've just been prompted to save project. So when rev it rare to specify how often we want the software to prompt us to save, I have set mind to 30 minutes so every 30 minutes or get the seal display screen and it's gonna prompt me to save. So what does select save And again I'm just gonna place my grid so lining up with the end So I get that temporary, brittle dimension quick to start on click to finish It's automatically named itself Be So press escape So again when I when I select be you'll see I got my temperature mentions my padlock my grip again So all same features. So what I'm going to do now is going to start to place all of the horizontal grid lines where I'm getting this information from is from the PdF 001 grid system in there. I've given you all of the dimensions between each one of the grid lines. So first up between A and B, it's 2000. So to change the distance between A and B, I want to move grid line be so I select Grid Landy and you'll see that on my temper dimensions. It's 39 hundreds. Or select apps and change it to 2000 like another press escape on the keyboard or just click away on the screen. So next I'm gonna place grid line, see. So again, I'll click on grid Click to place click to finish I'm escape. So again I click on the grid used the temper dimensions here to enter in 6000 or to speed things up. Your notice between C and D is 3600. So when I go click on grid, I'll hover over to get my vertical dimension. I can move my cursor up until I see 3600 displayed in a temple to mention. So when I click to start in place, I know that that is no place accurately a 3600 again Next between detainees 4400. So same method moving the cursor until they get 4400. I think on cook again to finish again. Last is between E and F is 8000 like thank you. So there we have eight f at the moment. Ignore the elevation bubbles. We can move them later. Next, we're gonna move on to grid lines. 123 and four. So same processes before click on grid picked to start Quick to finish. You'll notice it will automatically take on G but we want to relabel them as 1234 So we'll select g text. Enter one. And now every time you place a new grid or water might be 23 and four. So great line between one and two of 7000. So again, just leaving my curse or quality that comes to 7000. Click to place Nexus 8000 on 7200 because I'm zoomed out quite a lot. It's in my temperature. Mentors is jumping from 7000 to 8000. So how I can go into increments of 100 zoom in. You can see the temper dimensions are now going in increments off 100. So 7200 is what I'm looking for. Victor, start click to finish on your notice again. My bubbles are 1234 So next I'm gonna just move those elevation bubbles out off the way. So I got two options. Oh, click. Once it's highlighted, I'll get the drag symbol and then I'll just click and drag it away. You can drag you can also, with the arrow keys on the keyboard to adjust the position double tap on the wheel to zoom extents so that we just have to extend out our horizontal grid line on the virtual. Well, we could just extended slightly again. This is just a position of the bubble. 18. 5.1 Structural Column: now that we have our grid, when I'm gonna apply some structural columns to the grid. So to do that, we're in the architecture top. We're in here in the builds panel on There is our column. So if I click and select my column, you'll see that the contextual tab appears my various different methods of placing them again. I have my options bar for further adjustments. So first off is my placement panel, so I can have them either vertical place or at a slant. If we wanted to do the multiple times. If we select upgrade on selected, the grid itself will place a column on each intersection or we also have at columns. So if you were to place architectural columns, which will do in a few moments, you can also play structure columns at those points. Next is tag on placement. So every time you place a column, a tiger will automatically appear you will become more familiar tags as we work our way through the project in the options bar there we have. If we take on, we can rotate the column after replace it, and then the same with our walls on next is the constraints. So if we have depth when we place a column, it will start on a ground floor level and it will go below so it will go into our basement level. If I change out to life now, my column will be placed at the ground level and we'll go above next is just specifying those constraints are now. You can see our floor level so we have our ground floor for us. For roof on the few sect unconnected weaken. Specify a height, so we'll specify our height at first floor. Andi Next. If you open up the pdf 002 column layout in there, we'll show you the position off each of the columns, so the first position is a to So if I can't, there's my A grid becomes highlighted in blue on to also become blue. So when both of them are highlighted in blue, when I click, my column will automatically be centered at that intersection. Same again for the next one. We have a three again, both off. Those grid lines are highlighted in blue so quick and it is centered. B. We have one to three see is one to three four. De is one to three. He is to three four on F is three on Day four. Double escape to finish. Best way to view this is we will go on toggle over two or three D view now, just to see what we've done on the quickest and easiest way to do that is to go to the quick access to a bar at the top, select the three D house, and that will generate our three D view. So to navigate the three D view is again we'll click and hold the wheel to pawn scroll in and out with the wheel, so move the wheel in and out on If we want to orbit, hold down shift hold in the wheel time we can orbit. If you wanted to orbit around a particular spot, select a component. Hold on shift holding the wheel on. Now, everything will orbit around component. So there's our columns. So to come out of the three d view, you've got two options. We can close down that windows by clicking clothes, or we can just go back double clicking on the ground floor 19. 5.2 Architectural Columns: Next we will place architectural columns. So the difference between the structure columns on the architectural columns So the structural column adds a vertical load bearing element to the building model. Well, the architectural columns are purely for aesthetics, so they will not be included in any loading calculations to select. The architectural column will come back to architecture. Town builds panel We have our column to When there's a little arrow underneath, we'll click on the arrow. First is the structure column, which we've just used next is the architectural, So we'll select that again. You'll see the contextual tabal appear so that the top changes green. A few options we can use. I won't go into detail about. They are just get rid. Of course, cover this in the course. Next is the options bar. Again, we can wrote it after placement. How we wanted to be constrained on room bounding is something we'll cover again later on course. But with the structure of column, What we did is we used the column, which has been provided to us by auto desk. So, like the default one in the type selector. What we want to do is you want to change our architectural column, as you see here in the type selector on the left hand side, in the properties palette, it's currently set to columns rectangular for 50 by 600 millimeters. I want to change that to 600 by 600 and how we do that is will select the type selector, and in there we have three different types, so we have our 4 50 by 4 50 or 50 by 606 106 100. So when you select that, I'm never going to just place that architecture column over the points at which the structural columns were so again. Same process. Once both grid lines become holiday blue, were quick to place again. Refer to pdf 002 column layout for those positions. And if you wanted to get a better look at what you've drawn, click on a three D view again and there's our architectural columns. No close up down. So with the architectural columns, they're just a blank canvas. So what that means is when we attach a wall to that architectural column, that architectural column takes on the properties of whatever wall abuts to that. So later on, we're gonna draw our external wall around those columns. When we hit off, it will automatically take on the property so it will turn into a block. Plasterboard, brickwork. Whatever way, put to it. So it saves us time detail ing around every single structural column in the project. 20. 5.3 Placing External Walls: Now that we have all of the architectural on structural columns place on the grid whenever to draw our external wall. So to follow along, if you open a pdf 003 external walls. So for goto our wall to again on being prompted to save. So yes, I'm going to save So in my type selector, what I'm going to do now is change the type. So by default, I'm cut the external wall. 102 mil brickwork 75 insulation 100 block 12 plasterboard. When we're gonna be using today is the wall exterior one or two brick 50 air, which is our cavity 45 insulation, 100 block on 12 plasterboard. So click to select. So I'm gonna draw our wall today. We're gonna be using our line in the options bar. We're going to specify are constraints under haIf constrain them to the first floor level. We're going to specify a location nine as the core face exterior. So to briefly run over the course of our wall and to show you where our core centerline is our core face exterior under interior. What I'll do is I'll quickly just open up at a browser. This is a little cover letter on the course, But just to give you an idea, where are cores are? So here's our makeup of the wall on there, you see, is our course on our core band. AIDS are positioned around our main structure, which is our concrete block so that they're highlighted. And blues are concrete block, which is the main structural element off our wall. So a bull that we have our external or exterior face for a core boundary, which is that blue line on our interior core boundary, which is that blonde again? So we're going to specify a wall location on to be the outer face of that block work, which would be this section here going to change our location. Line to wall face Exterior? Yes. I wanted to be in a chain. I don't have any offset. No radius. And yes, I want them to join. So to get started, I'm gonna come down to grid line F three, the types to the outer corner off that architectural column Click wants to start. If I move my cursor up your skirt brickwork is on the left inside the block work is on the right hand side off my core boundary. If I was to go around the right hand side of the building, you can see that it's been mirrored across on that. My blockers on the outside of the building, my brick is on the inside. If I wanted to run this way around the building, I could just simply press space bar to flip it, go back and run around in a clockwise manner. So coming up on just clicking on the bottom left hand corner off this column again, bottom left hand corner when I get that square symbol that that is my snap symbol. So I know that I'm attaching to the edge. So I'm gonna run right up to grid line to leaving the columns on the left hand side. For now, me across down. Just follow what's on the pdf. So when I come to the end, when I could do is just simply come up to the wall. Want to get that dashed line to click in place, and they'll automatically join and now, over to the left on side of the building. I can just click on the other side of that column again place and you'll see that they will automatically join together on again. The block work will run straight through the brickwork going to the next boundary, which is the block again against something that will repeat again and again. And there's our external walls place again. We can use a three D view to check it out. 21. 5.4 Placing Internal Walls: next one out in our internal walls for goto our wall to we can just go to our type selector and change the type. So if we just scroll down to wall partition 12 plasterboard 70 mil stud on 12 plasterboard again If you now open up the pdf 004 internal walls, you can follow along. First off, I'm gonna go to my grid line. See? My drawing matter will be byline constrained to hide. First floor my location on. I'm gonna leave on for wall centerline For now, Cheney ists are going to go from the center. Point off that column directly across and touched to the other face. As you can see the pdf, all of those walls are equally spaced between each other. So what we can do is just hover over the edge of that wall will get a triangle which is our midpoint on Same again much. We get the triangle. It's the midpoint. So they're all equally spaced. Go to the right hand side. So with the rev it what we want to do is we just want a place, everything first on afterwards, we can come back on position it with more accuracy. So I'm just gonna draw in roughly where I think everything is. I think so. And then afterwards. Then I can go in and make sure that those dimensions are correct. So 1st 1 here, the distance from the face of that plasterboard on the X on the wall to the face of the plasterboard off the partition is 2100. So if I select my partition because I want to move my partition, if I said that the X on the wall of my external wall will move, so we'll select my partition, the temporal dimension will appear and you can see there. It's 2137.5, such with just its position. I'll select the text changed 2100 on press enter. This will here. Is that the Centrepoint? Same here. So these will see are 2000 down. So fights like my middle wall. You can see my temper. Dimension is 2302.5. If your temporal dimension is snapping to the column like so we can adjust its position. So with that blue grip are click drag and moving up to the face of the plasterboard on Let go. Now I can change the text to 2000 to change this wall down here. If I know enter 2000 here, it's going to move the wall. That's highlighted. So you got to make sure that you select the correct wall before you move it. So I'm gonna undo that. Now that we want to move this wall, I'll select this wall here. Now I'll change my temper. Dimension click away. So next want to do this nice curved wall here? So to do that, I'm just gonna again just roughly draw on the walls where I think they belong. There's another one there, so drawn those nice straight walls. Afterwards, we can add in those curves. So the first thing is the distance between the vertical partition on the external wall can see that set to 2,802,800 Succumbed to my temper dimensions. Change that to 2800 is the next one. To get that curd between the two walls, we go to our wall tool select fitted arc. Select the two walls. If we get that warning symbol, if you just go across to the other side. We can place it on. It will generate on the other side. Once it's placed, we can then select it on change. The radius, which is 2200. What is the same for the bottom? Select 12 Not so we generate those nice curves. So with our partitions on grid lines, see here we can see that the partition is cutting right into the brick. I'm going to the block. Work again. The reason for this is because of our wall boundaries. So the metal stud in between here has its own boundaries as well as our block work. So there, two boundaries connecting to each other. So the brick is completely ignored, as well as the plasterboard for our partition. So when in the real world this isn't gonna happen, we're not gonna have a metal stood cutting right to a brick. So what we can do is weaken. Disallow the joint off that wall on pull it back. So what we'll do is we'll select the wall on right click on the grip on their we have disallowed join, and then we'll just click and drag the grip away. Touch it to the face of the brickwork. This is a symbol. Here is the joining symbol. So if I ever wanted them to rejoin on this click and we'll rejoin. 22. 5.5 Using the Equality Constraints: Okay, so next we're going to place the architectural calls around the left hand side of the building. So we go to the build panel, dropped an hour of the column, will go to architectural. We go to the type selector, and so we only have three different types of choose from. So what we need to do is win to load in the other problems from the library. So this library, when we download the software, is automatically installed on your PC on all of these components aren't automatically in every single drawing because the file size would be too big. So there's an external library off all of different components that we will load in from to access that will click on the load family. We're in the green contextual tab off Our architectural column will set on low family, so this will open up our UK library on there. We have our columns solder on. In there. You can see a different types off columns that we can select when we're choosing today's the metal clad press open to bringing from the library into the project and then just click to place. Once we have one place we'll place a more accurate it again using the temper dimensions if you referred to the PdF 005 external columns. This is where you'll find the positions of each of the columns. So from the face we have about 1000 and from the lower face again, it's 1000. So against all I'm doing is clicking on the blue grip, dragging it down. So I wanted to be re select, changing to 1000 so sent to the center. It's 1000 to each face and you notice on the pdf will be four columns in total along the top half here. So it was. Now, click on the column. Use a copy, too. I'm gonna click above it just as my start point on having multiple selected every time I click our place. A new column now that have the four place what I'm going to do with human, too. Adjust the position off the last column, and as you'll see in the pdf, it's again. It's a meter away from each face, so this temperature mentioned here is latching on here, So what I'll do is click the Blue Grip, click and drag until I get the blue line on the accent or face on, let go When there is 1000 it should automatically be 1000 from years. Well, so I don't know what the position is between each of the columns, but with rabbit, I'm able to equally space. Um, anyway, so in rev it there's a feature that I'm able Teoh you, which is called the Quality Constraint. And I can use that feature two equally space the columns. So like How will do that is I'll use my aligned to mention tool. So we got to the quick access panel at the top. Select a line dimensions on because I want my dimension one to go along the horizontal axis . When I hover over the column, I've gotta pick up that vertical blue line. If I go for the horizontal blue line, I'm going to go down to make a vertical dimension one. So because I want to do a horizontal dimension run. I look for the vertical blue line on the center point, so quick ones to get my centrepoint click again for the next one, remaining in the dimension to like look again for the next CenterPoint look again for the next column. Once I've done all four, I'll move my cursor up to position, then to place the dimension run, just move away, making sure I'm no highlighting anything. Like if I click now, because that's blue on making new dimension. So I don't want to do that. So I'll just move my cursor away and click again when nothing is selected. And that's my dimension one placed giving me a dimensions between each of the columns. Now two equally spaced, Um, doesn't eq you with the red dash. If I click that little equally space, the columns now, we don't want this on our plans all the time, so what we can do is we can select it. Clicking the delete key by doing this will get a warning that dialogue box. It's just saying we have deleted the dimension one, But do we still want to remain constrained? I e. D. We wanted to remain equally spaced or not, so we can keep it constrained by pressing. Okay, well, we can click on unconstrained, which means that the columns are free to move now and they won't be equally spaced. So I want to keep them constrained. So press OK. Next, we'll do the vertical run. So on the vertical room we have a total of eight columns. So will select one. It was my copy tool again was confident. Age time. So I got one, too around eight. So next it's about positioning the last column correctly. So yes, it's Ah, meter from this face here, but it is 1900 from this face. So using the blue grip, just click and drive. Place it on the external face there. I can change that to 1900. And now that I have the position off the last one, I can use the same aligned to mention tool because I'm doing a vertical distance and I have to get a horizontal blue line. So there's my vertical. There's my horizontal again, just clicking. Once place using my wheel on the mess to pan on Once I've got the last one, just moving the dimensions in the correct position, moving the cursor away from any other objects over on Select Andi left. Click with the mouse, so I select you to mention one. There's a EQ you quick to place and all equally space. The columns again. Once I delete three dimensional, I get the warning dialog box again. Off press. OK, Next. I just need to copy down those three from above. So if I select one usually hold down the control key to select the other two, I can a copy priest. 23. 5.6 Placing the Ground Floor Slab: Now our project is starting to take shape. We have our levels are grids. You said our external walls, internal walls, Andi, some additional architectural columns. Next, we're going to create a floor at the ground floor level. So to get started again, we're in the architecture top to build panel. Here we have our floor to ever hit the drop down arrow. You'll see a couple of different types what we can use architectural, which is what we're going to use today. A structural is not something recover in this course on the other two as well. So simply just click on the icon itself. It will bring us into the great floor boundary you'll see again the contextual top changes first noticed in the first panel. There is our mold panel. We have a red X on a green tick, so this will appear with certain components that when we place any floors and roofs and so on. Basically, what this means is when we're finished, we have to either select the Red X to cancel what we've done or the green tick to continue into finish cover were happy with what we've drawn. You cannot move forward unless you select either one of those two. So that's very important to remember. Next we have the boundary line. And again there's our draw panel, which were familiar with by now again drawing byline rectangle circle and so on again, we have the pick lines. Onda. We now also have this new tool which is called a pick. Wald. It's best practice to use that the pick walls to because by using this to or we have to do is select each one of the walls to create our floor boundary on. What it will do is it will look for the boundary off the wall itself. So the floor will cut through the block, work and so on and go to the external face. This become more parent when, when we draw our floor, not cut a section to to see see that happen? They're in the options bar. We can create an offset on the extend inte wall into the core will have that takedown again . What? That is when we create the floor, it will extend in through the wall on attached to the core itself. So we're gonna do is gonna change over our floor type we have the type selector by default will have four different types to ground floors on to upper. So if we go for the first on the ground bearing slab having the pick walls tool active on, then we'll simply just click on the walls on escape wants to finish. So what we have John is our boundary line represented by that pink line. So the banjo on most contain a closed loop, represented the outside perimeter off the floor. It can also contain other closed loops, which to find openings in the floor. It is very important to remember, though, that we must have one single closed loop. So we kind of any additional lines or anything like that. I will show you that in a few moments. So as you see here, we have a single closed line running around. And then these three lines here are in fact, additional lines. So five press green tick to finish. I'll get a warning symbol here telling me that I cannot complete it because the lines cannot intersect each other. The highlighted lines are coming detected, so whatever it will do is will highlight the problem lines as orange so you can resume into right away to see where the problem is. So to fix the problem with this press, continue on. What we need to do is put out this intersection on. I will use the spread element tool for that sort select but element in the modified panel to save myself time. I'm going to click on Delete inner segment, and then when I hover over where I want to cut, you'll see out the curse of all kind of jump on attached to it. Once I can see that happen or just click wants to start click again. It has created the opening on Escape Wants to finish. Now we have one single closed loop, which one I press in Tick. The software is happy with that. We can continue on escape again to finish. So what for then further wanted to edit my floor. As you can see, when I hover over, I cannot select it. The reason being is down here in the selection modes, my select elements by face is turned off, so if I turn out on now, I can select the face off the floor. Wanted selected in my property section I can change the type I can change the constraint of I want. But I also have the option here off editing the boundary. So if I click on that back into the editor, if I zoom in, we can see the pink line running around the outside off the block work, which is a core face exterior. So if I wanted to change the location off that line, Aiken simply selected once on only with the pick worlds to Will I be given this flip arrows here. So I click on the flipping arrow. It will jump to the interface of the core boundary when I can hit the hours again to flip it back out. We can also adjust its position using the temporary mention there, So 100 pull up to the interface of the brickwork. So to bring it back, I could just click and drag back to the exterior face green tick to finish. So what I'm gonna do is turn off select elements by face, the reason being I can accidentally click on the floor slab which can get in the way. So if I turn up off 24. 5.7 Placing a boundary footpath: So next. What we're going to do is we're gonna place another floor slab. What? It will be our boundary path. So we're gonna create a footpath around the building. We are going to use the same floor slab as we've done for the inner part of the building. Later on, in the course, I'm gonna show you how we can change the properties off that floor slab. So just display a concrete slab. For now, though, we're gonna leave it as the default ground floor. Parents love so same process. We're going to click on the floor tool. This time, I'm going to use the PICC line. I'm gonna go around the outside off the building, and again, we have to remove this segment here. So we used the split element again having to elite inner segment turned on click Click. So that's the inner side of the footpath. We now have to draw the outer side to create a footpath. You can also open up the pdf 007 path. So the pas itself is gonna be an offset off two meters from the inner boundary. So if you use the offset tool in the modified panel we can change the offset. Number 2 2000 causing enter on. What I'm going to do is just simply hitting the top, right? Bottom on left. I'm not going to do each individual segment. The reason being I'm going to use my trim and extend to just tidy up those corners, just saving myself a bit of time. Now that we have the outer boundary drawn, we're gonna do a small fill it on the its upright on bottom, left hand corner of her path. So to do that, I'm just gonna go back to my draw panel. We're going to select the fill it arc. We can just select the two lines, but will automatically generate that. Fill it. We can try and get it to 5000 or we can simply click to place afterwards. Come back, select The curve changed to 5000. We can also select the fit by arc. Go to the options bar, turn on the radius, change to 5000. So now only selected to lines in the bottom left hand corner. A lot of monetary generator. So now we have are out of bounds. You, John, on our inner boundary, John just the press green take to finish. There's a footpath around the boundary looking good to your three D view, and you can pan around over to see what we've drawn again. You can select the outer for path on the inner floor. 25. 6.1 Placing Doors from the Type Selector: the next component. We're gonna look at our doors, so open the build panel beside wall. We have the door tool. So if we select our door tool again, you'll see our contextual teibel appear. You green top of the top. We have our panels. Here first is the mode, which is a load family again. That Lord family will just bring us into the library on a common drive. Modern place isn't something one of cover in this course on glasses the tag on placement. So every time we place a door, they will automatically tag each door, tagging something we'll cover later on. In this course, the options bar there is referring to are tags. So this is how we can manipulate our tags. So we go to our properties pilot first thing we have our type selector on by default, we have two doors loaded into the project. 1st 1 is an external door type. The second is an internal door type simply represented by E x t for external. On I N. T. For internal in the properties panel itself is just a basic information about the constraints. So the sill height off the door. We want to be 00 sold on our ground for level the construction type. What materials and finishes are on the tour We canal in some comments about that door itself. We'll go into a lot more detail about this later on. In our course here, we can also specify had height. So to get started, we're going to go to our type selector. We're going to select the 9 10 by 2110 door. So click moving to the drawing. I'm gonna place our first door here on grid line. See? So, as you see, my cursor has the morning symbol cause I cannot place a door randomly in the project, doors as well as windows must be hosted on a wall. Certain components must be hosted on certain other components. But when we put in lifestyle on beholds it and ceilings So if I hover my cursor over my wall, you see the door will appear find Move my cursor below the wall itself. You'll see the door. Handing will change on as well to place that if I go left and right, you'll see the temper Dimensions will change. So how close I want to be to the Jason partition. So give me a rabbit. The best thing to do is just place it first and come back afterwards too adjusted. So now that the door is placed, if I click again to select it, you'll see we have our temper dimensions. Both sides. Well, we have two different flipping hours. We can change hunting like so we're gonna place each of the doors 200 from the adjacent partition. If we wanted to do some minor adjustments to the door position, we can use our arrow keys. I'm just going left right on the arrow keys on the keyboard. To be more accurate, use those temper dimensions. So next we want to open up the 008 doors. Pdf publican start to place the door 9 10 by 2110. Around that project, they're represented by the number one. So we have two ways now we can go back to insert those doors. We cannot select the door usar create similar, or we can also use our door tool. And it's the last selected so we can just go in place best to just place the doors on. Then afterwards will come back on just their position. So once we have all of those 9 10 doors placed well, then just place a more I could do so. Yeah. 200. I want you to flip this store 200 again. So when I select this door on, I flip it. You'll notice the temper. Dimensions also flip. So to get the temperature mention that I want about just press escape, select the door again. I know my correct temper dimension will appear in the same for here. We can also select it. Use our mirror pick access. I'm flip it to the side. So now we have all of our 9 10 doors in the project. 26. 6.2 Loading Doors from the Library: next you'll see in the plan that we have two of the door types, a 15 10 by 2110 on a 14 10 by 2110. So if I go to the door tool type selector you'll see in the internal door types, they don't exist. Right now. What we need to do is we need to bring those doors in from our library. So to do that, we'll go to load family. Then you'll scroll down to our doors folder. We have four different sub folders as our door among Greece. So that is, our door knobs injures and so on. Next to the external doors, there's our internal door forward. So if we double click on the internal doors, if I select the top on, use the arrow keys, you can see the preview off the different types off doors that we have. If you don't have these in your library, it's probably best to look back and make sure that you have installed your library correctly because they should be there, wants you load in the UK library. So the door that I'm going to insert is a double door. So here we have got eight options. 1 to 8. You can choose any one of those. 1 to 8. The actual type itself is not important as long as it's a double door. So you have the option there to go from 1 to 8. I'm just gonna stick with one. Once we have the door selected, press open and you're now notice It's in my type selector. So I hit the drop down arrow. There's my doors. Internal, double one. I've got two different types. 15 10 in 18. 10. So I will select the 15. 10 on. If you refer to the pdf, they're represented by the number two. So wherever we have the number two is where we're gonna have those doors. We've got one here on one of the curve scape to finish. So this one here is 700 from the column on the other is just in the center 27. 6.3 Creating a new Door Type: so last. We just have that 14 10 by 2110 which is represented by number three. If I go back to the door to, you'll notice that we only the 15 10 and 18 10. So what we need to do is we need to edit the type of crater own door type. So on the 15 10 would have that selected on. What we're going to do is when a select edit type So when the property is pilot right now, we've just selected AR 15 10 door to create our own type. We're going to select edit type. So in here, the type properties off this door. I'm not gonna go into a lot of detail about this right now. We will cover this as we go to the course. But if we scroll down to the dimensions that there are the parameters of the door which you create when you when you build your own doors. So when there's the width at 15 10 now, we're not going to change the value off this door because we want to 15 10 to remain in the project as of 15 10. So what we need to do is we need to duplicate this. Give it a new name on That would be our own, that we can then change the values so we'll go over to the top right here. We have a duplicate select that will automatically by default give it to at the end. So we just selected to lead change it to a 14 10 by 2110 on press. OK, so now you see at the top here we have our family, which is our door, the internal double one, which is our door that we've selected. We've now just created a new type of the 14 10 by 2110. So now all we need to do is just change the parameter value. So if we scroll down to our dimensions, there's our with still 15 10. So the selective value change it to 14 10 press OK, I know you can see in our type selector there is our new 14 10 by 2110. It's very important. Remember to duplicate. If you don't, you're gonna change the parameters and values off the original door on. It's gonna upset what we've already put into the drawing. So that would place our 14 10 door and you notice when I go to place on the wall, it will automatically sent to the door for me so you can see kind of jolts a bit. So I now know that that door, if you look at my temperature mentions it centered between the column on the adjacent partition. Double escape to finish, then we have. So we have our three different door types in our drawing. So before we move forward, what we're going to do is one of rename these doors and give them a unique name. This will become more clear towards the end. So the 1st 1 is the 9 10 door that we have inserted. What we're going to do is gonna rename that, give it a door type one. So DT 01 So how we can change the type is we just select the door at a type rename relieve the actual width and height will just type in DT Dash 01 before press. OK, so now everything remains the same. Always. Jenna's just renamed it. I'm a press. OK, so because I changed that one type fight, select the other door You'll also notice that the name it has been renamed So each one of these doors, they're all in the intent of the same properties. And if you change one type, I will change all the others. So will now change the 15 10 door again, selecting the door at the type of the properties Rename will change it to DT Dash zero to on Press. OK, announce a d t dash 02 for door type zero to That's okay. Again. If I select the other one, you'll see as well been renamed last able to select our 14 10 rename. Not as well. Two DT Dash 03 for us. Okay, okay. 28. 6.4 Adding a Wall Opening: Okay, so next what we're going to do is under in a structural opening. So in this section here, we want to have to go between one building on the other. So I'm gonna show you a couple of different methods that we can do that. The first being weak. Incredible opening the second way we can edit the actual profile of that wall so we can put out a section of the wall on 30. We're going to use the structural opening component. So this is just basically a door itself. So it has the same properties as an actual door. It just doesn't have any frame or door itself. So it's just a blank opening. So the first method that we're going to use is a wall opening, too. So that is in the architecture top in the opening panel here, there's our wall. But to get a good view off what we're going to be doing, I'm gonna place a section view. So I used the section views all the time in the project just to get a quick elevation of what I'm doing. You can also place elevation views if you want, but I just find personally that the section views a lot quicker, lot cleaner and so on, So to place it, it's appearing the quick access panel on There's Our section view so clicked activators. So the place my section view click once one click against a place So I started. The bottom went up. If you go from the top down, the view will be the opposite way. We can honestly flipped out. So if you select your section view, you'll see there's are flipping arrow, you conflict of you as well as that. You see the dashed blue line. That is what will be included in the view. So if I wanted all of these columns to be in the view, then I'd leave it where it is. If I didn't only wanted just a small section behind, it was dragging behind. I know everything behind will not be included in that view. Same goes for the with as well. Aiken cycle through the different section heads here. I'm used the grips to extend it out. If the section view is quite long and you didn't want everything to be on display, a little elbow there couldn't have. When we can shorten it down. That's the basics of a section view. So I was going to leave that one on. Every time I place a section view if you come over to the project browser, scroll down. There's our sections heading expanded, not a Section one. So to open up the actual section view, we cannot a double click on Section one on there is a section view. You can also double top on the beak again, not a section view. So we need to do is just expand at this crop view so we can see our view. Have you select the rectangle we get the four grips top bottom left and right, you just click and drag. What I can do now is like an have multiple windows open at the same time to see what I'm looking at, but we're looking at on the screen is called a window tile. If I minimize, you'll see I've got two currently open if I open another. So there's three different window tiles. But of you, all of the different window tiles have become again back up to the quick access. There's our switch windows that we click on that will just display what current window tiles are open. If there's too many open, you can select close our window tiles or clothes. Hidden windows. If there's too many open, you could have 10 15 20 open at once. What you can do is click on the clothes hidden windows that will close all of you, the windows apart from the one that's currently open. So the different window tiles that I want to be open on my ground floor almost opened a three D view on the section view and then to display all of the different window tiles at once. I want type in WT on the keyboard. W T. If the window tell that you want to be displayed isn't on the larger side when you conduce , Just select the header at the top and then w t sacked the head or again. Wt. I'll just rotate the views. So what I want is to have the three D view on the right hand side. Someone just click on the header on just toggle through until it's displayed. Like so there are consuming so that there is the area where I want to place my wall opening . Zoom in slightly and again there in my section view, this is the area I want to at my wall opening on same in the floor plan next to go to the opening panel, Select the wall opening. Then it was click on the three D header there. First I got to select my wall, so just click on the wall itself. And now I simply have to draw the rectangle on the wall again, just placing it anywhere at the moment. So we're not concerned about the hike on the with, and then we have our opening. Once it's placed. Now I can click on my section view. Select the opening. If you can't select the opening first time, just hover over where the edge of the opening is on. Just click on the tab key once and twice on your seats. Now, toggling between everything that's around the cursor that applies to everything, we will use that feature again and again so I can select the opening. Once I have the opening selected, I've got my grips that I could just extend out. So that is one method off, creating an opening the downfalls to this. If I go, my ground for plan. You'll see that the external wall remains open. So what I mean by that is the brickwork doesn't return into the block work or the block Work doesn't return into the brick. Same below. So there is a small downfall to that. So next if you just select the opening on the leaders 29. 6.5 Editing the Walls Profile to create an opening: on. The next method we're going to do is the edits. Profile editing The profile is exactly the same as editing the boundary off our floor. So to do that, go to select our wall on in the contextual tub, there's our edit profile. Select Edit profile. It won't allow me to edit the profile and plan view. It's asking me which view wouldn't like me to go for me to edit profile. So the best view is the section, So C section one open view. If I zoom out, you'll see there again is our single closed loop. That's what I'm going to do is I'm going to draw the opening myself in the draw panel on used the line tool to select the lower end, give a height of, say, 2200 touching to the column bringing back down. Now you can see the three D view there. I have my closed loop, but at the moment these three lines are now just in addition, so if I green take to finish, it will say it cannot complete because of its intersection problems and so on. So I'll click on Continue, Andi, I need to delete this lower segment here, so that lower segment there, I use the spread element to spit. I'm it's removed so that you can see in the treaty viewed a single closed loop so green take to finish and there's my opening again. If I go to the plan of you again, you can see that the wall itself doesn't return in on itself. So what we need to do is to will remove that opening two ways you can either just undo on doing do or go back into the profile editor. Delete what with John. Bring it back to be a closed loop green tick to finish. There's a wall back. 30. 6.6 Adding a Structural Opening to the wall: So the last Met that I'm gonna show you, which is the one we're gonna be using, is going to use the structural opening tool. So, as I said before, the structural opening component is essentially a door. So if we go to our door to again, it's not on the types electricity need to bring it in from the library, so we'll go load. Family Open up the Doors folder. There's a structural sub folder. There's a door opening for us open on the type selector, their displays a couple of different variations. So what we'll do is we'll just quickly place it into the wall escape on. What we're going to do is want to create our own type with their own width and height, so the height will be 2200. But I just gotta work at the wit, so it's going to go between the top column on Lower column to find out the distance between those two columns, I'm going to use my distance tool, which is the little ruler in the quick access panel. So once I have it turned on select from one face to the other, and there's my distance off three meters x. We're going to select the structural opening. We're not going to go to edit type. We don't want to change the prominence off this particular type. We want to remain as it is, so we'll select. Duplicate on First will give the wit 3000 times 2200. That's okay on in here in the dimensions panel we have our rough with which is 95. So we'll change that to 3000 on the height of 2200. Impress Okay, when there's are opening. So the last thing to do is just a position it correctly. So I use my move till because that's an accurate move. Select my start point on finish. So in there, that is now my structural opening. And as you can see, the brickwork returns back into the block. Work on the plasterboard again also overlaps. They're my three d view. We have the nice opening now between the two sections of the buildings when we can have closed down the section view. I mean, when I go back to our ground for a plan. So to do that, we can either go double click here or double 50 Heather, we're back into a ground floor plan. We've now finished with the section view here so we can select it. I hit delete on keyboard. We were given a warning dialog box. Just warnings that were about to do the dissection on the view in the project Riser will also be deleted. So I'm I show that I want to do that. Yes, I am so press. Ok, You see, the sections are gone now from the project rather 31. 6.7 Placing Windows: never gonna move on to the window component. So beside the door component to we have our window component. So going clicked open in the types of actor. We just have one window in the product itself. So we need to do is go to our load family to bring in more windows, so to know which one knows we want to bring in if you go to. Pdf 010 windows, so figure to load family scroll down to the end and there's our Windows folder. It's not important now. Which kind of window you you bring into the project. I lived it up to you at the window that I will be using is down below. It's a Windows triple plane, but again, it's not important. Which one do you bring in again? If you go to the top, you can just use the arrow keys to scroll down. Look into preview box on the right inside to display the different types of Windows. The window that I'll be using is the Window triple plane. I'll impress Open. That's now in my type selector. There we have a few variations off the types we want to bring in two different types into the project we have in 18 10 by 12 10 and 9 10 by 12 10 18 10 is represented by number one on the 9 10 is represented by number two. So I'm gonna select my 18 10 on come down to the bottom half here. So again, like Theodore, you can see that the warning similar touch to my cursor because a window like a door, can only be hosted on a wall. So once I hover over a wall, I get a preview of where the window be placed. So a little trick to know where the exterior face on the window sill off that window is you can tell up by the temper dimensions. So if I hover over the wall having a cursor down the lower half into my temperature mentions air outside. So I know now that when I place this window, the external face of the window is placed to the external side. If I move my cursor above the wall, the temperature matches go inside on my windows. Incorrect. So it was quick ones to place on Zoom in. If you place the window incorrectly. It's not a problem just selected. And there's are flipping arrow. Once the windows in place, though, the temperature mentions do go inside the building. So now what I want you to do is to place all of the 18 10 windows around the building. Just try and get them was equally spaced as possible. Then afterwards, we'll get the nine tens. So I'm not too worried about the positioning of all of your windows because again, this building will be built. It's not gonna We don't have to be 100% accurate, as long as I can show you how you can develop and build a model. Okay, so when you have all of your 18 10 windows placed, then move on to the 9 10 windows. So now we have all of our 9 10 Windows placed the next stage like we did with the doors. What is gonna select one? Rename it again. It's become more parent when we get to the end, of course. So we go to our 18 10 window selected in the Properties Pilot. We're going to go to edit type select rename, and we'll call it W T Dash 01 enter for the 9 10 will select it at a type rename. We w T Dash zero to 32. 7.1 Increasing Top Constraint: We've now created the ground floor plan. We've created the outer footpath boundary, the ground floor slab external walls, the windows on internal doors as well as our internal partitions. The next stage of the project, we're going to build up on create the first floor to get a better view of what we're going to be doing. I'm going to open up my three d view. So up the top here, the quick access panel selecting the three D house toe open up my three d view as well to demonstrate the increase in height. I'm also going to open up on elevation view. So anyone for now when the East elevation opens, I'm going to reposition my levels or select one of my levels. Zoom in, grabbing the open grip. I'm dragging it to the side. So I want all three of my views to be open simultaneously. So what I'm going to do is use my window tall feature by simply typing in wt in the keyboard. So we have our east elevation, our three d view on our Ground four plan. So I want my three d view to be on the larger side. So to rotate my views All select heading wt If the view you want isn't in the correct location again, just selecting the heading on wt. So there's my three d view. I have my ground for plan on my east elevation, So I'm gonna work on my three d view as it will be easier to demonstrate what I'm about to do. When we drew our external walls on the ground floor plan, there was constraints attached to them. So if I was to select one, come to my properties palette on the left hand side, you'll see that my base constraint is ground floor on my top. Constraint is first for level, so my wall, when I place it started on the ground floor on, came up to the 1st 4 level. So you can also see here in the elevation view. It's attached to the ground for level on has brought up on. Does it now touch to the first floor level? What we're going to do is select one side of the building to increase the height up to the roof level while maintaining the left hand side of the building down the 1st 4 level to select the ground. Four walls will select one. You can hold down the control key and then select each one off the walls individually, or we can do a quick select how we do that as well. Cover over one of the walls. It'll become highlighted in blue Well, then click once on the top key that will then highlight all of the external walls that are joined together. But at the moment, they're simply highlighted. They aren't selected yet to finally select, um, one left click on the mouse on those walls and have selected you can see in a three D view . They're all selected the ground for plan as well as the East elevation. Now we're going to increase the height from our first for up to the roof level simply by changing our top constraint. Now that they're all selected will go over to the properties palette, come down to our top constraint. Click on the drop down arrow on change up to all three roof. Any changes we make in the Properties pilot will not take effect until we either click on, apply or simply move our cursor inside the drawing space. There, we see that the constraint has now been increased up to the roof level 33. 7.2 Placing the First Floor slab: Now that we've increased our walls up to the roof level, when are gonna build our first floor slab in the project browser under floor plans, we can now double click on first floor. There we can see our external walls and then below that in like gray. We can see the external walls, the partitions, those architectural columns and so on. That's simply just the ground for underlay this week and turn off how we do so we'll go to the property section, ensuring that were in the properties of the view. If we have something selected, the properties palate will take on those properties In order for the properties pilot to take on the properties of the view, double top escapes or nothing is selected on the problems. Pilot will now display the views properties. Next, we will scroll down to the heading underlay on our first option. There is a range base level on our base levels currently showing the ground floor, which is the grade out outline on our plan. If we select none, we won't see the ground for being spread anymore. Now that we have are clear working space, we can create our first floor slab. Same processes drawing in the ground. Force Lab will goto. Our build panel will select floor again. We have the same contextual TOB. We must select one of these modes to finish how we draw. We have our options bar with the offset on extend into all core. The difference between the first floor slab on the ground floor is obviously we must go to our type selector and change over the slab type. Reason being is we don't want a ground for bearing sub as our first floor slab. So in the type selector, we have four different types to being the ground force lab. The remaining two a person is a concrete floor. On the second is a timber for, so we will select the floor upper 1 60 mil concrete. Next we go to the draw panel when the drawing method we're going to choose is the pick walls. Once we have it selected will just select each one of the external walls. As we are creating a boundary, it's always best just to place it first green take to finish to ensure that everything is in order when we place a slab that has any components underneath it. We're gonna get these pop ups. The problem was saying would you like the walls that go up to this forest level toe attached to its bottom? So when we put in that 1 60 mil slab, any warlike comes up to the underside of that. We want to connect to the underside of the slab, or do you want to cut right through it? So if we select yes, any wall it goes up to that floor will attach to the bottom of the slab. If we select known any warlords below that slab, simply just going to cut right through. So we're going to select? Yes. The next problem is asking the floor or roof overlaps the holiday walls. Would you like to join the geometry on? Cut the overlapping volume out of the wall. What that means is when the floor slab meets that external wall, do you want to slap to cut into the wall itself or not? So, yes, we do select. Yes. Even idea off that I'm going to place a section view. So there we can see the floor slab cutting into that block work. So the block right now sits on top of that slab and comes up to the underside. Well, we can see the partition coming to the underside of the slab. Now that we know that the boundary of that's lab works and everything is OK, you want to go back into editors? So if you can't select the slab like I can't at the moment, come down to select elements by face, which is this tool here, turn that on. So now we are able to select the slab. You can either press enter double tap or click on edit boundary in the contextual top. And what we're gonna do is we will open up this area here because this is gonna be a double height lobby. If you open up the pdf 011 for us floor, you'll get the dimensions off this opening selected here on this dimension. Here's 6388 green tick to finish on again. We'll get the same pop ups. Go to the three d view spin around there. We could see our opening 34. 7.3 Adding a Shaft Opening to the slab: in this scenario to access the first floor, we have opened up that floor slab by pulling it back. This obviously won't apply to every single project by pulling the slab back. Later on, we're gonna be placing a stairs to come up to this lab. This obviously doesn't apply to every scenario earlier on we created on opening in the Wall . What we're gonna be doing now is doing the same method book reading a shaft, opening in the slab itself, sticking with the architecture Tabor in the opening panel. Earlier, we used the wall opening. We're not going to use the shaft opening. It was select that they are green contextual top again. Our molds here to accept or council on a draw panel. Again, we can do by chain offset radius against similar commands. The method that which we're going to draw our shaft today. I'm going to just use the rectangle tool, so select the rectangle drawing on the slab on green tick to finish. Now, if we go over to our three d view, we hope to see the shaft which we created to adjust the shaft. If you hover over with the cursor, we can see a three D visual ization off that shaft. If you can't just hover the cursor over the edge of the shaft, Andi hit the top key. Each time you said at the top, it's gonna find a different component around the cursor. Once the shop then appears, click to select it to adjust the shaft. We cannot use the grips like so to put it right through the building. Or, once it selected, we can come to the property section. I'm we can use the constraints. So, for example, if we constrain to the ground floor of zero, have the top constraint it first floor on increase up by 300 is our shop. So right now it's sitting on the ground floor level, so it's not cutting through the ground floor slab. I change the base. Offset to minus 500. It now comes through the ground floor slab. The shaft opening is best used for your stare cores, risers, smoke shafts and so on. We're not finished with the shaft opening so we can leave it out of the project as we're not gonna be going forward with this 35. 7.4 Selection Filter and Aligned to Selected Levels: Now that we've increased our top constraints, we've placed our first floor slab and created the opening for the stairs. The next stage is to bring up all of our columns as well as our windows. On our first floor loud is a copy off our ground floor layout instead of us going around placing all of these windows again, as well as redrawing those internal partitions and placing those doors were able to use a selection filter to select what we want, then copied to the clipboard. I'm well to pace it upper level to the exact position off the ground floor. What I'm going to do is closed in any hidden windows that I have currently open. I'm going to open up my grand for plan hitting WT for my window tile so we can see in the three D view are changes taking effect. Next, we'll go over to the ground floor plan and will start to use our selection filter. Earlier, I showed you the two different methods, all creating a selection. We like to go to the top left corner, dragged down to the bottom right to make a selection window, or we start in the bottom right, moving up to the top left, creating a crossing window. For this method, I'm going to use the crossing window on. What we're going to do is highlight this side of the building, ignoring the left hand side, starting from the bottom right hand corner, click ones and drag over this section of the building. Trying not to get any of the information on the left hand side included Andi letting go. Once we've made the selection, architectural top appears on our selection panel appears in. There is our filter was select filter. The filter panel here displays everything that's currently selected. It also counts them force, which is a great tool if we're trying to count certain objects in the project. First off, as an example, I'm just going to select my columns. So instead of decelerating each one, I can come to the right hand side on select check non, and then I want my columns to be selected as well as my structural columns. Once I have them ticked on of them, press apply and you'll see that they are now highlighted in blue on press. OK, now that we have all of our columns, highlighters. What we're going to do is do the exact same as we did with our external walls. Were going to increase our top constraint to the roof level. We'll come over to the properties pilot under constraints, go to the top level heading if they drop down arrow and select roof again. The changes won't take effect unless we press supply or simply move our cursor into the drawing they can see on the three d view. All of the columns have increased in height up to the roof level. As I said earlier, the first floor plan layered is a copy off the ground floor plan layout. Again, we're going to use our selection filter, so click and hold. Drag the cursor over the building. Try not to get the left inside again. But if you do, we can de select it. Andi let go. Next, we'll go to our filter. I'm more check none, So everything's turned off. Now we can use our filter to audience the components that we wanted to copy up to our first floor. We've already done our column, so we'll leave that off. We want to bring our doors up elevations. we don't floors. No grid's columns of use. No, we do want our walls and windows. I want to have those three selected our doors. Walls on windows. Well, press supply. Impressive. Okay, But as we've selected walls, both the external and the internal fall into the same category, so they're both highlighted. We don't want the accident wants to be copied up because then they'll be duplicated over each other. So we need to de select those external walls. So to de select a component, hold down the shift key. When you hold down the shift key, you'll see a little negative symbol appears on my cursor. We can then select the external walls and what we don't to be selected. If you accidentally select one of the partitions to re selected, hold down the control key and I will bring it back into the selection. So hold on the shift to de select hold on control. Two included in the selection as well. These structural opening. We don't want to be included as well. This window here, we don't thought to be included as well. So although we have included are our windows, our internal partitions on our internal doors. Once they're selected, we'll go to our clipboard. And here we have our foot on copy. So we want to select Copy the clipboard on all of our windows. Internal partitions indoors and out. Added to our clipboard on our paste. Icon appears now. Have you had the arrow under the paste? Begin to the different options we have. If you choose the paste from clipboard, this is him to just gonna pay. Salute those elements into the clipboard for you to that place yourself. Next is the aligned to selected levels your Europe to paste multiple elements from one level to a number of levels. Next is aligned to selected views, period to paste your selected elements into a specific view. Next is aligned to current future to pace elements that were cutter copied from one view into another. Next is the aligned to same place. This will place the elements to the same place from where they were caught, a copied, and then we have aligned two picks level little pace to selected elements into an elevation or a section view. We're going to use the aligned to selected levels. So we've highlighted our ground floor elements. We then add them to our clipboard. When are going to align them toe our first floor plan so we'll select aligned to selected levels. Then all of the levels that are currently in the project will be displayed within yourself to select. Um, so we'll select our first floor press. OK, there. You can see in the three D view all of our windows internal doors on internal partitions have never copied upto a first floor. 36. 8.1 Stair by Component: So now that we've built our first floor, so what gonna do is one Install the stairs. So first we'll go back to our ground for a plan. On in the architecture top, we have a circulation panel. There's our stare, so we will select stare. So when here we have again are most So we got the red X to finish green, tick complete and one except next, A different type of components. We have Ah, straight stair. We have a full step spiral center ends there. L shape under U shape. These are pretty fine components with the stair there. The UK building regs are built into the stairs. So all we have to do is when we draw our stairs. Why no one ground floor. So the base constraint will automatically be the ground floor. So the next level up will be the next level in our floor. Plans for the project rather so automatically go to first floor. It's going to calculate the goings and risers, referring back to the UK building regs and work out how many you actually need. So that's a quickly place when I'm going to use these straight stairs. Click wants to start, Move my cursor around and you can see if I zoom in in great texture. It says that I've got to rise is created and two remaining. So when I continue, move my cursor, the seats How many have operated on how Maney are remaining? So the finish of you just run the cursor all the way to the end of stairs Click to place. So now we've created our stairs We're still in the editor mode. So to completely finish everything we've got a selected green tick something. If you go to our three d mode. See, there are other stare. So using the straight one If I wanted to draw in a U shape or unusual shape if I click to start, specify how many rises I want to create. So at the moment I've got five click again. So I've done a five run stare. So remaining in the stair creation mode wherever I click again to start, the software will generate a landing between those two points and as another eight, so clicking again, Andi will generate the landing between green tick to finish so I can do 10 steps, clicking again, completing to finish off the 18 green tick to finish. So it's sticking with straight. Run the options I have here in the options bar. I've got more location line. So right now, when we created the stairs the run mistress on the center, we can change it to the exterior support on the left hand side, you run on the left hand side run center, which we've been using the wrong to the right hand side or the exterior support to the right hand side. So if I go exterior support left, you see the location line on the left hand side off the run can also specify an offset. So when I run my location line, it will be 1000 below. I can also specify the wit off my run. So by default it will be 1000. So if I increase out to say 3000 want to make my stairs? The width of the stairs is now 3000 on Last thing is the automatic landing. So I didn't want that land him to appear. Each time I click my mouse, I can turn that off. So with the full step spiral has changed the with. I wouldn't specify the center point just moving the cursor out. Then to specify the radius again. I can change the width offset and so on. Next about the center end spiral. So specifying the center point on the end. Once I stressed by the end and I'll move my cursor on to specify how Maney rises I want to create, I can start again. I'm again. The landing will automatically generate. Then I have the l shaped wind er again. I've got all my options here. But this one would reasonably clicking. Place it same again with the U Shape Wonder. 37. 8.2 Stair by Sketch: so obviously not every building will be the same. We can just stick to those figures of having a meter wide and so on. For example, we're drawing on old existing building that could be 150 years old, where these building regs aren't violent. We need to then create our own specific stare when we can do that by using the create sketch, which is a little pencil symbol there, we can click on that to start to generate our own unique stairs. There are three parts to drawing the stairs, and it's important to do each individual step. So the 1st 1 is drawing the boundary of the stairs, the nexus to draw the individual risers and then to specify the stair path. So first, we must specify our boundary again. We have the typical Joel panel. I just wanna use my line till for this one of draw a line off 40 to 50 you'll see at the bottom of the line and says Zero rises created 18 remaining, so I've just drawn one boundary to the flight. I need to draw the other side so quick way understand, offset it over by 1000. So there we have both boundaries to the stairs. So next now we must draw in the rises to the stairs. So we then toggle over to our riser again we have. Do you draw panel? We have our options bar on a draw in the first riser. First thing you notice is the color difference. So the boundary lines are green. The riser lines are black. Next, I'm going to offset laps, rise aligned by 2 50 and create my run. You could notice every time I'm creating a wiser line down the bottom corner. Here, it's displaying Hemery have created and how many are remaining. So there is the boundary to my stairs and the individual rises. It's very important not to get those two lines mixed up because the software won't know what you're trying to create. So the last step is to specify the stair path I was clicking center. I'm running it up. The direction of the run is an important because once created, were able to change the direction of the stairs quite easily. Green tick to finish and we're still in the editor mode. So green tick again to finish, and there is upstairs. You'll notice that the railing will automatically generate whenever we create a stairs. If you don't happy with the direction, just select the stairs and there's a flipping arrow and also with the opposite direction. So, like all of the components, these stairs are just types, so we can change the stair type by selecting the actual stairs, going to the type selector. And we have some defaults there from Auto desk. So if I that changed from a private stairs to concrete stairs was well, we're creating stairs in the Properties section. There were specify the desired number off risers. We can up the tread depth if needs be, and also we can specify the tread riser start number. So if we have multi story building with multiple stairs, we can then change the stock number here. 38. 8.3 Creating project stair: So we're gonna downs when the creditor, our own U shaped stairs. We're gonna do that by using the stable sketch I've tried to follow along. So we use our star too. We're gonna click on Create Sketch. First, we're going to place our boundary. So when he's our line to to start, pick to get it started entering a distance off 2000. So that was one of our runs. We will now offset that up by 1000. So the distance between them or 1000 the length is 2000 offset it up now by 100 So offset it on the Oprah side by 100 on again, off set by 1000. So here we have one run will create our landing here on to the next run. So if the landing, it's important that we actually use two separate lines for the boundary. So for the landing itself, I'm going to start off with the end of the flight click come out by 1000 like up 2100 pick attacks to the bottom of the flight again. The reason I didn't do that as one continuous line is the software needs to know where the brake is because they're obviously to separate angles. We're gonna create our rises here, landing on, then rises again. So in to close off this boundary section here because this will be our landing space. So last Bhamjee line and close it off. So the dimensions off the stairs. 2000 1000 This here is 2100 2000 based at a 1100 to 1000. Next one used the riser so changing over to the riser, using the line each one. So we're offset again by 2 50 And just to save some time, I'm going to select one hold on control and select the other. So both are highlighted. Use my copy too. Turn on multiple selected previous riser as my start point click on my end point is the next riser. But I can continue on clicking, making sure I'm getting that square symbol meaning that it's a snapping point unfinished so that we have our rises going up the stairs. Our landing I'm rises again. Last is to specify or stare path, start on a flight, then a lot of close the landing again, then a stair path like so. And then I will use my Truman Extend just too tied up those lines. So you concede on the bottom There, I've got 18 rises created, zero remaining green tick to finish. Now I'm still inside the modifier where I could do further modifications again. I can just select the stairs in here. I'm out to change the constraints construction. So whether or not begins with the riser ends with the riser, but in some additional information as well. Finally, I would choose the green tick to finish Go to the three d view. There was the stairs again. We can select the stairs and using the flipping arrow. So we go back to the ground floor and selected. We got the arrow that we can flip the direction. What we need to do is going to select our stairs and want a change. The stereotype. So once the stairs, it's like to go to the type selector. Choose the institute concrete. Lastly, we just gonna place it so open about ground floor. The location of the stairs will be at this point here if you open up. Pdf 012 stair location First. I need to do is to rotate the stairs so clicking on the stand itself rotate to my start point. I'm finished. Then using my move tool snapping to the top left hand corner, flying it over. I'm hitting the upper right hand corner of that column. I want to go to my three d view. There's my stare. So next we just need to extend out that landing so we can reach the top of our stairs. So we go to our first floor plan. Women every select, our floor, Go to edit boundary. If you open up the pdf 013 landing, you'll see the dimensions for the landing itself. So just to get started again, we're just gonna draw a line Not sure of the dimensions, but it best serves to draw in quickly. You can just trim it up, and then afterwards, we can then specify the correct dimensions. So first things first is the 1700 so just make sure that your temper dimensions are actually snapped onto the correct lines. We can change the 17 hundreds 15. So now that we're happy with that green take to finish 39. 8.4 Placing a Railing: so next we need to do is to place a railing around the balcony. So remaining in the first floor plan when you go back to architecture tub circulation panel and there's the rating tool. So it's like the railing tool, and what I'm gonna do is use the line tool another than offset of 100. I'm just going to draw a line around the boundary to create the railing. Now, when I do, I'm going to stop with this column. The reason being if I then draw another line like so they're two separate lines. So if I try to finish, I can't do that. So it must be again one continuous line, so I'll draw that one line granted to finish on There's my rarely. We'll draw another reading on the opposite side of the column granted to finish go into a three D view on they're still writing so that really there is a default again by auto desk . So we can, of course, change that if we selected, we can go to our type selector when there's four different options that we can choose from . Of course, we can make our own 40. 8.5 Creating a Railing: So what we're going to do now is we're going to create our own railing. So how we do that is we will select the default rating. Just make sure you're on the 1100 railing provided by Auto Desk. So just so we're all in the same stop point. Well, then go to at a type. We're gonna leave the type properties for this. We're not gonna make any changes here. We are going to select adjudicate, and I'm going to give it a name off New railing. 1100 millimeters are impressed. Okay, So once we have created the new type, we can start to edit the structure of the reigning. So, one of the construction heading here we have the first on which is rail structure in the value section there will click on edit that'll bring of the edit rails. So to get a preview of what we're doing down the bottom left hand corner is a preview putting. So it's like that in theirs are really on our way. We're going to do is one insert a couple of new railings. I will click on insert. There's only wearing to get a preview of what we've inserted. Will press apply? Guinness was a default profile. So what we'll do is we'll give that a name. Oh, bottom rail. So the next column here is the height of that rail. So right now it's set to zero soldiers on the base. If I change that to, say, 500 clicking apply, see it will go up the Y axis by 500. The next column is the offset, and the offset is referring to the movement along the X axis. Or why type in 100 we'll go to the right. If I had a negative figure to that, it will go to the left. The next column is the actual profile itself. So it's set to the default, which is a 50 by 50 railing if he scrawled onto the handrails. There we have a circular, 30 circular, 40 elliptical rectangle on square, so I'm gonna give you a good guidance on how to create this bullets. It's up to you what you choose. There's no right or wrong for this railing. What I'm going to do is have one bottom rail are fighting 90 zero, offset on the 150 by 50 per supply and that's my reading down the bottom. I want to insert a new Raelian. Call it top rail. The height will be 1000. I will be the same profile press supply. So the last column is the material. This is something. I'm not gonna go into much detail now. So now that we've created are horizontal rails, we can impress and apply for us, okay? And we're back to our type properties. Next over. Ballast replacement again. Click on edit. So the first heading here we have the main pattern. So stop main pattern of what we have that's currently set to the 25 mil square on the distance between them is to 75. So if we were to go into the ballast, her family heading there there we have a few Tiven options. Square 25 20 mil rounds 25 still flat. Right up right on a grace panel. We can, of course, create our own and import ease into this library and select them at a later date. But that's not something Will, too, at the moment. So for the purpose of this project, I'm just going to select the steel flat, upright 50 by 12 if I press supply. So this column here is the base. So it's set to host. If I hit the little arrow, I've got a few options. I could go to the top rail, which is the one that we created just now. A game bottom rail, which we just created for the top element, which is that section there. So for the base, I wanted to start from the bottom rail power supply. You see, it will jump up to the bottom rail if you wanted. Beacon added an offset. Well, see, it's offset up from the bottom rail. Only about zero began saying for the top. I wanted to go up to the top rail with the top off set of zero, and we wanna have 90 mil for the distance between each next below that we have the beautiful options for the stairs. So do we want to use the banister portrayed on the stairs? How many busters we want portrayed? It's on so we can change that. Here. We can also change the balance of family talk on down below. We have the posts, so we have the start post corner on end. So there's our start post. There's our end post on the quarter pole So we have two weddings joining together. What post do you want to be displayed? Somali The Masai ears again? We got the base host offset Wellings again. Same properties is above I'm press OK back into the type properties A couple of prominence that we can change. I have to commend to our top rail heading that you want to use the top rail. Yes. What is the height? What is the type we can have in some additional data as well? So happy with that You press OK Those are new reigning to change over the other Raining again would have selected Goto a type selector on change it over to the new one on for the stairs again we can select the railing. Change it over 41. 9.1 Introduction to roofs by Footprint: the next stage of the project, we're going to start to look at routes. So to show you the different variations of the different roof types, what I know to do just move across to one side, have a blank space. I'm going to draw a couple of shapes using my wall tool. It was copying the same shape crust. I also draw on l shaped building. So there we have typical shape of a building, so go back to my ground floor plan. These walls are constraint from the ground floor up to the first floor, so when we draw the roof, it's going to attach to the first floor. So to draw, a roof will come to the build panel on. There's the roof tool well selected. When we get this warning box, this explains that we've created the roof on the lowest level so you can see we're on our ground floor. Sociales warnings. Do we really want to create on the ground on the lowest level or tried to move the actual roof itself up? Definitely. Drop down arrow, you can see, are so there are levels that we can choose from. So if I select first floor press. Yes, we can still create the roof on the ground floor, but the roof itself will be attached to the first floor level. So now we're in the creation moment. You can see our contextual top appears again. We must finalize our actions by the Red X or green Tick. Here we have our draw panel there before again in the options park. A couple of options. So same like the floor slab. The best option here would be to use the pick walls again. The reason being is it'll touch to the boundary off the walls. So having that selected on a zoom into the first building and just select each of the walls now, I can't continue on selecting each one to create multiple roofs again because they're two separate closed loops. So find out tried to finish. I get the warning message saying I can't so you can only have one of the single closed loops within the roof boundaries. Just a small tip. Best thing to do is to attach to your walls first, create the boundary on don't do any further steps. Best thing to do is just green tick to finish just to make sure that the actual footprint has attached correctly to the walls again, you're saving your time. If you continue on for the next 5 to 10 minutes editing that roof once we go to finish, if there are any issues with the boundary, we've just wasted our time, so I can see the roof has kind of disappeared again. It's because one our ground floor. So if I go to my three d view there, we can see our roof. So I'll just open up my grand for plan. I have a three d view so we can see. So I'm gonna place rooms on all of these buildings. Aiken do this on the ground floor and again was getting that little warning message, or I can go to my first floor plan. But as you can see, I can. I can't see the walls below. This is because of my underlay. So if you come to the underlying heading in the property section, we can change the range base lower to ground floor and will be up to see the ground floor walls. And I can select my roof again using the pick walls, just selecting the walls green tick to finish, same again, just pressing Enter to come back into the roof tool. And then we have our rooms over the building. So now for the first time, just I'm going to leave it as is so have a basis to work from. So I'm gonna move over to the second building and you can notice when I selected to conceal becomes selected in the three D view against because we're working on one single model. So to edit the roof itself, I can either select it, go to the contextual tab and click on edit footprint or weaken Double Top to go into the editor. So the footprint is represented again by this single closed loop. Same liquidy walls on floors. So if you wanted to edit them in any way, if we simply select one, were given some information here, first being the top, that's our slope. And then it's a slope off that side of the roof. We have our flipping arrows, which jumps between the boundaries, and here we have a temper dimension where we cannot an offset. So if I I didn't say 300 it will offset in 300. We can also move it out. 300. So 1st 1 I'm going to do is I'm going to change the slope of this I to 60 degrees on. Also, let's look to the front by 60 degrees green tick to finish. Now you see, Now we have 60 degrees to the front and rear on 30 either side. So I want to move over to the next roof. So with this one, I'm going to leave the rear on front of the roof as 30 degrees. What I'm going to do is create a gable end either side. How I do that, I'll select the line, which I want to change in my options bar here. I have defines Slope, so having that turned on means that I'm able to define a slope. If I own ticket, I'll do both sides so that both sides will no longer have a slope green tick to finish on that have created a gable end. So I'll move onto the next roof. I can do all three to find smoke, so with roofs, as long as you have your boundary, correct the case of running around the footprint of the building assigning the correct slope or on taking define slope to create the roof shape you'll see on the L shaped as well . It will automatically create the hip converge. So coming back to the 1st 1 at the footprint. So I'm gonna add in an overhang on to quickly select all of those four. I can either use the selection window or again hover over one top, the top key and then left click on the most. They're my options bar. I can added an overhang. Green tick to finish. We now have an overhang for the roof. So for the second building there, I'm gonna convert this into a flat roof. How I do that again, I'll select each one of the slopes. Select defines slope so none of the sides have a slope green tick to finish. And there we have our flat roof. Now we don't want our flat roof to extend all the way to the external face. So if I double top to go back in, if I select one of the sides of I usually flipping hours, we'll see the footprint now flips onto the internal face off the external wall again. This is not something that we want. We want our roof to sit on the core boundary, which is the block work. So to add the core boundary into the footprint well, just highlight each one of the walls again. So again, hovering over one line topping the tab key left, click on the mouse In the options bar here, we have extend into wall I corps. So if we take that on no. When we select the line and the flipping arrows will extend inside, sitting over the block work see more clearly here on the ground floor plan. So now the footprint off our flat roof extends right to the external face off that block Work green tick to finish. So lastly, with the gabled end roof, we can see here that are walls no longer meet the underside of the roof. So instead of editing the footprint of that wall on trimming it to the underside of that roof, what we can do is we can select the wall in the contextual tab. There we have modify wall and there we have attach top slash base. So I select that once I select the tool, the next stage is to select the roof. So where you want thought, Walter, extend up to animal automatically extend up. You can see as well the we need to extend this of us well again. Select the wall. A touch top base. Select the roof. I'm same with the other side. Select the wall. Select Attach top base. Select the roof on. Same at this side when we can do for this roof as well. So again, our roofs are just simply components. If we select one of the rules, we can go to our type selector and we have a couple of default roofs. So for the pitched roof will, obviously was the two pitched. Now we have one flat roof that we can change too flat. 42. 9.2 Pitched roof by Footprint: Okay, so next What we're going to do is we're gonna odd a roof to, ah, lower ground floor section here. To do that, we'll go to our first floor plan. If you can't see this section here on the first floor plan, you can go to the underlay section on, turn your ground for plan on or again simply, you can go back to your ground for plan. When you activate the roof to you will be prompted with that warning box. Do you want to start on the first floor? So we'll do that method now. So select my roof, too. I have my low most level notice on one. Yes. So because we have our columns around the outside of the building, which we want our roof to sit on, we won't use the pick worlds tool because the pick walls tool wants to attach to a wall. It doesn't reference a column, So what I'll do is our first. I'll do the pick walls tool so you will see what will happen. It doesn't eat some tidying up so green take to finish to my first floor. So now I know that my foot print is Okay, So if I extend that out to the outside of those columns granted to finish, I go to my three d view. We see the side of the roof there droops over so it's attached to the wall. Anything that that then goes past it, the slope will follow. So that's where we're getting this unusual shape. So we'll select the roof until leaders go back to the ground floor. And now we're going to use the roof tool again. Yes, we wanted to be on our first floor, so this time we're gonna just drop by a rectangle, So have any connection to the walls. So we use our rectangle to come down to the bottom. Writer was roughly place it over the columns when we can. Finally, just afterwards. So I used my rectangle tool to place it over the columns, touching it to the face of this exterior wall. Touch it over to the outside of the columns, so I just click to selected and then dragged it until the touches to the outside of the column. Once it's on the face of the column again, I'm gonna select it on moving out by 300 so to do that, I selected one of the lines. I went to my move to just clicked anywhere on the screen for my start point move the cursor in the direction I wanted to go on. Then I entered in 300 again for the lower end. Select the line used to move to click for my stop point and moved down 300. So if you want to refer to the PdF 015 pitched roof, we'll get the slopes for this roof itself. So starting at the top, our slope is 15 and the bottom is also 15. Left hand side is 60 on the right hand side does not define the slopes that will select the line. Come to the options bar will take off. Defines slope. You'll also find this information in the properties pilot here on the left hand side. So there's are defined slope weaken ticket on. We cannot offset. It's also telling me the current slope in length so green take to finish, not go to the three D view on there. We have our roof. Next. I'm just gonna change it to a different pitched roof time, so I'll select the roof. Come to my type selector. Select the drop down arrow and I'm gonna use the last roof pitched 38 tiled 25 Batic century. 43. 9.3 Flat roof by Footprint: So next I'm going to put a flat roof on the main section of this building so we can go to our roof plan. And again, if you don't see the lower walls will just go to our property section, scroll down to underlay. Change our range based level to first floor. Next will select a roof tool for this. Yes, we will use our pick walls tool and we're gonna draw flat roof. So I wanted to extend into the wall core also to speed it up. I'm going to tick. Define slope off because again it will be a flat roof. So I'm in the walls too. Using my pick walls. I UnTech defines slope I take on extend to walk or I'm all right. But we can also change the the roof types of change to roof flat felt So now we just select the walls themselves before we do anything green tick to finish. OK, so the footprint is okay, So I will select edit footprint to go back into it. Just a double check. Everything's okay so that we can see it inside the corps boundaries, so that's exactly where we want it to be. everything looks good if it's not just selected and use your flip hours green tick to finish, have you go to our three D view? There's are flat roof, so the last thing we need to add to this roof is a power pit. To do that, we're going to select each one of the walls, getting quick ways. Toe hover over one, hit the tab key left, click on the mess so all of the walls are now selected and we're just going to adjust the constraints. So we come to the properties palette. Our top constraint is set to roof level, which is perfect two. Below that we have top offset. So what the top off said we cannot A. We can increase the height of the wall above the roof level, so it's, Carney said. 20 If we change that to 1000 press supply and I will see our wall will come above the roof . So just added our power pit to the roof so you can not notice that the walls are just disappearing into the roof. There's no definition between the two, so we can change that. We can go to our modified tab in the geometry panel we have joined. So if we select join, I might also take on multiple joints so we can do it multiple times. It's a case of just selecting the roof, selecting the wall, selecting the roof, selecting the wall. We can run around the building. UN escaped. So now we can see a definition between the two. So I'll do is I'll just highlight the roofs that we've drawn on Lytham. 44. 9.4 Roof by Extrusion: next I'm going to show you is a roof by extrusion. So we've just drawn roof by footprint. So in a plan view we've drawn the footprint. We've made it Have a pitch, be it flat roof and so on. So we can also draw unusual shapes by using the extrusion to so first thing again, I'm just going to draw, draw small shape. This will be my building for the roof. By extrusion, we do not draw in a plan view, so we'll need to either go into our elevation view or section view. So I'm gonna use my section view if the section views point in the wrong direction to select it Hit the flipping arrow, double talking on the beak to open up the section view on there's thes side of my building . So with the roof to all of you to drop down arrow, we've been drawing roof by footprint. Next is the roof by extrusion So I select that So next it's asking me what work plain do I want to work too? So because we're working in three D, it wants to know what surface on my working from So what we can do is we can pick a plane, okay? And then selecting the face off that brickwork. Next. It's asking me my roof reference level and offset. So, yes, I want my roof to be on my roof level with no offsets or press. OK, so we're now going to draw our extrusion shape on how the extrusion works. It will draw one single line again. It will be represented by a pink line so it doesn't need to be closed. It would just be one single line, like we drew the railings. So never got to create the roof profile just again using our tools from the drop panel here . What I'm going to use is the spline tool. So this blind to is very much like car. So every time we click, replace a vertex which will then credit curve between each one of those vortexes. So we'll click to start. Every time I click, I'll get a small curve between each point finished, enter the finish. So there is my profile. When I hit my green tick to finish the roof itself. What extrude out on? Because we said our reference plane on the face of that brickwork will go in that direction . Green tick to finish there we have our roof extrusion using the grips again. I can extended out or retracted And of course, I couldn't double top to go back in to change the shape of it. If it's not satisfactory as well, we can select it. Goto our type selector and change the type. 45. 10.1 Introduction to Curtain walls: the next stage of the project, we're gonna be looking out curtain walls. The curtain wall is an exterior wall that is attached to the building structure which does not carry the floor or roof loads off the building. So to get started with the curtain wall, we'll go back into our build panel on the curtain wall is within the wall to itself. So selective wall To what? The type selector we see the first heading there is our basic wall which we've been using the internal external walls from If we scroll down the next heading here is curtain wall. So we have to re options. We have a kurta mall, empty curtain wall, exterior glazing on curtain wall storefront. So the curtain wall empty. It has no grids. It has no mullions. There are no rules associated with this type of wall. This wall tie provides the most flexibility with the curtain While exterior glazing This one has presets. So the grid rules can be changed. If the settings are not suitable. Next down is the storefront. This also has presets. This curveball not only has presets, but it also has millions attached to them. Begin the grid on the 1,000,000 rules can be changed if the settings are suitable. So I'm gonna select the credible empty you see here. I got my contractual top. How I could draw the curtain wall itself. I've got my options bar again. Just like praising him also against best find the height depth. What? Never. I wanted to be constrained to my location. Nine. Chain on senate. Someone I want to get to the front of the building Just click. Wants to start look again to place. That's my empty kurta. More so if I hover over the curtain wall I'm giving this hate type symbol that in itself represents the actual curtain wall. Later on, we're going to be adding in millions glazing panels, doors and so on. So if you ever wanted to click and drag the curtain wall somewhere else, that is the symbol you look for because you can actually grab a 1,000,000 pull it away from the curtain wall, leaving the actual curtain itself in the same position. So that's the symbol that we want to look for. So I trick that can drag it around. Well, once it selected your notice, we got to grips. We have our temper to mention where we can change the with only also the permanent dimension as well. We have the flipping hours to flip it inside and out. So next I'm gonna place the curtain wall exterior glazing so back into the wall tool Come down to the exterior Replacing this place is the same and as well, a place the storefront once a place I want to go into my three d view So on the left I got my curtain wall empty The middle is my curtain wall exterior Glazing on to the right Is my credit more storefront So again each one like same like the empty They've got the same properties where in my plan view if I select each one again But the temperature mentions permit to mention flipping arrow And if I wanted to move and try again it's the same same properties If I wanted to change the height selected as long as I have it unconstrained So at the moment my top constraint is first floor So if I click on unconnected how you have my blue grip that I could just extend it up Same with all three, So I noticed the difference between the three. The empty is obviously empty, the exterior grazing house, but we called line segments, but it will equally spaced those segments as best as possible on with E storefront. It has the segment as well. We can easily attach our millions to it, and you'll see that there are equally spaced as well. So to go into the exterior glazing, if I select the curtain wall itself again selecting the actual curtain wall or get this representation of Rennes or get that dashed blue line around it selected come into my property section here. If I scroll down and help to change the vertical grid in itself. So it's justification. It's angle and offset is what is the horizontal grid. For further go into the edit type in here this again, more prominence for me to change. So with the vertical grid, the layer itself, we could have a fixed distance, so always equally spaced them all. We can also change to a fixed number of maximum spacing, minimum spacing, the spacing itself. This is where we can adjust it so we can change out to a meter so all would be a meter between each one saying that the horizontal grid for the vertical mullions horizontal millions we have to change the actual profile off, which, when we put in on the same identity data that we can add in. So, for example, I can select the storefront. Karen and I can change the angle so it's 45 degrees so we can change the angle of the segments themselves. So that's the basis of the curtain wall. Um, when we're creating our own curtain wall, which we will do on the empty section here, what we'll do is we'll place segment onto the curtain wall, which are these dashed blue lines. Once those dashboard lines are placed onto the curtain wall, then it will divide that up into what I called panels on each one of those panels. We can change so by default would be pleased we can change him into a solid panel on as well. There's multiple family types in the Bible that we can change them, too, so that could be a window that could be a door someone. And then once we've done the panels in the last stages to attach a 1,000,000 to that 46. 10.2 Constructing a Curtain wall: So what I'm going to do now is I want to take the empty curtain wall. I'm gonna attach a couple of segments to that, change a couple of panels within those segments on, then attach millions to those segments. And then once I've shown you that we're going to create three different types for our building first is we must select it. So I'm selecting the curtain more empty again. I don't want to make any changes to this actual criminal. Empty swimmers create our own. And to do that work, click on at a type ju pick eight. I just call it cut more test. I'm press. OK, so now that is now our curtain wall that we can do whatever we want to it. So first things first is we will attach our segments. Which again are the dust blue lines to do that were in the build panel, and then we have curtain grid, so select the curtain grid. So when I hover over the vertical side of the curtain wall, I'll get a horizontal segment. When I hover over the horizontal side of the curtain wall, I'll get a vertical segment. So I am. We can just click to place, just putting the men randomly front out so that there are segments again with the segments we can select them, use my arrow keys and I can shift them around. We can, of course, make them equally spaced on. We can do that using the aligned to mention tools we've done before. If there's an area where I want to segments to join together, what I can do is I can select the segment I want to edit. When I do that, the contextual tab will appear with a curtain grid panel, so select add slash remove segments, and then I just click and you'll see that the two panels of I've joined together to bring a backup to select the segment again. They're now back to being two separate panels. I could run up the curtain wall to remove those sections off the segment. So once we're happy with our segments, the next stage is to adjust the panels themselves. So when we hover over, all we can do is select the segments. So in order to select, the panels will hover over a corner, hit the top key and continue to hit the tab Key until the panel I want selected becomes selected. Click once on the the mouse for it to become selected, then you'll see in our type selector, it is saying System panel placed so we can change it over to a solid if you want. If we change over our visual starts a realistic, we'll get a better view of what we're doing. So I commend to the visual controls here under selected The Realistic Mode. And then the last stage, then, is to apply millions to all of the segments. So in the build panel was the last one there, which is 1,000,000. We'll select that we have three different ways we can apply. The millions weaken do grid lines, so every segment that we click on will credit grid line or we can use the grid line segments or just every little small segment section becomes a grid line or we can use the all grid lines. So I just highlight on it will select every single segment to them, become a 1,000,000. Okay, so that's the basics Off the curtain wall 47. 10.3 Curtain Wall Entrance: we're going to do now is going to create curtain walls together. So what I'll do is I'll just select those and delete. Um, go back to my ground floor plan. I commend to the front of the building just so. Or it could be on the side. It's up to yourself. So you have a clean drawing space. When I get to our wall tool, we're going to select the curtain wall empty. Before we draw, we're going to go to edit type Jew prick eight. We're gonna rename to curtain wall entrance for us. Okay, on and just place it. Okay, So for this curtain wall, these will be the dimensions of the curtain wall. So first off the with is 6445 So will change the wit of our Kurt Hummel 26445 Now that we've only with the next step will be to create a section view right in front of our curveball. So we get a nice, clean elevation off the curtain wall. What I'll do is just reduce the adept of you so we don't see any of the building behind and double tap the week. Just open it up and there's our curtain wall. So our high tears six meters or 6000. So what we'll do is we can select our curtain wall, come to the properties section, change our top constraint to unconnected when we got two options We can change the own connecting height here to 6000 or once be change our top constraint on connected. We can use the temper to mention here. So I, with his 6445 are height is 6000. So next we're gonna add in our segment. So the first we're gonna do is out in the center one. So to do that, we'll go to our curtain grid, hover over the horizontal edge on we'll get that vertical segment. I notice my temperature mentions are already equally spacing Mike Me either side. So I know that that segment is centered. So click once place off for a segment. Next we have either side by a meter so we could go curtain grid again. Just placing them either side. I'm once they're placed, will then select it change the temperature mention 2000 either side, then the next vertical segments are equally space between the remainder so again when I hover over the horizontal section from getting an equally spaced segment either side. So next we're not in the 2200 up 500 up 300. Same again. 2200 up 500 up 300. So curtain grid over. Over the vertical side first dim is 2200 up 500 up 300. And then again, 2200 up 500 So that we have up 2200 or 500 3 22 105 100 300 Lastly, there were just remove this inner segment here, so we'll select the segment wanted selected them. We get the ad removed and select the area. Want to remove? So that's what I'm gonna do. Is one out in a panel a different panel in here. So in order to select the panel over over the edge, just click on the tab key once at a time. Ondas running through each one off the panels. Once a panel that we want to change becomes highlighted in blue click ones with the mouse to make this election. So we go to our properties palette there on the type selector under system panel. We only have glazed and solid, but we want to import more from the library. So in order to do that double escape, go to the insert tab at the top. Then we'll go to load from family almost like load family. So it's the same UK library we've been using from before, some of it into curtain wall panels. I never have a couple of more panels, so there's an empty glazed, multi glazed or pick and so on. So what I want you to do is to select any one of those double doors again. It's not important which one. Or you could select the revolving doors up to yourself. So I used the any one of the double doors. I'm going to select the 1st 1 cross okay, announced in our project. So now we just have to select our panel. We're gonna wanna hover over that segment, selecting the tab key until the panel becomes highlighted. Left click with the mouse on out selected. Go into the type selector and there you can see, is our glass double door. So select that again. Don't click on the gray section here. That's just the heading the actual component is just below it. So select on their way Ever panel changed that We go back to architecture Tub on last, we're going to apply the millions to all of our segments. So select 1,000,000 again. We could do it individually. Everyone wanted to weaken go all good lines. If you go to the type selector, they'll see the different types off millions that we can select again. It's up to you if you want to choose something different, but I'm just gonna stick with the 50 by 1 50 again. If you want to use something else that's okay. I'm going to use the all grid lines, selectee segments and I said, We're done. So go to our three d view that there is our curtain wall. So the last thing to do is to just inserted into the building. If you're below the pdf 017 Curtain walling, you'll see the position, all the curtain wall itself. I'm going to let the section view so again, remembering when we want to move the curtain wall, you've got to look for that hate symbol. Click on that is the curtain wall itself. Then you can click and drag, so I wanted to place it in front of the wall. So if I now click and drag that onto the wall, the current wall will just disappear into the wall will say that the heart of walls overlapping and so on. And if I go to my three d view, we can't see the curtain wall because it's inside the ball. So there's one last step that we need to do to make sure the curtain wall cuts out the wall itself. To do that, we'll select the Quran wall, go to edit type on 2nd 1 down there, automatically in bed. So right now it's got no tickets, not turned on. So if we take that on for us, okay, and now when we drop and drag it into the building, it'll automatically put at the wall. To make the final adjustments, you can again make sure selecting the hate symbol, use the arrow keys and shifted up and down left and right. So the final position off the credible is an extremely important, so just get a roughly where you want it to be, because the our accused to shifted left and right up and down. So on the door itself is an act of door. So if you click on it, we have our flipping hours to flip the door inside and out, and we want to then copy this curtain wall from this position over to do the wall as we have in the pdf. So again selecting the curtain wall using the copy tool. Copy it out and then second it again, using the rotate tool rotated around and again, Click Dragon job. That's our first curtain wall. 48. 10.4 Curtain Wall Rear: So the next credit Wallace to the rear here. So we'll start the same process over again. We'll go to our wall to curtain wall. Also liked empty. Well, then go to at a type duplicate renamed to curtain Wall. Rear for us. Okay, on. Just to save us in the future, we're going to automatically in bed and turn that on now for us. Okay, well, then we can draw a curtain wall. So this here is the footprint off our curtain wall in this one, we actually have a curve. The first thing we're gonna do is we're going to get our wit on. Ah, height corrects or with his 52 to 3. So will select the change our witch to five 2 to 3. They will place a section view in front of the curtain wall, flipping it around again, reducing the depth of you If it's in the building. Double tap the big. From there, we have our curtain wall, so the height is six meters. So we'll select our curtain wall, come to our top constraint, select unconnected change to six meters. So to create this curve as you'll see here, the lines are pink, and that is the footprint off the curtain wall so we can select the curtain wall, go to edit profile. I'm going to use my fill it arc tool with the radius of 4000. So is my fill it arc tool with the radius of 4000 green tick to finish. And then next. This is what we'll do again. Same like before. Not even the segments up. 2200 503 100 off 2200 503 100. So for the center point there, So we get a meter either side, so we'll go to our curtain grid. There was a select, our first segment, equally spaced, correct and then a meter either side and then up 2200 503 100. And so on. So 2200 503 100 of 2200 503 100. Next, we'll remove this inner segment here. So again we'll just select the segment I'd remove on select. And again we're gonna put in a double door here. So to select a panel so hover over the segment hitting the top key once it's highlighted and selected, then go to our type selector changing over to a double door. I'm finally place millions. When you see all grid line click. You gonna get some issue here? It's only because of the curve. It's not a problem. Just press escape. So last thing to do is to go back to our ground for plan. We can select it. Click and drag on, drop it into place. There we have our curtain wall to the rear. So when this level here Europe to see the slab behind the glazing, so what we can do is we can actually change that panel to a solid panel So you could do with a three D view again. Just putting the cursor over the panel, selecting the top key until the panel becomes highlighted. Click with the mouse. We can change it over to solid. Same again tab. 49. 10.5 Curtain wall front: Well, then, one Mawr curtain wall out to the frontier. So again we'll go to Wal. Selecting Kratom will empty at a type Jew pick eights. We'll call this one front pressing okay, automatically in bed will turn on for us. Okay, So with the in the options bar, we will change straight away to unconnected on the height is 2600. So we can change unconnected hide straightaway to 2600 on bill draw on the weight is 5700 So selected change on which to 5700 And then lastly place a section view in front of our curtain wall changing the depth of you. And here we have our second. So first off will do the center one. Then again a meter either side And then he critics based between again next on the horizontal We have equally space in between and then 400 above once we haven't drawn in. Then we can delete these inner segments here on the outer sections here. So it's like the segment Click, click Delete. So like this segment, click, click delete on this one. So, like the segment click, click, click, Click Next We'll just again put in that double door, so again hover over the segment. Top top tab unchanged to class door on than applying mullions. It's rectal eat, Select the Cornwall click and drag drop, and then this. Position it again, just using the arrow keys and sat to shifted around. 50. 11.1 Introduction to Reflected Ceilings: So now we're gonna look up placing ceilings in our building. So when we've been building our model and say the ground floor, we've been using the ground for plan in our project browser to create our seedings. We should talk it over to our seating plans, expand the seating plans, and there we have our ground first on roof plan. So you double clicked. Open up our ground for plan on the ceilings. Ground floor plan is simply the actual ground floor plus 2600 by default above. So our ceilings, When we draw our actual ceilings on the plan, they will automatically be placed 2600 above the ground for level. We can obviously a adjust this after we've place it. So the place, the ceiling, we'll go to our ceiling tool on here. In the contextual tab, we have two options. One being automatic ceiling. This second is sketch ceiling. Well, the first thing we're gonna do is go to our type selector and change over our ceiling type to a 600 by six under grid. Here in the property section, in the constraints, you can see the level were working on his ground level on our height offset is 2600. So when there is where we can now change the height of our ceiling again, we can do that after we've place it. At first, we're going to start off using the automatic ceiling, and then afterwards we're going to use the sketch ceiling where we cannot place the automatic ceiling. I'm going to select my automatic seeding. Zoom in here to the left on side of the building. When I placed the cursor inside the room, you'll see that there is a solid red line that showing that I can now place that automatic ceiling without any issues. Same again for the right hand side. If I now go for this more one on the left, you see that it's spilling inside the other room, and if I zoom in, you'll see an issue is with the architectural column. You can see that the red line is running around the inside of the room. Want to get to the architectural column? It spills into the next room, so there's two ways we can get around this one we can other than go to UC sketch ceiling or we can click the partition on, pull it over to the external wall and then we go to use our automatic ceiling, were able to place it then afterwards just pulling back that partition. So again with the automatic ceiling again, If I'm going to use it in the lower end here, it's gonna spill in. What I can do now is I can show you to how to use the sketch ceiling. So it was talking off to the sketch ceiling again because we're placing a boundary. Were inside the boundary editor where we've got a right ex green tick. We have our draw panel here on our options bar so we could use our line tool just a tracer on the outside. We can also use our PICC line till or pick wall pick wall till May or may not give us the right edge as well. Is that the right boundary? So what I'll use here is the PICC line till on the selectee lines around the boundary of the room. Then afterwards, we just need to do some tidying up because there's too many lines and giving most of that single closed loop. So is Truman extend there we have it just green tick to finish. Move to the next room ceiling again, try to place the automatic ceiling. And again, we've got an issue with the architectural columns, both here and here. So what I could do is I'm gonna drag that over to the external wall. I'm place the ceiling and then dragged them back against continuing on doing each one of the officers again for the lower right Andrew, make any concedes spilling in past that architectural column. So for this one again, I'll use the sketch ceiling. You see pic lines on a run, a lonely inside face off the room on, then trim to finish. So for the lobby, I don't want to place us healing in the entire lobby because remember that this here is an open area. So if we go to our ceiling sketch and we're gonna run a ceiling underneath the walkway here , I'll just trace around it now with the line tool. So just running around the inner boundary for those curves, I'll use the PICC line. I went back to the line till never have so that there will be our ceiling green take to finish. To get a better idea, can open up the pdf 0 to 0 ceiling 51. 11.2 Adjusting the Ceiling position: so that there is our ceiling grid mapped out of 600 by 600 and when it's placed, it will automatically center the ceiling griddle automatically. Space both ends. If you wanted to adjust the position off the ceiling tracks, select one of them on Ebola, Susie Arrow keys and we can shift him around. So if you wanted a 600 tile to be right, that in the corner can use the move tool to shift us well. If you want it all of the seating tracks to run through and be in the same position as the next room, we can use the align to as well, so we'll select the Align tool. Select a reference line on what we want to move to it. 52. 11.3 Creating the First Floor Ceiling Plan: so I'm going to go up to the first floor plan on a game will put in the ceiling so you can try automatic ceiling where you can on where you can't use the sketch again. You can open up the pdf 012 ceiling. 53. 11.4 Adding Components to the Ceiling: next we're going to do is go back to him to the ground for a ceiling plan, and we're going to touch some light fixtures to the ceiling itself. To do so. We go to the Bills panel selectee component in the types of doctor there. There's some components already loaded, but we don't have the light fixtures loaded, so we go to the load. Family got into lighting, architectural internal, and there we have all over different light fixtures. So as we have praised a ceiling, we don't touch light fixtures that have been designed for the ceilings, like these few here. So the floor lamps will only attached to a floor and so on. So the light that I want to insert is the trough for is down towards the end. Select open on. If I go to the type selector, there's a truck for on. What I want to use is the 606 100 on four lamps. It's just kind of your standard office light and just roughly put it onto the grid. Once is placed on the grid and then lose my move tool to place it more accurately. On that, I mean a copy it like So. So there we have a couple of light fixtures fitted, and I was there, all attached to the ceiling grid themselves again if I just click on the great itself. So any one of those grid lines and using my arrow keys, you can see I can shift the ceiling grid on the lights because they're fitted to that ceiling grid will move with it. So how does continue on placing some more light fixtures around the building? Okay, so that should be our ground floor set up again. You can copy them up to the first floor. Why again? Using the same process we used before. So if we select one of the lights you can right click go to select all instances, Invisible view. Then using the shift key, I could hold down, shift, click and drag on, do select all of the lights on the left hand side and then copied to clipboard and then pace it to the first floor. There. We ever like fixtures on the first floor for the lobby. What I'll do is all hang some pendant lights, which again are just in the lively. So we'll go back to the component on the architecture tab. We'll go to load family lighting, architectural internal. We have three pendant lights. I'm gonna use pendant light number three. So with these, I'm just going to play some randomly, like so next. What I'm gonna do is go to my three D view and there's my pendant lights. But what I want to do is I want to individually select them. Andi increased their plant to get a better view of those pendant lights in the lobby. What I can do is Aiken Press double escape. So when the properties pilot, I've got the properties of the view, I can then scroll down to the extent heading on tick on section box. What that does is it puts a section box of round the entire project. And when I selected you see, I've got some grips which I can pull back on. It opens up the building for me. So it's just a nice, easy way. Teoh chop the building up or to get a nice view inside the building. They can see our ceiling partitions running up to the underside of the slab, sitting on top of the slob. And there are pendants, so I'm gonna do is just simply select dependents are moved on to the dimensions in the properties. I'm just increased the plant. I'm just going out in some random lens for these pendants. Just give a nice feature like So. So then to turn that section box off, just go back into the extents ticket back. I never back to a regular three d view. 54. 11.5 Example of Rendered ceiling components: so all of these lights that we have placed in the drawing are actual active lights. What? That means we can turn them on and off. So when we go to create three D visual renders, we have full control over those lights. We also can control what color they emit. How maney lumens wattage so on. So just to give you a quick idea off that what I'm going to do is go to my ground for plan . I want to place a three d camera. It's not something I'm going to go into much detail now. We will cover this in the course. - So there you can see in the quick render that each one of the lights are turned on in there. Remember to control each one of those lights so I can turn them on and off. I condemn them down and so on. It's not something we'll go into much detail now, but just purely just to give you an idea of why we place those lights 55. 12.1 Setting up a Callout: So now that we've built the basics of the model, we're now at a stage that we can start to detail what we've drawn so any kind of junction between a floor, a wall, roofs and so on. We can start a detail on a scale of 1 to 51 to 10 but again as well. Working with one single model, we don't need to redraw where our floor on wall intersect. We conceivably pull that information out of the model toe work on. So what we're going to be using is something called a call out. You can either use the call it in a plan, view or section on what will be using today's will be using a college on a section view. So you want to come down to the bottom right hand corner off the building, place a section view through the building like so want to place the view will double click on the beak and what we're going to be adding detail, too, is this section here. So where are floor intersects our external wall? We'll also be adding some detail to the window head. So how we can place our call that view. We will go to our view tab at the top in here and there creates panel. There's our call it. So we have two different options. Here we have the rectangle. We also have sketch so we can sketch a unique shape for our call it what we'll be doing today. We're just using the rectangle. I want to catch the rectangle like I've drawn and there is our coloured bubble. So what I want to do is just bring the collar bubble over to the left hand side. So it was clicking on the grip. Just click and drag over to the other side. The group in the center allows me to outer landing to the call of bull so that there is an actual view in itself. If you come down to our project browser under our sections heading, there's a section one would be placed on the ground for planned on the bottom right hand corner, and there's our section one colored so double top that will bring us into our colored view . So the first thing we need to do is just change the scale. We don't want to scale to be at 1 to 50 we get out to say 1 to 10. Next we go to our detail level will change over to fine so we can see the different patterns off the different elements. Now how we cannot detail to this view if we now go back to the annotate top of the top, we have our very own detail panel in this detail panel will allow us to draw in this two d view so we'll be able to draw lines hatching these components here. They will bring us into the library where we can select two D components or they're no longer three d component there now to de component. We cannot in revision clouds with the revision cloud when we will place a revision cloud on a point of which we've made a change to the drawing. So when we place our vision cloud, we can out information to the actual revision cloud, which will then appear on the revision box on our sheet detailed group What that is, we can get multiple components, singular components and group them together similar to like a block in card. So there, together as a group that we can move around on insulation we can add in our insulation 56. 12.2 Masking and Filled Regions: So what the detail line will cover that in a few moments is a bit more information that we need to do before we can use the detail line we're going to do to get started. We're going to go to Masking Region will be our first tool that we're going to use. So under region hit the side arrow, there's are masking region. So when we open that up again because we're in a or creating a boundary, we got to read X green tick as a draw panel options bar. What we're going to do with this masking regions were simply gonna mosque out the hatching behind, so it doesn't appear, and I can do that using my rectangle tool. So I'm just gonna go over the hatching and I didn't notice I'm going above the crop view, but that doesn't matter, because if I do go above it, it won't be visible on this. Move it out to be in line on same with the other side. So first thing you notice is the lines actually black, they're not pink. So if they're black, Aiken have multiple lines that aren't connected in the same action. So my green tick to finish. What I've done is I've masked the information behind it. So as well as region masking region, we have a filled region which is just like encounters are hatching. So again, once we entered, we've got the green tick Red X, a draw panel, our options bar. So what I'm gonna do is use my use my rectangle again to draw over the concrete slab romantic to finish. And there it gives me a crosshatch Phil so I can select that. Go to my type selector and I'm able to change that. It true different types. What I'll do is I'll just make it a solid black. So all I did was I selected the hatch one to the type selector, and I changed it to a solid black. 57. 12.3 Detail Components and Repeating Detail Components: so another. We've mastered the hatching behind. We've added a hatch over the concrete slab. Next, when we're going to do is gonna I didn't components like our brickwork, so I got out in brick and run it up the building and same with the block work. But instead of bringing in one brick and copying it up through the building, what we can do is we can use a repeating detail component by default. The brickwork will be selected on Also make sure that it is a section brickwork because we also have a plan. Brickwork, so obviously in plan view will use the plan. So there's our section brickwork in the drop panel, just the two different ways that we can place the brick next. What is attached to the top of the window head. Run it right up the building again, just clicking outside of the crop view because again it wont be seen. So it's not important. I'm not. There is our repeating brick, so we'll do the same for the block work, so it's block work 100 millimeters, and that's our block work. So now that we have used the repeating component, we can now just go to a detail component, which is just the single elements. So then go to our type selector. We can see a few different different components we can choose from. First we're gonna use there is the wall tie so detail item, multi section, pull it out and displace it between the brick on the block. On that I can I'm gonna copy it up. Like so as well. All the components that we can use if they're not in the type selector we go to our load family once or in the library will go to detail items on in here. This is all of the two D details that we can choose from. So the one I'm going to go in to choose from is in the F Masonry folder thing into F 30 and there's lentils. I'm gonna choose the open back, steal little on here. We have a menu to choose the type off little that we want to bring in. So we have the different columns there. There's our inner Leif with cavity on the external toe length as well. It's a depth. So our inner Leif with is 100 millimeters on our cavity is 95 so we'll scroll down because they were on 48. So if you come down, 88 will do. So we come up to 188 when we can choose the 1 40 So the one I'm going to use today is the c G 9100 by 1 40 So the inner Leif 100 cavity with 88 external told that 95 depth of 1 40 press OK and I can drop it into place, I want to say and then again, just using my our keys to adjust its position. Well, what I'm gonna look for is a window head section, so go back into the component load. Family detail items l for Windows L 10 on 3rd 1 down. We have Peter Adams fixed window head section open in place as well. If you go back to the component load family detail items. If you go to K linings, she things dry, partitioning que 10 and in there we have the gypsum sheeting section open. I'm a choosy 12.5. That's okay. Like so So that we complacent over the existing possible that's there. So as well with the ceiling here, we can go to again, back into component. We have a ceiling tie with ceiling board, so there's are suspended ceiling section, so we have ah, suspended ceiling section. The ties are a bit too long, so we just have to go to selected edit the type. Go to suspension cable lent. So if you choose it down to 135 Ondas well, we can go get ceiling board so open. No, he is the 19 by 600 by 600. You can place it in, so there's a lot of different detail. Items in there in the component section shows a case of going through one day and seeing what's in there again. These are just supplied by auto desk over time and start to build your own library, and you can save that in a separate file. Access it through the load family as well. There's multiple, different family types we have to download from the Internet, but any cancer to develop your library itself 58. 12.4 Placing Insulation: So next we'll look over the insulation. We have our draw panel. How? Weaken. Jaw it in the options bar. This is where we can specify what insulation we're gonna insert. So the moment we've only got 45 millimeters of insulation, we don't to be chained or having offset. We will change the location line to near side, zoom in to this point on this again, run up through the building. 59. 12.5 Using the Detail Line and Creating a Line Style: So next we'll look at the detail line. So back in the detail panel, we have detail line. So this is where we can draw detail on soul, just basic lines that's gonna be used in the two D view. If you wanted to draw something in a three D view, you have to use what's called a model. I'm so when drawing a model and we have the same draw panel, we have our options. Bar Teoh make some adjustments. We also have the line style panel. So when there's a different types of line styles, same. If you're familiar card. It's the same types there. So we got dash dot, dot dash tin so on. So the lines is just a normal thickness. Lines we have medium line thin and wide. So if you wanted to create your own line styles, we've got to go to the managed tab in the managed time. We have additional settings. In. Here is where you can alter the patterns, different line waits, line patterns. You can change the color tags and so on. So this is rail change. Those certain aspects we're gonna look at now is the line styles right Now we just have one category which is line. So if you want to expand that there's all of our different line styles. We want to create a new one. So we're gonna select nude in the bottom right hand corner on this one. We're gonna call D P M for damp proof membrane impress. Okay, so now we've greater new line Now specify the line projection, which is just it's thickness line color and its line pattern. So one is the thinnest on. We can go up as far as 16. So for this line, we're gonna have a line start of four. The color itself will bring up just the index color again. If you're familiar Workout, it's the same set up. Are we going to select red? Next is the line pattern. So again selects solitude The arrow as a different types, off line patterns so that when we want to use is the dash. So we've got a new line star. We have DPM line projection off four flying color red line pattern dash press supply press . OK, so then we go back to Architectural Tabor, we've started to draw our line. We can I go to the line stalls and there is our DPM, So I'm gonna draw money in just above the lentil. I took it in there into the mortar, so it's the same thickness as all of the other lines. The reason being is because they're thin. Lines is turned on. So we turned 10 lines off, so I think it's best. Always leave thin lines turned onto so everything. You can see everything a bit more clearly. 60. 12.6 Adding Text with Leaders: So now that we've added some detail to our call, it next stage is to use our text toe, label it up. So to add text to our detail will go to our text panel which is just beside the detail panel. Never we select text will open up our contextual tub The different panels we have here First office Just replace it so we'll have no leader attached to it at all. Here we come places straight single leader We can have a curved leader and so on. There is our justification of the actual leader justification off the text And here we can check your spelling on final place A piece of text in the properties pilot There on the top selector there's are different text styles So the textile I want you to use today is the 2.5 millimeter aerial textile. So to start with the text, we'll just click on the screen on what that does. It will open up the text editor so we never have to Could copy paste change the bold italic underline We could do subscript superscript change the casing from upper to lower but we can Adam bullet points so on. Then find at the end is where will close. So what we're gonna do is want to start to add in some text. So if we say 1.3 millimeter break another, we've added in the text. If I then re select the text, what I can do now is I can add leaders to it. So once the Texas selected in the leader panel there, I can just click on the plus embody, consider an ad in multiple different leaders again hitting the negative symbol beside that just removes the last leader. Once the leaders place, if you move the arrow into position, then the middle one would add the landing. We have a rotate option there so we can rotate the text around and we can move the text as well. We can change where the leader, it's the text. So if we have multiple bits off text here, we can change where the leader hits the text. So I'm going to do now is gonna add multiple texts and leaders to start to detail this drawing instead of using the text tool again. I'm simply gonna copy out the previous one and copy it down, then double top on the new text on start to labels. I got 50 mil cavity and then we have a labeled like this. 61. 12.7 Adding Break Lines: So then, just to continue on tidying up the detail, what I'm going to do is import another component from the family from the library. So I'm gonna go to detail items. Well, this I'm going to go to annotations in the annotations. There's a brake line. If I place it just above you, notice that the break liner has a masking region behind it that you can extend to remove any information so I can then copy it over. - So that is the brake line. 62. 13.1 Introduction to Dimensions by Individual References: we're not going to start the place dimensions around the building, So the location of the dimensions are in the annotate top. The first panel there, the dimensions panel, it was. While he can go quick access at the top and just select aligned to mentions, so does the run. Through them, we have a line, which is the 1st 1 So the line dimension plays the dimension between parallel references or multiple points. So there would be the best option to use when running around any object, because it would align the dimension part out to the model. If you wanted to get a linear dimension, so you'd have to say 0 91 80 to 70 degrees. You didn't then use your linear to mention the anger goes between two angled lines. The radial dimension will give us a radius off a circle arc. Er, curve, same into diameter will give us a diameter. Our Clint will give us the total length oven arc. The spot elevation will display the elevation off a selected point. Same with the spot coordinates on your planet's I plan. If you want to find out what coordinate the corner of a building was placed out to your user spot. Coordinate. You can also use the spot slope to place the slope off your roof or slab so on get to get a start. I'm gonna choose the aligned dimension. So once you select one of the dimensions your set of the choice to go back and change to a different dimension down here in the type selectors are different types of dimensions we can choose from on a stick with the diagonal 2.5 aerial. Here in the options bar, we have a couple of options which will go into a lot more detail in a few moments. So first thing we're gonna do is we're gonna dimension the grid line. So to give us a bit more room, what I'm going to do is extend the grid line itself. So just select the grid line so that the open grip and just pull it back same with the left hand side so that we have more space to add dimension. So now gonna go back, choose my align dimension to get me started First thing, I'm going to select grid line one. I'm going to die. Mention between grid line one and grid line two's or select grid line to. But what I want to do is continue on down through each of the grid lines. So I remain in the dimension tool on Just click on each grid line, have them select, so you can see they're all joined in the same run. So the next step is into positioned the dimensions where you'd like them to be located on, then finally to place them your click away from everything on the screen. So if I was to adhere, are out another dimension, same here. So just move the cursor away from anything else was not selected on click. If I press enter s gave space part, it'll just undo everything I've done. We're gonna do the same again for the left hand side a B c D. Enough aligned them to where I want the dimensions to be on click to place. So that's the kind of the basics off the dimension, frosted anger and the building itself. On Dimension. Each individual opening could take quite a long time, especially large project. So we're able to do a quicker way of dimension in the building to go back into the aligns dimension in the options bar. Here we have our drop down menu, so first off, that's where we can select what we want to dimension. So we wanted to start from the ball centerline, the face of the wall, the center of the core or the face off the core. So what we want to do now is going to go for our wall faces. So when I go to Dimension, I get the face of the wall on the opening onto the face of the wall. It will take us quite a bit of time to do that. 63. 13.2 Dimension by Entire Wall: so one of the select and delete that So go back into the line. Dimension will have wall faces selected A next to that we have picks or currently is on individual references. So right now we're just selecting individual references each time. So if I had to drop down arrow, we can choose entire walls. When that selectivity see the options, putting here becomes highlighted so we can use it. And I was going to define what references we want to select. Yes, we want all of the openings to be dimension, but not to the center. So we don't go to the center of the windows and doors. We'll just go for the wits. Currently, we will just ignore the intersection for