Transcripts
1. Introduction: This is the course using V 2024. If you have the need to create projects for a school
or the workplace, then you also have to consider
which software to use and Revit is one of the most flexible and robot
softwares that you can learn, whether you're an
engineer or an architect. Ravi is a software focus on parametric design because of the use of building
information modeling. This one is based around
projects used for the planning, design, construction
and management of building and
infrastructure projects. Revit is essentially a
third cat software using many parts of the world by
both architects and engineers, due to its quality,
for creating bold, simple and complex projects that can be used
in constructions. Therefore, this course is focused on knowing and
using these qualities. And one of the most
important qualities is the precision
of its projects, which makes it perfect for
architecture, mechanical, and industrial projects that might require engineering
calculations. This also offers extensions to connect with other softwares
such as Twin Motion, as well as the option to create your own documentation or sheets as you can
do it with Acts. Still focus on the way
they use parametry. And by the course is aim at students who want to carry
out architecture of designs. Or engineers who want to
start being able to carry out the projects without learning multiple softwares
to do the same. So you can avoid having to perform some
calculations related to the projects or create elements such as the top surface
using other softwares. This course is also aim at students who are using the
softwares for the first time, as well as professionals
who wants to see if there are differences
in the near versions. Additionally, Revit allows
you to create your sheets within the software so you can present and document
the projects. Creating the sheets uses information of the elements and systems used on your project. Not only to create the sheets, but also to save time. Because you will need to assign the same information twice to an element of the
project as well. The sheets are very
similar to layout, so you can keep working on your project while also creating the sheets using different views created for your projects. Just like you can use the
viewports in etiquette. This part of the
course will we focus on learning how do you use the drawing and editing tools creating a project using the tools that you
have in Revit. Creating components as well as family types integration to a line of work with
multiple supports tools to create terrains, landscapes and
environments, walk through and solar studies
materials and Revit, using sheets to document your
project and annotations. All of this I hope to
discourse will allow you to start creating your own projects
or the signs and revit.
2. User Interface: in the user interface. We have the felt up, which allows access to create new projects, opening system projects and also save your current project. It also has advanced tools in order to export MPAA Village, a project. The foul tap cannot be personalized under ribbon, since he's always look on the same place. If he opened the file tab, you're able to see. Do you have many items and also and arrow on the right of each many items. If you click that arrow, you will be able to see the options that you have for each many items as well. On the file top, you will find the options, personalized reverie and in option to accept credit up. Next, we have the quick access toolbar. The quick access to older is nothing more in a toolbar that issues to, uh, your favor options to add the most common options that you will have with reading like, for example, brain thing saving. Adding Tex opening a three D view also access to active 18 lanes for rabbit, which is an option that is used in order for you to eliminate the Langway off every line unravel so that way all the lines are represented equally, also as well. You can customize the toolbar by adding thief phone tools to the quick access toolbar. Or you can actually modify the position of the toolbar based on the ribbon. No, if you want to add a particular tool to the quick access tool door, what you need to do is it's right on the tool. Do you want to add to the toolbar and drive? It will prompt you a context menu with the option at too quick access to Yes, well, you can do the same on a tool on the quick access toolbar. By selecting the right click and the option to remove you can even aunt separators to the quick access to learn. So that way you can separate that tools that you want from the tools where you will live so you can separate the tools on in a specific way. The in for center. It's an option. They uses Internet Explorer in order to search terms on the Internet in order to search the terms that you're looking for. Using the Internet as well allows you to access to after this account, the communication center and it's able to access your favorite search or topics. It allows you to sign into your out of this account. Interrupter access out of S 3 60 services also allows quick access to the out to the APP store, and you can use the in for center settings in order to change a few of the settings that you have for the in for center. That's part of the communication center. Infra center, as you can see, is mainly used to have access to the options. Often out of this 3 60 account, there were even is where you're going to find all the tops, which contains all the tools that you will be using or any project. The ribbon can be subdivided in other sub options, which are the taps. The contextual tab on the ribbon, which provides we're 11 tools to this electing object. The tools on the current tap of the ribbon, the panels off every tab on the ribbon and also and I can't change the ribbon display on the ribbon. The only tap that you cannot move is the file tap any other top that you want to go ahead and move to a different position on the ribbon. You can go ahead and do so by using the mouse and the track option that the mouse has. Once you click on the tab, they want to move or relocate to another position on the ribbon. If you look into some of the panels you do have, some of them have a never next to the name of the panel, which is called expanded Panels. This will allow you to expand the panel so this plate related tools and controls as well. In some of them you will get a different type of ever, which is called Did That Look launcher, which allows you to the fine settings they're relevant to the panel below the ribbon. You have a space for what is called the Options bar. The options bar only appears when you're selecting an element or at to the has a specific options that you can use well. The two is active like, for example, when you troll a line use and the mother lines. Or as I mentioned before, we're using the tool for creating worlds. This one has an option as well to be dark on the battle, which is when you right click over on the options were you get this contextual menu, which has the option to dock at bottom. All the options that appear on the options bar are based on the tool or element that you have select up. Next. You had the visualization, which is below the options bar. But up up the joint area, these money issues to arrange or to organize the active used that you have on the project or the abuse that you have open. We're working on the project and other waste police station tap. As you can see, you have the name of the beauty and at the same time you have a next next to the name in order to close. Tapia In here you have several options like, for example, display a project view that has not yet been open. You can see at least off open views. You can display another open, but at the same time here Ambu in the drawing area, you can open a second window for the Caribbean. You can arrange open windows in a serious in the drawing area. You can see all open views at the same time. You can close all heading views, and at the same time you can even increase the size of the true in area. The staring will in reverie issues for navigation. The staring will is always active on the right up corner off the joint area, but only has on the options for navigation. When we open at three D view on a three d view, this staring will ask multiple options. Oris ice is for you to choose. This will allow you to go ahead, and usually a staring will. Depending on the options. Do you really wanna use for any particular project for navigation? The staring will provides you many options that you have with the mouse. However, the difference that there staring will has with the mouse is that you can use all these options not only in the three D view, but also, but also when you're creating be the years and when you're creating renders within your project. So this is mainly a navigation tool, their issues to set up your scenes and below where you have the staring will. As such, you also have this room in options in order to assuming on a project depending on the type of some of the unique, like they assume all to fit for this room in with the window, which is as well an option that you have with the most. The beauty keep option allows you to never came. The three debuts are the project. You can use this to to cycle through all the three debuts make, for example friend left top and even the bottom three debut. This also allows you to change the way that you see the three debut, which refers to a nice symmetric three leave you four prospective treaty view. You can go ahead and change the type of appearance for the three debut between those two options and thats well you have something that is called the compass, which is what you see below the cube shaped any here. You can go ahead and change the orientation of the three. Leave you by use in this compass with the mouse. In Dravet, you also have type selector, which identifies occurring family that you're using improvised. You drop the menu, which you can use to select a different type within the same family like, for example, going back to the use of the world. If you go ahead and begin the process to create a will, that type selector would show you the type of world do you're creating and will allow you to go ahead and change the type we're using for another by clicking on this drop down menu in, by any chance you need to make the type selector available When the properties panel it is close, right, click the type selector and click back to the quick access tuber now to make it available on the mollifying top. Right, Click on the problems Pellet ping, click Add to the river mother, find top Each time you silicon element, it will be reflected on the mother Flying also s well, you have the up some for searching on the types collector. Maybe you see there is a field this search in there you can enter keywords to find the type that you're looking for now below the type selector, you have the properties palette, the properties panel. It is the one that you use is the one that you used to have access to the properties off elements or families that you have while working on the project and by the fold. You have the properties pellet about the project browser on the left side of Detroit area. If by any chance you don't have the properties palate, you can go to the modifying Top Properties panel. Click on the icon for properties as well. You can click the butte that window panel user interface, drop down and select properties as well. You can grab, click in the joint area and click properties. You can dog people it to either side of the rabbit window, and you can resize the window for the properties. Panel it when it is thought or conduct under every window, and the position will stay the same every time the same user opens. Rabbit. As you notice on the property. Spell it. You have the type as part of the property's problems. You also have the properties filter, which is a drop down menu, which is not dropped them. That will allow you to cycle through the properties for the elements you selected on the joint area, and you have the instance properties for the element. No, you're selecting these properties that Ben and specifically on the element they're currently selecting, and this incident properties change depending on the element they were selecting. Quarter the view that you are using on the project below the properties panel If you have the project browser, the project browser is where you have access to old, the elements they're loaded to your project. It doesn't matter if it is a view her family surrender or even annotations everything that you're using within your project is available and the project browser so you can see everything that you have on your project and also allows you to edit the properties off elements that you wouldn't normally be able to select. One of the best examples for this heard of the elements of the railing in here. You can actually have access to the post and panels. They use the railing. If you don't see the project processor, you can go to the beauty window panel user interface. Drop them. Project Prosser. The project browse here is one of the most important elements that you will be using on the user interface because of the fact that in there it will be able to find even the sheets and the quantification tables. Do you crave for the project up next you have the drawing area. That throwing area is nothing more, then the Espace they used to this sign or courageous project in here is where you are able to define the sheets, their views, families very much everything related to your project. You can see it on the drawing area. One of the elements that I find what you can see on the trying area is the BUE control bar . To be control over has so many options and so many options that you can use all throughout your project that in most cases you won't be used in all of disruptions. In here, you can change the scale that detail level, the Bischel style. You can change the settings of the sun, and also you can turn on enough that son, which is nothing more. I know this sounds prostration based on the location of the project, which is something that we're going to see later on as well. You can turn on enough the shadows. You can also show or high the rendering. That look there is only available when the joint area this place at three D view you can show in high the crop view you can unlock or lock the three. Leave you you contemporary hype or isolate elements and also your Kendrick be. And also you can reveal hitting elements. Also, you have options forward sharing This play only available when we were sharing is enabled. For the project. You can see temporary BUE properties that you created. For your particular view, you can show or high analytical model for a structural, and at least he's or for analysis. You can highlight this placement sets, which are the ones that you use when you want to modify the location of an element. For representation purposes, you can reveal constraints that you already created in your project. And also you can preview disability, which is only available in the family editor. This is pretty much for you to see how family will look once it's loaded on the project, which is something that we're going to see us well later on. Once we get into families, all these elements on the be controlled or can change, depending on the view or use that you're giving it, like, for example, the preview visibility for the work sharing. These options are not available on the project unless that you change unless you change the type of project that you're creating for they were working on a family. The last thing that you have is a status park on the status bar is where you can see the studies of connection. We're working on the project like, for example, if you're opening a project, you can see it loading screen when induction to cancel on the left side and under right side, you will see the action that is taking place as well. Even though we're not working on a work sharing foul, you can see the options forward sharing felt great out, and you also can see did the same options as well. You can see the option for select clings, select underlay elements, select peanut elements, select elements by face track elements on selection and as well you're able to see how many elements were selecting by this little icon, among other options. So just the background processes
3. Opening a New Project: On this lesson, I wanted to show you how you can
create a project, or more specifically, how you can gray I'd revenue model file. Now this can be done
in different ways, makers or the interface. So you can create
a new project by going to where he says
noon on the home. Now once you click
where it says New, you're going to have
their new project window. And this window you
will be able to select the template that you want to use
for your project. Now by default, you're
going to see that you have a fit templates
already available. But also you will
be able to search among the templates they
already created for rabbit. Now a few of these templates or grading for previous
versions of rabbit. So you might be already
familiar with them. However, if this is the first
thing that you're using, you can simply use one of the templates already
on this drop-down. You will be able to
sell it if you want to use an imperial template
for our metric template. So once you click on Okay, you are going to see
that you have a file already opened based on the
template there was selected. Now another way in
which you can open any file is by actually go into the File tab and then
just select and where it says project after
hollering, racist. And if I click on
where it says project, you will be able to
sell like once again, the template of
the knee project. But also you will
be able to browse any other template now
already created for revenue. So once you click on Okay, you are going to be able to see the permanent project
that is using the select and template as well. You're able to use the Quick Access Toolbar in
order to enable the option of creating a new project from the
Quick Access Toolbar. If you enable the new argument, you're going to be able to
use it in order to create any file as well. Since these two are
command has a shortcut, you're going to be able to use it in order to do the same. So we can use Control plus. And I said Nancy, in order
to open a new project. Now with this in
mind, your variety, notice that every time
you open a new project, you're going to have the name of the project reflect the
top of the user interface. But also you're
going to see that each new project is going
to have a different number. But more specifically,
it's going to be a number of the previous one. So by default, rabbit index any projects by using a
number I starting by one. Now as well, if you want to
switch between projects, you can click on
any of these terms. But also you can use
Control plus type in the keyword main
editor switch between these projects as well. And you're going to see that if we use the Project Browser, you will be able to
open different views on the same project, but also on different projects. Which also means the top
of the user interface. Useful because it will
let you know which project you're
working on as well, where you have the tabs
for the name of the view. We are also going to say that you have this dropdown in order to select among the different
views that you have opened. But it will also allow you the option to close these views. So you will be able
to grade and also navigate for other projects that you're working
on pretty easily.
4. Saving the Project: If he is forever, in order
to grade your projects, you are going to see that
Robin will automatically ask you if you want to save the project after
certain amount of time. So if you open the
Options window, you are going to see where
you can actually change the amount of time for the
same reminder interval. So you can actually
choose the amount of time based on the options
they haven't disrupt them. But also so you
notice you can even choose to remove the
reminders altogether. If you said like races
now reminders, however, you're able to
save your projects at any point by some
different options. One of them is to
say to recommend, which you can actually find
on the quick access toolbar. So once they use
these two argument, you're going to see this window. This window is going to appear the first time that
you save your project. So this means that after
you save your project, you won't see this
window once again. And this window is called
Safe past as well. In this window you're
going to notice that you have to
file extensions. The first one is
for the projects, while the second one is
using the templates as well. In this window, we're going to be able to select the options of the project when it comes to
how it's going to be safe. So you can use the File Save Options window in
order to select the maximum amount of backups that you can create
for a single project. And every backup is going to be another rabbit file
graded automatically. So you won't have control of when the backups are going to be graded by using this
window as well. They will have a few
options that actually have to do with the
abuse and the sheets. So because of this and
just going to click on cancel in order to continue showing you how you
can save a file, such as e.g. they
use the shortcut. So if you use control
processes and Sam are going to see that you will have once again, let's
save as window. That's like like cyano,
since every packet will be sent file and
then number of backups will also determine how much is paste the project's going
to use on your storage. Now in this case, I'm actually
going to save the file. So you can see what happens
after I say the file. I'm going to select
the name of the file, and then I'm going
to click on Save. Now once the file
has been saved, you're going to
see that probably is going to let you know many, saving the file and the progress on the
bottom left as well, you're going to
see that there is a cancer right next
to the progress bar. So you can cancel this process. Now, this is something
that is going to apply to other processes because some of them and actually
take a lot of time. Now, once the file
has been saved, you're going to see
they're not really, actually displays the name
of the file that I selected. You're going to see
that you can keep saving the project
by using the Save to recommend on the
quick access toolbar or by just simply
using the shortcut. However, if you use the shortcut wherever it doesn't
display a message. So the way in which again, notice that the file
has been saved, base pay the tax
and the status bar, which means that the word
reading will appear on the status bar once you
save by using the shortcut. And if the file takes certain amount of time
to say the progress bar, we're showing the
status bar once again. However, if you want to save any file based on
an existing one, you can simply use the
option Briscoe, say pass. You can go to the
File tab in order to use the same path
instead of using say, Hey, once the hover
where it says Save As you're going to see, but you will be able to sell it. How do you want
to save the file? Now in this case, I'm going
to click races project. And after this, we're going to say once again, let's
save as window. But also you will be able to
see the amount of backups. They work great, as well as the day in which
it was created. And as well as
something for you to notice is the size of the file, which means that the elements
that are already loaded on the template are safe
where the new files. So you do have to keep in mind how many additional elements
you add in your project. Because the size of
the file will affect the performance as well. You're also going to see, but you can change the options of the new file as
well as the name. So I'm just going to change
the name of the file. But I'm going to leave
the options as they are. The one before clicking
where it says Save. And once I click where
it says save here, I'm going to see that
never ever actually displays the name of the
file that I just created. And as well in revenue,
you're able to control the default locations of the different types of files,
ligand creating revenue. So if you go to the options, you will be able to see where the files are saved by default. But also you can click Browse inherited change where those
files are going to be saved. So you can change the location or you can simply
use the default one. So with this in mind, you're able to use the Options window. Not only no need
to change what are these say the projects, but also you will be
able to use it to see what type of files
are being saved. However, in this case, this file hasn't been saved
under default location. And this is something that
you can notice if I go to the home and then hover the
files that I just created. So if I hovered espouse, you are going to see they save it and then modified
and the file size, which means that you can
see that it hasn't been saved on the default location that appears on the
Options window. Now you can actually change to another folder of your choosing. You can reset this by
actually change into another folder and then change it back to the default folder. However, same password
for you to notice is that the file extension for
projects will remain the same. So even though you can great elements for the
different disciplines, the file extension will
not need to change. Or in another words,
you will be able to create everything
in one single file. However, in most cases, it will be actually creating a folder just for the project
that you're working on. So this means that you will
be able to use the Save As window in order to select
a folder of your choosing. But also you will
be able to create a new folder just
for your project. So all these means say, if you need to use any specific
folder for your project, again, simply use
the Save As window. And once they use
the Save As window, you can always verify whether the file has been
saved by just simply using the home for my specific
files that you have saved.
5. Opening an Existing Project: In revenue once they've
already saved the file. Or in another words,
your project, you are going to be able to
open it in different ways. One of them, a
space in the home. So you can go to their
home in order to search among the recent files
that you already graded. And in order to make sure that you are opening
the right phone, you can call the file until you see a separate pan
them other flight day. And the size of the file. And as well the recent files is something that you can
also open the file tab. However, if you
want to search for a file that you cannot
see in the recent files, you can simply use
the open to argument. You haven't the Quick
Access Toolbar. You can use this
window in order to search for the phone
that you went to open. And once they find Jesus, need to select it before
clicking an open. Once the Euclidean open, you're going to see
the file that you selected as any fat on the user interface as well. You can use that home in
order to do the same. So I'm going to close this file in order to go to the home. I can click where it says open. And then I'm going to use this window once
again in order to search and then open the
file that I just selected. Now as well as you
might have noticed, there is a shortcut that you
can use in order to do this. And this one is Control
plus source and Oscar. And after using the shortcut, we're going to see once
again the open window. So I can open once again the same file or any other
file that I want to open. This in mind, you are
going to notice how we see it is not only
creating new files, but also opening the files.
6. Project Units: Now this lesson,
I wanted to show you how you can add in the unit. So the template, now the units, so the template or selected at the moment with
a template worst grading. So because of this,
you might need to change the units that you're
using with the templates. And in order to
change the units, you need to go to the freeborn
and then click where it says Manage in order to
open the manage tab. So you can see where
it says Project units. Now once you click
resets project units, you will be able to
open this window in order to change the units. So in this case, I'm going to close this window in order to show you one of the units
that has been used so far. Now what grading the wall, you are going to see
wetland off the wall. So after creating this wall, I'm just going to
open once again, the project units
window in order to change the units
are being used on the fillet on the sample value that appears right next
to where it says land. In order to change the format of the units by
using this window. Now, this window, you are going to notice
that you can change the units in the running
and the unit symbol. If you change these values, you are going to notice
that you will be able to determine
not only the units, but also how these values are represented on your project. Now because of this, you're
also going to be able to modify how the unit
circle x plane by using a few other options. So with this one, you
will be able to remove, Let's see what's on the right. Or in another words, the
unnecessary serums on the format as well, since they're able to change
the value of the rounding, you're also going
to be able to use an option that is
called customer. And the customer will
allow you to change the rounding
increments depending on the elements
that are grading. Nasa quick center custom
will also allow you to see the random increments
that is being used for many of
the other options. They're using the strap them. So it's a way for you to see the rounding increment that is actually being
used on deception. Now what this means
set you're going to see and none of the
options that you have in the branding of
the very useful in your projects as well. Other units only use
different type of values. So e.g. the angles use
the degrees and science. You're able to
change the units of your project by
using this window. Now going to be able to change the balance
that you need to change depending on your project or in your country or region. Now as well on the
project units, you're also going to be able
to determine if you want to use an option that is
called use the grouping. Now this one is now going
to be apparent at first unless the Ukrainian element that actually
requires this option. So in another words,
the value will have to be higher than what you can see. Most of your projects, however, able to decide that
they check meropenem, but you want to use if you
enable this option as well. Since Reagan is sexually able to create projects that actually
use multiple specialties, you're going to notice
that you're able to change the units productive
front disciplines, such as electrical
energy and so on. So with this in mind, you can
create your projects with a lot more precision
in our only when it comes to the different
elements that you can create, but also with different
values that you might need to use for analysis or projects. They use different disciplines. Because it is in revenue, you can actually decide how
you want to use rub it by opening the Option swing in order to click where it
says user interface. The user interface, you
will be able to determine the tools and analysis that you want to use when
working on your project. But also, if you go to
where it says general, you will be able to
determine which they simply would you
like to use when you open a new project
without selecting an existing template point. In other words, when you open a new project and you
click where it says none. So you can use the Options
window in order to determine which discipline
when you'll be using, when creating a project
without a template, but also the units that you want to change for
the discipline. Now this becomes very useful if you are
creating a template.
7. Creating a Template: This lesson, I want to
show you how you can save a template after you make
changes to an existing one, or after you finish
a project based on the way that you're
working in projects. So this means that you can
change settings or values, such as the ones that you can
find on the project units. So I'm going to change the project units in order to show you how you can do this. So I'm going to go to the File tab and
then I go into cover the option that is called ST paths in another click
where it says Template. Now, once the right-click
resist sampling, I'm going to have the Save As window by just focus
on the templates. Which means that you
will be able to see that file extension
of the templates. But also you will be able to see that this one is going to be saved by T-form where all
the templates are located. So I'm going to
change the name of the template and then
I go into click Reset, Save in order to save
this as a template. Now you're going to see there
is not actually any change. However, if I go to the
File tab in order to open the options window and go into be able to add these templates. Because the default
templates you can choose from when you
start a project. So this means that every time
they open a new project, this template is going to
appear on the trunk than the use in order to select the file template and
then New Project window. So you will be able to
create a project by using this template as long as
the file is not open. So I'm going to close the file in order to do this
one more time. Once that is selected a
template, Rachel's grading, I'm just going to click on Okay, so you can see that
the new project is created based on a template. So you can see the new
project is created by using the template as well. The reason why I'm
doing this to show you that that template and also storage elements
that you've created. So this means there is
also going to add storage, the different types of elements, the equator based on the different systems may
have available in rabbit. So this means that you can save different family
types for the walls, the floors, the windows, levels, and so on. So you can erase
all the elements within your file before
saving that template. However, all the information that you are in
within your project, well, it still be there. So throughout this course you're going to see that this will allow you to save a lot of time when you can insert annotations, probability times, and any other element
that you added to your project because
the settlements are actually safe, the template. So you don't have
to grade them or modify them at the same time. Our setting as well for you
to know is that this is also relevant because you
might have different elements. I can be used not only for different projects,
but different scales. They're using your
projects as well. Since you're able to
update the template, you're always going
to be able to open the template in order
to update family types, the project units, and so on. But also, if you don't
want a template to be selectable when you
start your project, you can delete it from the
drop-down by selecting the template and then click
on the minus end as well. You're able to see on the Options window what are the templates, our
site by default. So you will be
able to search for these templates when
creating a new project. So this means that
you can click races prowess in order to search for the template
that you want to use, even if it is not
open the drop-down. So you can choose the
template and the job done as well as you can choose to search
for the template. Now as a quick sign in
order to make sure that you completely remove that
template from the drop-down, you will need to click on Okay, from the options window. And this is something that
you will be able to notice. We're working in
an existing file, but also might not been in
any file from the home. I'm just going to
open once again, the Options window to
remove the template that I created before opening
a new project, just to show you that drop down and then New
Project window. So this means that you can see, like right in the templates is something that
you can easily do. I know it will be able
to see that in revenue. Templates are pretty
useful migraine in different projects that we'll be using similar resources to other projects that
you've already created.
8. The ViewCube: When you open up
project in revenue, Where do they have greater
yourself or somebody else who will need to know
how to navigate the project. So in rabbit, you're going to
see the navigation that you find on to the abuse is
different than on 3D views. And this is speaking,
I was under 3D views, you have what is called w cubed. So the BQ, as the name implies, is a queue and allows
you to navigate through your project based on controls that you can
find out the cube. And you can see these controls
when you cover the bQ because the control appears
highlighted in color blue. And once you select
any of these controls, you are going to notice that the control appears darker
than the rest of the BQ. Now suppose Sunday, Friday. Now, how about the BEQ? Is that WQ be social position
based on the project. So probate grades and imaginary
cube around your project. And that imaginary q is where you're actually
selected on the BQ. This case or this project
you are going to nowadays. And this highlight is pretty
much aligned to the BQ. However, this is actually based on the orientation
of the project. So depending on the
orientation of your project, and then P or Q is going
to change a little bit. So in this case,
for this project, you're able to see
how this project is oriented in top as well. The main views on
the BEQ have a name. So you can see that the name is based on the
position of the camera. So you have the top, the front, and the back, left
and right basical. But also you have the bottom. And this is because
the view cube as a campus that is oriented to
the north of your project. And this nor is referred to
in revenue as the true north. So they're not up this project, my sexually oriented
based on the project. So either to the project
was created with this intention or somebody
change of the project. Any other way we can use
the compass in electric, change the orientation
of the project based on the directions
on the campus. You can use either
nor is cell or West now as false and therefore you do nowadays
the ones they use, one of the directions
on the campus. The other controls will also change how you can
see your project. And if you want to use
a different direction, you can always use
the home as well. Something important for you
to know about the campus. So you can actually use
the compass in order to rotate the project based
on this directions. But also something that
you're going to see is that the BQ always this
place, the campus. And I said gouache saying, every time that you
change the position of the camera or in another words, how you build your project. They're going to say that
a bQ is also going to reflect the change on the
position of the camera point, the point of view front, we just see your project. However, on the main
views may have on the BQ, you are going to see a
few additional controls. If you use any other
main views on the BQ, we're going to say
this controls. These controls will
allow you to change. I'm on the main views
on the big cube. So you can use these
controls to change front of the front as well. You're going to
notice that there are other additional controls in order to rotate the
view 90 degrees. So when you're using the
main view, so the project, you are going to
notice that you will be able to do a few more things. And this is because
the maybes and the BQ are pretty much the
same as to the abuse, which means they are
looking at the project C was painted the so the controls are going to be
a slightly different sense. This applies to the main
theories of the project. You are going to notice
that everything that applies to the top also
applies to the bottom. Something else for you to know whether P-Q is that you can also rotate the view by
pressing Enter again a BQ. Now this rotation is a
little bit different from the campus
because with this, you're actually rotating
the project based on a B1 and engraving. You also have another
way in order to do this, which is by pressing
shift from the keyword while pressing and holding
left-click on the mouse. So you will be able
to rotate the view by their use and the BEQ or
by using the keyword. Regardless of the way the U2, you're going to see the
big cube is going to change in order to represent
a change in the view
9. The Options on the ViewCube: That'd be a cue that
you can find under treaty abuse has a few
options that you can use. And you can see these
options by using the regulator and the
mouse on the home icon. And many of these assumptions are actually based on abuse, such as, for example, or re-enter the direction, which allows you to
re-interview for the directions on the
campus, handles on the top. So with this, you can
use the directions on the campus in order to change
how you view the project. One that is going to
be a little bit more interesting is the
option that you have in order to orient the view to the other views that you have in your project or
in another words, or BMW, the floor plans, elevations, and sections,
and other 3D views. You will be able to select among the different views
the already created for your project in order to orient the view
based on the view. And if you use, for
example, a floor plan, you are going to
notice that w is going to change to
match the floodplain. And this is going to
include that gut level. Mass, a quick center. Remember
you can use rewind and the steering wheels
if you want to go back to my previous
position of the camera. And that is another way in order to reverse some
changes that you may send the BQ as well, you're going to notice
that this is going to affect the abuse and W key. And in order to reverse this, one other things
that you can do, asexual domain the B once
again to the 3D view. So once they enter
this, you're going to notice that the
3D view goes back to how wants as well. Another option they
are going to find is the option to show
or hide the campus. So depending on that check that you have with this option, you will be able to show or
hide the campus as well. Another option that
you have in electrode recent changes to the BQ as the option that
is cool, reset from. And this is pickers
in Ruby and the BQ. You're also going to be able to change water from
BU is going to be. So if by any chance you actually have any specific people that
you want to use as Fran, you can actually do this
by using this option. And this is very important
because in some cases, you will be able to use the
options that you have in the BQ in order to determine how you want
to see your project. And as you notice, if you reset the front or the other main
views of your project, macro entropy based
on the new front. And this is going to
affect even the bottom. Now as well, something
for you to notice is that if you cover
set frontal view, you're going to
have the option of selecting the elevations
of your project. Or in another words,
the elevation views nasa center. In order to reset the change, you can use reset front or
you can use for a beer once you set front to be the
pandemic changed from Mu, you can use one or the
other as well if you want to change my home view
we are using in your project, you can actually use
the option that is called set current view as well. So you can make the changes stay one to this view
by using the BQ. And then just simply use the
option that is called Set Current VS home in order
to set up EU as well. And this is something
that you can do multiple times in order to reset a change or an attitude change their home
that you want to use. Once again as well, if you want to change how
you present the view, you can also change
the appearance of the beer Bernardo,
graphing the perspective, which will be very useful
if you want to present your project to somebody
else, buys in revenue. Additionally, in rabbit,
you have an option that allows you to focus the view
based on your selection. And this one is called
log the selection. If you use this option, you are going to
see that the BEQ is going to display the model
based on the selection. But more importantly, you
will be able to select only specific elements
on your project and still see only
your selection when you used to be a cube. So if I sell like a few
elements within this project, so I can reset it
by using the BQ. You are going to notice that the BQ only focuses on
very small element, which is going to be
very important in cases in which you want the focus to be on one of those elements. So this is an alternative
to this section box. Also an alternative, use
and details from presenting a specific elements or parts of your project.
There's somebody else As well. You will
be able to open the assumptions based on WQ. So you can open the options
by using the second or by using the right leg and
the mouse on the home icon. However, you are going
to find that you have even more options that you can use once you click
race assumption, such as, for example, the option to show or
high, maybe you keep. If you, let's say,
Well this option, you are going to say, let a be a queue, it's
no longer visible. Now you can reverse this
basin the options Once again, or by going to the View tab in order to either the
user interface, specifically in
order to show what the BEQ by using this checkbox. So as you notice, there is more than one way to do a few changes on
the user interface. Which also means that
you can also open your assurance window in
order to find the options related to either be acute options that you have in the BQ, I'll show in, which
allows you to display the BQ and now the treaty
abuse or only on the active, as well as the
on-screen position, which will allow you to change the position of the
BQ on the interface, as well as the size, the opacity that the beekeeper
has when it's inactive. In another words,
when you're not covering that BQ as well, you're going to
find a few options. They're going to be a
slightly different, such as, for example, faith
W on b change. We just simply allows you to listen to fail
when you change the view where you send a BQ as well. You're going to have
another portion, the disco scene of right? Now. This one just
simply allows you to make sure that these
things are going to be a strain to the base level even when rotate either be
by using the BQ. So this is something that is not going to be apparent at first until you actually try to rotate the BU. Might
you center BQ? Now they change as such. It's actually very subtle because it's managed
by the pivot. Because it only
changes how the norm of your project is going
to affect the rotation. And since the normal is
perpendicular to the base level, that change is going
to be pretty subtle on the Leonardo is how
the BEQ is behaving. Now it's a quick center. You're also going to notice that there is an option that is called use any militarization
when switching gears. Now, this one is a
very simple option because it's just simply
allows you to earn a small animation when
transitioning from one view to another bystander BQ as well, there is going to be another
subtle change in the BQ, which is the fact that the BQ, it snaps to the closest
view when you send a bQ. So if you disable this option, you are going to notice that
until you actually are in a different position or location of the camera may be cured. Now going to change for that
precision or the Cameron, It's now to close this view allows you to make this
a little bit easier. So once again, this is going to be very
subtle unless they, You've seen how to be a cube actually behaves when
changing the abuse. So this change is going
to be very specific. So it always means say, restart going to be the main
options they have in the BQ. And as you're going
to notice as well, I feel disruptions can be
actually change somewhere else. Such as, for example, show the compass or parcel your project,
there's somebody else. So all of these means said, the options and
the BQ are pretty useful when navigating
the treaty abuse. But also 1% in your
projects to somebody else
10. The Navigation Wheels: As most of the other
softwares from out of this, probably also going to
use this steering wheels. And a steering wheels I use in order to navigate
within any specific view. So because of this, you will
have any specific staring. We'll just work
through the abuse. Or in another words,
particularly navigation. Once the write enable
this steering wheel by clicking on this icon, you are going to be able
to see what options do you have funded to the
wheel is turning first. But as soon tool, which
as the name implies, allows you to zoom
in and out based on the position of
the mouse as well. You have the option
that is called pen in order to navigate
throughout the EU. And the last option
we're going to see today, we'll rewind. And everyone allows
you to go back to our previous position
of the camera as well. You're going to see that
revenue generates a tilt now in order for you to see the previous position
of the camera. And now I'm just going to
open my 3D view and edit to show you the
steering wheels that you have available on 3D views. So after opening the
3D view and just going to use the full
navigation wheel, in order to show you most
of the options that you have a payload on the
other steering wheels. How are you going to see that
a few of them are standard, such as for example, and the one that is called soon and the one that is called pen. You can use this soon. The pen, regardless of
whether you're using. However, the orbit is going
to be a little bit different. And this is because the orbit actually rotates the position of the camera based
on the people and the people who are
represented within the view. So as long as the people is within the
boundary of the view, you are going to be
able to see what are the people that is
located, mine as well. You're going to find
another standard option, which is the rewind. So you're able to go back to our previous position
of the camera at any point by selecting the previous position
of the camera. But you want to go back to. And since this is the
full navigation wheel, we're going to see
even more options, such as the one
that is called lot, which is a little
bit different than the orbit biggest taste
wine and allows you to control when
you went to see by using the mouse as well, you're actually able to change the position
of the people. So if you use the option
that is called center, you are going to notice that rabbit will
allow you to change the position of
the pivot which is sent in there is going
to affect the orbit. So you can change the position
of the people in order to change how you use
the orbit as well. There is another option that
you can now use right away, and this one is called work. So in order to use this option, we've said that 3D
view to perspective. So in this case I'm
going to go to at home, again change WT perspective. And after this, I'm going to
be able to use the option. Now the wall, as
the name implies, allows you to walk through
the project based on the position of the
camera as well. Reception will allow you to use the keyword in order
to adjust the height, but also the Plus key in
order to increase the speed. So you are going to
be able to use this in order to adjust how
you use this option. Regardless of the changes
that you do to the beer. Remember that you can go back
to our previous position, the camera or by
using the rebound. And after this, I'm
going to change the view from perspective
orthographic. Now. So I'm going to show you the appearance of the other
steering wheels that you have in starting first with the mini full
navigation wheel, which is nothing more than
the full navigation wheel, but with a different appearance, which is a little bit different. So the mini PU object waiver, because it's going to load more simple than the
standard wheels were, the options remain the same. So you will have some orbit
pan and rewind as well. You're going to see
the other options that you have on the
full navigation wheel. Going to be on the
mini-tour building well, which means that you
have then load the up and down as well as the
freeway. And the work. You are going to notice that
the full navigation wheel has actually all the options they have on the other wheels, except for one option
that you're only going to find on the basic tool building we'll set the basic view is going to be very much the same as the mean and View object. We'll, however, the
basic tool building, we'll going to have the option
that is called forward, which is very
similar to the Zoom. However, this one
is going to use the p.ball, what this means. But you can change the
position of the people. He never could
change how you use the orbit, but also this option. And once again, you can see that the other options
will remain the same. Which also means that
you can use the Raewyn. And as well, you're going
to see that you have a menu options related
to this theory. Well, so by pressing on the
second on this stairwell, you will be able
to change some of the options they have
on the steering wheel. But also you will be
able to use this menu. Inadequate change
among the wheels available depending on
the wheel they are using. Minus well, you
can use this menu and change a few
specific options, such as, for example, the increased works P and
a decrease work speed. As well as on the important for you to know is that you can use this menu in order to REM during a specific
year of your project. But also, you can
reverse the changes by clicking where it says onto
Buren patient changes. And as well as something for
you to notice is that there is an option that is
called level camera. Camera actually
allows you to place the camera parallel
to the base level, which doesn't mean that you will be able to
see the project. So remember that you
can zoom in and out in order to be your
project as false. And then you can do with the steering wheels is sexually this table
that toe nails. And in order to do this, we need to go to
the Options window and then click where
it says sustain well. And then just need
to uncheck where it says save snapchats
of current view. And once the acrylic on, okay, you can see that every new
view that Ukraine, by some, for example, the BQ is now
going to have a tool now, once they use the option for
E1 on the steering wheel. So all the new views graded by changing the position of the
camera will be affected. If you, let's say Bob,
or enable this option. Which is sexually useful in cases in which you need to
improve the performance. Because you might be working in a project that is
really demanding for, because you might be
working on a project on a computer that doesn't have the performance
they are looking for. So this will help you improve a little bit
the performance. And as a quick side
note, you can also use such circuit
in order to show or hide that will make you assign by the sender
user interface. And the shortcut is
Shift plus Ws and water. All of this being said, we can use the different
stairwells that you have in rabbit in order to navigate through
your project?
11. The Zoom: In revenue, there is more than one way to navigate
our B of your project. And one of the ways
in which you can do this is by using the Pen. Now you can use the pen by
using the steering wheels, but also you can use
the pen by using this pores on the
user interface. Now these pores are very
similar to the bursty. You have a website or an
AI software like office. However, in revenue,
you can also use the mouse in
order to do the same. Which means that you can press
and hold they will under mouse to pan across to b. And also, depending on how
you navigate on your project, you will find a few options in order to change what
you can see on the beer. And one of them is
called previous pursue. My base point can be found on
the drop-down for the Zoom. This one is actually
very similar to the rewind on this
theory we'll see are going to be able to go back
to our previous position of the camera based on the pen
for this one we used before. Now, this truck, then
you're also going to find the file
options to assume, such as for example, assuming region, which is the
one that is set by default. So if you use this
amine region by using this tool or by using
CSS for RSM Romeo, you are going to notice that you will be able to use
the mouse in order to select the region that you
want to assume too as well, you're going to have
another option to Zoom, which is close to Mao and
in parentheses two x. Now this one also has a shortcut which is CSN store
or as an Oscar. And this one just decreases. The model are half the size
of its growing size as well. You will have an
option in order to sum everything that you
have within the BU. And this one is
called soon to fit. So if you use this tool by
using the Eigen or CSS over F, as in Frank is the shortcut. You are going to
see that you can assume everything
within the view, as well as funding for you
to know is that there is another way for you
to use sent to fit. And this one is by actually
using the wheel on the mouse. So if you press twice,
that will under mouse, you will be doing the same
thing as using Santa Fe, where that actually
is under travel down. Or in another words, without
actually using the tool, which is something a
little bit different too. Another option that
is called auto fit, and I assume it's a
little bit different. Make a statement
seems to display all visible objects
and visual aids. However, both of these options works pretty much the same. So when you use this option
on abuse or just this one, you're going to notice
that every cell has the same cyclohexane, the shortcut for this
option for tool ACS. And so a is an apple. So unless they use visual aids, you will actually
see a different, which is not the case
when you use them. Another option that
you have in this menu, which is the one that is
called Sold sheet size. Now this option
actually allows you to assume based on
the size of the ship, which is something that
might be confusing at first because you might not know
the actual size of the ship. So what this means is
they migrate or shape that is actually bigger than
the actual size of the beam. So this is very useful
when your tests than the actual size
of the ship as well. You can zoom in and out, but you send away on the mouse, which means that you
can zoom in and out based on how you rotate
the wheel on the mouse. Additionally,
you're able to make a few changes to the zoom
and the steering wheels, such as, for example, changing the position
of this term well, based on this menu, which is something that
you can do because these menus are actually
linked to the PQ. As a quick side note, based panelists score
and navigation panel. So if I open a 3D view, you are going to notice
that this term will send assume actually
linked to the bQ. So if I overlays menu and uncheck the option that
is called linked to BQ. You are going to
notice that you can move the panel in which
you have. This time. We'll send this song
to another position. But obviously you're
going to notice a change in the position of this panel also changes
the position of the bQ. So this options not only apply to the soul and
the steering wheels, but also to the BQ as well. You're also able to
change the opacity. So if you don't want to see
this panel until you hover, you can change the opacity until this panel is
no longer visible, which also means that
you can do the opposite. Or in another words,
they can make sure that the panel is
always visible. However, you're
going to notice that this change doesn't change
the opacity of the BEQ. So all of this means same. Able to change how
you view your project based not only on what part of the project
you want to say, but also how close or how
far you want to see it. Now, all of these might
be confusing at first because many of these
options are very specific. Saying most cases
you will be using a standard options
such as going to fail Swimming region or the one that is called
previous pan and zoom
12. The Draw Panel: In revenue, even though the elements that
are greater than your projects are mostly 3D elements because
of the parameters. Remember we use this
you're going to find, but you also have a drop panel. And the drop panel or
you haven't rubbing asexually use a gray, many of those elements. And this is because
elements such as The Wall need a way for you
to place on your project. So because of this,
they are going to be either elements or systems. They will also use the draw panel for pretty
much the same reason. So you're going to
find the drop panel is automatically enabled
if you use two domains, such as the wall, but
also the motto lines. So you're going to be able to
draw on all lines based on the true panel as well.
Something for you to know. The moral lines is that
these lines are called Meroe lines because you can see these lines but all the
abuse of your projects. And in contrast to
the mono lines, you have other lines. They're using innovations. And this one is cool
that data lines. So you can either gray
lines that can be seen on all the abuse
of your project, or you can create lines twice specific views which
is cited in reminder, be important right away. However, it will become important once you start
annotating your project. Now where these may say, you're also going to find that many of the elements
use the draw panel in order to create the
boundaries that will determine the shape
of those elements. One of the elements
that is going to be using the draw
panel is the floors. So you're going
to be able to use the draw panel in order to determine the boundary
of the floors, as well as the elements that you can place on your project. So just the roofs and the ceiling panel is actually very important while
working on your project. Now what this means
said something important for you to now, essentially you are drawing
lines on your project. You might also need to
use that the lines When that the lines also be
useful on 3D elements. Because a 3D elements are presenting your project
place in lines. Now with this being
said, I'm going to be using the mono line
for this lesson. And this is because
the mono lines, because this lines can be seen on the abuse
of the project. Additionally, another
reason why I'm using the mono lines is because
for the moral lines, you can see all the tools are commands that you have
on the draw panel. Now going to be using
the detail lines or another tool that uses a drop panel in order to create the boundary,
such as the floors. So I'm going to delete these
elements in order to start showing you a tool circumvents that you can use
center drop panel. Starting first with a line. Another line will
allow you to have, as the other drawing tools, different options
and the options bar. So the first option that
we're going to find on the options bar is
the placement plane. Now the placement plane
will allow you to select the level at which
we want to place this line, but also will allow you to
open the word plane window. Just so we know that
we are going to see in a little bit more detail as
we continue with the course. Now if we use 1
s, the mono line, we're going to be
able to find on the options bar, the
option to change. The option to chain will allow you to change one
line to the other, meaning that each line is going to be drawn right
after the other one. So if you uncheck this option, you're going to notice that after you've finished
the next line, automatically, we're
going to stop, join the next line, which means that you will need to
create another line. So this means that you will
need to use the left-click on the mouse once again in
order to start a new line. So they chain is actually pretty useful when
drawing the lines. Now, the same thing when you're using chain on the Options bar, you will need to use Escape
on the keyboard once in order to finish the line or
in order to cancel the line, and then use Escape on
the keyboard once again, in order to exit the
tool or command, which in this case
is the motto line. So continuing along when
creating the lungs, you're also able to
use the upset in order to create an upset based on
the position of the mouse. This means that the line
is going to be drawn based on the upset that
you write on this textbox. Now the opposite is going to be on the opposite
direction of the mouse, which means that
it's going to go on the positive direction based on the center of the
joint area as well, yet able to remove the upset
in order to apply a radius. Now the radius will not
immediately removed. The effect of the
upset on this case very well canceled the
option for the upset, which means that you
cannot use the upset, what lives and the radius and the radius will allow you to create occur based on two lines that I'm
chained together. So the line is very
straightforward, but allows you to understand the use of the
other drain tools, such as the rectangle. So the rectangle, as
you might have noticed, is pretty much four lines
that are chained together. So this means that you
will only be drawing the rectangle by using two
clicks on the left mouse, which means one click to start the rectangle and
one-click to end there. So this means that you
can apply Escape on the keyboard in order to
cancel the Coin Join. And then using Escape on
the keyboard in order to cancel the mother
lines to argument. And as part of the Options bar, you will be able
to notice that is pretty much the same thing
as you get with the lines. So that means that you
get the placement blame. However, you are going to
see that on the options bar, they chain option,
he said by default. And you can uncheck
the chain option because otherwise you won't
be grading our rectangle Now as well, you can
create the rectangle when an officer might type in a value on the textbooks that is right next to
where it says upset. Which also means that you
can also type in a radius right next to where it says radius when creating
a rectangle. Now, the next
drawing tool that we have is the inscribed polygon. Now, the inscribed polygon, asexually a polygon there is
greater by multiple lines. They are drawing together based on the radius
of the circle, or more specifically, on the interior of the
radius of a circle. If you go to the Options bar, you will be able to find a few different options that
you didn't have before. Howard, the placement
plane will remain there. So if withdraw any
scraped polygon, you will be able
to see the result based on deception as part. So by changing the next
option on the options bar, which is the sides, you're going to be able to see. But you wouldn't draw this
polygon with n number of sites or segments that you
type on the options bar. But at the same time,
you will notice that even though this
is based on the circle, you are not going to
get us a reference, the center, or any circle
when drawing the polygon. And this is because this polygon is not one single
continuous line. So this means that if we
change the offset for example, and then we draw the
following polygon, we are going to notice ready segment is calculated
by Rabbit independently, which is made apparent by this automatic
measurements that we get after placing lay
inscribed polygon. And as well as the rectangle, you also get the option
to add a radius. I'm drawing this polygon. However, in this case, when you use the radius, when you're actually telling
rabbit is the actual radius of this circle that is used in order to
create the polygon. Which means that you will not
be able to select manually the radius of the
circle that you use in order to
draw the polygon. Or in another words, you will not be able to use
the mouse in order to select the final radius of the
Parliament as well. You're going to see
that the chain option on the options bar
is set by default. Now the same thing can be
said for the next row into, which is the
circumscribed polygon. Now the same prescribe polygon is pretty much the same thing. However, you will be drawing the polygon outside of
the radius of the circle. Our pretty much everything
else is the same. So you get a placement plane. You have the chain option
already selected by default. And signs on the options bar. We already changed
the default value for the sides and six to 12. We can go ahead and change
it once again to six. The same time. You always can change the offset
for this polygon, which means that
you can also change the radius that you are
going to be using in order to determine the
radius of the circle that is going to be used in
order to draw the polygon. As a great reminder, remember that this polygon is not one single
continuous line. However, the next rain to
actually create segments that look like a circle as one single continuous
line, which is the circle. This circle is very simple
because you're able to create a circle by center radius so you can select my
use and the mouse. And on the Options bar, you have pretty much
all the options that you have with the polygons. So this means that you will be able to select the
Placement Level. Chain option is already
selected by default. And as well, you're able
to add an upset by you send a text box right next
to where it says upset. But also you're able
to lock the radius by using the option for radius
right next to the upset. Now even though the circle is
a very simple drawing tool, there are other tools you can use the pretty much
based on the circle, such as, for example, the estar en radius. So the radius will allow you to draw a radius by select
the entry points, or in another words,
might use and then left-click on the
mouth three times. Mason, the options that you
have on the options bar, such as the Placement Level, the option to chain, which is selected by default. And in this case,
you can actually uncheck the option to change. Nice. You'll notice
this star n radius needs for you to select
the beginning and the end, but also needs for you to select the radius
by using the mouse. So by using the Options bar, you can also change or the Permian upset for
the star n radius. Which also means that
you can lock the radius by using the option for radius
right next to the upset, which has with the
other drawing tools, it will disable the option
for the upset when logging the radius may send a valid
datatype in other textbooks. And a cyclic sign-on when it comes to the circles
wherever it will also try to keep the yargs
cohesin one way or the other? Now the drawing to start based on the circle are very similar. However, the center ends are asexual a little
bit different because it creates
an arc that can be used to join X6 ten lines. Because this one, even though it's pretty much the
same one as the star, n radius, asexually different when it comes to how
you select the radius. So in this case, on the same placement plane
as the other joint tools, I'm just going to select first
the center of the radius. And then I'm going to select the two points that are going
to complete the radius, which means that you keep
select entry balance, but the order in which you select them is
actually different. Now the same time, this one
doesn't allow you to change. They start to another line because of the fact that you
said like the circle first. And because you can
use as a reference two lines there already graded
as you saw in the video. Now as with the
other drawing tools, you can change the upset
when drawing this arc. And at the same time, you can lock the
radius of the arc by selecting our radius
on the Options bar. Motivate you can cancel. I do recommend based on
Escape on the keyboard. However, depending on the tool or demand that you are using, you will need to use
Escape on the keyboard multiple times in order to
cancel what you're doing. But also they do recommend
on the top panel, you're going to notice
that you can even cancel. The two are Commander
esco more online? Now, the next tool or command is actually integrate
independently. So in this case I'm going
to create first a couple of lines so I can actually
use the tangent and arc. Now this heart will allow
you to create a curve that connects the end of lines
that already exists. So what I'm going
to do is actually connected two lines
there over the place. However, you can connect
these lines when they are actually on the
same place, my plane. So I'm going to keep the
same placement plane. And as you notice
on the Options bar, you also have the option
to chain and unchanged, which will make it easier for
you to connect the lines. And as well, you can
lock the radius, radius and the radius option. Nasa quick signer, using
the radius actually removes the continuity
of the circles. Or in another words, bakery
SNR based on the circle. So you are going to
be able to use this in order to grade half a circle. So depending on what
you want to do, you might want to lock,
unlock the radius. And also there is another way in which you can connect
cleanser over the crater. So if I actually create, once again the following lines, I can go ahead and use
a different letter R, which will allow you to
create an art based on two lines that are connected,
one with the other. So I going to keep the
same placement plane on the options bar. And then I just need to select each of the lines
that I want to use, integrate the field of art. Now the Philip part doesn't allow you to have the
option for chain. However, you can
lock the radius may use and the value for the
radius on the Options bar. Now the next drawing tool is actually a little bit
more complex because you will actually have options
that are not available with other drawing tools
and this one is displaying. Now this plane will
allow you to create a line that is divided
on multiple lines. However, they are
considered one single line. But on top of that, it actually has modifiers or controls that can be used in order to edit this plane even after
it has been created. So I'm going to be using
the same placement plane. And as you can see,
you can check or uncheck the option
on the options bar. So we can change these
planes together. And in order to
finish this plane You will need to click
Enter on the keyboard, or you need to use
double-click on the mouse in order to
finish this plane. Once you're finished as plane, you can select this plane in
order to see this controls. Now these controls will
allow you to modify this plane depending on how you want to use
these controls. But also these controls
actually modify this plane so much that you can actually
add or remove these controls. So when selecting this plane, you can click on Add control. So you can actually add
controls on this plane is still selected in order to
modify this plane even more. Men as well, you can select
this plane in order to delete controls to make this
line a little bit simpler. So you're going to be
able to add or remove controls in order to
adjust their brains. Have this flying by center
controls. The recreating. Our Sunday for you to
notice is that if you remove that controls
on this plane, where it's not
going to allow you to completely change this plane. And this is because
the minimum amount of controls they will
have on this plane. Well, we treat this plane will always have a control where you can use in order
to address this plane. So this plane is very personal, but also pretty useful because
as you're going to see, you can use this blind in rabbit in editor gray
for the elements that otherwise would be
hard for you to gray or you want to be
able to create the marrow. Now as well in the
drawing tools, you have an alternative
to the circle, which is called the ellipse. Now the Ellipse tool or command, will allow you to create a
drawing by using two radiuses. So after clicking the
Ellipse tool or a command, and then by just simply using 1 s level one is the
placement plane you're going to see by using the mouse unable to select the
center of the ellipse. And then I'm just going to
select the first radius, which will allow me to
create a basic drawing. There will be modified
by the second radius. And after finishing their
lives who are going to see a few
automatic dimensions. But also, we are going
to see there are a few controls on both
sides of the ellipse. And I can quickly create another ellipse by
using the same process. In order to show
you these controls can be used in order
to modify the ellipse. So after selecting the first
ellipse, try creative, you are going to see how these controls can
modify the ellipse by modifying both of the radius as independently as well what
gradient descent ellipses, we're also going to see
later on the Options bar, you have the urgent
IK chain, however, is grayed out in a cyclic
sign-on and as well. Now the same time, you also have an
alternative to the arc, which is the partial lips. So the process is
pretty much the same. However, the partial ellipse will only grade half
of the ellipse. Clicking the partial
Ellipse tool or Command, and just go into make sure
that I'm using 1 s level one has the placement level in order to create
the partial lips, Let's say why they are
graded and leaves. Which means that
I need to select one basic radius and then I
will create another radius, which will modify the shape of the ellipse and white
gradient this ellipse, we're also going to
see they are able to select and select the option to chain minor lips
with the other by using the option to change
on the Options bar. And now since I had co-workers, they are so you can create
by using the drop panel. And also wanted to show you an option that is
called keep concentric. Nike concentric is the option that allows you to add a shape that is greater by
using the circle based on where the center
of this circle will be. So by default, lead to
recommend that allows you to greater shaped by these
concentric circle. The circle you are
going to be able to notice how this actually works. Which is suddenly
you're going to notice if you use this control. However, you are going to notice there are few
other tools that you can use on the draw panel might not have this option
enabled by default. So depending on what grade
you are going to see, assumption will be
enable or disable. The tools they use. This concentric by P4
is the center and SARC. And this is because the
center ends are actually query is D are based on the center of the
circle, would be. When you added this args, you are going to notice that the arc will remain concentric. Or in another words, it will be edited based on the
center of the circle, which is something
that you can see by using the same control
on this shape. And if you create a shape
by using another part, you're going to see
that kick concentric is not enabled by default. You are going to notice
that this R can be added without considering
the center of a circle. While at the same time, you can see the one of the arms is going
to add the other. However, you are
going to notice that while these are still selected, we're going to have the option Mary score, keep concentric. So if you enable this option, you are going to
see that now you can edit the circle based on
the center of the circle. However, this is
also going to add any other art that might
be connected to it. Which also means they
keep concentric, is also depending
on the other arcs. So anything they
are also removed, the option that is called
concentric from the other arcs. However, this doesn't
mean that you cannot enable this option. Once again, this is an option
and it's actually more useful once you have
already created the York's Madison
unnecessary BRS, they wouldn't need a
grade on your project because in some cases
it might as well. He said different part. Now the last rain
tool is not actually a terrain tool or
my selection tool, which also allows you to create a line based on your selection, which means that it needs an existing element
in order to be used. So if I grade the following wall and then I use the modal lines, are going to be able to use
the option for PICC lines. Picc lines will allow you
to create a line based on an existing element or I
referenced within the element. Now in this case I'm just keeping the same
placement plane. However, on the Options bar, you also have the option
to change the upset. So with this, you are going
to be able to greater line based on a reference and
an upset at the same time. If you're noticing the upset, you are able to use them the options for the
option to lock, which will automatically
create a line that is locked to the element that
you use as a reference. So if we select the element
and then drag the element, you are going to
notice that the line also moves based on the element. However, if you are at the
extension of the wall, the line will not change because even though it's
locked to the wall, that line is also locked in the sense that it
cannot be edited. So you're not really written
the line, just the wall, even though you're moving the line based on the
movement of the wall
13. The Snaps: You might have noticed
by this point, something's changed the
appearance of the cursor. And this is because
rarely snaps are references that you can use in order to create
elements for your project. And among these snaps, you're going to have mentors section as well
as the end point. However, you're going to see. But you also have the horizontal
as well as the particle. So probably makes even going to be able to
let you know when an element is drawn horizontally
or vertically as well. You're going to see
that revenue also snaps the elements that you're
drawing based on an angle. And this will depend on a value. But he said For the snap, this means you are
going to be able to add in the value
that is used to determine what are
these elements are going to snap.
Know what this means. So you can change
how they snaps are going to behave by
essentially a snaps window. So you can go to the Manage tab and then click where
it says snaps. And once they click
where it says snaps, we're going to have
their snaps window. Now the snap swinger
you are going to notice may have several sections and
options that you can use. But more importantly,
they're going to notice that the
values that you have on this naps window reflect the values that you
are using the units. So this means that if
you use the project in its window pane order to
change the units that you use, the length and the angles. You're going to see
that the values and the snaps window are going to change based on the
changes from the units. Which is something
very important for you to keep in mind because it has a minimum value they can use regardless of the units. So in this case, I'm going to change the units back to default before grading anything
within this project as well. In this window, you're going
to have another section, just water-based and apps
they use on the objects. Hormone specifically the
snaps that you can see, my grading or placing
elements and your project. But also you're
going to see we are able to enable or disable this snaps individually or by
using Check none or check. Oh, so with this, you will be able to
select only this time so you want to use while
working on your projects. But also this is a quick
way for you to see what each of these
snaps actually does, as well as a quick sign or
you're going to notice that vertical and
horizontal harden are available among
the objects snaps. Now you can enable or disable. Now what this means say, you are going to see where
you can actually use all the snaps at the same time without
being so confusing. However, in some cases, you won't actually need all these nerves
pet rabbit users. So you can choose to
enable or disable FeO. This snaps depending on the project that
you're working on. Additionally, you can see
all the other malignant mentioned related
to the elements they are placing
on your project. So you can see the
relationship between those elements while
placing the elements, but also after
placing the elements. Which also means that
you can sell any of these elements in
order to see how that really one with
the other myosin, there are many dimensions, but also you can
disable all the snaps. You send the snaps window. So you can check the option
that is called Snap hops. Or you can use the
shortcut which assesses and Sam was an Oscar. However, something for you to see is that if you
disable the snaps, you won't be able to see if the elements they are creating
are placed on the model, our place, horizontal
or perpendicular. So total snaps will be mostly useful when
you are creating an object within
your project without using a sub reference,
an existing one. Additionally, you're going to see right next to the
name of the snaps, you will have the circuit of the snap as well, the shortcut. I love you to use that
a specific object snap as well. So therefore you
didn't notice is that you have a section
for the objects snaps because there
are other snaps that you can use for
creating your project, such as, for example, snap to remote objects, which is the one that allows you to create elements Bayesian as a reference or the elements as long as they're
close to each other, but with the other
elements between them. So once you selected the
reference that you want to use, a hidden line will appear, letting you know that
reference that is being used. But also there are
many dimensions, will let you know
the measures between the reference and the
element that you're grading. So as you can see, the
aromatic dimensions will be pretty useful
when you send the snaps. So with this in mind,
you're going to see that you will be able to enable for the sake of this
snap, depend on your project. However, there are other snaps right now going to be
covering in this lesson, which are the point clouds
and the coordination models As well. When you send
the snips window, you're going to
see where you have all the objects snaps
that don't have a check. Such as for example, the close recycled through snaps and the force
horizontal and vertical. Now this has snaps are actually used for
specific purposes. So what this means
is that you will be using this project
snaps as a way to save a little bit of time on grading for placing
elements in your project. So if I grade these
elements on this file, you are going to
see that I can use the shortcut for close in
a rubber gloves the shape, porosity, you're
going to see that the shortcut posts will
appear on the status bar. In this case, once
they use the shortcut, you will need to use the
space around the keyword. And then you will be able
to use the left-click on the mouse in order to be able to use this tool once again, which also means
that you can use Escape on the keyboard in
order to cancel these two. So they send mine. You're
going to notice that it also tries to help you
by using the status bar. Now as well. This will also apply to all the
other objects snaps, such as for example, for horizontal and vertical. So what lives in these two
recommend against simply use the keyword in order to lock this element horizontally
or perfectly. Now when it comes to this snaps, something very important
for you to know it's there. You also have the
temporary overwrites. Now the temporary overwrites
are used in order to select the sugar that
you really want to use. So this means that you
will be able to change this name the prevalence is using for the one
that you need to use. Now there are few different ways in which you can do this. One of them is by using
the right-click on the mouse while using
certain tools recommends. So when using a two
argument, such as this one, you're going to be able to find the Snap overrides on this menu. And if you hover
the snap override, you are going to notice we're going to have the app snaps, as well as the option to turn off the snaps and
the overwrites. So with this in mind,
you can disable the overwrites as well as
the snaps at any point. We're going to see in gravity it snaps
are very important. However, they snaps
that you will be using will depend on the way
they want to use rabbit, but also on your project. Because the larger the project, the more snaps you're going to see replace a new elements. In some cases, you
will need to make sure that you are
using holiday snaps require in order to create a detail of a shape instead
of the entire project. So in some cases, you will need to use a
specific snap because this allows you to override the snap there is
currently active. So you can use this snaps. So just to close
the intersections, the end points that
make points and so on. Nasa quick center, some of
these snaps are going to be easier to understand based on this menu
part of a circuit. Such as, for example, snap made between the points. And this is because this is now allows you to draw a
temporary line that is used in order to determine that midpoint
between two points. So you can use this one. We know that the
grade an element where it's between
two other elements. So as you can notice,
you can easily use the objects snaps
in different ways. However, you can simply
use the snap overrides in cases in which they snaps
are very close together. Or in another words, it will
be able to use this menu in order to filter harmonious
names they have available. However, this is something
that you can also do based on the shortcuts as
well as type on the keyboard. Because type in the keyword
allows it to cycle between these snaps when you send that to recommend
such as this one. So you will have different ways in order to do the same thing. And this is snaps still depend on the values that you
have on this next window. Additionally,
something for you to know is that you can actually
change these values. However, you need to make
sure that you're keeping the same format that you
can find on this window. Or in another words,
now these values are using the same format that you
have on the project units, as well as the format
met ECU's in order to separate the values
on this window. If you don't want to
worry about this, you can simply add the specific values they
want to change. And as well this has names. We'll apply one grading any
element for your project. Which means that if you want to overwrite the snap points again, you will need to use this
menu are the shortcuts. And as I mentioned before, some of these snaps are not going to be
current this lesson. So I'm not going to be
able to show you at this point the Snap
to Point Clouds. However, you can see
that this has snaps are also going to
appear on this menu. So you're going to use this
snaps in many different ways. Now in most cases, you won't be using
these snaps over rates. And this is because it's
actually very intuitive. So in most cases, you won't need to change the default settings that
you have on these snaps. And as well as in the for
you to know it's there, you can actually use
this snaps on 3D views. Doesn't matter if you're grading elements on it to the
baby by three dB. And in some cases, using a 3D view might
be a little bit easier. However Sunday, you
can notice is that the automatic
dimensions will become even more important
when 3D views, because that is not an
actual representation of the axis they are
using when creating elements on actually being used as supported
lucky SketchUp, this might be a little
bit confusing because of the way that the project
is represented on 3D views. However, remember,
lessons the snaps will apply to 3D views. You can use some of these snaps to make this a
little bit easier. And also something that you will notice migrating
your projects is that the objects
naps can also be used when you send the
tools or commands, but you'll find on
the modify panel. So you can add the
element by using the controls and
the objects snaps, as well as the tools that you
have on the modify panel. So all these means,
these names will be very useful when creating and
presenting new projects in Revit
14. Controls and Shape Handles: When you select the elements may already placed
on your project, you are going to see that depending on the element
that you select it, you might have
controls that you can use NOW at a b element. So in case of elements
such as the walls, you're going to have controls, have both ends of the walls. But also you will have
other controls that only going to be baseball or another views of the project. And this one circle shape
handles some other controls. They have the appearance
and are going to be considered standard
controls as well. Some elements will have a different way in order for
you to control the element. So in the case of, for
example, the walls, they're going to notice
that if you use type in the keyword on one of the
I just said the wall, that age will eventually
be highlighted. Once the DH is highlighted, you are going to be able to
track DH to another position, which is another way in which you can control
these elements. Now what this means, say, you are going to
find that many of these controls are available in other elements
of your project. So the shape handles are also going to appear
on these boxes. Has a quick sign-up, this
box or circle esco box. So when you select this box, as you're going to see
that this is the name that appears on the type selector
having the proper place. Now the shape handles in this case will allow
you to add the park's by using all the six
faces of the box as well. They're going to be a
few other controls. There are specific to some of the elements that you can
place on your project. So you're going to have, for
example, the flea control. Now the flea control
is a control that allows you to flip that
direction for an element. So you can use this in order to flip the direction
of the wall. Nasa quick sino, You
can do the same thing, but he's in his
basement, the keyword, while the wall is still
selected as well, the doors are also going to have by default flip controls. If you place a door on the wall, you're going to notice that you actually have to one of them in order to flip that or towards the inside, towards the outside. While the other one
has going to flip the direction in which the
door is going to open. However, once again, you will
need to keep in mind that these controls are going to be visible depending on
what you're using. So some controls are going
to be based on floor plans, while another one's
on elevations and maybe on 3D views depending on the element
that was selected. However, this see
the inflammation of the family system and
control that you're using. You can simply hold the control. And once the utilities
are going to be able to see not only the
control they're covering, but also the family
system and the family
15. Introduction to Family Systems and Family Types: Migrating your projects and
rabbit for the first time send it might be confusing is why they have the properties. Window, we change
the properties. And this is bigger syndrome. Maybe you have family
systems and family types. So the family system
is the one that robot users to query
the family types. So the family types are the children of
the family system. So in the case of
a family system, such as the walls,
you are going to see, you're going to have
different family types. But another family types, I still consider walls. So you can choose which
family tightly when I use. But also you can add other properties for
their family type. Now you can perceive
this a little bit better by using a
type of place window. Because if you open the
diaper place window, you will be able to see their family system that is being used for the family type, which in this case
is basic wall. And now the family ties that graded based on
this family system. So with this, we're
going to be able to notice that each of these family types are still
using the same family type. Sound. This drop-down,
you can say that all the family payoffs
are created by using the family system that is called Basic wall as well. This family system is already
created by additives. So there are family systems, they're already available
after installing revenue. So the question becomes, why you're not able
to use the type. I will explain that
in order to change the properties for the elements
that you sell like that. And this is because the
properties that you have here are actually used
for the instance. Or in another words, all
the individual elements, they're using the
same family type. So this means that
you are going to have properties that
will allow you to change individual values and
properties that will allow you to change all the elements that are using the
same family type. So in the case of the walls, here are going to
be able to change, for example, the
height of the wall. However, my going
to be able to use the type properties
window in order to be a structure of that wall, along with the other words that are used in the
same family pipe. And as well, the
instance properties can also be used when placing an element
by their use in the Options bar are
these properties. So what this means is that
every time they need to change an individual element before or after placing the element, it will be using the options bar or you will be using
these properties. You can edit an element or multiple elements may already
placed on your project. Many of the valleys appears
as multiple values. Or in another words, when
gravity lets you know whether values are defined
on the elements selected. However, if you want to change the properties of
their family time, you will need to use the
type properties window. So another way in which
you can look at it is that you use the type
properties window in order to change properties on all the instances that I use
in the same family type. You use this other properties
or in another words, the instance properties in order to edit the properties
that you need to change based on the placement or used that the element
is going to have. So with this in mind, you
are going to notice that the instance properties are equally as important as
the type properties. However, since the
type properties window or specific to a family time. And then rub, it
will also offer you the option to duplicate
our family pipe, which goes hand in hand
with the option of running. So if you wanted to create a new family type based
on an existing one, just need to click where it
says duplicate in order to create a duplicate of
the existing family. And once they do
this, we're going to see that the element that you selected is using
their new family type. So they changed it to you to do that family time will not
affect the one they use. The operator, which
also means that the instance
properties will also remain independent
from the family type. So the properties
that you want to use, well the pen, what you want
to do on your project. Now this might seem
very confusing at first until you start
grading your project. Especially because Robby
has a few tools that you can use in order to
select multiple walls. They're using the
font family types. And even though they are
using different family types, you are going to notice that the instance
properties will affect all the elements
as long as they're using the same family system. So what this means
is that an instance is still at children
of the family type. And therefore they are also children of the family system. Which is something
that you can notice if you use other family systems. In order to show you this
a little bit better, I'm going to place a
component this project. But more specifically,
I'm going to place this component based on
where I placed the walls. Or in another words,
based on how it tried to represent the family
types and the instances. Nice. A quick side note, when you are placing
a component, you are going to be able to
see very many dimensions. It's going to provide
you information that you might mean one place
in the element. And this is going to include the snaps and the
references are being used. I'm placing an element
on your project. So once the replace
this component, I'm just going to use that type selector in order
for you to see how you can easily change each of these families from one
family type to another. So in another words, you can
have different family types. There is in the
same family system. However, you will still
have instance properties. So regardless of the family tie that these elements are using, instance property will
affect these elements individually as long as they're using the same family system. Now, a quick side note, if
you have any tau, however, the family system or family type that is being
used on an element, you can hover the element until you can see a
text box that will show the family system in family tie that is being
used and the element. However, if we select one of these elements and you open
the diaper very swaying that you are going to notice
that the change is by using the type properties
window are going to affect all the elements that are using the same family type. So depending on what
you want to do, you will be using either
the type properties window or the instance properties. How are something else you're going to notice
throughout this course? Instead, revenue classifies the family systems
based on categories. So the family
systems that you can find will depend
on the category. So for example, this family systems fall under
the category of furniture. And this is the reason
why you can choose between these two
family systems. Family systems that
allows you to create the world's falls under
the category of words. However, you will need
to keep in mind that the instance properties and
the type properties window will modify the
elements depending on the family systems theory was used in order to
create the sediments. Which is the reason
why you can't use the type properties
window in order to even change the family system. So the only place in
which you will be able to change the family system
instead type over this window. Now we call this means say the family types can be
a little bit confusing. However, the most
important thing about the family types is that
they allow you to create different types of elements for families without having to
create a whole new system. Or in another words,
they find was whether having to
figure out how they are going to function already provides you with
a family systems. So you can focus
on use and there's family systems in order
to create your project
16. Standard Selection: So now continue with the basics. I'm going to start
showing you how you can select elements while
working on your project. Now the basic way to select an element is to use the
left-click on the mouse. And in order to unselect it, you just need to click on
an empty space as well. You can select the element
and use the modified to recommend in order
to unselect it. Which is the same thing
that you can do by selecting the element and then use an escape
on the keyboard. Now if you have several
elements that are nested together or they
are very close together, you can use tab on the
keyboard in order to cycle through the elements
that are selected. And this is something that you
can do in both directions, meaning that you
can cycle through elements by using
tab on the keyboard. But also you can reverse
the order of the selection by using shape at the same time they are
using the keyword, meaning that you can
use Shift plus Tab on the keyword in order
to do the same thing, but under reverse order. Now as well, Sunday
for you to keep in mind is that if you
hover an element, you are going to get a textbox. But the basic information
of the family or family system they are selecting before even
selecting the element. And at the same
time, you can select multiple elements by using
contour on the keyboard. And this also can be
mixed with the use of the Tab key on the keyboard
in order for you to add an element to your
current selection that is nested or is very
close to each other. Now in order to select an element within
the same selection, just need to use
control plus shift on the keyboard in order to change the icon from plus to minus. Now you can use the
left-click on the mouse in order to select multiple
elements at the same time. Now, this selection box will
select different elements depending on the direction in which you are creating
the selection box. So if you go from left to right, you are going to
be able to select all the elements that the
selection box actually touches. While if you go
from right to left, you will be selecting only the elements that are
within the selection box. Now bank continue
with the selections. They are going to
be able to notice that you're able to use tap on the keyword in order to select elements that are
connected together. And the best example for
this is a chain of walls. So if for example, I select the following chain of walls and then I
try to delete it. You're going to notice
where all the worlds that were connected together
are going to be deleted. So this is actually
pretty useful under selection of
elements such as the walls and other elements or systems such as the lines. Now continuing on,
you're able to repeat a selection
within Revit at any point by just simply using the right-click
on the mouse after a particular selection and then click here where it
says select Previous. Now this is the same thing
that you can do by just simply holding Control plus the
left arrow on the keyboard. So this is another way to make the selections a
little bit simpler.
17. Select All Instances: And drop it. There is an option that you
can use Analytics select all the elements that are
using the same family Pi. And this one is called
cell-like of instances. However, this assumption
will allow you to select the elements are using the same family time within a BU part within
your entire project. So in order to use
select all instances, you will need to sell in
a family tie by selecting the element within your project before using the
right-click on the mouse. And once they use the
right-click on a mouse, you just need to
call it where it says select all instances. And once they do this, you're going to be able to
see that you can select for instances basic will
imbue the entire project. So if we select basically imbue, you are going to see
that all the elements that are used in the same
category will be selected, but only within the same view. Additionally, something for
you to keep in mind is that this option only applies if
the elements are basically, if you have all the
elements that are not basically within the BU,
they won't be selected. Which is actually not the case. We select instances
in entire project. And this is because this allows you to select all the
elements that are using this same family time and the entire project
regardless of the beam. So you are going
to be able to use this with any of
the family types. But also they are going to
be able to see that you can do this in any of the
abuse of the project, which is going to be
mainly as well when the leading elements or when changing the family
type that you're using. Now as well, you're
going to see that there is an option that allows you to select all the elements and the entire project,
including light chains. Now they stop training
is going to be pretty much the same thing
as using an entire project. However, this one is going
to include an diligence. They are graded
for your project. So this means that this is going to include family medicine, included on a legend
such as this one, which means that this
is going to be mainly used when selecting annotations. So as you can see, select all the elements
within your project. They're using the same
family pay asexually bracing
18. The Selection Box: On this lesson, I want to show you a tool that
you can use when you want to isolate
your selection from the rest of the project. And this tool is cool.
Let's section box. And this tool can be found
on the modify panel. However, these two are the
man is grayed out until you select the elements
that you want to isolate your project. So once you selected
the elements, you are going to say
that is to paste now enabled now as well. You can also use this
tool isn't a shortcut, which is P as in boy,
excess and x-ray. Once you use this tool, you are going to see that
the elements that were selected were isolated from
the rest of the project. But also you're going to
notice that the rest of the project has pink
from the selection. So this section box
is actually a box now you can use in order
to crop your project. So once they use this tool, you are going to see later on the properties you have
enabled this section box. If you want to see,
whenever I start a project, you just need to disable
this section box. Hey, certainly important
for you to know. However, this
section box is that a section box is this table and also
hitting away by default. So you can show that section box if you want to use by
clicking on the second. Additionally, you can see
that the scope box has shaped handles on all the
phases of the scope box. This means that you will be
able to change they stand up the box by just simply
using the shape handles. So once that is section
box has been enabled, you will be able to use it in a little while you can
see within the view. So as you notice, this
section box is not actually the same thing as isolating the elements
within your project. However, it serves
the same function. You can use the section
box in order to isolate the elements from
the rest of your project. But also you're going to use
this section box in order to present your project
in a different way. Or in another words, in red, the gray has specific
use for your project. Now it's a big sign on this
section box is also going to change the extent of what you can see within the BU point. In other words, it's going
to change how the project display if you use the
home as well as the zoo. So all of these
means say you are going to be able to
use this section box. Not only as a way in order to isolate elements
within your project. I don't see another kind of specifically representation
of some areas are elements in your project
19. The Undo and the Redo: Migrating your projects,
you send review, etc. but you can use a
standard options like in any other software. And one of these
options is the Undo. So if you want to enter, suddenly you have
done in New Project. You can use this tool
by going through the Quick Access Toolbar or
by using control plus C, a sensor as well. Since you can undo the changes, you can also be due to changes. And you can do this
very similar to the risk of Redo right
next to the Undo. And as well, you
can use this tool. The shortcut. The shortcut is Control plus Y is in yellow. So with this tools,
you are going to be able to undo one
change at a time, but also Redo single
change at any point. Now as well, you can
undo multiple changes. Viii sentenced to
hormone specifically, why isn't disruptive, which is also available for the Redo. So you can use this trap
them in order to handle multiple changes are in
auditory to multiple changes. As I mentioned before, you can use the shortcuts, an attitude at the same, able to do this anyway, the one. However, something where you
can notice with this tools, you actually have to Shortcuts. And this is because you can
use this standard shortcut or you can use the shortcut
very sustained by activists. So this means that instead
of using control C, you can use R plus
the backspace. Or in the case of the Redo, you can use Control while essentially if plus
the SN server. So this means that
you can simply undo changes the
editing a project, but also it will be able to redo the changes at any
point in Fleet Change. This is still available
point in other words, you can use this options as long as you then do I
additional changes. Because the Redo will not
be able to redo any of the changes because
there will be erased in favor of
the new changes.
20. The Modify Panel part 1: When working in Revit, you will need to
create elements and systems that you will need to use in order to
finish a project. But at the same time, you will need to know how to modify this Elements
and systems. So in order to do this, Revit provides you
the modifying tools which you have on
the Modify tab, which is actually the
same mother faint that you have once you
select an element. However, the Modify
tab will change a little bit based on the
element they are selecting. So in this case, I'm going
to show you how to use the Modify tab with the modifying tools with our
first selecting an element. By using the Modify tab, I'm going to hover on the first Tool or Command
that I'm going to show you, which is the most to
recommend with this circuit, MSN Mary B, as in Victor. Now everything forward. One of these tools were commands that you'd
have in the Modify tab, you're going to have a tooltip. And in some cases we are
going to have a video also going to show you that tooltip that you have an
amount of faint that, but as well, I'm
going to show you how to select around
select an element. So after clicking on the
Move Tool or Command, you're going to
notice an icon that represents them
up to or Command. And once you select an element by using the left
leg on the mouse, you're going to see
that the element that you select this now highlighted, but also if you use the
right-click on the mouse, you're going to have
a menu which will allow you to finish
the selection, which is the same thing as using Enter or Space on the keyboard, but also the option for cancer, which is the equivalent of
using escape on the keyboard. After you finish the selection, we're going to be able to move the element based on the
position of the mouse, which is something that
you can see in real time. But the values that
are displayed by Revit when moving the element. But also after using once again, we'll left-click on
the mouse in order to select where you're going
to be built in the gray. Now the Automatic
Measurements will allow you to verify that new
position with the Grids. Now if we use once again, the Move Tool or Command, you're also going to notice
they have options and the Options bar now
determine how we're going to be using
these Tool or Command. Now the first option
that you have on the Options bar is the
option to constraint, which will allow you to
constrain the movement of the grid based on the axis
layer haven't the drain area, meaning the x-axis,
but also the y-axis, which is pretty much
the same thing that you can do by essentially
from the keyboard. Now by unselect and the
option to constrain, you're also going to be able to use the option that
is called disjoint. Now the option to disjoin
will allow you to move an element regardless
if they are joined together. This option will pretty
much allows you to move an element anywhere you want
without any restriction. Now as well, remember
that you're able to use the Snaps as references
when moving an element, which means that you're
going to use limit points than errors and also
any anticipated, It's under join area and on the Options bar
you are going to see her the option for multiple
is actually grayed out. Now the next Tool or Command is actually very similar
to the Move tool, and this one is called copying. Now the garbage Tool or
Command Master shortcut of CSM Charlie or as an Oscar. Now as the name implies, these two Pergamon
actually allows you to copy the element based on the
way that you use the mouse. So after selecting the
copy to recommend, I'm going to be able
to see the icon that represents the copy
two or Command marrow. So I'm going to be able to select an element that
I wanted to copy. So after click and I'm
finished Selection, you are going to see
the, you can use the capital assay,
use the Move tool. In this case, we are
going to be grading a copy the element that you selected based on the
position of the element. Once you use the left-click on the mouse in order to
validate the new position. And as with the move
tool, you actually have Options on the Options bar. How are in this case,
you are going to notice that you have the
option for constraint, but you're not able
to use the option of disjoint because his great end. If you use the
constraint option, you're just going to constrain the movement of the element, which in this case is the
group based on the axis. They haven't the joint area. Now as well,
something for you to notice is that you
can also use any of the tools are commands
that you have in the Modify tab after
selecting the element. Now in this case, you are going to be able to use the option for multiple in order to create multiple copies of
the same element. When you do this, you're
going to be able to select multiple preferences
or locations for any of these elements, which is something
that you can cancel by canceling the
Tool or Command. Now, next we're going to have a Tool or Command that allows
you to rotate an element. Now, this one is
called rotate with the shortcut is and
Romeo for us and Oscar. Now the rotate tool or Command will also need for you
to select an element. How are selecting
the element only allows you to have the element that you
are going to rotate. Because as the Move
Tool or Command, you will need to select
a value in order to determine how much you want
to rotate the element. Now in this case, if
you rotate the grid, it will be using the mouse or my specifically
the left-click on the mouse in order to select the value of the rotation
base by default, on the center of the
element they are rotating. Now the rotate tool or
Command actually has more options than other modifying tools
on the Options bar, such as the option for disjoint. And also we're going to
have an option while using the birthday to Pergamon that is going to allow you
to copy the element, which is going to allow
you to have the element they are rotating plus
the element the West graded by using
the Rotate Tool or Command N. At the same time, you're able to rotate
an element based on a balloon type on the textbox right next
to waste this angle Now if you type in this value
and then you click Enter, you're going to see that the grid rotates
based on that value. Now the same time, you're able to change the reference that you're
going to be using in order to rotate an element by
clicking where it says place right next to racist
center of rotation. Now with this in mind,
you're going to be able to use the
Snaps in order to select the center of rotation when I use in order to
rotate the element. The same time, if you
change this location, you are able to set
up 1 s by default, just by clicking
away says default. Now for the next Tool
or Command I'm going to grade and aditional
one in order to use the Tool or Command
that is called drain extend to coordinate
with the shortcut DSM, tomato, ours, and Romeo. So by using these
two or Command, I'm going to be able to
extend this to Walls. And then they made
one with the other by just simply using
MATLAB click on the mouse in order to select the Walls to which you want
to apply this to augment. After selecting the
three mics time to coordinate to or Command. And just going to select the two walls that
I want to extend. Now the next Tool or Command works with the same principle. However, in this case, we are going to trim or
extend a single element. So by using the trim, extend single element
Tool or Command, you are going to be
able to either trim or extend an element,
like in this case, I'm going to be able to trim the wall by using a reference, decorate the radius creating. So as you notice,
we will need to select a reference
that is going to be used in order to train or extend the one that you are going to select based on the left
click on the mouse. Now the next Tool or
Command is pretty much the same Tool or Command
that I use before. How in this case, we are able to trim an extent
multiple elements. So by using the trim
extend multiple elements, you are going to be able to do the same thing that
you did before. However, in this case,
you're going to be able to trim or extend multiple
elements based on a single reference by your
select them one at a time for my using my selection window that goes from right to left. Now you Vase Using my
left-click on the mouse. Now the next Tool or
Command is very similar to the twin extent
single element in the sense that you require a reference before
moving the element, but also in the sense
that the Elements going to move where it's going to change based on that reference. So if you use the
align two or Command by either clicking on the
Align Tool or Command, or by using this shortcut as
an apple and lesson Larry, you're going to
be able to select a reference such as degree, in order to align the
element that you select by using the mouse to the reference
that you decide to use. That's why when you
use the align tool, you're able to constrain the element by using
the padlock icon. Now if you use the icon, you're going to notice
that the reference, which in this case is the grid, is the one that is going to determine where the
wall is going to go. So by using control
C or by clicking on the Padlet in order to
remove the constraint, you're going to notice
that you're able to select a single reference
in order to align they find part so the
wall, so just the poor, they were the one which
will also allow you to use the icon in order to
constrain the external, the Wall based on the reference. As far as funding
for you to notice is the one using
this tool argument. You're also going to be
able to see the Modify tab. There's Properties,
Tool or Command. And then this term, you're
going to be able to find a few options that you can use a specific for this to augment. And one of them, esco,
multiple alignment. With the multiple alignment, you will be able to align
multiple elements to a single reference. Now as well. Another option will
allow you to log me elements to the
reference to your using. This means that if you
click where it says log, you will be able to log all the elements to the
reference at the moment. You use these to our standing there going to
see throughout this course is that the elements
that are used as reference can not be
locked to another element. So the grids can be
used as a reference, but I can appeal to
another reference. Nowadays is they are able to design and we want
to use the align to recommend on elements
such as the Walls. So when you send this drop down, you're going to see by saying options that you have
on the wall alignment. Which means they are
going to be able to use the align two or Command Y
also taking into account that will alignment as well. Something important
for you to know about the Align Tool or Command
is then now you're going to be able to use the align
tool Pergamon in order to align the patterns they assign to elements
such as the ceilings. So with the airline
to recommend, you're going to be able to align the pattern to have
reference of your choosing. However, the pattern as such, it's not actually
going to change. So when you're
actually aligning, is the reference there is
being used in order to define the pattern
is going to a store. So because of this, we're
going to be able to use Interface or select a face. Now sleep-wake
signer, the patterns are the same thing as
a hatch, inadequate. So all of this being said, you're going to see
the first tools are commands are very similar to each other and
they're very easy to learn once you start
working in New Project
21. The Modify Panel part 2: Now next, you have the upset to argument with the shortcut
was an Oscar FSM Frank. Now the upset Tool or
Command allows you to create an upset by using a
reference element. So by default, the
upset Tool or Command will create a copy of the
element Europe setting. However, as you might
have noticed in January, stay upset based on the
position of the mouse. And also based on the
value that you haven't, the textbox right next
to where it says upset. Because by default be upset. He said as numerical. However, if you change
this to graphical, you're going to be able to opsin an element based on
the moment the mouse. So this is actually very similar to use the
copy Tool or Command. Now as well, if you don't
want to create a copy, you can uncheck races copy on the Options bar in order to move the element
based on an upset, you will be able to
use this assumption in order to Moby element within the project without actually having to use them
up to recommend. This means that the
reference that you are going to be using in order to move the element is going
to be the original element. And as you notice,
this is actually pretty useful in
Elements such as the Walls because you
will be able to modify your project without having to create Additional Elements. And also because you
won't have to use another element as a reference in order to copy the element. Now if you use Thi upset with
systems such as the Walls, you're going to notice that by using the absolute
Tool or Command, we are going to be
grading and upset, right? Biotech. And when
he says copying, the walls are going to extend or trim based on many
position of the one. I, By continuing with
the modifying tools, we're also going to
have to recommend. Little allows you to
mirror elements based on a reference which
is the medial axis. To recommend, this one will allow you to me
run element that you select by using a reference with the shortcut MSM, MSM married. So after selecting the group, I'm going to be able
to click recess finish Selection in order to use the
other group as a reference. And by before you're going
to notice that Revit creates another Group which is set copy of the original one. So if I select the new
grip and then I use once again but mirror
axis to recommend, I'm going to be able to
uncheck on the Options bar, the option for copy. And once I use the
following reference, we're going to
notice that the axis has been moved to
a new position. And this is something that
you can use multiple times by using the same reference
or any other reference. Now there is another mirror or Command Murray's call
mirror draw axis with the shortcut VSM
David MSN married. Now the mirror axis will allow you to do the
same thing as before. Our, in this case,
we are going to be drawing the axis that you
want to use this reference. And that's when
the other mirror, we are able to uncheck
the option for copy, which will allow you to move degree based on the
reference that you draw by, you send me draw axis. So if I select once
again the first group, you are going to notice that the result is pretty
much the same. With this in mind,
we're going to be able to draw
your own reference. So this is yet another
way in which you can move an element on the model
space by using a reference, another element on
the model space. Now in Revit, you're
going to be able to split an element or
I System by just simply using the
split element to recommend or by using
the shortcut SSN, Sam, Ls, and Larry with the
split element or Command, we are going to be able to split a wall based on your selection. So by using the
left-click on the mouse, I'm going to create the
following selections within the wolves
there I just created. As a quick sign them. Once you split an element
such as the wall, you're going to be able to heal the element by using
the point Controls As well. You have an option on the Options bar that allows you to delete the inner segment. There is graded, maybe somebody split element, Tool or Command. If I grade the
following Selection, you're going to see that the inner segment
has been the leader. And if I undo this, you're going to
notice that each of these segments as an
independent wall. Now there is another option
in order to split elements, which is called split with gap. Now displayed with gap to recommend allows you
to do the same thing. However, you're only going
to be splitting the element, but you are going to be grading a gap between these elements. Now this is based
on a default value that you haven't.
The Options bar. If I use once again the spleen
with gap two or Command, and then change the value
by using the Options bar. You're going to see that the
gap has changed based on the value that I type in on
the Options bar met also, if you use the point Controls, you're not going to heal
the wall because there is a gap people in
the walls as well. Yeah, able to use this Controls. He noted the level, the option for join fungi in the walls. That also if you click
on this padlock icon, you will be able to
unconstrained the gap, which will allow you
to change the gap, but also it will allow
you to heal the wounds, has to do with
this split element two or Command and the
case of the Walls. Now within review,
when you select an element able to
use up to recommend, there is called been like
ligand the Pin Tool or Command or by assembling shortcut VSM Peter
N, as in Nancy. Now the beam will allow
you to pin the element, meaning that you will not be
able to rotate the element, the element and so on. But also you will
be able to obtain the element by using
the on pain two or Command or by using the shortcut us an
umbrella, BSN Peter. Now this will allow you to
completely remove the pain. However, if you add
the pin one more time, we're going to notice that
is not the same thing. Having the pain and
click and underpinned by just simply using the
pumping to or Command. Because one has the option for you to paint the
element once again, while the other one removes
the paint altogether. Now since we're able to
create elements of any point, you are also able
to delete them, meaning that you're
able to delete elements by clicking on the
delete Tool or Command, or by just simply use the
shortcut DSM, the IP network. Now the delete Tool
or Command allows you to select an element
in order to delete it. However, the selection
is not only limited to the element we are
selecting or buy wine, you are selecting the
Delete to augment, meaning that you can
select the element first before you use the
delete two or Command. But also, you will
be able to select multiple elements in order for you to delete them all at once. Which is pretty similar
with the word you can do by using the keyword in order
to delete the elements. Now the last two or Command D, you're going to find out the
Modify tab is the scale. So you can use this scale to
recommend right-clicking on the icon or by using the shortcut arson
Romeo as a network. Now the scale to recommend allows you to a scale and
element you are selecting, placing the same process they use in order to draw a line. So you will be selecting the starting point
on this scale, and then you will be selecting the second point in order
to scale the selection. Now based on the elements that you're selecting, the scale, we change the way in which scale is applied to the
element that you selected. In the case of the wall, it just extend the wall. But in the case of a rectangle
graded by multiple walls, it will have in the same
thing as with the lines. And as a quick sign-up, if you look into the textbox right next, waste is a scale. They're going to see in the current scale of the
elements that you select it. This value represents
the value that is multiplied by one in order
to find linear scale. If I use the Scale Tool
or Command, once again, you're going to notice
that on the Options bar, able to scale these elements based on the graphical option. But on Sunday America. So after choosing numerical, we're going to notice Modify used to as the value
for the scale. The effect of the scale
on the elements that are selected is going to be based
on the numerical value. But you haven't the
textbox mannose on the reference studies use in
order to scale the element. So the Scale Tool or
Command is actually pretty intuitive with this Snaps to use my select and
the references. So the Scale Tool or
Command uses the Snaps. So you can select the references that you want to use
in order to scale the element for
multiple elements at the same time,
like in this case
22. Using Recent Commands: As we remember, you can use the tools that you can
find from, for example, the Modify panel after selecting the element that you haven't a project or before
selecting the element. So you can simply select
the element before you send a Tool or after
selecting the tool. However, in most cases, you might want to
repeat the same to recommend multiple times. So now that they use
the same to recommend, that you use here is once again, without having to use the raven, you just need to press
Enter on the keyboard. And after you have done this, you're going to say that the same two or Command
will allow you to select the element in which you want to use this tool argument. And as far as I link
for you to know is that you can also
do the same thing. Also use in the menu that
you can open with a mouse. Which means you can use the mouse in order
to open this menu. So you can select
the option Briscoe, repeat any parentheses, the
name of the tool was used. Once they enter this, you are going to see where you will be able
to use once again, the same to recommend that
appears in parentheses. Or in another words, that to recommend that you
previously use. And sensory can use this where the previous
Tool or Command, we're going to be able to use many of the tools
that you have in Revit in order to keep using them without having to go
once again to everyone. When in other words, why isn't this menu part of a
circuit once again? So what this means said
you're going to notice when you will be able
to do this very easily, event a Vase will allow you
to repeat Holly the last two, which means that you can only
use this one to heterodyne. Or in some cases, you
might have to use multiple tools circumstance
before using this many. So if you have used
multiple commands, you can actually
use this menu in order to code where it
says Recent Commands. And once they enter this, you will be able to see
recommends the word recently use. When they send mine.
It will be able to decide which of the tools are commands that
you want to use. That also even going
to be able to see the sugar that has been
assigned to those tools. So it follow this means
you can simply use this money in order to
avoid using the same, to recommend that you have used before by using the panels, which is actually going
to be more useful with tools are commands that are
actually use a shortcut. Because as you can
notice in this case, I can just simply
use a Shortcuts. So because in revenue, there are many commands I by default are not assigned
with a shotgun. You are going to be
able to see that this actually becomes
more useful than actually going back
and forth between the different tabs that you
have on a user Interface. The convenience of this
assumption actually lies when asked you to go back and forth between the
different types. Because it might be
used in different specialties or
because you need to add elements that can only be added by you send
different types
23. Click and Drag: Once you start editing
your projects in Revit, you are going to see that there
is a way for you to move. We elements they already placing your project without using, then move to determine if you select any of the elements that already placed
on your project. You're going to see that
their appearance or the mouse or curse
on the screen, it's going to change
in net if you're lucky know that now you can move
the element on the project. So we're going to be
able to press and hold my mouse in order to present Drag the element
that you selected. Now the same time, if you are telling this with
only one element, you're also going to get
the Automatic Dimensions, which also means that
if you do this with more than one element
at the same time, you won't be able to see
the Automatic Dimensions. Now suppose on there
for you to notice is the movement this
elements is also going to take into account if the element is connected
to other elements. Which means there is
going to take into account the other elements
that is connected to. So if you select one element
or multiple elements, we are now connected
to another element. You're going to be able to move them anywhere within the model. Wasn't important
for you to know, is that you can press and drag the elements on the model
after you have selected them. But also, you can press and drag a single element with a
select and the element first. And this is because
there is an option on the status bar that allows you to present Drag elements without having select
on them first. So if you go to
the storage part, there will be able to
disable the option, the risk or Drag
Elements on Selection. And once they have done
this, we're going to see, but you're still
going to be able to select the element
that you want to drag. But you won't be able to track the element without
selecting the element first. Or in another words,
you won't be able to press and drag we
Elements on the model, which is going to be very useful in cases in which
you want to make sure they are select the LI element instead of
pressing and dragging. Or in another words, you
can avoid moving an element when you're selecting an element minutes close to other elements. So depending on how you want
to work in your project, you're going to be using
this option or not. However, in most cases, you are now going to
notice that the assumption is Enable because part
of the most part, you won't have to worry about pressing and dragging
the element. Instead of selecting the element
24. The Automatic Dimensions: Editing the elements
may have placing your project you
are going to see, but you will have
temporary elements and information related to the
element that is selected. Now this Elements
or consider how Automatic Dimensions and this Dimensions will
work very similar, but the Dimensions that you
can create in your project. However, suddenly
for you to notice is that it's elements
not only display the information related to the element that allow
you to edit the element. So this means that if you
sell like this blue numbers, you are going to be able to add the element that is selected
based on any value. While at the same time you
are growing, they see. This also applies to the position of the elements
relative to another one. You are going to be
able to change how the reference element
is being used. Relatively elementary selected
myosin, these ventricles. But also it will be able
to change this value. Pain edited change the
position of the elements selected relative
to the reference. Now the references such as another element on the project. However, you're going to
notice that this Reference me selector depending on how
the element has been placed. So in case of an element that is now connected to another element is going a bit
different to an element Paris actually connected
to another one. So you're going to notice how much information
you're going to go, but also how many references and relationships you're going to have within the
element selector. Now the elements within
the same Project, Marlow, the same time you're going to say that this
information is going to include even radiuses.
Somebody isn't mine. They're going to have
a lot of control and information for every element
where you have any project. You're going to be able to either the elements that
you already placing your project based on information that is
given to you, right? There are many dimensions, but also they're going to be able to use the Automatic Dimensions in order to whether the element. So you will be able to change
weights, tensors, land, and event radiuses that are related to the element
that is selected. And this is also very useful because when you're
grading an element, wherever it is going to show you all this information at the same thing, we
chose some means, but you will be able
to create an element by also using this information, as well as the blue numbers. Or in another words, the police are used in Arabic
ray, the element, and the case of the radius, you are going to be able to see which direction use
as the radius point. In other words, if it
is counterclockwise, quite fit is clockwise as well. The Automatic Dimensions can be used when you sent
to circumstance, suggest them will do, which means that you can use it. But tools that allows you to place elements on your project, as well as tools
used for editing. So all of these might
not seem varies. But first, however, since you do have a lot of
tools and commands that you can use
in order the gray and edit the elements they
placing your project, you are going to be able to
see letting many cases, yes, and The Automatic Dimensions
in sexually quicker than using some other tools
recommends they have in Revit. Especially because the Controls of the elements
that you place in Revit allows you to use the Automatic Dimensions
in order to make changes. However, again,
notice that you can control these changes
placing constraints. So this means that you can use constraints in Revit
may not have to change the relationship between the elements that you're
creating your project. Which also means
you can apply this in other elements that you
can create bias and review, such as, for example,
the Families. Now as well. So the
important for you to now is the Dimensions
can also be used in order to
see the values of the element while you're
placing the element. But also when you're
editing the element, regardless of the
constraints that you might be using, how you project. So they're going to
be very practical in many of the projects
that you can create when you send revenue is going to be very
useful because you can make a lot of changes
on your project
25. The Measure Tools: After starting your
project in Revit, you're going to notice
that will show you the information
regarding the elements that are already placed
on your project, only on the Properties. So because of this,
rabbit also has a fit, those are commands that
you can use in order to get specific information
about you project. One of these tools are Commands, is the measure between
two references. Now the Measure between
two references, a steady for two or
Command where you can find next to disrupt
the Measure Panel. Once they use it, you are going to be able to see
the information that can provide you based on two references that you
have a New Project. Now this information may
include only a distance, but it might also
include a radius depending on how you
use place to recommend. This to recommend is very different to other tools
are commands that might do something similar because
this one actually uses elements there already
created as a reference, but also because these two
only provides information. So you cannot use
this tool in order to be Elements may already
have a New Project. As well as some
important for you to know how other measure between two references is that this tool recognize
this the Snaps, which means you will be able to use this tool but
don't make points, the end points and so on. And a cyclic sign-on
where mandible you can change the Snaps while
working in your project. So you're going to
be able to change this Snaps before
you send this to. And as well as in like
for you to notice is that next line is going to
be visible on the UK. Write another line for
until you cancel these two. But more importantly,
we're going to see that this tool can be used and
different views of the Project. Which means they are
going to be able to use this into the abuse, but also on the 3D Views. So after Place and the
following elements, I can append the
3D view in order to show you how
this tool argument, while it's still function, even though the 3D Views. This means say, you
can notice that these two argument is
actually pretty useful. And it's going to be even more important because there are
few options there you can use in order to gain even more information
when using this tool. So if I use once again, a measure between
two references, you're going to notice
that on the Options bar, able to see that thorough
line of the Measure. And as far as adding for you to notice is that you cannot
change this value. So you're only able to see the distance between the
two references point. In other words, at
least palliatives reflux let distance between
the two references. And this is speakers. You can create one
single measurement or multiple references by checking the option that is cold chain. So if I collect research chain, you are going to see, but you're able to create multiple measurements
between two references. But also you are going to get the outline of
all the measurements. So you can use this
interrupt to get more Measurements are
the same element, but also in order to
get more information from the elements they already
placed on your project. So this is actually prey as
well in many different cases, especially when you're
not sure if you are using the right values or
measurements and you Project. And it's another quick
sign-up for a motor with the values are going
to remain other screen unless you select for the
references that are not related to the existing
ones or in case you can. So this Tool or Command, which is actually a lot
more useful when you consider the fact that you can
chain multiple references. Or in another words,
when you get information of multiple references
at the same time. Now what this
means, say there is another option on
this drop-down that will do something very similar that focus on one
single element. And this one is called
measuring elements. Now these two
argument only ask you to select the element
on your project. So once you select the
element of your project, Revit is going to show you the measurements
of that element. Or in another words, only values that are related
to the element. However, even though
you're able to select one single
element in Revit, you're able to select more than one element
at the same time. So you can select
multiple elements are connected together. So just this one is
n-type on the keyboard. You see all the
elements highlighted. Now once you select
the elements, you can see the
Measurements as well centered for you to notice
is that you cannot use this all the elements where
you can place a New Project. And this is because some
of the elements that you Place and you Project are actually hosted by
other elements. So we are going to
notice the only able to select only elements
such as this one. So as you can notice, we still can also
be very useful. The same time, it's going to
have its own limitations. And what this means say,
you are going to notice that the last tool they
use from this drop-down, he's going to be the one
where you can use by default. Or in another words, the
one that you can use, whether using disrupt them. Follow this means that you're
going to say that revit has multiple ways in order to provide information
about you Project
26. Using the existing Views of the Projects: And rabbit, suddenly you will be used vanilla out of the abuse. Not only because he used abuse in order to
work in your project, but also because they abuse are used in order to
grade the sheets, Alloway the data blocks. So you need to know not
only how to work with the sheets and also how you
that'd be used to the sheets. So in this lesson I'm going to focus on how you use the abuse. I starting first, how you know which view is being
used on the sheets. And this is because
in some cases, you might be used in a project that was created
by somebody else. You're going to notice that
if you select the baby, it will be able to see
the name of The View. But also if you go to
the Project Browser, you will also be able to
find the abuse as well. You're going to see
that abuse have a square on the left nerve. This square is in colorway. That'd be, it's not actually
being used in the shape. So that way you will
be able to know if the BU has been assigned
to one of the sheets. Now with this and mind, you
are going to notice that the abuse are also organized
based on the type of beer. So these people that
I just hoping will be under the category that
revit has assigned to it. Now not all the Views have a category that I
cannot be changed. So there will be over Views. They can actually have
a different category. One of these examples
are the floodplains, because the floor plans are actually part of the Plan Views. So this means that if you go to a different category on
the Project Browser, you will be able to find the
Views under that category. Somebody is on the
Project Browser. I'm going to show
you their bills under a different category. And under this category, I'm going to be able
to open this view. Now there may be used they
use in order to grade your projects are Plan
Views and elaborations, sections and 3D Views. And within those categories, it will be able to find some subcategories that
rabbit will allow you to use. So these might be confusing
at first until you get use to the different Plan Views
that Revit you can grade, but also the different
types of elevations, sections, and 3D Views
that can be graded. So one other benefits of
use and review instead, Revit will actually organize the Views via proper category from the moment
that you create it. Now what this means, say,
you are going to notice that you can select the
elements that you have, any project, any other views that allow you to
visualize your project. This means they will
be able to select an element within this period. Or you won't be able to
select an element or never, or image as well. Since we are able to open multiple views at the same time, you are going to
see you're able to select elements
within the Views. And then you will be able to add in those settlements
on other views. So this means that
the element will remain selected in
any of the Views. So there'll be used, the
European will actually allow you to patient lies and Revit
project at the same time. Mass well, they treated me
that is opened by default. It's the one that's
simply appears as 3D. So this is the
standard 3D be the you open at the moment,
you open a project. And also it will be able
to open the 3D view, not only by using
the Project Browser. So you can use the
Quick Access Toolbar in order to open the
default 3D view. Now with this being said,
by default 3D view, it's actually pretty useful
because we will also allow you to select the
elements within your project. But also it will
allow you to see which element are you
selecting another Views. So you are going
to be able to use the 3D view in
order to visualize, but also in order to Scylla
and elements like on the other abuse as well. Since the same elements will
appear on different views, you can select them but also verify that is the element
that you want to select by hovering the element
until you save a text that shows the family system and
family type of the element. So you can always look at the base information of
any element from any view, regardless if it is
selected or not. However, the 3D view
is a little bit different because you will
have access to the ViewCube. And the ViewCube, what
you might not allow you to swimming through
your selection. Somebody assembly,
sorption, you're going to be able to say
a little bit better, the element that I selected
by using another beer. So as you notice,
the views are pretty useful while working in
any of your projects. As well. You're going to
find my sum of abuse, make a gradient review can also be changed to a
different category. So this means that any of the Plan Views and
actually be changed. So if I select this plant beer, you're going to
see that I able to use the Properties
for more specific like that type selector in order to change the blend View
to a different category. So you are going to
notice that if I change the plan view to
a different category, I Plan B is going to appear
under that category, which is something that
you can also noticed. But you send the type selector. And this is sending that you can reverse by just simply
using once again, the type selector, which also means that you
can use Control-C. So I'm just going to select the View before
changing the type of Blend View and wants that I have done that you
are going to see, and now that'd be a Sunday. They find Category.
Additionally, I'm going to undo the changes by using once
again, let type selector. Now is a quick sign or
you can use Control plus Type on the keyword in order
to cycle through the Views. So you don't have to use a
user Interface if you don't want to as well, you're going to find
somebody elements cannot be visualized properly if you are using an option that
is called in lines. And this is Picker as
thin lines changes the values of all the lines in your project to attain line. So because of this, you're not going to be able to visualize the proper thickness of the
lines that make the elements, whether it's in a wall
on the Annotations. So with this in mind, you are going to be able to see many, some cases you actually
need the patient lies all the elements they are going to appear once that you
bring your project, wanting some other cases, you're actually need
to make sure that you're able to see
everything on your project. So you can actually add to their parents or their
lines within the sheets. And this is important
for you to know because even though you're
creating a project, you century the elements, you are going to notice
that these elements are represented
by Use and lines. So the representation of the elements is
actually based on Lines
27. Using the Status Bar to Change the Views: When creating your
projects and review a few things that
you will need to know about different changes. They're going to be used for one person you
project to others. And one of them is the scale. Now the scale is going to depend on the template
that you're using. So this means that the scale
of your project is going to be based on the
template that you selected once the
open any project. And then this person by default, you have two templates. One of them uses imperial units, while the other one
uses metric units. So once you open up project
with any of these templates, are going to be able to change the scale based on
the SI units by sending many of you open after selecting this tool
on the Status Bar. However, since you're able
to change the project Units, you are going to see, but there isn't a specific unit that will allow you
to change the scale, and this one is the length. So if you change the units that you are used
in underlain to a unit that can be used in
another country or region. You're going to see
that these scales are going to change based on the
units that you select it. So that the units
through and selecting are actually the
units that you use, a metric as well as emperor. So this means is that if you
use something like meter, it will be actually
changing the metric. While if we use faith
and fractional inches, it will be actually
use an impure. So with this in mind,
you will be able to determine which is Kelsey
when I use in your project, depending on your
country or region. Now suppose something for you to notice is that the annotation, so you Project are going to change based on the
scale that you're using. And this is because the size of the model is the one that
actually changed in the beer. So because it is, you're not going to say change the position of the Annotations and the rest of the elements
within the beer. And a lot this is because
the families that are using this Annotations are
integrated within the project. So because they won't
actually be able to change their size when you
change the size of the model, which is something that
you can notice because there are other elements
that are actually change. It's a representation based
on their scale, your project. So when you change
the scale you're project we're going to see and nothing's really going to change except for the size
of the families. You suddenly center patients. Non-cyclic Sina where
it's going to use and a specific scale every
time you create any view. However, some other
B is the great for your projects are going
to depend on the scale of The View that you
use an electric write any abuse and one
example, these sections. So once we get to this section is you're going to nowadays, but if you create a
section on a floor plan, this section is going to have my same scale of the floor plan. Now with all this means, you can change the scale at any point without having to worry about that you're using. How are in some of your
projects you might actually mean and
a specific scale. So if you choose
Custom on this menu, you are going to notice that
you will have this window, the customer scale Window. You are going to be able to change the scale they're
using on the view. However, you're
going to notice that the scale will need to
have a random value. Which means that in the
case of a matrix system, you won't be able
to use decimals. So what isn't mine? It will
be able to change the scale, scale of your choosing,
that Panel New Project. Now the drop-down,
you won't be able to see the scale, the graded. However, you can still change the name of the scale
where you want to use. So in case you want
to change the name that is going to be Display,
you need to change it, but you said this window
and then just need to check racist Display Name before
select in the name. However, the scale, it's now going to show
in the drop-down. So this means the
costume allows you to create a constant scale
for each of abuse. Or in another words,
if you want it to this by using the option
that is called Kusto, will actually need a gray scale for the abuse in which you
want to use the custom scale. Hey, most cases, you are now going to need
hackers, some scale. So you won't have that many cases in which you will need to grade and a specific scale
for any of your projects. Especially because creating
a custom scale also implies that you
might need to create annotations for the subscales. Because as you remember, the size of the model is
the one that will actually change by changing
the scale point. In other words,
Annotations by default are not graded for
the different scales. Now we owe this means. You are also going
to notice you can actually change the
scale 3D Views. And this is because 3D Views also display the Annotations. This in mind, you're
going to be able to see that you will be able to modify how the Annotations are going to be representing
your project, but also the scale
do you want to use in order to
create the sheets? Now with this in mind,
you're also going to notice that you can also
change the detail level. Now the detail I will
sexually use in order to change how much you want
to see within the abuse. However, there are only
three detailed levels available for all the abuse. If you wanted to
improve performance, you won't be using
medium or fine because of how the
mind and they might be one large projects. And even though they improve the amount of
details on the View, in some cases, you don't want to see all the
layers of the Wall. So their options
can help you decide the detail level of
a specific elements. Now this all depends on how the elements are actually change based on the data levels. So this means that the different levels we can create, whatever
you can play, Centreville can be
displayed differently depending on a detailed
level that you're using. However, there is a few elements in which
you will need to change whether you want to see the Panel Editor
level that you're using. One example, this
is the families. The families is one of the
elements that you can place a new project that actually
allows you to Adam, what do you want
to see on each of the data levels as well? Thanks, you're able to
change the detail level. You are also able to change the BU by changing
the visual style. Hello. In another
words, it will be able to use this menu
in order to sell among the different
styles that you can use to change the
representation in your project. Now there are some
visual styles that will actually affect
your selection, such as, for example,
the wireframe. And this is because the
wireframe allows you to see all the elements
are the same time, even if they are
behind each other. Now by default, you're going to notice that you actually
use it in lines. So you will need to
change the wireframe or to another visual
style such as trade, if you want to see a
difference on the beer. Now the official styles are
very similar to each other. Searches shaded and
consistent colors. However, there are going to be a few differences that
will require for you to know a little bit more about the materials. And
what this means. Say, you can actually
see the textures on the materials if you use the option that is
called texture. And last panel is you're
going to see that there is an option that is
called realistic. The one that is
probabilistic will try to assemble how you
will build the model. If this was a render, our inequality is now going
to be in the same level as a render as well. Something for you to notice
is that you can actually do the same changes on the
abuse of your project. So you will be able
to cycle around the different visual styles regardless of the video using. You will be able to change
how you present your project. Myosin Revit how this means, say, you're able to change the representation of the
Views in different ways. However, this is
still something very basic because there
will be other options. I will complement
the changes you can do by sentence tools are Options
28. Understanding the Boundaries of The View: If while creating your project, you're not able to see certain
elements is most likely because they're sigh of what
is called like crop region. Now the templates to work rating for this
version of Revit, you are going to
notice that there is a cobalt boxes and
you open a 3D view. And also very few
select those boxes. Those boxes will have
Shape Handles that you can use in order to the
extent of the box. Now this box is sexually
use in order to determine why do you can see
how the different views, but you haven't you Project. However, you're going to notice that you're
not able to edit this box on all the abuse
of your project as well. You're also going to notice
that all the be used for your project I going to be
affected by these bugs. So because it is able to use a 3D view in order to this side when you want to see
the different views. So your project,
without having to make changes to all the be
used independently. So depending on the
be that you're using, you will be able
to change the box. For, you, will see the elements that you normally
wouldn't be able to see. However, something
as well for you to notice is the sum of the abuse will allow you to see all the elements
regardless of this box. And this is because
views such as this section's actually have
different properties. So what this means
is that if you go to the Properties while using this section view without selecting any element
with a new project, we're going to
notice that there is a property that is
called for clipping. Now the far clipping actually allows you
to determine if you want to see all the elements
regardless of the distance. Or if we want to see
all the elements based on whether
box is covering. This section is by default, they're actually
use the bugs are sub reference when determining what you can see
on this section. And this means that
they functioned like previous templates. Or in another words
like that templates the work rate it for
older versions of Revit. So this one's
actually use options like far clipping and
far clipping upset. However, in order
to keep it simple, I won't go into much step on how the assumptions are
used to the sheets. If you wanted to make
sure that you're able to see all the elements
regardless of the box, you will always need
to make sure that the far clipping
appears as an eclipse. However, in some other views that will matter
because at the box, now this is something that
might be confusing at first. And this is because
on this template, the property that is
called Berkeley upset, it's actually been
overwrite by the box. Now the box and I'm
been talking about, it's actually called esco box. Now this code box is
something that you don't actually cover one learning
Revit for the first time. However, since this template is already using the scope box, you will need to now
at the very least, editing these bugs, changes
while you can see and abuse. But also what you
have two boxes. So something that
we're going to notice about the scope
boxes is the one of them will actually determine the elements that you can
see on all the Views. While the other one will
allow you to determine the Annotations that you want to display on the basis
of your project. So both of them, I go into be a slightly different, however, both of them for access
boundary of where you can see under different
views of your project. Additionally, the smaller
box allows you to use it's controls in other
views besides the 3D view. And this is because this one is the one that determines how you display Annotations such
as the Grids and the Levels. And this is something that you
can notice once you select this code box or when you look at the Properties
of the floodplain. These boxes will actually change where you can see
on the Blend Views, elevations, sections.
And so one, this lesson was mainly in
order to show you what this box is actually change when it comes to
the PCE project, but also how much they
also change when it comes to the Properties
of the abuse as well. If this box is a
little bit ago facing, you can actually
choose to browse for a different template when
creating any project. So you don't actually
have to use this template wherever you're using the
metric one for the imperial one
29. Understanding the Boundaries of The View in older Templates: Now in this lesson, what I
wanted to show you is why can you do in case that you don't want to use,
they need Template. They have witnessed
personally Revit point, in other words, how to
switch the template. But also, I want to do this in order to show you
how can you change where you can see
within the abuse under templates from the
previous versions of Revit, I'm going to create a new
project and then I go into click races prowess
in order to search for a Template of a
previous version of Revit. And in this case, what
I'm going to do is select the default template
for the New Project. So after selecting a Template, I'm just going to click on Open. And then okay, in this window. Now, once they have done this, you're going to
see, but there are few differences on the Template. So the first thing
that are going to show you is how can you use a rubber agents in order to determine what you
can see on the BYU. Starting first by
checking away says Grb2, Nackerud asexually
use in order to allow subregion to determine
might you want to see on the View menu notice
see this crop region, you need to check
re-size group region, which means that the current
region is actually always there but not visible until
you check races were region. And as well, here
are going to have another region that
will determine the boundary of the Annotations. So if you check this property, you are going to
seem by now you have a box that has an upset
when the crop region, which means that the crop
region will actually determine the
extent of this box. This box is always going to be bigger than the crop region. Now, all of these is
important because in Revit, you will be grading
elements within your views that you might
not want to see on, on a specific view, whether
it's partially or completely. However, if you place
elements outside of the graded Region
partially or completely, we're going to be able to
see that you can uncheck, Resize Grb2 in order to see
all the elements as well. You're also able to
hide the crop region, which also means that
you will be with a show that grew up
region at any point. Our Center for you to
notice is that the box for the annotation is independent
from the crop region. When it comes to the
fact that you can enable or disable this
box at any point. And this is because this box
is like the crop region, but only for Annotations. Which means that if
we disable this box, we're going to be able to see the Annotations
within the project. And this is the reason why this is called annotation region. However, we're
going to nowadays, they are only able to see
the annotation crop region. I'll tell you check
race I scrub region. And this is something
that is going to apply in other views
with the project. So you're going to be
able to Annotations, floor plan, but also you will be able to add annotations to
other views of the Projects. And depending on the properties that you use on the other views, are going to be able to
control what you want to see on an a specific period,
including the Annotations. So by using a different
video, the project, you are going to notice that
if I place this adaptation, Revit is going to
display or high this annotation depending on the properties that are using. You are going to notice, I don't check in the property
that is called crop, you will actually show everything within the
Project at the same time. While I'm checking
where it says region, you won't be able to
see the boxes that allow you to control what
you can see on the view. However, you're going to
notice if you uncheck the property that is called
annotation crop region, region will remain active. In another words, it will still determine where you
can see new view. However, all the Annotations
are going to be visible. So we basically will be able
to control the elements that you went to see as
well as Annotations. But also if you want
high the region, you are going to
be able to control the region by using
this Controls. With this in mind, you're
going to be able to notice, but you will be able
to use these controls in order to extend our next step in
the current region or the annotation crop region. But also you're going to notice
that the crop region will also determine the size of
the annotation crop region. Because as I mentioned before, annotation crop region is created with an upset
when the crop region. However, since both regions are Controls and
you're going to be able to use the Controls on the annotation crop region
to change the upset. All of these means
said you're going to see when you change or you
can see within the BU, you're also going to change what is going to have any views, for example, some autophagy and soon to fit what
they sent mine. You can see region not only modifies what you
can see within the BU, but also the relative size of your project,
whether in the beer. Now as well, you're
going to notice when you add a W also going into it A patient. And this is because the Annotations will have
their own way and added to it. While you can see on the bill. When selecting this
part of the notation, you can go to the Properties
in electrical like Rey says, like labor in order
to open this window. And on this way, no,
you will be able to change that far clipping. So you can change from
neglect to collect with our line park-like
with line nine, few years, flip with online,
you're going to see, but you're able to
change the extent of where you can see
within the BU by either using this control
or by inputting a value below where it
says Clip with a line, which means that you can
Infinite except Pali, right next to where it
says far clipping upset. Now if you use now clip, that value is grayed
out because it's the same as unchecking where
it says scrub you are. In another words, it will
allow you to see everything within your project
regardless of how far it is. Either with this
option, asexually control where you can see New Project when it comes to
the extension of the beam. Now this is going to take into account the extent
of the crop region. Or in another words,
the faculty upset, as well as the other elements that are within the
boundary of the region. So because that is part
of this Options and allow you to enter the region
by using this Controls. Psicquic signer revit allows
you to watch as many options related to the presentation of the elements on your project
because of the sheets. So this is one of
the ways in which, again, edit the
appearance of the Views. Now there is not much of a
difference between clip with M line and Clipboard line excite the representation
of The View. So one of the
representations of The View, it's now going to create a
line while the other one will. So as you can see, using this properties
along with the Controls. So the crop region allows you to change our only way you
can see on the BYU, but also the representation
of The View. So one of them is more accurate representation of your project when it
comes to the drawing. While the other one is more for accuracy as saturated model. While the other one can
be a little bit more useful for presentation
of your project. Holidays is something
that you might have seen before if you
have Use Revit. However, if this
is the first time they have used wherever
you are going to notice that these properties
actually allows you to have more control of what you can see within the
views of your project. Which also means that
this helps you when deciding how you want to
present your project. You will be able to
use this properties instead of the scope box. Now you can actually
still use this code box on this templates if
you want to create one. Which also means
that you can stop use and this glove
box on the templates, they're graded on this
version of Revit. So if you go to the
properties on a project that is graded by using
one underneath templates, you're going to be
able to use this drop-down to select
where I says none. And once, you are going to notice that now you're
going to be able to use properties such as the corrupt Bu region
and annotation region. How are you will
need to make sure that all these cut box is removed from that view
independently from the others. So you can change this
NOW said the same time, but you can still select
a different template. Why creating any project, which also means they
are going to be able to use by far clipping upset. In other words, why you
can see in your project is no longer going to be
determined by the esco bucks
30. Opening Views Using Annotations: And revit has, we might
have noticed there are two different ways for you to navigate through your projects. So you can use, for example, the Project Browser in order to open the views
that you create it. As well as you can use
Control plus step on the keyword in order to cycle through all the abuse
that you already open. However, there is another way in which you're going to open
up View front another view, and this one is by
using the Annotations. So the default annotations
that are greater than the templates allows you to open a beer,
run another view. So in case I, the
floor plans are able to double-click
this part of the annotation in order to open the corresponding
elevation. And you can use this patient in order to open the
corresponding mu. Which means that you can select this part of the notation in
order to open this section. However, sending for you to notice is that the correspondent be my first to another be
under the same category. Which means that if you're using and architectural floor plan, they're going to be Opening the elevations of
the same category, which in this case
is Architecture. In the same thing it's going
to apply to these sections. So there'll be that
you open is going to depend on the category
that you're using. Now this might not
seem by US workforce. However, in Revit,
you actually create different views for different purposes under
different categories. Which means that you're
only going to be grading, but I'm Views, sections
and elevations. So once you start adding the details as well as the other categories
of your project, you are going to notice that this will
become very useful. And also this is a way
then you can employ, depending just on
the Project Browser, especially when you start
grading the sheets. So it follow this
means save this table. Navigation will become very useful From the moment they
have started your project. Because identify
patients that you use on the Levels
and the Plan Views
31. Placing the Grids: My morgan, your projects, one of the most
important elements that you will be
using is the Grids. And this is because
the Grids can be used as reference pump
placing the elements. If you'd assign or monitor your projects by
using the Grids. And you are going to
notice how important is to know how to place
and use the Grids. This lesson is going to be about hyperplanes
and Arabic Grids. Songwriter go to the
Architecture tab, or more specifically, the datum Panel in order to
use peccary to argument, which is a Tool that
you can also use by essentially a central
arch and iris and Romeo, my ones, they use
these to recommend. They're going to see that
Draw Panel with a few tools, as well as an option, the Options bar, and
a few properties. So by day four, you're
going to notice that you're able to draw the Grids
by his underlying. And they're also going
to be able to draw consecutive grids based
on the previous one. Which means that you can
use so several reference, how great they already graded. But also you can
rotate the grid, one Drawing the great as well. Since you're able
to use the line, we're going to notice
they're also able to draw the grid by using the
star and radius heart. Able to track array
by using an ark. And while you send the, are, you are going to
notice a few things. One of them is that the Options
on the ABC transport are based on the tool you're using in order to draw the Grids. But also these tools, I use the same way
that you would use them when drawing,
for example, a line. This means that you
can use options such as Thi upset
and the radius, which also means that
you cannot use the upset and the radius
are the same time. However, if you use the radius, you're going to choose this
star and the end of the grid. So because of this,
the radius may appear like it doesn't
apply any changes. Now cyclic Center
integrates and rabin are composed of deadline
and the bubbles. And other problems are
the families there are used on both
ends of the great. While the line for line are
the ones that I created, where do they use the
bubbles coordinate as well? There is another article you can use in order to draw the grid, which is the one that
is called center. And you will be able to use this Hananiah to draw the grid
based on a center, right? In other words, you select the center of the ER and then
you just throw the yard, which is actually
more useful if you select the radius that you want to use from the beginning. A quick signer, none other
tools or commands and the Draw Panel actually change
regardless of the US. However, with the elements
such as the grave, they don't need many of the
options that they have. Because decorate this a
reference and an annotation, which means they're not an
element we are going to use in order the grader
shape like with a Lines. Now the same time
you're going to notice that you can
adequate to a project you're working on by just simply using the option that
is called PICC lines. What this means is that if you have elements such as the Walls
on your project, you are going to be able
to create the grid by using Pick lines for
my specific length, by selecting the lines that this option to
actually recognize. The lines where you
can select the edges and centerline of
the Wall as well. When using Pick lines,
as you remember, you can actually
lock the line to the element by checking where it says log on the Options bar. In this case, we're
going to notice that the Walls men actually determine the position
of the Grids. Which means that the
grid is the one that actually determines the
position of the wall. This is because the
grave is intended as the main reference of the elements like
uranium New Project. Now as well, when you place the Great Southern important for you to know is that Robin
recognizes my name. There was views on
the previous Greek, which means that if you
create a new grade, is going to continue the sequence based on
the previous grade, which is the reason why
this grid has this number. If I change the name of the
grade that you're growing, the same Revit is
going to continue. Name integrates based on the name that I selected
for the previous grade. Which is sent and
that is going to apply even if you
delete the Grids. You are going to see that if you need to reset, they sequenced, just need to rename the grave before grading another great. Additionally, this is
something that you get into biasing Control C.
Or in another words, you can go back to a
point before adding more grids as well. There are different ways
in which you can change the name of the grave of
your join or project. One of them is by using the
blue numbers on the grid. You can select the grid and then use the properties in order to change the grip as well. Since you're able to create the grades is
adequate to Pergamon. You're also going to see
where you can create a query based on the copy
Tool and the Modify Panel, which means that
this is an element, but you can add up to an extent. So you can edit the
placement of the grave, but you cannot break the gray, paint them multiple grades the same way they
either were the lines. So even the tools
that you can use for the grades are limited by
the function of the Grids. And this is because they
are used as references and Annotations has a quick center in cases in which you have multiple grades
on your drawing, you might want to
change the name of multiple grades by
using the properties. And this is speakers you are going to be isn't the same grade for multiple views or just because of the size
of the Projects. Now what isn't mine able to change a little bit how
you create the Grids? My pen on the options
that you're using. How are you going to notice that regardless of the
options that you use, you have a reference at the beginning and at the
end of the green line. Now this one X is because decorates can actually
align with the other, which means that all
the grades can align. Pencil the grip. We're going to notice that you have this second at both
ends of the Grids. When you have multiple Grids. If you use this
controls for grades are going to change the
extension at the same time. Now this is something
that you can avoid if you remove
the alignment. Or in another words, if
you click on this icon, if you will remove the alignment until the moment Leo enabled
the alignment once again, by changing the extent
of the grid line. However, you're going
to notice that this also depends on how
you draw the Grids. And this is because you can draw the Grids. You send the arcs. So the exponent on a line for the Grids third grade and my
son lines are PICC lines. As far as I'm the
important for you to say, instead of grades
actually have Controls, they can be used not only on
3D Views per on 3D Views. So you will not only
have Controls about N, So the grid lines, as well as the control flows
to the problem. But also you will find
Additional Controls if you open the 3D view. So 3D view, you're going to notice that you
will have controls that will allow you to
change the extension of the grid line
for now 3D view. However, if you
use this Controls, you are going to
remove the alignment. And this is because
the alignment is disabled by default
under 3D Views as well, these controls are
important because there's Controls also allows you
to control the extension, the Levels in which you
want to say the Grids. Which means that you will
have Controls similar to the walls in order to change how far you're
going to see the grape. You are going to be
able to use in order to control the visibility
of the Grids. Now, as well as I
mentioned before, there are controls that you can use in order provided a great, one of these controls
actually allows you to show or hide the problem by
using this check box. And you will be able to show are high the bubbles on the Grids. And this is something
that is also going to apply to the 3D Views. As well as a quick sign on. The grades are going
to be very useful when adding dimensions
for your projects. And this is because
their use as references, which means that the Dimensions
recognize is the Grids, which also means that will recognize the endpoints
of the grid lines. So in Revit, the
Dimensions are going to work very similar to the
Dimensions in aggregate, the Grids can be used
as reference for the Dimensions like they do in a software such as hurricane. So as you can notice, that great actually allows you
to have a lot of control, not only from the placement and the appearance of the crib, but also on how they're going
to be using the Project. The grades are
actually very simple, but they're also very complex. And the same thing, Mass. Well, throughout this course, we're going to see
there are also different ways that you will
be able to use the Grids, saving a lot of time
when grading elements, such as the Walls
32. Editing the Grids: When I'm working in Revit, you migrate a
project in which you will not be able to
use standard grids. Or in another words,
grades that are graded by using the standard tools that
you have under troponin. So because of this,
revit allows you to use a two argument that is
called multi-segment grid, which is a Tool that
will allow you to draw accurate By send it to sort
commands on the Draw Panel. And what this means
is that you will be able to use these
tools as you normally will interrupt to draw that path that the grid
is going to follow. So this is going to
allow you to create a grade as singular segment
or a singular path, which is the reason
why this option is called multi-segment grid. So I'm going to draw multiple segments for this green before clicking
on the green check. And once I finished
this drawing, I'm just going to click
on the green check so you can see the result. And as you might have noticed, there is always going
to be pretty much the same as any standard grid. Which means that the
Controls are going to function the same way
as any other Grids. However, they're going
to be a few differences, such as, for example, the fact that are
multi-segment can be so easily use as a reference when
placing another Group, which means that you won't be
able to move the grades for the same time as you can normally do it,
but the other grades. So you wouldn't need
to keep this in mind when using this Grids, whether in your project as well, you're going to notice that
you can make adjustments on the quiz in order to make them look cohesive, one
with the other. You are going to be able to edit the grades as you
normally would, regardless of how many segments are you using in order
to create a great. Additionally, there is a
control that you can use in cases in which the Grids
are very close together. And this one breaks
the grid line while also creating two controls
that you can use to organize these annotations
on your project as well. This is something
that is going to apply to the treaty grids. So this means we are able
to use this asset 3D grade. However, headed on the Grids will also allow you to see that the multi-segment grades are pretty much independent
from all the other grades, even in peer grading,
mastery, the Grids. And this is because you create
this treaty grade bias. And the tools are commands that you haven't,
the Draw Panel, which also means that the best way to either
the extension with the grid is by actually editing
in that bag of The Great. In other words, by
selecting the grave and then click where
it says sketch. So as you can notice,
this Annotations are pretty easy to use, but they're also going to Web App for the projects
they are grading. So you don't have to
limit your project because of Annotations
such as the Grids
33. Placing the Levels: When creating your
projects in Revit, you are going to
need a reference when placing the elements
on your project. And the reference that is most commonly used as the Levels. This lesson, I want to
show you how you can place an editor Levels
of your project. The Levels are placed by
using a tool that on Panel, which is the same Panel in
which you find the Grids. And as you can see, there's Tool or Command as a shortcut. The shortcut of these
Tool or Command in cellas and Larry
Ellison Larry. However, these two argument is going to be disabled
on the floor plans. And this is because
the Levels are used as a particle reference. Or in another words,
for the height in which the elements are going
to replace or use. So what this means, extending in order to use these
two or Command, you will need to open an
elevation view or a section B. In this case, I'm going to use this beard in order to place the level after selecting
least two or Command on that. I don't Panel, you're
going to nowadays, but you have the Tropicana
as well as Options on the Options bar related to the tools on the
Draw Panel hour, you're going to notice that
you don't have many of the options that you can find
when creating a model line. And this is because the
Levels or a single line, or in another words, you
just create one line. There is parallel to the
reference plane that is created by the origin project. Or in another words,
let's see what Zero hope you Project. Now placing the level as such, it's actually pretty
easy because you just need to select
with a mouse where you're going to start and where your level
is going to end. Mainly in order to
make this easier, you can actually use the
Automatic Dimensions. So the Automatic
Dimensions will allow you to place the level
a little bit easier. But also since you have
options and the Options bar, they're going to be
able to design how you want to place the Levels by
also changing the upset, GI upset and The
Automatic Dimensions actually do something
very similar. Additionally, while
placing this Levels, we're going to notice that all the Levels are
graded the same way, meaning that you only select the beginning and
the anecdotal level. Because the Levels of
place horizontally, meaning that these lines are not graded based on an angle. This is something that
applies even if you use the other option that you've
had on the Draw Panel. So what this means is that
if you use big lines, you're going to notice that
the reference that you're using needs to be
completely horizontal. So this means that
you can only use are great references
in your project. They're completely horizontal. Or in another words, the x-axis, which means that
you can use level one as the reference plane, the Revit users, in order
to grade your projects, as long as you don't change
the height of level one. So even if you've read a
line that has an angle, Revit is now going
to be able to grade the level with an
NGO or inclination. So regardless of the way
in which a grade level, the level is always
going to be horizontal. Once you created the Levels, you are going to notice a few similarities
with the Grids. One of them is that the Levels also aligned with the other, which means very few
online or the Levels, you will be able to
move on then Levels at the same time as well. They can use several reference the endpoints of
the other levels. So what this means is that
you can perfectly align order level so you project the Views in which you
can see the level. However, sending FOR YOU
CAN nowadays is available Stair I just created will
not align with the Levels, right, created with a Template. Now once that the
Levels arcuated, you are going to see that if you select any of these levels, you will have properties
that you can change. But also you're going to see the actual height of the
level based on the sera, sera, sera, sera is refers to in Revit are still
region on your project. So you can refer
to a receiver as theory Georgia Project
and vice versa. So this Pali that you haven't, the Properties by T4 is going to be the absolute
value of the high. And this one is going to update every time that you
change dihydrogen Levels. Now you can change my hierarchy
levels in different ways. One of them is by using
the Automatic Dimensions. So you can change
the spelling in a rapid change the
height of the level. Now as well, since
the Levels are actual objects are
placed on your project, then you're going to
notice that you can also use Plato's arguments. Haven't the Modify
panel as well? Since you have
property basically you can change you can also change the value of the elevation by
using the properties. However, if you use
the Properties, you will need to know
the absolute elevation that you want to
use on the level. Additionally, there
is a few other ways in which you can change
the height of the level, which you won't be able to see unless they are
using family Type. Similar Well, the one that
came with a Template. So in order to use the same family pay for
the rest of the Grids. You have a Tool or Command. Many SCO Match Type Properties. I'm going to go to the Modify tab in order
to use this to argument. Now these two or Command and also be used by
using a shortcut, which is semester
married as an apple. Now this tool is the one that you use when
you went to Change the family type of an element
based on another element. So in other words, you
change the family type of the elements that you selected based on your first selection. And I PSICQUIC Sina, the ACO
will let you know which one is the family type that you want to match to the other ones? Now, once that I changed
the family type, you are going to
notice when now you have the same text
on, on the Levels. So with this, you are
going to be able to change the height of the Levels
by using the notation. If you click on this Pali, you're going to be able to add a bit by using the keyword, which is the same
thing that you can do, very center properties. So in another words, this value reflux and absolute value
based on this your serum. And that's a quick
sign-on since you can use the two sarcomeres we
have in the Modify panel, you can also press and drag that level by
using the mouse. So you will have
more than one way in order to mobile level. And as well, something
for you to notice is that the Levels
also have names. So you can change the
value of the high, but also the name of
the level as well. There's more than one way
a Void, you can do this. So you can simply use the proper place in order to change the name
of that level. But also you're going to be
able to use the innovation. So if you click on this Palin, you're going to
be able to change the name of the level
by using the keyword, as well as any important for you to notice a factor levels. Instead, the Levels
have Reference Planes, which means that even though the Levels are
represented by a line, this line actually represents the plane that is used in order to place the
elements on your project. Which is the reason why by
default you have level one at serum or in another
words, based on the origin. So level one is normally used as the reference plane
of your project. Or in another words,
you didn't change the height of level one
unless you have to. Let this means that
if you literally, any of these levels are
also going to be deleting the reference plane that is use in order to place the
elements of your project. So this means that if you delete a level that is being used as a reference product elements, you might even the only
element that uses that level, not only as a reference, but I suppose as well, another similarity between
the Levels and the grades. Instead, the Levels
also take into account available
decorator before, which means that
the Levels going to be named based on
the previous level. However, in the
case of the Levels, my name is going to change. They can also into account
handling missing level, which means that Revit also tries to help you avoid
enemies and level, which might not
seem very useful. First, until you start grading projects with
multiple Levels. Hey, multiple changes
are in another words, projects, but take a lot of
time and a lot of updates, which is also going to be very useful rewarding
projects with somebody else because
he's going to let you know if there has been any drastic changes for the
Levels of the Project. Mass. While something for you
to know is that they're levels can be seen
under 3D Views. If I open a 3D view, also going to be able to see
that Levels of the project. So if I select any
of these levels, you are going to notice that now the representation level is the same one off a
reference plane. But also you're going
to see that there is a free controls
that you can use. And these controls
will allow you to change the extension
level, among other things. Now something that you're going to notice with this Levels, a statistic Levels change the extension of all
the Levels, right, graded by Using the Levels
that came with a Template. Which means that the Levels
can also be considered to the Levels entry the Levels as well centered for you to know
is that the reason why you can change the extent of
this level that I graded. It's because I graded a level
by using the copy Tool or Command on a level which extend can be edited
on a 3D view. In another words, by using the Copy tool on
a level that can be consider a treaty
level as well. They're going to say, but you've got controls that you can use in order to change more than just the
extension of the Levels. You can use this control in
order to check if you want to use the adaptation at the
beginning of the level. Now this annotation is another patient that is
greater for the Levels. So by default, templates
that are grayed out of this will have an annotation
just for the Levels. And as I mentioned before, there greater have three
the Levels into the Levels. Now there is not an
actual difference between the levels are adequate bias into the Views and the Levels. They're edited by
centroid abuse. Except for the fact
neither to the Levels, change the Levels, the
abuse of your project. However, you're not able to
do this from the 3D view. While the treaty Levels allows you to change
the extension of the Levels by using any
of the Views of the project, including the 3D view. So it doesn't really
matter if you're using the to the Levels, 3D levels. Because when you
create the sheets, you ever abuse based on this, basically having the sheets. So you will still need
to add the extension of the Levels once you start grading the sheets
for your project. All these beans said, Levels on your project are very important for you
to know how to use, because they are used as
reference and also as a host. Pardon me, elements we're
going to place on your project
34. Creating Plan Views Using the Levels: In this lesson, I want to
show you though some of the levels that you can gray then actually
create a floor plan. If you select this level, you're going to see that it doesn't appear on
the Project Browser. If you're trying to interact, are going to say
that this annotation opens the level point. In other words, the BYU
created by the level. And this is a benefit
of denotation. Denotation will allow you to
open this view at any point. But if you interact, what they send a patient, you are going to see that
nothing will happen. However, even if you're
not able to interact, but they sent a patient, as you can do it
with the other ones, you are going to
be able to greater blend beer based on this level. Any notability is
you need to select the level before
opening the View tab. And under View tab, we're
going to find how to or Command that is called
Plan Views on the grade that. And this tool actually
opens this menu. Now this menu will allow you to gray blend views based on their level, depending
on what you want. The gray, you are going to be
able to great floor plans, reflected ceiling
Planes, and so on. Now in this case, I'm going
to create a floodplain. So after clicking
waste this floor plan, we're going to
notice that you will have the new floodplain window. This window, you are going to be able to sell a type
of floor plan. They went to gray or
in another words, pictograph the
floodplain as well. You're going to have a few
other options they're not going to use in this lesson
in order to keep it simple. In this case, I'm just
going to click on Okay, and then you're going to see that any view has been opened. But honestly, I going to
notice a couple of things. One of it instead anymore, the floor plan appears
on the Project Browser? No, sir. But you're
able to interact with this annotation
with this in mind, they're going to be able to use that to level the same way they use the other levels as well. This is something
that you can undo by using control C. Now this is very important
for you to know in cases in which are
great and Levels, you only want to use
a sub reference. Because if you try to delete
levels that are being used, I suppose for other levels, then Revit will let you know that they're leaving
those levels. It's going to remove the View, but also meet my delay some of the elements and I use and their level as a
host or a reference. As well as it might have
noticed by this point, you send the tools
or commands on the Modify panel allows you to copy and level
whether a View. So if you want a greater
level, they're already gray. So View, you can simply
use my level to recommend. If you use that little
to recommend by going through the Architecture
tab or by using a shortcut, which is cellas and
Larry Ellison Larry. They're going to see
there on the Options bar we have can vary score, may blend View is
enabled by default. We chose so means
that you can create a level without any abuse
by unchecking this option. Additionally,
uncheck this option doesn't change how they
to actually works. So the assumption
will be enabled by default when you
create any level, but also you create a Levels use and the
same family type, which means that you can use Match Type Properties
or just use the type selector to change the family tie before
placing the level. Has teichoic sign under
Levels you can find the same control that is
available on the Grids. So you can break the level line while also created the Controls they will be able to use to organize this Annotations
on your project. To organize this Annotations. Now it's a quick
center right next to the ocean and that is
called make Blend Views. Also going to be able to select the blend Views A12 grade. However, in this
case, I will keep things simple because this is going to be covered in a little bit more Type
one, say cover the sheets. Because on the sheets you
will need to know how to grade more than one
copy of the abuse, as well as what
other views can you create regardless of
the type of beer. So all this means knowing how the gray levels is
very important. Very important how to make
sure that this levels are also great and abuse that you will need in order to
create your project.
35. The Importance of the Grids and the Levels on the Projects: While working in your projects, we're going to see
then the Levels and that grades are
equally important because spoke to them
or you such preference for the elements that you
can place on your project. So I'm going to place
a few creates on this project by using the Greek, the same way that I would place them if it was an
actual project. Also going to rename
the Grids, however, are not going to
place any levels because they already
graded on this template. And as a quick sign
or the shortcut for the degree to cricket man, ACSM, George Harrison bromine. So once that you have the Levels and the Grids you
are going to see, you will be able
to use them when placing elements
such as the Walls. So if I Use the
world to recommend, you're going to see that
are able to the PSI, the levels that I want to use as a reference for the
base of the wall, but also the top of the wall. While others same time, I can use the grades
as a reference when deciding where the walls
are going to replace. So you're going to notice
that the Levels and liquids work together as well. You are going to be able to notice that some elements will allow you to make changes based on the Levels
or the Grids. Hafner, they have already been Place bias and the Properties. So throughout the course
you're going to see that when you place
elements such as the Walls, you're going to have not
only the option to the side, how you're going to
place the walls, but also you're going
to be able to identify the placement of the
wall Properties. Now this is also
important because you can actually change the values
there is on the Levels. And this levels in
return will also change the elements
related to them. Which means that if
the walls are used another level as a reference
or in another war, since I've constrained in changing the height
of that level, while also change the
height of a wall. Now as well. This is also very useful because you can
even create elements when you're project without
actually using a view in which you can see the elements that you're placing
your project. However, Revit is going to
let you know if you are placing one element
on top of the other. So rarely can even let
you know if there is double counting or a foreign
element is within another. So this is going to be very
useful in cases in which are working on different levels at the same time. How
are you remember? You can still change certain things about the
Levels and the Grids. Suggest, for example,
the extension of a grid of how far you're
going to see the grid. Which means that you can select different elements on the
Families are the project, including the treaty abuse. So editing a project
becomes more practical than some
other supports. Now what this means, say
there is something else for you to know about the
Grids and the Levels. And this is the fact
that they can be used as reference when placing
certain elements. But also you can set a massive reference
before placing elements. If you open this
window by clicking away says set poor Plane. Going to be able to notice
they are going to be able to use the Levels as well as
decorates as a word Plane. And also you are going to be
able to see which reference re-using by clicking
where it says show on this window
or on the ribbon. So after you click where
it says show work Planes, you aren't going
to be able to see the word plane that is
being used in your project. You're going to be able to say the word Plane
that you want to use. But also you are going to be able to see the word plane
they are currently using. And the reason why I'm showing
you this is because in some cases it will be placing
elements on your project. There will ask you to the sign which port blend
you want to use. Or in another words, it
will open this window. So by knowing how the Levels and the Grids are
used as a reference, you are going to
be able to decide which referenced
that you want to use a little bit better. While at the same time, it will be able to visualize
the reference that you want to use before deciding
if you want to use it. Lobbies may actually
be confusing at first. However, throughout the course, we're going to see how
important this actually is. A quick signer. If you use the option that
is you show or nephew, in which are not able to see the word plane that
is being used, probably is going to
allow you to open up new in which you can
see the reference. However, the z-score in order to see the reference
is on a 3D view. Because on the 3D view, you will be able to see
not only the war plane, but how the war Plane
relates to the Project. So all this being said, the Levels and the Grids will be very important throughout
your projects, especially because of
how they are used as reference for the other elements where you will need to
place on your projects. So in the software and
the Levels and liquids, picker an even more important
than any other supports
36. Placing the Walls: So now we're going to see what
is so well wooden rabbit. So the first thing
that you need to know is how to create the wall. So in order to do
this, you go to the Architecture tab and
then on the bill panel, you collect the world to recommend or do you just
simply use the shortcut W, some water AS and ample
once they have done this, the first thing that
you're going to notice is that you have in the modifying the drawing tools which you can use in
order to draw the wall. Now the reason why you use the drawing tools in order
to create the war is that the wall is actually created by using a
pad and a profile. The path is the one that you draw by using the drawing tools. But the profit is
automatically created by the family that is selected
when you create the wall, as well as something
for you to know. We're working with
the world's history. You are able to modify the
properties of the wall before creating the wall
and after grading the wall. So the way that you can quickly change the properties
of the wall before placing the wall is
by using the options bar. So as you notice, while
placing the wall, the options that you have on the options bar are
going to be greater. Now if we go to the 3D view, you're going to see the result
are the default values for the default properties that are selected when
creating the walls. However, if you go
to the Options bar, you are going to notice
a slight difference. When it comes to the Options
bar on the floor plan. Compare it to the 3D view. So I'm going to create
the following woe by using the 3D view. Whereas what I'm going to
start showing you where you can change by using
the options bar, such as the level, which is something
that you can change by using the options bar
before drawing a wall. Now the level is one
of the properties are parameters that define
the placement the wall. However, there is
another property or parameter that you can use in order to define the
placement the wall. So after raising the walls, I'm going to create another
wall by using the 3D view. In this case, I'm going to change the placement
of the wall from height to which will allow you to place the wall
based on the level. However, the barren
metal wall is going to be based on the
tab and the top of the wall is going
to be based on the level which is the
opposite of the height. Now taking that in mind, we're going to look a little bit closer to the constraints
that make the wall. So when place in the world, you have noticed that you have the placement level and also you have the
depth and the height. Now this implies that you can use a level as a constraint. Let's tear verbally. So you have a top constraint and
about unconstrained. In this case, n square using the desktop constraint
is level two. So if I change the option and
disrupt them to level one, the parent constraint is
going to be level one. As a quick reminder, this works the same way
when it comes to the high. However, if you use the height, the barn constraint
is going to be level two and the unconnected high is going to be the value on the textbox right next
to and connected. And it would change
the drop-down from level one to unconnected. And then we change the
value on the options bar. You're going to notice that the constraint of
the war is still going to be level two when it comes to
the top constraint. However, on the bottom is
going to remain unconnected, but it's going to have
the value that you type on the textbox right
next to and connect it. So this is a way to use
the Options bar in order to define how high you
want the world to go. So I'm going to delete this
walls in order to place another wall by changing the values to how I
normally use them. So in the options we're
going to select Hide, and I'm going to sell when
it comes to the level of O2. But on this case, I'm
going to be using a different option that
is called location line. And the location line is actually a drop-down where
you can actually use in order to select
the location of the line in order to draw
the path for the wall. So I'm on this options, we're going to have
the world center line, the core certain line, the finished phase exterior, the finished facing theorem, the core face exterior and
the current facing theorem. So in order to show
you the difference, I'm going to do a
couple of things. The first thing that I'm
going to do is sexually makes sure that at
a detailed level is going to be on fine. And then I'm going
to need to select a wall that we can
use in order to see the difference
between the options that we have for the location
of the center line. So in this case I'm going
to use this brick wall. And by using the default option, that is, well center line, you're going to
have the wall being drawn by us and the
center of the wall. And by using the next option, which is called central line, you're going to have something
a little bit different, which is that the
wall is going to be drawn based on the core
layer of the wall. If we use the next option. Which has finished
basics theorem, we're going to see
that the world actually changes
based on the option, which is based on another
layer or the wall, which is the finished. Now we haven't seen the
layers up to this point. However, you're going to notice the ones that you're
going into the Layers. You are going to
have a layer for the finish and then layer there is for
the core of the wall, which pretty much
means that you have an a structural layer
and I finished layer. And the options for
the finish will also apply to the
core or the wall. So these options are
going to be slightly different based on the
properties of the wall. Or in another words, based
on the profile of the wall. Although the difference is going to be pretty small
in some cases, the location line might not
seem very important at first. However, depending on
your country or region, the location line will save you a lot of time migrating
your project, especially the finished phase exterior and the
finish facing theorem. So because of this, you're going to see
that it changes. How you place an editor was like writing a
project is in rabbit. Now the remaining
options that you have on the options bar are very
related one to the other. So if I delete the
walls and we use once again the wall or command, you're going to notice that by default you have a check
where it says chain, you have the upset as zero. You don't have a check where
he says radius and you have adjoint status with
a default value for loud. So if you draw the world
by using these values, you're going to notice that you are able to change the walls. If you uncheck this option, you will need to create
one segment at a time, as well as things he
used the draw panel. You're going to see that some of these options are the same
they have when drawing a line. And among the same options, you are going to find the
upset and the radius. So you can add an object to the wall before
drawing the walls, which also means that
you can also select a radius for the coordinates
before drawing the wall. Now be upset is pretty
similar to the radius. And the sense that if
you check on the radius, you are going to
be able to type in a value that is going
to create a radius. However, to be upset is
going to be grayed out. So this means that
you can only use the offset if you don't
apply it on radius, inner radius, if you
don't apply the upset. Now, destroying that I
crave is automatically chained together because I'm
actually using a rectangle. Now as I mentioned before, the rectangle automatically
change the worlds together. So you don't
actually need to use the option to chain because the rectangle actually creates the wall already
chained together. This time I actually changed the Join Status from
allowed to disallow. You're going to see that the
walls are chained together, but the walls are actually
not join together. And this is something
that we will not change regardless of the
extensions of the world, unless you click on this
icon in both of the walls, which pretty much does
the same thing as using the join status Allow
before creating the walls. All this being said,
you're going to see a place in the world is
actually very simple. Even with all the
options that you have before you were
in place in the world.
37. Wall Properties: Main driveway. You are going to notice that when
you create a wall, you will have the options bar, as well as the properties. And the Options bar will
actually have a few values are properties that you can only change before placing the wall, such as e.g. they change status. While the properties will have a few other properties
that you can change based on the options bar. However, the options and the properties will be greater
while drawing the wall. So the main difference
between the options and the proper base is
the fact that you can change the properties. The wall, not only before
creating the wall, but our software
creating the wall before creating the world. You're going to notice they
are going to be able to change properties such
as the top constraint, but also my location line. At once that the wall
has been graded, you are going to be able
to see where you can select either the walls in order to change
the proper place. So you can change
the location line. After creating the wall. We chose some means,
but you can also change the type constraint as well as the base constraint
after placing the wall. So you are going to
be able to change how the world actually behaves
based on the levels. Nasa gouache say no,
my possession of the controls and the walls are based on their
location line. So you can get an idea of which one is being
used on your project, even whether the
properties as well. Sadly for you to know is that depending
on your country or region in my name
and a specific one, especially on countries that
uses this to your face. So the wall for the grids. So you will be able to use
we're finished phase exterior. When you place the walls after
placing the grids as well, you're going to notice
that you have at the pub sub n also obeys upset. So you can also add an upset to the dark constraint and
the base constraint. While at the same
time you can see that the values can be
positive or negative. So you can use
negative values and positive values depending
on your design. Now with this in mind,
the relationship between the wall and then levels is going to remain the same if you're using the
levels and second strain. So I see nowadays the
properties of the wall are very easy to change as well. Centered for you to know when it gets to
the walls is that the walls have a property
that is cold, room bounding. Now the room banding
is actually used to define the rooms
of your project. If you're disabled the room
bundling or one of the walls. And this wall can find several. You won't be able
to create the room. So this is one of the
issues that you may encounter when creating
rooms and revenue. If you wanted to create
the rooms, you said Robyn, you will need to make sure that all your walls have
enabled this property. Because the rooms are
actually used when quantifying the information on the elements that are
using your project. So this is very important
for you to keep in mind from the beginning
of your project.
38. The Slanted Cross Section Definition: On this lesson, I
want to show you a proper PPE available
on the walls. And this one is
called cross-section. This is a property that you can use before and after
creating the world. So after using the
world to our command, you can simply go to the proper place and
then go to where it says cross section
definition in order to change the cross section
from particle to Atlanta. And once I have done this, you're going to see
that the wall has an inclination and
the default value of disinclination will be zero. So if I change the
angle from vertical, you will be able
to see that there is going to be a change on the wall as well, something for you
to see instead now the texts that you have on
the wall has also changed. So this means that
you can type in the value and the properties as well as change in the Pali
on these texts as well. Something for you to
notice is that you can use positive values and negative values where
the inclination, however, this doesn't mean
that you can now go back, but part of the Cobra session
phase and the drop-down, you will be able to go back
and forth between Atlanta and particle at any point as well. The Atlantic wall
can actually be used regardless of the wall and regardless of the
design of the wall. Which means that you
will be able to gray, befriend the signs
for your projects. So the assumption
will allow you to change their parents
or the wall, but also it will allow you to adjust the wall for your design, which is something
that you had to do a little bit differently
from Persia separately, but you might not have used
nowadays grading walls. His sexual lot more
easier and convenient. Which means that you
will be able to save time because you
won't have to create the walls by using other
tools or commands that you have to use before the
addition of this property. And this also means that you
can use this cross-section, the walls that are
created by using the tools on the top panel. The walls will
maintain their shape, even if you draw the wall by a center circle and the ellipse, a quick sign, you are going to notice that probably
is going to let you know if you're selecting
elements of the same type, there are now using the same
values on the properties. I stare at the values probably is going to have
something different. So in the case otherwise, you're going to say
if you are using different constraints,
location lines, and so on as well, there will be a few
things for you to notice when you send
this cross-section. One of them is that depending on the design they are using, the inclination angle
is going to change. So this means that sometimes the walls will go
to the interior, while in some cases
the wall will go to the exterior. Now as well. So if we do notice is that the inclination angle are not going to be affected by
the direction of the wall. So the direction of
the wall doesn't have anything to do
with the result. So the one thing that
you need to keep in mind is actually the value
that you're using. Or in another words,
when they are using a positive value or
a negative value. And also when grading the walls, you are going to see that
you can actually use a different cross section
for walls of the same type, which means that the
cross-section is not dependent on
the family type. So you can use a different
cross section on walls. They're using the
same family time. Which also means that you
can use different values for the angle of inclination on different walls
of the same type. However, even if the wall is using a different
cross section, the way that the wall actually functions remains the same. Which means you can change
the value of the height, but also better constraint. However, you do have to give in mind if revenue is going to be able to gray the result of the values that are
changing the properties. So what this means is
that the walls will need to be able to
create a shape. And this is something
that applies regardless if you're using the wall and connect or
connected to any of the levels. However, if you
connect it to a level, the level is the one that will define their parents
of the wall. So you don't have
to keep in mind how you're using the
walls in your project. A quick sign up for this profile
does not actually change the orientation of the wall based on the angle or the slope. And this is because
the wireless is still adjusting to
the constraints. However, when it's being used as a host of other elements, such as doors and windows. And those elements are placed using the same angle or slope. Now, this means we can actually do pretty much the same
thing by using controls. So if you create a wall, you're going to notice that
the controls will remain the same until the moment when
you change the cross-section. Because once you change
the cross section, you will have the same control. However, you're also going to have a control
that will allow you to change the angle or
inclination of the wall. So you're going to be able
to use the properties, the blue numbers, or
in another words, paramedic measurements, and also the controls where you
have uncertain views, such as e.g. the 3D view. Now as well, depending
on the video using, the control will function
pretty much the same. However, is going to allow
you to do a little bit more. If he is an elevation, you are going to be
able to see you can change the angle of inclination, but also the extent of the wall. So with all this being said, this cross section
in section per useful and very easy
to use and the walls, because you're only going to be adding one additional value, which is the angle or
inclination of the wall.
39. Wall Layers: Now, as I mentioned before, the world circulating by
using a pet in a profile. So now I'm going to show you
how to modify the profile. Now you can use the default
walls that already have a profile by just simply
using the world to recommend. Or you can change the profile, the wall by just simply
selecting the wall and then you send the type selector in order to change the world. I like changing the world tight and just going to place
a wall on this project. And then I go into open
another view of the project in which the wall can be
appreciated a little bit better. But also going to make
sure that you can see all the layers of the wall by changing the detail
level of this beer. While the world is select them, I'm going to use the
properties palette in order to open the
type properties window. However, in this case, what
I'm going to do is go to the construction
section in order to click on Edit right next to
where it says a structure. And this will allow you to
open their assembly window. Now within this window, we are going to find
information about the type, but also you're going
to find the layers that make the wall now
within this layer. So you're going to see
all the layers that make the wall organized by exterior
and interior of the wall, dividing by the cold wall. The wall is the
course structure. And as you remember, this
one is used in order to determine the position
of the location line. Now, a quick explanation. The exterior site
is the one that is grading for this theorem
of your project. Which means that
the anterior side is the one for the
interior of your project. While the core is the structure layer or this
workshop part of the wall. Now this doesn't mean
that you can not assign the layers
anyway you want. So by closing the
edit assembly window and the type properties window, I can go to ethanol plant
in order for you to see. Now this layers are organized
within the project. So by using the flood
control on the wall, you're going to see how the
exterior layers the warrant up are now oriented to the
interior of the project. Now segue to say no, we're going to notice that
these layers are nothing more than the materials they use and the construction
of your project. Now I'm just going to change the view to see a
little bit better. They changes under layers. Also going to select the
wall before opening. Once again, the type
properties window. In order to show you
some of the options that you have available when
it comes to the layers. Starting first by
the fact that you can insert a new
layer to the wall. You can delete right away. But also, you can
organize the layers by using the options
for up or down, depending on the position, the one for this layers.
Now swirl lesson. Notice when it comes
to this layers, you have a column
for the numbers, a column for the function, a column for the material, a column for the thickness. A column with a checkbox
that is called wraps. And also another column with a checkbox for this
virtual material. But as well the layer
and then number is equal to the position of the
layer and the floodplain. So if the world
was an imperative that the order of
these layers will be equal to the order that you will be able to see
within this view. Now in order to
update the changes, just need to click on Okay, and then apply and then okay. So we can make
further changes or we can undo the changes.
Now as well. Some important for
you to know is that the function actually determines whether the layer should go. So the Finnish should
always be under number one, but also on the list. So as you notice,
the layers are very specific because they
actually use an order, but also they use function material thickness
among other properties. So if we look a little bit
closer to the functions, you're going to see what
functions do we have available in which we
have this structure, which is the one that
we used for the core. This subtract, which
is the second one. When it comes to hierarchy. Then we have the
thermal hair layer, which is the third one
before they finish. In which we have
one finished for the exterior and one
finished for the theorem. That's why we have
a membrane layer that doesn't have any priority. Because as the name implies, is a membrane that is designed
with different functions. So he noted our priority. The core is the first. The substrate is going to be above the core and
below the core. And after that
you're going to have the thermal layer based on decide that you
want to isolate. And then you're going
to have the finished on the exterior side and maybe a finished on
the anterior side. Now this doesn't mean
that you cannot play around with the layers
that you want to use, the pen around the world
they are creating. These are the basic functions that applies to the layers
that make the wall. And you can always
use as an example, there was there already
created within revenue. Now something for you to know as well is that if you are a little bit confused when it comes to the
placement or layers, when in the world,
you're going to actually use the
option for premium, which will allow you to
see a preview of the wall. But also it will
allow you to change the view that you want to use in order to see this preview. Which will also include
the option to use the stairwell in order to navigate throughout
the view as well. You can use this some options by using the preview, something as well for you to
notice is they are aiming to change the value of the sample high by using this textbox. So as you can see
where this window, you will be able to see the changes that
you do to the walls by using the preview instead
of looking at the wall, rather abuse or the project. And science is a preview
which changes will not apply until you click
on Apply and then okay, another type properties
window as well. We can use the edit
assembly window in order to open the material browser by clicking right
next to the material. So by opening this window, we're going to be
able to select, edit the material that is
used for a particular layer. But also we can change
the family type, may send the type
properties window as with any other element, which also means that we can
duplicate the wall as well. We can rename the
wall in order to make the family the way using different from the
other ones, right? In another words, you can
create a unique family type. This means that we can open the edit assembly
window in order to modify the parameters for this wall without changing
the other family types. So I'm just going to
go ahead and close this window in order
to drywall you send a new family type.
All these means. You're going to notice
that editing the layers, it's actually pretty simple
once you get used to the options that you have on
the edit assembly window. So at first, this
might seem confusing. However, the most important options that you
will need to keep in mind our insert belly up, down their location line. But also how you want
to add in each layer.
40. The Stacked Wall Family System: In very, very severe
way for you to combine multiple worlds without
actually using multiple types. And this is by actually using
a different wall system. And this system is
called a stack. Well, so after placing the wall, I'm just going to change the family Thai waste
and the type selector. And I'm going to select
this family type parish already using the Extract
wall family system. Now once that I use
this family type, you're going to see
a couple of things. One of them is that you have to family types, one on
top of the other. But also you are
going to notice that both family types are
actually very different. And this is because of
how they are graded. Which means that a family
types are graded on an S-type wall are not
limited by the structure. That is, you sum
those family types. However, if you open the type properties window
while this wall is selected, you are going to notice that the structure
of this wall is actually composed of
these two walls as well. You are going to see that
there is a few differences between the structure of a basic wall compared
to this type well, such as e.g. the upset. The option will allow
you to change how the walls are justified
on this family type. Now as well, there are going
to be a few standard values, such as the sample height. Now, when it comes to
the actual structure, you are going to notice
that you're able to insert more family types
to this type well, but also where the
placement is going to be based on which family
pie you're selecting. So the answer will place a new family type on top
of the existing one. And as well, it's going to use that same family time
that you selected. Now suppose something for you
to notice is that you can change the value
of the variable. And that variable
will allow you to use the remaining
height of the wall, which means that you
only need to specify only the values that you
want to sell this type well, so you only have to worry about some of the family
ties they are using. While the other one will just simply use the remaining value. Which is something that
can be very useful when you have another
family tie on the bottom. Since you're adding additional
family types to this type, whoa, you can also change how they are organized by
clicking where it says. Now with this in mind, we're going to say that by default, one of the family types
will have an exact value, while the other one will
be variable as well. You can do a few other
things such as e.g. changing the direction
of the family pack. So if you check
where it says fully, you will flip the direction of the wall on this family type. Now this is actually going to be based on the observed
that you're using. Now the options that
you have on the upside or the same options that
you have on the alignment. And this is because the opposite is actually based
on the alignment. With this in mind,
you are going to be able to see where
you have values that you can use
in order to change even more stark
wall, such as e.g. the absurd, that and the base. Now these values will
depend on the complexity. We start. Well, in many cases, it might not get to use them. Now since this type wall is composed of two or more types, you're going to see very
few select this Type wall, and then you use the
right leg on the mouse. In order to open this menu, you are going to be able
to change the world. So orientation, which is
something that you can also do by using one of
the controls on the wall. But also you are going to
have v option that is called breaker in order to buy their stock wall or
in another words, integrator break this type
wall into individual elements. So we are going to
be able to see on the type selector the
same family types that were being
used on this type. Well, now if you want
to reverse this, you can simply use
Control C or you can use the type selector
in order to change the family time where it's being used. How one
of these wells. This means say you can actually see on your project
how this type well, actually looks like as well. A few things for you to notice about this type wall is how it's actually used as a
hose for other elements, such as the doors
are the windows. So with this in mind,
you're going to notice that if he plays e.g. at, or they start, wall is going to
recognize the door, which means that the
door is going to be placed as it should be
even on a stark wall. And this means that you will
be able to avoid making adjustments on the doors after
placing them on a stack. Well, so it called this
been saying this step, well, it's actually
pretty useful. However, since the use
of this type, well, it's going to be
based on the project that you won't get to
see everything that you can do on this type
wall unless they are actually working on a
project or the sine. And the requires you
to create and instead, well, that is actually more
complex than this one.
41. Wrapping Options: In revenue, you're
able to change the appearance of the
worlds on the plan views that this
is something that you will be mainly using
on the floor plans. And this is because you
will be able to change how the layers interact
with the elements, where you can add to the woes, as well as how the world's
may interact with each other. And the way they do this is by using that type
properties window. So after selecting a wall, able to use the type
properties window in order to change the
wrapping settings. Now the wrapping settings
are only appreciable and actually useful when you have
a wall but multiple layers. So in order to show you
this a little bit better, I'm going to add a
few layers to this. Well, once that I
have done this, we're going to see
how these layers are going to be perceived not only by using
the type properties, but also by using
these floodplain. However, if you don't
want it too is you can simply use our type
that is already graded. So instead of editing
and you will tie, I can just simply use
this trap them in order to select an existing
family type. Since this is actually based
on the layers of the wall, that the direction
of the layer is also going to affect the
appearance of the world. But more importantly, you are going to see that the elements that you can place on the wall actually change the
appearance of the wall. If I place this
element, the wall, just going to select the
wall in order to open. Once again, I type properties
window to show you how the different settings on the rubbing inserts are going to change their
parents or the wall. So I'm going to start first
place and the rapid inserts, or more specifically, by using the options that you
haven't disrupted. So I'm going to show you how all these three options change the appearance of the
wall independently. Now something that you
can notice is that both asexually the
one that you might be using the most
because it changes the wrapping on the interior and the exterior of the wall. Same thing, which is actually
pretty useful if you're using the same finish on the interior as well
as the exterior. And now I'm just going
to continue with the options that you
have where he says, wrapping up here, you're going to notice that you only
have exterior and interior. However, exterior and
interior will not allow you to see a change on the appearance of
the wall right away. This is because you're
only going to be able to see a change at
the end of the world. So you are going to notice
this will only change the appearance of the walls that actually is in the rapping
at the end of the wall. So you will need to make
sure they are using their family type that you
want to use for the year, using the wrapping that
ends with a family five years selected as well. Something for you
to notice is the rapid that ends does not only extend to the end of the row horizontally,
but also vertically. Which means that the
webinar ends also allows you to grab the wall
on the top of the wall. So you won't be
able to see this on every other project because most other bills,
that wall is pink. And even on the 3D view, you need to use a visual
style that will allow you to see the material that is being used on the exterior
of the wall. Which will be actually
pretty useful and 3D views. But also when you want to
change, her parents were warm. Air is actually not
being kept by the B. Or in another words, how well that it's now
going to display all the layers of the
wall because it's below the cap plane of the beam. Something that also uses, like you would use it on
floor plans, drawn by hand. Now the standard value
of the plane is 1.2 m. All this being
said You're right, we notice that you're
able to change. The walls are going to be represented under different
views of the project. So depending on the EU
and also in the project, you will be able to
change the wrapping in order to adjust the walls.
42. Editing the Wall Profile: The wall. So you
can create in Ruby, have a lot of options and proper basically you
can use in order to change their parents
so the wall but also how the wall is going to
be used, such as e.g. the structure of the wall. However, there is another
option that you can use. Main editor change the shape of the wall based on a profile. If you select the wall, they're going to be able to
edit the profile, the wall. Now once the acrylic
resets at the profile, you're going to have
the current profile, the wall, as well as the tools are commands they
have on the draw panel. So what this means is that you can use the tool
circumvents and the drop panel in order to change
the profile of the wall. And as well, since you
are going to be able to use the same tools or
command center drop panel. You're also going
to be able to use the same tool
circumvents that you have on the modify panel. So you're going to be
able to draw an editor drawing in order to edit
the profile of this wall. And once they've finished
editing the profile, you can simply click on the green check in order
to validate the change. Now once they either
this, we're going to see the appearance of the
wall has changed. But also you're going to see a few other things. So just e.g. the hidden line that represents
the boundary of the wall. And in order to edit the
profile of the wall, to just have to select
a wall and then click once again where it
says Edit perfect. Now, once that I have done this, you are going to notice
that the boundary of the wall whole swap ears when editing the
profile of the world, which means that
this hidden lines actually represent the
boundary of the world. Now with this being said,
you can always change the profile of the wall
while editing the profile. But also once you
edit the profile, you are going to see
that these controls are going to change based on
the new profile, the wall. So you're going
to be able to use these controls in order to change the
appearance of the wall. However, you are going
to notice that there are few changes that
Robbie n or gray. Which means that if you are
at a wall in certain ways, rabbit will just simply let you know that it will
delete the wall. So you do have to keep in
mind, what can I change this? Can you do by just simply
using the controls? And which ones can you do why you send it to
certain mass by a retina profile as well. You can undo all the
changes that you have done by just simply clicking
where it says reset profile. This will allow you
to reset the path of the wall at any point. Now as well, you can
actually edit the profile of the wall regardless or the cross section
that you're using. Which means that you can change the cross section from vertical to Atlanta and still
use the profile. In order to edit the
profile, the wall. We're going to be able
to edit the profile of the wall even if you change
the inclination of the wall. However, sending for
you to notice is the sense of cross
section is a slander. The profile that
you're editing is actually going to be
based on the inclination. So what this means
is that you can edit a proffer before
changing inclination. But also you can make changes to the profile based on the
design that you're using. So you will need to keep
in mind if you want to edit the profile before
changing the cross-section, we're actually changing
the cross section as well. You can notice that you can
use the profile to create different shapes
by either adding or subtracting from
the x system prefer, you can create something very different without so many steps. Now since this is a profile, you also have to keep in
mind that the profile will need to be graded by using
one single continuous line. And they're also, if you have
an error such as this one, you can simply click
where it says greater sketching in order
to undo the changes. Now what this means, so you can still use the controls
that you have, again, normally would
regardless of the profile. So this means that you can use the controls that you
use in a rapid change, the extent of the wall, as well as the inclination
angle of the wall. However, the controls
will not allow you to add the wall beyond what
were we can create. So once again, you will
need to keep in mind if it changes to your toe and can be done by you center controls, we will need to use
and they prefer are the properties of the
wall or the wall.
43. Attaching and Detaching the Walls: Now when you place the walls, he might also need to
where it was based on elements such as
e.g. the floors. So because of this, rabbit has a few options
that you can use. Anal rectal area to the
extent of the walls. So after grading these
walls here are going to see that if you select
any of the walls, you will have a modified panel. When the fee options
are two sarcomeres, they will allow you
to modify them. Wow. So in order to show you
a few assumptions or to circumvents and go into
crater floor the next level. So I'm going to open this floor plan in
order to create a floor by floor to recommend and
cosine rho into gray, the boundary of this
floor based on the walls. Or in another
words, I'm going to extend that boundary of this
floor, pee on the walls. So once I finished
floor and just going to go to appear in which I can select the walls
in order to use the options that are going
to cover in this lesson. We're starting first
by attach the base, which is going to
allow you to attach the wall to an element
such as the floor. So this means that
now the walls will be actually based on the
placement of the Florida, which is suddenly you can
reverse by just simply using the touch
the base as well. Sending for you to notice is the sense this
option is actually based on the boundary of the floor than the
penalty on the floor. We'll need to cover that well, in order for you to attach
the walls to the floor. So I'm just going to
enter the Florida that I created in a way that is
covering the support of the war. And after I finished
the boundary, I'm just going to click
on the green check. And once I do that,
you can notice that not all the walls will
attach to this floor. And this is because they
knew boundary will not attach to this floor
because at any boundary, which is one of the
error messages, but you can get from rabbit. Now since you can attach
the walls, the floors, you're also going to be able to attach the wall so the roofs. Which means that
you can also create a rule in order to use the option or to parliamentary
score attach top base. However, in the
case of the rooms, you are growing an audience. The ones that you
click on the green check whether it is going to allow you to attach the
world's automatically. And this is because the roof is actually plays
about them walls. Which also means that you'd assign the groups
based on the walls. So because of this, you can use this option in order to
speed up the process of integrating rooms and the
walls of your project as well. Since we're able to edit the
worlds by using attachments, you're also going to
be able to see that there is another option
that will actually let, allow you to change the
profile of the wall. Or in another words,
this ketchup the wall. So after I click away,
says that they prefer, you are going to be able
to see that you can use the two sarcomeres on this panel in order to
change the profile, right? Join any profile. So with this in mind,
you are going to be able to decide if you want to attach the wall to floor or eye room while also changing
their profile the wall. Which also means that you can use these options
at the same time. However, will let
you know that it will remove the
attachment on the top and the base of the
wall because it needs the wall for anything, then migrate an error as well. You can also raise the
profile of the wall. I click away says,
we said profile. So with this basic options, we're going to be able to enter the wall based on the floors
and the roofs without the need of additional options for to certain meds that
you have in revenue.
44. The Tapered Cross Section Definition: On this lesson, I
want to show you the other cross section that
you can use for the wolves. And this one is called paper. Now this cross section is very particular because you
cannot simply assign this cross-section through
any of the walls that you can place a new project
without doing something first. So after grading the wall, you can see that if I select the wall and then try to
assign the cross section, that is called taper revenues going to let me know that you need to set the layer has
variable or in another words, the layer will need to
have variable thickness. And this is because this
cross section actually modifies that thickness
of one of the layers. What they sent mine,
you will need to open the type
properties window while the wall is selected in order to enter the
structure of the wall. And the only thing that
you need to add it on this structure is type-check on the layer you want
to set as variable. Now once you do this, you'll need to apply the
changes to the wall. So you can then
assign this section, the risk of taper to the
world that you edited. Now once the other,
you're also going to see that you don't have
any real change on the appearance of the wall. However, you are going to
notice in sort of ambiguous. Then now you have controls
that you can use in order to change heparins are the wall
by using these controls. Now once you change,
the cross section will let you know that in order to apply the change in either gray and
instance of array, you can choose to cancel
or you can click where it says create any
instance over right? Now if you create the
instance variable, right, you will have additional
options on the properties. But also you will notice that this additional
properties reflect the values that you have
on the blue numbers. So the exterior angle and
the inferior angle are going to reflect the same values that you have under
blue numbers. And as well as any
for you to know, is that the reason why
this is called instance property is either need to apply the same
values onto walls, even if they are using
the same family. So this means that you can
have different values on the exterior angle and the anterior anger
or multiple worlds, they're using that
same formula type. And this is the reason why
these values are beyond the properties instead of
the type properties window, which also means
that you can use independent values on
the exterior angle and the interior angle. While you're going
to notice that the negative values
will actually change this cross section in a way that migrate an error
because of this, rabbit is going to let
you know if you're using values that
will create an error. However, everything else about the walls will remain the same. Which means that you can edit the other properties of
the wall, Let's say y. So you can change the
constraints on the wall. So what this means, say, you
are going to notice that the cross section only changes in this
section of the wall, but not the way that the
wall is using your project. However, they use of a
world like this one will be different than award that is now using this graph section. And this is because this
normally will be used on retention walls as well. Something for you to notice
is the ones that you use this cross-section
on a family type. You won't be able to change the family type by using
the type selector. Another family type that is not using the same cross section. So what this means is a
sense this cross section is actually intended for awhile
with a different usage. And you won't be able to
change the family tie of this wall and
another family type that is not intended for the same purpose as well. Since you have to
set the layer that you want to use with
this cross section. You're going to notice that
you can do the same thing with the walls that are
using multiple layers. So the only thing
that you need to remember is that
you cannot apply this cross section before setting one of these
layers has variable. So you wouldn't need
to select the wall with multiple layers. And then you will need to open
the type properties window in order to select the layer that you
want to set as well. After I click away says Eric. And in this case I'm going to
select the current layer of the wall nafta valid
and then they change. You are going to see that if I use this cross-section
on this wall, I'm going to be able
to do the same thing. However, change is going to be isolated for the layer selected, which means that
you can still play an instance of
overlay on this wall. However, the values on
the exterior angle and the anterior angle
are only going to affect the layer that
I just selected. Now, all of this means
that you can also change the layer that you
want to set a spiral. Our Sunday for you
to notice is that you can check only
one of these layers. Which means that only one of
these layers can be seen as powerful if you change the layer that you want
to set as parable, right? Right. And notice
that that change will only apply to the layer. However, the values
that you have, the properties will remain the same regardless
of the layer. And as a quick side note, you can use Control C in
order to undo the changes. Which means that you can
use Control C in order to undo selecting another
layer as parable. Now, this being said, you will need to keep
in mind our walls. They have multiple layers, are actually affected by the objects that you
can place on the walls. Because the words that are
used in this cross section, then it's still be used as host. This means that you
will need to keep in mind how elements such as the doors will interact with these
cross-sections. Now since I also haven't
covered by families, again, I'll actually show you
how you can also edit the families based on whilst they're using
this cross-section. Or in another words, how
you can make sure that these families had at the entire wall as
they normally would. Now in most cases, you won't be adding elements
to wall such as taste ones, mainly because they use
up walls that are used in this cross-section is
retention as well. If you change your mind about using this
cross-section, this way, you can actually
disable the option they have below
the cross-section. If either this, we're
going to see that now the angles
happier grayed out. However, since the cross
section is still the same, you will need to change the cross section to
perturb ago in order to edit the appearance
of this wall based on the cross section as well. There is another reason why in chicken this option doesn't actually change the cross
section microparticles.
45. The Tapered Cross Section Definition using the Type Properties Window: Now continue with the cross
section that is called paper. You are going to notice that when you use this cross-section, what you're actually gray
is an instance of array. However, once they use,
they use the ovary, you're not actually able
to change or the walls now using the same family
type at the same time. So in order to avoid using
an instance cross-section, which each individual wall, you can actually use the
type properties window. So after you assign the layer that you
want to spare able, we are going to notice
and now you have a nice section on the
type properties window. This section is called
cross section definition. Now the cross-section,
the finish and you will be able to change the default exterior
angle B and angle and wave measured at
the exterior angle. And the interior angle will
be the default values. They are used on the
exterior angle and the interior angle when you
use an instance of array. However, these ones are going to change for the worse they're
using the same family type. Now the last thing that I'm
going to do in this case, it's actually close this
window in order to change the cross section of this
wall from particle to taper. Now I'm just going to open once again that I probably
explain them in order to show you how these pallets are going
to change the world. Now as far as
something for you to notice is that you have the blue numbers and
the controls that allow you to change
my cross-section. So as you notice the rest, so it's pretty much the same
as this and the properties. However, there's going to
be an actual difference between using the type
properties and the properties. And this one is
actually defined by the weight measure at point a, in other words by disruptor. So if I change the base, you are going to
notice that baby is not able to use
this cross-section. And this is because this graph section is actually using a
different reference. So in this case, the reference that is being used
less than allow this wall to be greater
properly as well. I'm going to show you
how the base actually functions by actually are
in an upside to this wall. So you go into a little bit this wall before
opening once again, the type properties window. And the reason why this
change is he so that you can see how these values
actually changed the world. So as you notice,
these values are now using as a reference
the base of the wall, which means that now
they're going to be changed from the
bottom to the top. Which is the reason why
double operand be graded whether high that it
had before Maxwell, you're going to
notice that the base actually refers to
the base constraint. So this means that these will be using as a reference then level. They are using as the base constraint which is sending the, You can notice by looking
at the aromatic dimensions. Now it's like Wake Center.
You can still edit the wall by using the shape
handles and the controls. However, you do have to
remember that if you add up the wall in a way that rabbit and are actually
very gray the wall. Then rabbits going to let you know that you cannot
create the wall. And as well, you
can always use both at the angles independently
at the same time. Now the next option that I
can use in order to show you how you can change the cross
section is called bottom. So if I change from
base to battle, they're going to see
that everything is pretty much the
same as using base. However, now that change is going to be based on
the part of the wall. So this means that if
you're using a base constrain the best option
that you can use this base, any of your editing the wall based on the height of the wall, it might as well use them. However, everything else is going to be pretty
much the same. So this means that
you can keep using these values may not everywhere
at this cross section, as long as you can
create a wall. Now with this in mind,
something in common between us and the
type properties window and the instance or worry is that you can actually change
this family type to another family type that is now using this cross section
based on the type selector. But as well, you are going to notice that you can
actually do the same thing. Now all there has
multiple layers. So with this in
mind, you're going, they know that if you place
a wall with multiple layers, they are going to be able to
select the layer that you want to change based on the
cross-section definition. So by using once again
that I Properties window, I can define the layer
that I want to spare. Well, and then I can just simply change the cross
section on this wall. And then I can simply
close this window in order to change the
cross section of this wall. So I can actually use the proper based on the type
properties window. Now, once again,
you're going to notice that if he's not able to create the wall based on the
values that you have on the cross section is
going to let you know, but it's not equal
to query the wall. However, you're
going to see that everything else pretty
much remains the same. However, this case,
everything is going to be defined by just
one other layer. So the wall as a quick side, you may instance for where I use this top as the reference. Any speakers at this a1a2 see
a real change on the wall. Comparator the
instance overwrite. What this means, say, you
are going to notice that you can actually change my layer
that you want to change. So you can always set at
the structure of the wall in order to check another
layer has parallel. This means say they
change on the wall will depend on the values that you input on the type
properties window, medicine, the
layers select them. Now as well. You don't actually have to choose one or the other. So if you want to,
you can actually use the cross-section
definition at any point, which means using the
type properties window or either the blue numbers
are controls that you have. When you select a wall, you're going to be able
to simply add a one of the instance independently
from the family die. So even if you add a
cross-section definition on the family type, you can still edit just one of the instances at the same time. Additionally, you don't need to worry about the reference
that is being used for the measurements because in most cases is more than enough. Which is the reason why
the instance of array is a stop sound less than you need and a
specific reference for the dose or because
of the use of the wall, you actually need to
change the base or parent on the type
properties window after you assign this
first section to the wall. Now with all this means, say, the idea of the gross
section definition, the family tie, is
to either have to change every instance
independently. So with this in mind, you
can add multiple walls. They're using the same
family type main vein. Just simply assign
this cross section or the walls by using the cross-section definition and the type properties window. So with this in mind, I'm
going to show you this by changing the values on the cross section definition,
this family type. So after I changed
the following values and the type properties window, we're going to see that both
family types are going to change based on the layer
that I set as powerful, but also based on the
values that I changed, where it says
cross-sectional definition. So regardless of the other
changes that you can do to each of the
walls independently. Or in another words,
through each of the instances of the
same family tie. You are going to notice that the cross section definition
remains the same for both. And there also, if you are a big cross section
definition by using once again the
type properties window, all the words that are used in the same family type are going to change at the same time. So this is a way for you
to save a little bit of time when you send this
cross section, your project.
46. Placing a Floor: In grabbing one or the other family systems
so you will be able to use in order to create a
complete project is the Floors. Sunday school
lessons, I'm going to show you how you can
place the Floors, but also how can you
edit the Floors. So we know that a
greater floors, you need to go to the bill
Panel on the Architecture tab, which is the same time in
which you can find the Walls. Once you select the
floor Tool or Command, we're going to notice that you have options and
the Options bar, as well as properties
that you can change. And they Draw Panel and the
Modify tab for the Floors. So what this means
is the are going to be able to draw the
boundary of the floor. The boundary of the floor
is great advice in Lines. However, in this case, baselines are considered Boundary Lines. So the lines that
you draw in order to create a Floor can only
be used as boundary. Now, the Boundary Lines
also have a shortcut. The shortcut is Ls, LRA is in India. And as well they're the ones
are selected by default. Every time the crater floor, the Boundary Lines, part of the ones that are going
to be highlighted. So this means that by default, where we asked you to create
first the boundary of the floor and work creating
the founder of this floor. You're also going to
notice that there is one line that is
different from the others. And this one is used in order to determine the direction
of the floor. So this line is refers to in
Revit as the Span Direction. Now once they've finished
the boundary of the floor, they just have to click
on the green check in another query, the floor. Now once the floor
has been graded, you are going to see once again, now you're able to
select the floor, but also you're able to
see the basic information of the floor by hovering
until you get this text. And if you want to edit a Floor, use need to make sure
that the floor is selected so you can select the option Briscoe
had the Boundary. Now, editing the pounder with
the floor is pretty easy because you can use that tool circumvents on the Modify panel, as well as the tools that
you have on the Draw Panel. However, as well for you to notice is that
the boundary of the floor nice to be a
single continuous line, which means that I
need to be close. In other words, baselines
need to be chained together. Which is the reason
why see Survey is basic shapes such as
the rectangle, petals. This is the reason why you
also have a little bit too, sorry, Commands
panel, Modify panel as well. You're going to say
that this also applies to the shapes created inside of
the boundary of the floor. Inside of the boundary
of the floor. Which means that a Floor also recognize the shapes that you
create inside the boundary. So you're able to gray one Shapes using not
only the Boundary, but also the space
within the boundary. What is being said,
since we're able to use the tool circumvents
on the Modify Panel. You are going to be
able to use these tools in order to the
boundary of the floor. So you can have one
single continuous line. So this means that
you will be able to make corrections
on the boundary of the floor before finishing the floor so you can
gain an error message. Once they have a single
convenience line, you will be able to click on Finish in order to
see the result. So as you can notice
by this point, the focus of this lesson is
how you create the Floors. One other things
for you to notice about grading the Floors is that you have an additional
option under Draw Panel. And this one is
called peak Walls. Now pick walls may
sexually different from PICC lines because the walls are different from the lines. Which means that when
you use PICC lines, they're actually going to
be selecting just a line. And this is because
the walls can be created by using
multiple layers. If I create the following walls, you are going to
notice that pick walls is going to recognize
the layers of the wall. And this is because
there is an option, the Options bar Larry score
X ten into Wall core. So because of this option, you are going to be able to
sell a record of the wall. Now this option is
available because the Cold War is a structural
part of the world. Or in another words,
the parietal wall. Then you will pray before adding the finishes to the project. This means that you can
create a Floors Base and this structure instead of just
the finish of the Project, which is actually pretty
useful in case the gradient a project when I structure
accuracy as well. This also means that
you can disable this option at any
point while at the same time using the option that you have
on the Options bar. And this assumption
is the upset. You're able to run
upset even when using extend toward core. Now as well, if you
want to use PICC lines, you can actually do so. Now you might want
to use PICC lines, because PICC lines will
not only allow you to select the lines so you
have available on the wall, but also will allow you to lock this lines based on the lines the worst
selector on the wall. So you can edit the walls without worrying
amount of floor. Or in another words,
it will be able to get rid of Floors
by just simply editing the walls as well. So the important for you
to know is the ones you start adding multiple
elements to your project. You might have to select
among the different elements, may have a New Project. Because of this,
you can use tap on the keyword in order to
cycle through elements. They're very close together. But also you can
use the 3D views an editor make your
selection hello easier. However, even with all the different options that you have, you might still need a
different way in order to select elements
such as the Floors. So because you have an
option and the Options bar, which allows you to
select elements by phase, which means it will
be able to select elements such as the Floors, my select Interface
or the floor. So if you use this option, you will be able to
select the Floors. Hello, easier to be
used for the Project. Anencephalic center, you can make sure that you're selecting the right element or updating your project by hovering LI
element where the cursor as well, you can
disable or enable this option at any point
while creating your project. With this in mind, you will have a different way in order
to select the Floors. Then also you're going
to see the sensory creating an element
by users Parametry, you're going to
be able to create floors on other views
of the project. However, if you're
not able to edit a Floor when a particular
P with a project, you are going to be
able to see that opens a window that
is going to be. And this window will
allow you to open any of the Views and which
are able to another floors, which is going to
include, Let's 3D view. So you can always
use a 3D view in order to add it all the
elements of your project. But also you will be able
to sell a particular view. You may already be using
whiteboard. Can you project? So all these means send grading
and editing the Floors. It's actually crazy
because you're still using pretty
much the same tools or commands that you
use for many of the other family systems
they have in Revit. Which also means that many of these options are going to be available in other
family systems.
47. The Span Direction: When creating a Floor in Revit, you might have noticed that there is a line on the boundary. There is different
than the other ones. So if I create a Floor
on this project, you are going to see once again, let tools on the Draw Panel, but also the Boundary Lines after creating the
boundary of the floor. How are you going to say, regardless of the number
of Boundary Lines, there is only one line that
is different from the others. And this one is used to
represent the Span Direction. Now the Span Direction
is sexually what determines the direction which are going to create the Floors. And this is the reason why you only need one of these lines. Now this one can
make graded based on the next System line
within the boundary. But also you can create the Span Direction independently
from the Boundary. Now the reason why you can do this is because in some cases, you might need this direction a bit different from the
shape of the floor. And because of these
are going to be able to change the
position of the line, but also you will be able to use these controls in order to change the rent
patient with a line. Which also means that you
can use some of the tools on the Modify tab in order to
add a baseline as well. Since they're able to create the Span Direction independently
from the Boundary, we're going to be
able to turn one of the lines to make the Boundary into to the Span Direction. So this means that
you're going to use PICC lines in order to select one of the
Boundary Lines coin. In other words, you can turn our boundary line into
the Span Direction. Now the Importance of the
Span Direction is not actually an architecture because in Architecture
for the most part, you won't be creating
a Floor that requires the Span Direction because it's not an a structural floor. Signed Revit structure floors, what are the ones
that I created in a way they use this
the Span Direction, not only because of the
design of the floor, but also because of the
structural design of the Project. This is something
that you can notice because you're
structural floor is created with an annotation that the Architecture
Floors doesn't have. The Span Direction is
actually pretty useful. However, if you are
going to be as in Revit on Architecture projects, you might never get to see how the Span Direction affects the
structure of the Projects.
48. Floor Properties: On this part of the course, I want to show you how can you let properties or the floor. So in order to do
this and go into gray hacker buffalos
and this project in order to show you
the different changes that you can do on
the Project as well. I'm going to greater Floors, taking into account your B over the floor by
using different views, which means that the floors
are perceived differently when the View cuts
the floor point. In other words, when
you're looking at a floor waste and
a section view, I'm going to make sure
that one of the Boundaries grows through this section of this template. Only
other one doesn't. And after creating
Boulder the Floors, I'm just going to open this
section in order to start showing you how you can change the properties
of the floor. Starting first by changing
the family tie the floor. So I'm going to change
this family time before changing
the detail level. And as you can notice, changing the detail
level will allow you to see all the layers
that make the floor. So what this means
is that the Floors will also have layers
just as the Walls. So the Floors as a Family System or by different from the walls. But they also have a
lot of similarities. Which also means
that you can change the distance properties floors independently one
from the other. This instance properties
are going to include that level in which the
floor is being placed, as well as a property
that is score high upset. Now something for you to know
what the Levels he said, the levels that you can choose
out of the same levels, the gray base and the
level two or Command. And as well as you can notice, the high upset use SSL
Reference those levels, which means that the
Floors or Host by the Levels or less
the same time, you can use negative values
as well as positive values. And as I mentioned before, when you use fine as
the detail level, they're able to see the
layers that make the floor. And this is pickers. The floor also use as Layers, which means that you feel open. Type Properties Window,
you won't be able to find, once again, the parameter
that is going structure. In order to add it
here, Structure use native like
Rey says they did. And once they look
like resuscitate, it will be able to write it. This structure, the floor place, and the edit assembly Window almost as you can do
it with the Walls. Which also means
they will be able to see the information
of the floor, but also up and the premium. You're going to see, the
options that you have with a Layers of the floor or
pretty much the same options, they have other
layer, so the Walls, which means that if
you want to earlier, you will need to click
where it says insert. And this will layer on a
default position are based on the layer that you select that before you select
voice I see insert. And as well, you will
be able to delete a layer that you
selected, but also size. You can now insert layer when I pulsation
of your choosing, you will have the
option for product down in case that the
new layer once in Place and the position
that you are in case they want to add a
preposition or the layers, which also means that you will be able to use the
same functions, but you have on
the walls as well, since you can use the preview, they're going to see
that you will be able to use the
premium that same way. Which means that the
previous standard for the family systems
and which you can use the added assembly Window. So what they said mine, you
can use this thing well, as well as the Navigation Panel. And once they've
finished editing the Structure of the Floors,
just need to click Okay, in this window in order to
blossom as well by this point, since we have covered the
Walls and now the Floors, we are going to be
able to see that the walls and floors
have a function. And this function will allow you to change if you want to use the walls and the Floors for the interior part
of the exterior. Now this might not seem very important at first
when you're creating a project with a
lot of floors and walls on different areas
or parts of the project, you might need a different way, interrupter separators elements. So this means that the function is going to be very
useful when you're quantifying how many floors and walls have you
creating your project. In order to know which of
these elements are placed on the exterior of the
project and which ones are placed on the
interior of the project. Now with follow, this means say, they're going to be able to use the Type Properties
window in order to see their family system. There is been used as
well as the family, which also means that you
can change their family pi. Pi is no Type Properties Window. And as well, if you want to avoid editing an
existing family type, you can create any family type wildly option that
is called Duplicate. And as you can notice, when
you select racist Duplicate, you can select the name
of the new family type. But also you will
be able to rename their family type after
you already grading. Once again, the reason
why you went to create independent Family Types
so that you can add a linear family type without editing and
other family type. So this will allow you to grade variations of the safe holiday. But also this will
allow you to save a lot of time in cases in which the floor is
going to be pretty much the same except
for the finished. So antibodies that
I can give you. Instead you create an
a standard floor or the entire project
and then just add to that I standard floor
painted if the change to finish or the thickness
of some of the layers. And this advice also applies when you're creating
a structure floors. Because even be Structural
Floors can use a finished depending on the
area in which are using them. Especially when most of the Floors of your
project needs to be a switcher floors because
of the use of the Project. Part of a location in which
are placed the Project
49. Using the Floors as a Host: When other reasons why the
floors are important is because in Revit based Family
System can be used as Host, which means that this can be such reference in order
to place elements, but also some of the
Components you can placing your project will recognize
the floor as a Host. Which is the same
thing that happens when you place a door on a wall. If I place these
components on the floor, we're going to see that the floor is going to
appear highlighted. And if this happens, the floor is going to be used as the host for components
such as this one, which is something that you
can verify after Placing the Components by just simply
select and the Components. My specifically by looking at the properties
of The Components. And as well centered for you to know is the way you
create a component. You will need to specify
if it's going to use a Host coordinate and if
he's going to use a Host, which host is going to use. Now this case I'm just
going to focus on how these tiger Components
where Lakes to the floor. So I'm just going
to select the floor in a rapid change,
the high upset. And once I have done this, we're going to see components will actually move
along with the floor. So this is going
to be very useful in cases in which are changing the placement of
floor by either using the properties are
based on the Levels. So in order to show you
this a little bit better, I'm going to create another
floor on this project that I can actually use as a Host
for one of these components. And says the Florida is already on the project
issues and they upset I wanted to
change the placement of the floor by using
the properties, which means that I'm going
to create a simple boundary and then select the green
check to finish the floor. So why is it greater this floor? And just going to
select this Component. And then I going to go
to the Modify tab in order to use big new
host on the host Panel. Now Wednesday, I
use this option. You are going to see that
I'm going to be able to select the other floor
as a Host and 1 second. And you're going to notice
that this component is you send a Floor
as a Host as well. You're going to be able to see the basic information
of the host. In other words, the basic
information of the floor. Once again, this is
going to be very useful because you
won't have to change the placement of the component after changing the
placement of the floor. Or in another words,
the placement of floor is going to determine
population and the Components. And because of this, this
component doesn't have a property that allows you to create an upset from the floor. So I see nowadays the
Floors a lot more useful, but then appear to be
50. The Slope Arrow: When editing or creating the
Floors for your project, you might have wondered,
how are you getting greater floor with the
Slope? Send this lesson. What I went to show you is how you can enter Slope
for the floors. Where there is when you're creating the floor or
when you're editing the floor is going to create a Floor on this floor plan before
editing the Florida, but I just created he
needed to add a Slope. So if I click away
says Edit Boundary and just going to cover where
he says that Slope Arrow. And as you can tell,
it's the one they use in elements
such as the floors. However, it's okay.
Notice this can also be used in other elements. So through adolescence
you're going to say there's some elements actually have the
option in order to add this low bias
and this error. And once they use
the Slope Arrow, you are going to
notice that you have access to a few tools
of the Draw Panel. So this means they
are able to draw the Slope Arrow like
you are drawing a line. And because of this, you are going to see the
ones who graded. You will have
controls that you can use in order to
extend the error. This means that you can control the error after you create it. Now the change is created by this little error might not
be very apparent at first. However, if we use a BU head, which you can see my
Hide or the floor, there will be able to
appreciate the change. And as well something for you
to know is that this change is going to be personally also depending on
who you're using. So the value is large enough, they're going to be
able to see this change a lot better on the 3D view. Because you won't be able to
see the relationship between this element and other elements may place on your project
a little bit better. There's some other views
you might be using. Now the Slope Arrow
actually functions Base at the beginning
and the NOP ever, which means they're
able to select what are the Slope is
going to a star, but also worthy Slope
is going to end. Now this is going to work
very similar to the walls. However, by default,
the placement of this error is actually
based on the floor. So you don't need to change the level of detail
and the level of head. So in order to make this
change more apparent and going to increase the
value, upset actel. And once I have done this, we're going to see maybe
if I click on finish, the floor is going to change
based on these values. Hey, if there is any confusion
with the properties, or more specifically, which property affects which
part of the Slope. You can notice that
this Properties go from the end of the arrow to
the beginning point. In other words, these
properties affect the Slope Arrow based on
how you draw the arrow. Now since I'm changing
the value of the upset, you are going to see that depending on the
duration of the error, baseload is going to change. So it's very important
for you to know how the placement we're
going to affect a Floor. Now, as I mentioned before, if you don't want to use
on a specific value, you can simply use the
Levels as a reference. Which means that you can use our grade levels in order
to add a Slope Arrow. Now PSICQUIC sign-on,
something that you're going to notice throughout the course
is that the Slope Arrow, a sudden option that
is going to appear. Elements which are neither greater Boundary
like on the Floors. And what it's been said, something even
more important for you to know about the place. Now the error is that
the heroin that's not actually need to be placed
from one N to the other. Which means that you can change
the extent of the error, may not have to change this flow of an element such as this one. You can actually
change the extent of the year depending
on what you want to do, which is something
that you can do a little bit easier
medicine for example, the Automatic Dimensions has a quick sign. The Slope Arrow also
uses the Snaps. So you can use elements or objects as a reference when ATP, not only the position
of the Slope Arrow, but also its extension As far as an important for
you to nowadays, instead, the Slope Arrow doesn't actually have to be confined to the
boundary of the floor. Which means that you can move the Slope Arrow outside of
the parameter of the floor. So even if we place this era outside of the
boundary of the floor, you are going to see that the Slope Arrow still going to change the slope
or the floor. Which also means
that you can even change the angle of
the Slope Arrow. So as you can notice,
you can use this look. However, in order to make a
few changes on the floor, append-only, you say you wanted
to have our main revenue. Suddenly you will notice is
that even though you can actually use this
in order to create Ramps, actually need to. Because Revit actually has two argument that you can use
in order to create Ramps. So you might only
need to do this one Creating a specific
elements or parts. So you Project as well. You can notice that
parallel floor will not be possible
on this Plan B, mainly speaker, so the
plane of the beer. So in the course, I
will cover how you can change the color plane on
views such as this one as well. Something
for you to notice is that you can actually change how the Slope Arrow is going to change the slope
of the floor. Which means that you can
go to the properties in order to change the option
that is going specify. And if you do is we're
going to be able to change from high to a slope. However, you are going to
notice that now the value is going to be based on the property that is
called the Slope. Has another quick sign you can see that will use this
little arrow this way. Then level at tail and the high upset tail
are grayed out. Point in other words,
Base Properties table. So in order to show you
this a little bit better, I'm going to change the slope. And then I going to change any
additional values to zero. And I've to click and
then the green check, you are going to
be able to see how this value is going
to change the floor. But also you're going to notice, and then now you're
able to change this low based on the
properties of the floor. So the Slope Arrow now
allows you to control the Slope of the floor where they actually
written the floor. But also you are going
to be able to nowadays. But you can also that determine
which level you want to use the tail of the Slope Arrow. Now this may seem
confusing at first because if he did is it will be adding
an upside to the floor, which is something
that you can notice because they upset, is grayed out on the
properties of the floor. Or in another words, it won't be able to change this value if you assign a level for the property that is
score level of tail. Also have to keep
in mind how to use these properties
because they are going to affect their
properties or the floor. Once again, you're always
going to be able to change the placement of the server regardless of how you're
using the Slope Arrow. So all of those means say, you are going to see
that the Slope Arrow is actually pretty useful and
adding NSLog to the Floors. But more importantly, you're also going to be
able to see there are elements that will make
use of the Slope Arrow
51. Placing a Roof: On the next few lessons, I'm going to cover
another Family System. And these families system
is going to be the roof, the roof as such, and actually be grading
in a few different ways. So the first thing that I'm
going to cover is how you place a roof by using
roof by footprint. And this is because
liberal fight footprint is the one that you'll
be using the most. Because this one
is actually very similar to place and the Floors. And once that I said like
the roof by footprint, the first thing that
you're going to notice is that Revit is going to ask you in which level you want to
place the Roof. Which is actually
very useful because in many cases you
will be actually using a Floor New Project and several reference
point grade in the roof. So you won't have to worry
of our creating a view just for the Roof fundamental level in which you want
to place the Roof. Few things for you to
notice of our gradient. The Roof is that the Roof Paralympic rating on Plan Views. And as well, you are going to see that the Roof
requires a boundary. So just like the floor
probably is going to ask you to create a
boundary face and the tools we can find in the Draw Panel of the Modify
grapefruit footprint up. That's a quick center lines
they use in a retrograde. The Boundaries are also
consider Boundary Lines. However, in this case,
you are going to notice that the Boundary Lines are
a little bit different. And this is because
this boundary lines are used to determine
the slope at the Roof. The lines to make the
Boundary need to be chained together or Revit will not
be able to create the Roof. And as a quick signer,
Revit is going to display an error message if it is
not able to create a Roof. Which also means that if you have any issues
with the Boundary, you can also edit the
Boundary by using other tools that you have
in Revit, such as this one. Once we've finished
editing the Boundary, you can click on the green check in order to validate a change. And I want several
of his finish. You can look at the
Russell and I blend view, but also not really be such a syrupy perceive
when they 3D view because it won't be caught
by the B range that is assigned to that we say you weren't going
to be able to see. I've never actually
looks like NASW. Another similarity between
the Roof and the Floors is that the Roofs
and also take into account metal layers
of the Walls. So in order to show you
this a little bit better and grow into gray
whilst on this project, they can be used when
editing the boundary of the Roof and why
creating this Walls. And also going to be
using the Options on the Options bar
in order to avoid any confusion when it comes
to deeper into the project. But also in order to make sure that they are exact
values on this project. Especially pickers, exact
values will make things less confusing when it comes to the result of edit and the roof. Because it is also
going to change the family Type of this
wall to our family Type. I uses more than two layers. Once I finished. Yet also going
to see where you can edit the roof by selecting
the Roof and then selecting where it
says Edit footprint. When editing the Roof, I going to go to
the Draw Panel once again in order to show you how you can use the
layer so the Wall in order to either the
boundary of the Roof. Specifically, I going
to be used in the ocean Briscoe big walls
and pick walls is going to have the same option
that is called extend to walk or in order to organize
my layers of the wall. So to make sure they are
able to see all the layers, you can use the detailed
level as Fine, but also the, you can use thin lines
in case they are not able to see all the lines
that make the wall. So I'm just going to
move based on the walls. And then I'm going to
click on the green check. Go into the Boundary
based on the walls. And then I go into click
on the green check. Once that I click
on the green check, they're going to say
that the Roof and also be used to
attach the Walls, which is standard that
you can only do if you create or edit the Roof
after place in the walls. However, the attachment is
going to remain the same, which means that the
walls will attach with a Roof if they can
connect with a Roof. However, since you can attach to the roof with a editing
the boundary of the Roof, you can also use
the option that is go to an attach after
great and the Roof. All of these mean saying
creating a roof by footprint. It's actually crazy. Especially when you
take into account how similar this is a Floor
52. Editing the Roofs: Once you've created the Roof, you're going to be able
to change properties, such as, for example,
the family type. So if you use the Properties, you can use the type
selector in order to change the family
type of the Roof. And depending on
the family type, you are going to see a change on the appearance of the Roof
because of the materials. In order to show you this
a little bit better, I'm going to change
the detail level, but also the visual
style of the beam. With this, we're going to notice other family time will change also the
appearance of the Roof. And this is also very important
because their parents have the Roof is the one that
is used for the Renders. Wherever you create you Renders, we then review or by
using another software. Now since you can use the properties in order to
change the family type, you can also use the price of these properties and attractive either the position of
bias and the constraints, which means that you can assign
a base level to the Roof. But also you can decide the
Base subset from level. Or in another words, the upset whenever often is
going to have from the level that you assign as the base level and
as a quick center, you're going to see
where you can use positive values and
negative values, which means they don't have the gray level for the
base level of the Roof. And as well so unafraid nowadays is that there
is a property that the school level now the cutoff level issues
to where if the Roof. So because of this, you can use the Levels as a reference. However, what you're actually using this, the
height of a level. This means that you can not use any level that is below
the height of the Roof, which is also going to include any level that is satisfying
height of the Roof. And the reason for
the Base is because the current level
actually cost the Roof. So if you want to
use, for example, let's say level in which
you place the row. You actually need to
change the Base opposite from level in order to change
the height of the Roof. If you change the
height of the Roof, we're going to see that
now the current level, sexually current the Roof. However, if you don't want to
change my Hide or febrile, you can also change
a partly Briscoe, the car of upset. So the upset, but actually the valid data type on the properties to the current level, which
is standing there. You're gonna appreciate a
little bit better if you change the height of the Walls based
on the height of the wolf, or just by using
attach the base. However, if you use attach
the base and this row, you are going to notice that
this doesn't actually change the appearance of
the Roof because the walls will not be able
to connect with this Roof. Connect to this Roof. And if this is the case
and you project, you're also going to see that rho is going to
display an error message. So it will give you the option in order to detach the targets, which is sexually very
useful in some projects because you don't actually have to add the boundary of the Roof. An editor gray,
something like this
53. Changing the Slope on the Roof: When creating your
projects and rarely, you might have noticed that almost all the elements
that you can create for your project by
independence systems are Family Types Database, and there's family systems. And this is because
those family systems actually has functionality. The penalty element decorating, same the case of the Roofs. The main functionality of
the Roofs are the slopes. So what this means is that
you can select a role in order to change the Slope just by using the properties. Which is actually
in a very useful because we can design this logo, the roof by just changing
one of the values. However, you will need to know whether this value
actually comes from, because depending on
your country or region, the slopes might be
created differently. So in this case, I'm going to use that'd be built
lines in order to show you a little
bit better the Slope of the roof by using
a sub reference, 1 meter, which in this case is going to be at
thousand millimeter. So I'm going to create
a line of 1 meter. And then I going to use,
and some of my friends, I know that the
grader line that is used to determine the
slope of the Roof. And after doing this, you're going to notice
a couple of things. One of them, so
you're going to use the base of the roof has
a reference for the slow. And another one is that this
value does not actually reflect all the different values that you can use.
This the Slope. One of the things that
you can do in order to see this Slope of the
Roof a little bit better, asexually change
the project Units. And this is because
the project Units will allow you to
change the value of this Slope on the proper
phase depending on the different values
that you can use in your country region. You're going to
use, for example, the rice, which is pretty
much what I was Using. This case. It's going
to do automatically. So you won't have
the great align in order to purify the balloon. However, you do have to keep in mind the units
that you're using. Because in this case, because in this case, I know you sent meters or feet. So in this case and
deciding how much they're Slope is going to be every
thousand millimeters. Science you can change
the values that you can see on this low bias
and the project Units. They're going to
be able to search for the units they want to use. Which is also going
to allow you to verify that the slope in rabin, it's actually based on the rise because as you notice
that badly needed in order to gray
the Slope didn't actually change based on
the value of the rice. So if we want to use 30%, you will need to use 300
millimeter for the rice, which is the equivalent of
30 centimeters every meter. And if you use this load, that value is going
to be also 30
54. Creating Complex Roofs: When you create a Roof, you send rabbit for the first time. You might have
asked yourself how the Roof is created
with a slope. And this is because
the Boundary Lines, the Boundary Lines they
use in order to create the roof or a little bit different than the Boundary
Lines or the floor. And this is because
this Boundary Lines already have Enable, are not sharing the Options bar that allows them
to create a slope. So when you added the
boundary of the rule, you are going to see, but the Roof is
going to change not only based on their
join of the Boundary, but also based on the Slope. And when it comes to the slopes, you are going to
be able to change the Slope based on
their properties. But also you will
be able to change the slope of individual
Boundary Lines. What editing the
Boundary with the Roof. Which means that if you add
the boundary of the floor by selecting the floor and then click away says at the boundary, or by using control C, you are going to be able
to notice that there is a control for every
boundary line. So you're going to be able to
edit this Slope on each of the Boundary Lines by
selecting the Boundary Lines. However, sending
as well for you to notice is that
there is an option, the Options bar, that will allow you to remove the
boundary of the Slope. And this one is called,
they find the slope. So if you uncheck this
option on the Options bar, you are going to say that
once you click on Finish, roof is going to change based on the boundaries that
define the slope. So you're going
to be able to use this painter to
change their parents. So the Roof based under
the sign of your project, which does send me where you
can edit the Roof even more by selecting the Roof once again, thank ligand,
where he says, I think Boundary, which
also means where you can use Control C in order
to undo the changes. So after using
Control-C and just go into either the
Boundaries to interrupt, to add a little bit more
complexity to this roof. So he sees me to appreciate how these slopes actually
changed the Roof. And as well, this is
the one thing that you can use in a rapid change. This tile up the
role hello easier because weather is
we're going to be able to see where you
can edit this tau, the proof by just simply unchecking or
checking this option. However, send mentioned before, you can edit the
Slope of the roof of the individual Boundary Lines by editing the
boundary of the roof. So I'm going to
add it up pounder with this Roof once again, in order to show you
how you can do this. I started first by the fact that you can
change the Boundaries only on the lines
may have enabled eruption Mary score
define a slope. So you need to make
sure we are selecting only the Boundary
Lines in which you can change the Slope before
you send the proper place. And as well, something for you
to notice about this Roof, instead of Boundaries
of The goal, remain connected even though it appears like the worst
separated one from the other. And this is because when Shape
with this handle a little bit different to other family systems
you can use in Revit. And as well the Boundary Lines. We'll also have a control
that will allow you to do the same thing as long as you're selecting one line at a time. So with this in mind,
you will be able to have different slopes. One individual Boundary Lines, which is going to allow you to create different
designs product group. Or you can simply use the same value you are using before. And if he is the same value, all the Boundary Lines, you can still change the
Slope by selecting the Roof. However, if you change this law, one of the Boundary Lines
you're going to see by not only my parents have
the Roof is going to change. Awesome. You won't be able to change the slope of the Roof. Why isn't the proper place? So you will need to
get this in mind when editing the Slope there
has been use the gray they will base on the values
that you're assigned to this loaves of the
Boundary Lines regardless of the result. So you can actually
test different values. So all of these veins set, you're going to see
where you can actually add a number of different ways. Some of them are going to
allow for greater role. That will take a lot of time. And some of them will allow you to test my friend proofs for your signs so you can easily create another Roof based on
the changes on the Project. The reason why you
can actually add other rows as much
without getting an error message is because the Roofs can be composed
of multiple shapes. So if your gray a
very complex role, you are going to
notice that there are multiple elements combined
into a single one. Because for every creates additional controls for the
shapes that make the Roof. So you're going to notice that if you create
a simple roof, you are going to have
only one control. While a few gray or
more complex shape, they're going to gain more in control for every other shapes, recompose the Roof
that you're graded. So because that is,
you will be able to edit their
parents or the Roof, not only by using
the Boundary Lines, but also by using the Controls. So the Controls will allow you
to change their parents or the roof by somebody elements
that compose the Roof. Which also means that
you will be able to experiment where
there's controls. Especially because
as you can notice, is Controls and actually change their properties
are the Roof, which means that Islam
and the base level, the Roof are going
to remain the same. And this will also apply
to the Type Properties, or in another words, for
the proper place that you have if you open the
Type Properties Window. And as well as one
for you to notice extra refrigerator roof
by drawing a square. Revit will not allow you to edit the roof by assembly's
control or shaped handle. Which means that the shape
of the Roof will determine not only the amount of controls
we will be able to use, but also if you can actually use any control
or Shape Handles. So all of these means
said heterochrony, to see how easy it is to create and edit
the Roofs in Revit
55. Roof by Extrusion: In this lesson, I'm
going to show you what is called
roof by Extrusion. Now roof by Extrusion is a different way in which
again create a Roof. So in order to show you this, I will need to create
first elements that can be used as a reference or
a Host for this Roof. And this is because
this row is actually created from views
such as the elevations are the sections after creating the following walls and also going to open one
of the elevations. And once that I have done this and just going to go to the bill Panel in order to use
this dropdown, drop them. You're going to see
that roof by footprint. Another tool circumvents. So just the roof by Extrusion. Now the roof by
Extrusion as such, he said two or
Command allows you to create a row
based on a buffer. However, as I mentioned before, the roof by footprint also requires a reference or a Host. Once they select
these two or Command, you're going to see that
we're pulling window. And under warbling Window, we won't need to select the reference that
you want to use. An editor create this Roof. And he's got reference
that you're using. It's not based upon the BU, then rabbit is going to
open the go-to be Window. And as you remember
on this window, you will be able to select
them and abuse in which again, see the reference
that you're using. When J is going to include the reference that you're using, whether it's an
elevation or a 3D view. And in this case, I go
into select a reference. There is sexually
permissible within this P. And once they have done this, and just going to click on Okay, in order for you to
see the window that allows you to determine
the placement of the Roof. Which means that this window
is going to allow you to select the reference
level, their issues, while others same time
and will allow you to select an upset
from that level, as well as the optional value of the upset Plan this case. We're also going to show you what is going to happen if you actually select as
a reference when at the elements they already
have on the project. In this case, I'm going to
select Face or this wall. And one said I
haven't done this. They're going to see once again the row reference level
and upset Window. And as well, I'm going to
look the police as they are. An advocate, that simple. So once I click on Okay, on this window, you're going
to notice a few things. One of them is the level is going to have a
different appearance. And the other one is
able to use once again, but those arguments
and the Draw Panel in a literature or the profile
and will join the profile. You're also going to see, we're going to be
able to use that tool circumvents and the Modify Panel in order to
either the profit. And the reason why
you need is to circumstance is
because this profile is created by one or multiple lines that
are chained together. Which means that Revit
percent need you to create the layers
that make the Roof. So once they have the proffer, just native like on the
green check in order to finish the Roof based on the
family type is selected. In a way something
that you will notice is that this Tool
or Command actually allows you to
determine the shape of the road with any of
the Family Types. You can save a lot of
time where the roof by Extrusion because you don't
have to draw or Greg, their family type based
on the Extrusion. And what this also means, it's the ones that you
can read it, the Roof, you are going to be able to use many of the same
properties they have, whether roof by footprint. So you are going to
be able to change the upset from the
level non-cyclic Sina. While this Roof is selected, you're going to
see that the host, so the Roof is
going to appear on the Properties right next to
where it says work plane. With this being
said, you can create multiple groups based on the
same reference for host. So in this case, I go into
greater another Roof, however, can go into
make a few changes, not on the host part
of the reference, but under window that is go
reference level and upset. So you can see if
there's any difference. So I'm going to change the level that is being used,
but also the upset. And I going to use
picket lines in order to select
the existing roof. And why is that? I click
on the green check. We're going to say that the row stays pretty much the same. And this is because
roof by Extrusion actually creates the Roof based on how you
draw the profile. So when it's actually changing how to put values and
their properties. So this means that the absurd is the same thing as
the little upset. And also that the reference
level is the same one. So if we wanted to make
sure that you're using the reference level and the
way that is supposed to be, you will need to make
sure that you're drawing Profile the Roof based
on the level that you selected for in another words, Base and the level that
appears on this color. And therefore you didn't
notice, instead of thickness of the Roof is actually
graded below the Profile. When using roof by Extrusion, you will need to
take into account that thickness of the Roof
when drawing the profile. And as a quick center,
just have to select a row and then select
Race says edit profile. And as well, the placement of the rule is also
important because you can use attach the base in
order to attach the wall. So be Project whoever created
by using an Extrusion, which means that the walls are going to connect the base of the roof as well. So the important for it, no. How about the roof by Extrusion is how the roof by Extrusion actually uses a properties cyanotic to show you this
a little bit better. I'm going to open the 3D view. And once I open the 3D view, we are going to see how the
Roof actually looks like, but also have this properties modify the appearance
of the roof. So besides the reference
level and D upset, you also need to take into account Extrusion star
and the Extrusion. And now these two
values are going to take into account number
I, friends, or close. Which means that
the positive values by default are going to be towards the K-mer based on the beam in which you
created the Roof. Well-done negative
values are going to be on the opposite direction. Now this is also
going to take into account the visual style
because that's where remember, you can use wireframe. So when you use wireframe, you aren't going to
be able to select elements there are
behind other elements. In this case, we're going to say that this will quite
footprint uses positive values towards the
outside and negative values on the opposite direction. Now as well, you're
going to see that even though you send a
reference for our host, you can still change
the extension, the roof by Extrusion away from the reference or host
by using this Controls. Which also means
they don't actually have to use the
properties of the Roof. Interethnic change, this star and the end of the Extrusion. So you can use this Controls, have this star and at
the end of the Roof, but also the
Automatic Dimensions once you start using
this controls. So you will be able to
change the length of the Extrusion by changing the
value and the blue numbers. So you will be able
to use the Controls. Their properties are the
Automatic Dimensions depend on the Roof peer grading, as well as unimportant for it. And now you can use the tool circumvents having
a Modify Panel. So you're going to be able
to use sort elements such as this one in the Roofs sense, you can use this to recommend
in order to edit this row. You're also going
to be able to lock the position of this Roof
based on the other one. Which means they are
going to be able to add one of the Roof
based on the other one. And as well, they're going
to say that there is a control medicines and
Reference for host. So if you wanted to remove
this row from the host, just need to select
this control. So all of these means
roof by Extrusion. It's actually pretty easy to
use once you get used to it. However, you do
have to take into account when family type
that you want to use. Because that family type will determine the
structure of the Roof
56. Using the Boundary Lines and the Slope Arrow: When editing and roof terrace graded by Use and
roof by footprint, you might have
noticed they are not able to use the Slope Arrow. And this is because by default, level of care is greater by
using group BY footprint actually creates the
Slope of the Roof based on the boundary
of the roof. Because it is, you won't actually be able
to use the Slope. However, while the
Boundaries of them will have an SLO already
assigned to them. However, sending
us well for you to notice is that elements such as the Floors or swell obviously to assign and a slope
the Boundaries. This means that when
you're creating a Floor, you are going to notice if you select one of the
Boundaries at the floor, we're going to have an option on the Options bar that is
called Define is low. And when you use this, you are going to be able to determine the slope of the
floor by changing the value of this Slope
on the properties. But also you're going to see the properties are
also going to let you know when you're using the same type of slow, but
you can add the Roofs. How are they important
for you to know? You're not able to assign has loves to all the Boundary
Lines of the floor. And this is because
the function of the floor is actually different from the
function of the Roof. So the Floors only allow you to in a single Slope on
the entire floor. And this is mainly
because this has low and allow you to have
the same amount of control. That is Slope Arrow
actually keeps you as well. Something they are
going to see is that this is very similar to
use and the Slope Arrow. When you change
this specify Slope. However, when the Slope Arrow, you are going to
be able to change the high upset at tail. Even though you're still
going to be able to change this law and the high upset from the properties
of the floor. So you will be able to
do another Floors as you normally void after this law, regardless of the way in
which you are the Slope. Holidays also means that if you remove the Slope on the Roof, you are going to be able to use this loop error instead of the slopes on the
Boundary Lines. So if I remove the Slope
Families Boundary Lines, you are going to notice
that is Slope Arrow is going to function pretty much
the same as for the Floors. This means that you
can actually use the phenotype of slopes and
different family systems. Depending on the family systems, you might have a
few limitations, such as in the case
or the Floors, and that these limitations are based on these are
the Family System. However, now in days may actually help you
migrate in Revit. Because in some cases you're
going to see some methods, harmonious world and others.
Depending on the Project
57. The Overhang: When creating the Roofs, you are going to find that
there are options and properties that you can use in order to change the
placement of the Roof. And that many of
these properties and options are related to
how you create the rows, but also how you
enter the Roofs. Going to start by
showing you how the Options on the Options
bar actually change the Roof. And in order to Spangler either greater fuels
and after the and is also going to create a
rule that is going to go up at the walls
that I just placed. One Creating the Roof. Going to say verify
gray the boundaries of the roof by you send it
tools and the Draw Panel, you are going to be
able to find an option. The Options bar they upset is the first option that
will allow you to change, however, is going to replace or greater because of the shape another wave is going to have. And what this means is
that the absurd doesn't actually change the
placement predictors change. What are the walls are going
to connect with the rows. If you attach the
Wall stood the Roof. If you open a beer
in which again, see the walls and the Roof, you are going to
notice the walls are going to go the Roofs based
on the shape of the world. However, the placement is
going to remain the same. If we want to keep the
height of the Walls, you're gonna use the upset. However, there is sudden option, the Options bar where
you can actually use in order to do the
same thing as Thi upset. But it will actually
allow you to adjust the placement of the rule
for the height of the Walls. And this one is called Overhang. And this one is
called the Overhang. And in order to
use the Overhang, you actually need to use the wall so your
project as a reference. And this is because
the Overhang can actually be found
on the Options bar, which means that you will
need to use the option, the risk of big walls
on the Draw Panel in order to see the Overhang
on the Options bar. So why grading the Roof, you can simply
change the value on the Options bar that
is called Jorge. And with this, you're
going to be able to create the roof by standard
tools or commands, but you haven't the
Draw Panel by adding an offset to the founder of
the Roof based on the walls. However, the rest,
so it's actually very different because
we're going to notice that this
rule is going to replace based on the
Walls and Stair, the Walls based on the Roof. So you can decide how
you want to place the room by using the upset
or by using the Overhang. Now this might be a little
bit confusing at first. Now because of how you can read the Roof or because
of the Options. Because and how this
role uses the walls. Because as you can notice, in the walls are still
connect into the room. However, may connect to the Roof based on the
exterior face or the wall. So what this means
is that you can actually change this to
the interior of the wall. So if you go to the Properties, you are going to be able to
change from trust to rafter. And if you do this, we're going
to see that the walls are going to connect to the Roof
based on the exterior face, the wall, or based on the
anterior face or the wall. Or in another words, this
is going to be based on the structured when you use an
editor supported the Roof. So depending on the structural
elements are going to get a different result as well. This is also going to
take into account layer. So the wall, if you use
countercurrent family type, we're going to see the options to use when creating the Roof, you're going to see a change. So this means that after
changing the family Type, you'll also need to make
sure that that will asexually using as a reference
then you family type. However, by default,
you won't see a change because the Roof is still parading by using a reference
via the family type. So in order to see
that difference, just need to grade
the Roof once again, facing us a reference
many family Type, just going through
at it the proof, once again by using Pig Walls
with this new family type. And after clicking
on the green check, now going to be able to see
the result on this view. This means that if
you create the Roof without changing the
value of the Overhang, you're going to get by
default the same result. So nothing's really going to change when it goes to
the placement, the road. And also when it comes to how the walls are going to
connect with the Roof. However, this is going to change if I enable the
option Mary score, extend the one chord. So in order to show you this
can go into edit this rule. However, I'm going to enable the option that you
have transport meniscal extend to all cord before selecting the Walls,
Mason pick Walls. And after selecting
the wolves who are going to nowadays
with the Overhang, he's not going to
have the same value. Very happy for because this time he's using the quadrotor
wall has a reference. So this is something
that you can notice a little bit better after
finishing the Roof. So after clicking
on the green check, I'm just going to show
you how the placement of the rope is going to change
based on the call to wall, which is something where
it's not going to be very noticeable up first and then
you create a reference. So I'm just going to
create a reference in our for you to perceive
this a little bit better. And I said quick center,
remember you can use this a reference, the
annotation lines. However, you can also use one
of the tools that you can find on the measures Panel if you want to
see more information. Because you can chain
multiple references at the same time as well. Since this has been created by you send this option
when you are going to notice other properties are also going to change based
on the Curtain Wall. So it follow this means you're going to get sentenced
slightly different, not only other placement, the role of seeing how the
Walls connect to the Roof. Point, in other words, in
how you can edit the Roof. Bias and assumptions
58. Align Eaves: After creating, they were
hanging up the Roof. You're going to nowadays, you can edit the value of the Overhang mice and
the proper place. Which means that if
you select the Roof and then select resize
that a footprint, you are going to be able
to change my violet, the Overhang, my
using the properties. And as well, you're going to
notice that this palette is going to be reflecting
on the Options bar. So this means for the
palate is going to change on new Boundary Lines, but also on the existing ones. In a small, you're going to
see where you can check or uncheck the option that
is call extent to occur, phosphate using
the proper place. So you're going to say, but you don't have to keep
the same values they use. And the moment I
graded the Roof, which also means
that you have to re editor Boundary every
time you need to make changes to the
Overhang as false. And therefore you can, evidence
is essentially able to select all the Boundary
Lines of the road. You're also going to be
able to either one of the Boundary Lines
independent from the others. You can change the
value of the Overhang, which is one of the I J. So the Roof. You can add in one of the Boundary Lines
independent from the others. But also you will
be able to add in multiple Boundary
Lines from the Roof in order to create different
size for your project. And these designs will
also save you a lot of time because many
other changes that you can do to one of
the Roofs actually prevents you from having
to create multiple groups. Or in another words,
you're able to create different shapes
within one single Roof, which is sad and
again, saving a lot of time dependent the
design of your project. So this roof now has an element
within the Roof just by changing the boundary of the Roof without changing
the other options. Now this is important for you to know because there
is options that you can use in order to edit the row parsley
using the Overhang. These ones are related
to the Boundary Lines. So if I select this
move once again, in order to edit the footprint, you are going to see by both to the Boundary Lines have
independent values. But also you're going to
see that on the Modify tab, you have a Panel Briscoe tools. And on this panel, you're
going to find that to, that will allow you to align
Eaves pair different height. This one is called align Eaves. And this tool will
allow you to align the Eaves on the Roof,
narrative and high. And once they use these two men, you're going to see
that the information on the Boundary Lines is going
to change a little bit. Now these values
actually show you the height of the boundary line based on a placement the room, or in another words, the level. In order to actually
use this tool, you need to use 1/2 adjustments, but you can use with this tool. Now the default judgment, they still uses a space
and the Overhang, if you select one of
the Boundary Lines, are going to be able to align
the other Boundary Lines to the same value of the boundary line when you
select that first point. In other words, the one that is highlighted, That's
a quick center. You can make sure
that you're selecting the right boundary line
by using once again, the tool option that you have on this panel before selecting
Leo the Boundary Lines, or in another
words, select them. The tool once again, allows you to make
sure that you are selecting the right
boundary line. Once I finish, you're going
to be able to see me now all the Boundary
Lines are going to be using, let's say Overhang. And this is something
that you can see. If I select the Roof once again, I can select the Boundary
Lines that make this rule after selecting where it
says edit, edit boundary. So once I select the
boundary, so the rule, you are going to say that
the Overhang is the same. Now the second option is going to be a
little bit different. He went out, the result is going to be pretty
much the same. After using Control C, I'm going to select once again this tool in order for
you to say once again, the same values that are used in order to address the Eaves. However, in this case,
I'm going to select the option that is
cool. I just high. And once they're done this, I'm just going to select
one of the Boundary Lines. In order for you to select
change on the Boundaries. I'm going to start selecting the remaining Boundary Lines in order for you to sit a
change on these families. Why is that? I have done this. I'm going to click
on the green check in order for you
to see the result. Nance first glance, the result
might not be preparing. However, if I open
a different view, you are going to notice
that there is a change on the Roof in order to adjust the rule base
and this values. And the extra change
may still seem confusing because the
Boundary remains the same. However, the height
of Thieves has the same in all the
Boundary Lines, even though one of the
Boundary Lines case farther away from the Walls. So when I'm trying
to say is that these adjustments keeps the
shape or the Roof the same, but it aligns my height of the Eaves based on
an existing one. So in order to do this, the Roof is going to adjust
based on the alignment. And this is something that
you can notice because one of the walls will
have to go a little bit higher than the other
ones because the shape of the Roof change in order to
adjust to these new values. So all of these means,
these adjustments might be confusing at first until you start using the
Boundary projects. However, they're
very easy to use. So you can test the
changes that you can do based on neuroscience
59. Join and Unjoin Roof: When you create the Roofs
for your projects in Revit, they're going to
see, but there are many different ways in
which you can edit a Roof. And some of them might
even allow you to another Roof after
great and the Roof. So you can use something
like the align to recommend my grading
and roof by Extrusion. However, there are few
tools are commands. We're going to be
a little bit more complex now on the sense
of how you use them, but what is required
for you to use this, to recommend one of these tools and state
join Unjoin Roof, not the join Unjoin Roof. It's actually a tool created
specifically for the Roof. And this is because several pieces levels for the placement. But also because the
Roofs can be very complex when it can
set that assigns a way for you to
avoid and eliminate my one single proof or by the design that
you want to use, misuse and less to recommend. In order to show you this
a little bit better, I'm going to use this
walls as well as two groups are going to create this Elements
for the basic design. But more importantly, why isn't the same level for the Roofs? However, I'm going to change the shape of one other
rows by using the slopes. And this is because these two or Command may still use
the address of the Roof. And as a quick Sina, liters of the Roof determined by
the Boundary Lines. Ones decorator this road and going to go
to the Modify tab in Revit to show
you where you can find the join and Unjoin Roof. Having. First thing
that you're going to notice is that you
actually need to select the edge of the
Roof and the face. They are going to use
a server I friends in order to join one of the
rules for the other. Now once that the Roofs
have been joined together, they're going to notice the one other rows will remain the same while the other one will
adjust to the other proof. Which means that you join one of the rows based on
the other one point. In other words, just one of the rules he's going to Change. Event the Base roof has
been joined to the other. You can still get
properties of the Roof, which means that you can change the offset from level
as well as the level. However, if you change
this values in a way in which the row is now going to
connect to the other Roof. In Revit is now
going to be able to keep the Roof join
to the other roof. So you will have to keep in mind not only the position
of the road, but also the height of the work. However, as you can now is I
want to change the sign of the book as well, since this is based
on the shape where the Roof has before you
use these two argument, you will need to keep
in mind matter if you change the
shape of this rule, Let's do is now going to
function, let's say Y. And also, you can actually use the same Tool or Command in
order to enjoin the Roofs, which means that you can
select the edge there has extended to the world in
order to Unjoin the Roof. And this is the reason why these two or Command Z
score join Unjoin Roof. I suppose if I even nowadays
is that even though this is a two or Command that is
intended just for the Roofs. Also going to allow you to
join this Roof to a wall. And I actually changing how this Roof is going to function. However standard
for you to notice is that the result is a slightly different when it
comes to the rows because retinoid join
interval to another Group. So if you use this
is because you might want to use another element has a reference instead
of just a Roof, which also means that you can use this personnel turnover. So the roof by Extrusion. As long as you can be greater myosin roof
by Footprint sense, we can edit the boundary
of the Roof at any point. You're also going to be
able to refine the Roof. But whenever you want a gray, however, they're going to say throughout the
course that there are, those are commands that you
can use in order to get similar results or even better than under the
sign of the Roof. Holidays, you're
going to an audience that is to actually allows you to join the Roof in order to create different designs
for your project. But it doesn't actually change
their shape or the Roofs. Which means that if you want to change the shape of the Roof, you can still edit the
Boundary with the Roofs. However, you do have
to keep in mind that both of the rows need
to be joined together, which means that it changes
the you do to the Roof. Determine the sign of the Roof. As you can notice, creating and editing the Roofs
is so super easy. However, if you want the grain suddenly
new, more complex, you can actually use
join Unjoin Roof, especially if you're creating elements such as the dormer. And this is because the dormer, our elements heritage that
the main design of the wolf. So if we went to create
dormer for your project, you can actually
use this tool to create a segment of
the role of the dormer
60. Using Multiple Views: In this lesson, I
want to show you a few things that you
can do with the peers, because by this point, you will be able to
gray the basic elements they are going to need in
order to create a project. So because of this, you might
need to use different views while editing the elements that you already placed
on your project. So I'm going to go
to the View tab in order to show you
the Windows Panel, or more specifically, the
tools or Command so you can use in order to organize the
abuse and the interface. So I'm going to start by using that tool, Briscoe tau abuse. This one has a shortcut which is WSM water NPA centimeter. Now this tool allows
you to arrange all the opening Views within
the application Window. My specifically will allow you to organize all the windows. They are used to
be your project. So before using this tool, you will need to know which are the BST want to see as well. You're going to notice that the active PO is going to change depending on which one you are selecting with the mouse brain. In other words, the
active one will be the one in which you
actually use the mouse. The mouse is the one that
allows you to determine which one is sexually
active as well. Since you don't need to say everything in older
abuse at the same time. You're also able to change
the extent of abuse as well. You can also occur fused
together within another beer. So you will be able to
change their Debbie as you normally would when you
have multiple tabs. Which means they
will need to change that by also using the mouse. And as well, you're going to notice that every
newbie that you open, he's going to be active
within the active view. So you're going to see
multiple tabs within a beer. Now even though this is
going to be very useful, I'm working on your projects. You also need to
take into account how much resources
this is going to use. So you will need to keep in
mind that this is going to ask more resources
out of your computer. Now as well. Something
for you to notice is the ones therapy
has been opened, you won't be able
to open it once again on another buildup, you're only going to turn. A builder is already
open to an active. Since we are able to
open the Views at once. Also going to be able to compare
to the Views hint abuse. Once again, why you send it
to vary score therapies, which is the same thing that you can do by using the shortcut, which is teosinte
mater and WSSE Water. Once they use this, you're going to see better
beer there was active, will remain active while the other ones are going
to become diabetes. So you will be able to use this options at
any point in order to open or collapse
of the abuse as well. So in fact, nowadays, it's the Regardless of the way in which you organize the Views, these are going to function
pretty much the same. Which is something that you
can notice because you can still close HOW
is independently, even if they are not grew on
another peers as few taps. Which also means that you can
use the same drop-down on the abuse to cycle
through the abuse, but also in order
to close any abuse. However, placing, etcetera,
then there is still useful when you have multiple
views grouped together, has type Use, say that
actually need to use this drop-down when you
only have one single beer. And as a quick
signer, you can still notice which project is open. With each of these views. We're going to see that you can organize the Views
homeless anyway, the one, hello, This means said
you can actually close the Views as you normally would when you
send disrupt them. Now, so quick center,
you don't actually have to snap to another beer. Which means that if you're
using multiple monitors, you can actually present, drag one of the abuse
to another monitor, or just living independently
from the rest of the user Interface as well. You're going to
find that this is actually useful because you can actually open multiple
projects at the same time. Which means that you can
use this interrupt to compare different
versions for backups. So the same project as well. You can use the Windows Panel
in order to cluster Views. Has we normally would by clicking on the eggs, are
based on the drop-down, something as well for you to
know as they are also able to switch the Windows based
on the Windows Panel, which is the same thing
that you can do by using Control plus
step on the keyboard. So you will be able to use Control plus typing the keyword. Or you can simply go
to the Windows Panel in order to switch the window,
paste and disrupt them. However, since you already have another drop-down that
allows you to do this, you're going to
say that you have different alternatives
in order to do the same. Mainly because that
changes the you can do to the user Interface. So all of this being said, I hope they are able to add a little bit easier the elements that you're graded
on your project
61. The Ceiling Plan: On the next few lessons ago
I took over the ceilings. So because of this, I wanted to show you how you can open inquiry has Ceiling Plan. And this is because the
Ceiling Plan is the one they use in order to per cent per
ceilings of your project. Now this doesn't mean that
you can create elements as you normally would by
either using meal abuse. However, they Ceiling Plan is
already greater for you to see only elements on
the upward direction. Or in another words,
it allows you to see a project like
you weren't looking at. So if you're great elements
such as the Floors, you're going to
notice that you can still see them on a plan view, but you won't be able to
see them on a Ceiling Plan. The plan view is going to look at the elements
from the top, while the Ceiling Plan is going to look at the elements
from the bottom. Now this might be
confusing at first. So if you already have
greater projects before, you are going to
notice that both of these periods are
used on the sheets. So one of them, it's
not actually more important than the other hand as well as under for
you to know is that the Ceiling plants arcuated
based on the Levels. So the Plan Views and
the ceiling plans, I create a base and a level. Which also means
that if you wanted to create a Ceiling Plan, they might have deleted that
is missing on the project. To just have to go to the View tab and then just simply open this menu so you
can select where it says reflected Ceiling Plan. Some of these you won't
be able to gray and I blend beer percent and
therefore the Ceilings, somebody's window
you're going to see, and then Levels actually
have a Ceiling Plan, as well as the
option of various go do not duplicate cylinders, which is going to make sure
that you're only able to see the Levels have done
already have Ceiling blend. This case I'm just
going to click on Okay. In order for you to see now the Ceiling Plan
has been created for the level as well. Something very important
for you to know is that the difference
between these views are based on
different properties. So you can change
on the Plan Views, including the one that
is called the Arrange. Sorry, also going to cover
the B range in order for you to see how the
ceiling plans can change. What kind of how you want
to show you a project. But also in order for you to say right Revit displays
the Views please play. However, if you already
have experience with projects that require
the Ceiling Plan, Views, when you may already know
about the couplings and the default values
that are used in order to display elements
on the floor plans, comparator, the Ceiling place. So what follow this means said, I wanted to show you how you can create and edit the Ceilings, but also how you can open
great, and edit the abuse. Because by this point, you might have noticed
for the projects are going to have a lot of
different family systems. So you can place which can make the projects are a
little bit confusing. If you don't know
which previously you need to use that also, if you don't know how to add
it when you want to CMU's, such as the floor plans
and the Ceiling Plan?
62. Placing a Ceiling: Now when grading a
project in Revit, you may need to create a
Ceiling. At some point. In Revit, you're
able to greatest Ceiling by using the
Architecture tab. And I'm the Architecture tab. We're going to find the
Ceiling to or Command. Now this one will
allow you to create a Ceiling within an
area of the Projects. Now this area will
need boundaries. The boundaries can be
the walls or they can be based on this sketch that you can Great Basin the join tools. So after using the
cylinder or Command, you will have the option to
create an automatic ceiling, but also you can
sketch the Ceiling. In this case, if you use
the Automatic Ceiling, we are going to
notice that this is the default option
that really provides. So by using the
Automatic Ceiling, we just need to hover the area in which you want
to grade the Ceiling, which in this case
is going to be defined by the wall
Stair already graded. And after you have done this, we're going to see that there
is a message around this. Be able to see the Ceiling. However, if we go
to the elevation and then I changed abuse
style to wireframe, we are going to be able to
see what are the Ceiling is. But also you will be able
to select the Ceiling. So you can click recess edit boundary in order to edit
the Boundary, the Ceiling, and ask if you add at the
boundary of the floor on a particular beer in which are able to
see the Ceiling. Revit will just
simply allow you to edit the Boundary
on that same view. However, if you use at
the boundary on a view, let mentors and allow you to see the ceiling or the
Boundary, the Ceiling, such as the south elevation, Revit open the go-to
be Window in order to show you that be using which
are able to edit a Ceiling. Once you select one
of these views, just need to click on Open View in order to open the beam. And then you can edit the
Ceiling as you normally would. Now the Automatic Ceiling
will actually need a boundary or an area that you can use in order to
place the Ceiling. This one is going to be
provided by the Walls. Hey, most of the cases. And if you'd assign this
structure here project also the structure is
going to be able to provide the boundary
for the Ceiling. However, if you select
one of the Walls, we are going to notice
that there is an option for the boundary which
is cool room bounding. Now this option for property
on the Properties palette is going to show interfere elements that you can create in Revit. And one of these
elements is the wall. So if you uncheck this option, you are going to notice that if you use an automatic Ceiling, you will not be able
to place the Ceiling. And this is because the walls are no longer
defined in a room, meaning that the Ceiling
is not able to recognize an area in which can be placed
because one of the Walls, even though it's there, it will appear as a wall mechanics says, but maybe it's just
for the curation. So this is something
for you to keep in mind when working with rooms
and with ceilings. And as a quick signer, if you have any issues, even when placing an aromatic
Ceiling without changing this parameter or property
on the Properties palette, which is by default
check most likely the issue will come based on
the height of the Ceiling. You will also need to keep in mind for the height
of the Ceiling. Also defines if there are
walls that can create, or they can define the
boundary of the Ceiling. However, you can actually create an a specific boundary for the Ceiling buy use and the
cilium Tool or Command, and then click and races
and sketch ceiling. Now this will allow you to use the Drawing tools in order to draw the boundary
for the Ceiling. So in this case, you can use
the basic drawing tools, but you can also use Pig Walls. And after grading the
boundary for the Ceiling, you just need to click on the green check in order
to validate the Boundary. Now when it comes to pick walls, you are going to notice that you have a few options there, pretty much the
same ones that you have one grade in the floor. So this means that
you are going to have extended into wall and
in parentheses two core, but also you are going
to have the upset. Now when you use big walls, you are going to notice that
the Boundaries also have athlete control in order to flip the direction of the upset. Now the creation of the Ceiling, it will seem a little bit simpler after seeing the Floors, because floors are actually more complex than the Ceilings. However, the Basics
for the Ceiling are pretty much the same lines
as the Basics for the floor. In this case, I'm
just going to create a boundary with the Ceiling,
myosin thick lines. And at the same time, something for you to
notice is that you are able to gray
multiple Ceilings, one on top of the other. Which means that you can create ceilings with different
boundaries and different designs that can relate or they can
be independent. One from the other hand, because that is also going
to see that there is a few options and
tools that you can use in another gray different
designs for your project. However, one of the most simple
things that you can do in order to combine multiple
Ceilings is the Slope Arrow, which means they are
going to be able to use the Slope Arrow
as you will use it. Elements such as the Floors. So in order to show you
this a little bit better, I'm going to delete
one of the Ceilings. And then I go into
edit the other one. And then I just simply
going to grain and other Ceiling in we can
go into the Slope Arrow. What do in this? We're
going to say that the Slope Arrow is the same what they have
with the Floors. And this is speaking
as the Slope Arrow. I said Toby, you can find when using Multiple
family systems. So with this in mind, you
are going to be able to gray Complex Ceilings by just simply aren't the Slope Arrow
tool one of the Ceilings. Now as well, something for
you to keep in mind is that since both of these elements
migrate independently, when you will need to make
sure that you're using the bright reference
for the right values and their properties
in order to get there. So they are looking for middle. So if you don't draw the arrow, you can also create an Slope. Arrow might just
simply selecting one of the Boundary Lines. Now if you have a niche
of selecting the error, please remember that you can use tab on the keyboard in order to cycle through elements
that are nested together. And this will allow
you to grade and the Slope Arrow based on
one of the Boundaries. And as you notice,
the Boundary and the Slope Arrow will modify the Boundary
if you move them, but also there will be joined to the rest of the boundary. Now this doesn't mean
that you're not able to enjoy the Slope Arrow
from the Boundary in order to move it
independently by just simply using the Controls
on the Slope Arrow. Whether it's been
said, you're also going to see where
you're able to assign and slow 21 of the edges are Boundary
Lines of the Ceiling. Which means that the
slopes are going to function very much the same way as they function
and the Floors. You're going to be able to
change the Slope by changing this value or by
just simply type in the Pali mandibular numbers. Somebody is the ones
that you do this. We're going to be able
to change the slope of the Ceiling by changing the
properties of the Ceiling. The assumptions are
going to be buried as white gradient the
Ceilings for your project
63. Editing the Ceilings: Now this Ceiling is very
similar to the floor as well. Because while selecting
the Ceiling or while the Ceiling
is still selected, we are able to change the type by using
the type selector. But also you're able to
change the properties, may send the Properties palette, such as the level, but also
the opposite current level. So this means that you can edit the Ceiling pretty
much the same way. Edit the floor when it
goes to the Properties. We haven't the
Properties palette. And at the same time,
we are going to be able to find under the
Dimensions Category, this hello Newbury mirror
the area and the volume. Now I'm on the Ceiling
Types that you have, a Generic Ceiling,
the compound Ceiling, which is a little bit
more complex when also requires for you to
change the detail level. We want to visualize all
the details of the Ceiling, such as in this case, in which I can change the
Ceiling type by using the type selector to the default ceilings that
you have with a Template. And this also means that if you select the ceiling and then you go to the Properties
palette in order to open the Type
Properties Window, we're going to be able to find the properties and parameters
that make the Ceiling. So this means that
you will be able to change the family that you
want to use for the Ceiling. Also, you will be able to
change the family type, which also determines the
complexity of the Ceiling. In the case at the
basic Ceiling, the only parameter that you
can change the material. However, if you change the
family to a compound Ceiling, you will be able to change
their structure that makes the Ceiling as well. You will be able to
duplicate the Type, which also means that
you can rename the type, whether it is the basic one
Part of the compound Ceiling. This means that you are
going to have pretty much the same Options and Parameters on the Type
Properties window. However, for the
compound Ceiling, if you go to the structure of the Ceiling and
you click on Edit, you are going to
find pretty much the same edit assembly Window. You find whether they
will send the Floors. And at the same time, if you want to
visualize the Ceiling, you just need to
use the preview, which will allow you to select the view that you
want to use as well. You can use the steering
wheel and assuming Options. And as with the other
edit assembly Windows, four elements such as the
Floors and the Walls. You are going to be able
to insert layer as well. You will be able to organize the layers by using up and down, which also means that you
can delete the layer. However, for this Ceiling
is actually very simple, very straightforward,
as you can notice, made the information
that you can get. Moreau saw on the fact that on the columns you
have the function, the material that
thickness and the Ramps. So all of these means say
they're going to say, well, you can edit the Ceiling
based on the Project they are grading. Good
morning, part of family. They're going to see that
there is a lot of changes that you can do to elements
such as the Ceilings, whether actually
editing the Ceilings. Because as you might have noticed throughout this license, their parents or the
Ceilings has a pattern. This pattern is related
to the material. So once I go to the materials, we're going to see how you can
do this with the materials
64. The View Range: In this lesson, I wanted to show you how to used
to be arranged. And this is because somebody
elements that you gray while working you project can be used as a Host for other elements. So you're going to
see at the elements, they use this element as a Host. Have a property that
is cool. I still Hide. Now they still hide is a
property that will appear. How many other
components that you can find that the
Components library. And the reason why this
is important is because this properties will affect whether this Components
going to be placed. If he's going to be
within the family, the host, the element. Because as you remember, elements such as this one, you're able to control
how high is going to go. So if an element is
placed outside of the host than the element
is now going to replace. All of these means.
So you can change, may be arranged by using
the properties of The View. So if you go to this
part of the properties, you're going to be able to click Preserve setup right
next to the View Range. And once the satellite voice, I said they're going to see
that'd be Range Window. Now these values and Options, my scene a little bit
confusing at first. So in order to understand this pile is a
little bit better. I'm just going to
show you the premium. The premium will allow you
to see whether be Range actually controls by looking at this case, sum these values, you are going to be able to
find the primary Range stuff, the primary Range plane, the primary Range,
bottom view that level. The primary Range
and the View tab. And the B range as
well as any for you to notice is that the B range is actually the sum of two regions. One of them is the primary Range and the other one
has to be adept. And this is because
the primary Range is the one that
determines what you can see from the primary
Range bottom or the way up to the
primary Range top. While the View there will
determine how far along you can see from the
primary Range bottom. So one of these regions is intended to lead you
see your project on the floor while they
are the one that determines how far down you're going to see from the floor. I'm going to close this window. And then I go into select this element in order to change
the property that is, coal is still high. But more specifically,
I'm going to change this still high,
a little bit higher. Ones that I click on Apply. They're going to
see the window does no longer appear
on these Colombia. And this is because
now this window is actually above the plane. And this is something
that can be perceived a little bit
better on an elevation. In this elevation are going
to make sure that you can see the same values you can find
under be arranged Window, but also the most
important values. But you can find them the
keys which are going to be their primary Range plane and
the primary Range bottom. Because these ones are the ones that are
mainly used to Change. Where do you want to
see on the Plan Views? So with these are going
to be able to see that everything
that is a bar like a plane is now going to
appear on these Columbia. And this also means that if
you place an element below, like a plane, Revit, will not actually
display the element. Is a quick sign. Are
you going to see that the element remains selected
even if you can see it, which means you're
going to still edit, paste and their properties
are the Modify Panel. So what days you're
going to be able to say that the elements will be possible depending
on the placement that they have in your project. However, makes a few elements, such as the doors that will
remain visible on the moment, the aim of the
apoptotic a plane. If you change this property, you are going to see me. We can make the door
based appear from this beer. Last week. Saner Heraclitus say that
the default value of the cup plane has 1.2 meters, which is no standard
value that is used in many
countries or regions. Which means that
this is a value that is not just for Revit, non-cyclic saying depending
on the placement at or you're also going to say that the appearance of the
wall is going to change. And this happens
because Revit tries to make the project as
accurate as possible. So in this case, we're
going to be able to see the edges of the Walls, even if you're not able
to see that layer. So the Wall, which is something that is
going to happen for the different elements
you can place on the project as long as
it remains accurate. And this is sending even notice
as well and the windows. So the priority that revit has, its accuracy, aesthetic
presentation, which means that revit has a to loosen options that you can use in order to change how you present a project or
you send the sheets. And with this being
said, if you change the properties of elements
such as the Walls, you are going to notice that
their parents or the Walls, he's going to change
on the Project. And this is because you can change not only the
placement of the wall, but also the height of the Wall. So their parents
or the Walls with a New Project is also going
to depend on the plane. So as you may have
noticed by this point, like a plane is the most important value we
will happen to be arranged. Especially because you are
going to be able to change not only how you view
the family systems where you use a New Project, but also other
components that are created by your center
family systems, which also means there
is going to affect elements like the moral
Lines and the top Surfaces Now as well, you're
going to see where the primary Range
pattern is almost equally as important
as the plane. Because it's the
one that determines from where you start
looking at the project. Or in another words,
is the one that determines the part of the project that you
want to look at, regardless of what
you have below, or in another words,
regardless of the be verb. And this is because the View tab will change depending
on the video using Microsoft Floor Plan is going to be different
than a Site Blend. Send the B range Window. You are going to notice that
you will have two values. One of them is the bottom and the other one
is the be verb. Now the be there and the bottom are related one
way or the other. Which means that the battle
be below the be verb. And this is because the be there is the one
that determines how far you're going to see or non-planned view
like this one. This means that you can use
the buildup in Anatolia, determine what other elements
you are going to see below the bottom as well, you're going to notice that
the button by default, it's associated to a level. So because of this, you
can leave the bathroom or serum and only change
that'd be arranged. In order to perceive this
a little bit better, I'm going to use this plan view. And also these are the beer. Because in this view you're
going to see that if the view that has the same value as
the height of the level, you're going to be able to
see everything that has been placed above the
silver, silver coin. In other words, everything
about the sera, sera. And as well,
something for you to know is that you
will be able to use the wireframe in order to select the elements that you cannot
see how an apple and beer, which means that even though
Revit Hesperia accurate, when it comes to the
representation of the Views, it is still allows you to enter the elements as long as
you're able to select them. Which means that you can use the wireframe in order to see the elements that are within the View Range in
order to select them. Now all this means that
you can make changes to these values in order to change how you
build the project. But also you can
simply use the Levels of the project in
order to do the same. Some of these in mind, you are going to be able
to grade levels, but you only want to
use for the B range, but also something as well
for you to know history. If you don't want
to use the Levels, it will be able
to use the option that is called unlimited in order to see everything within your project that is
below backup plane. So because of the Importance
of the cup plane, you're also going to
notice that the level on the card plane
cannot be changed. However, you can change
the height of the plane. However, you're going
to see that this value actually changes the
banana type of Plan B. So they're going to
be other Plan Views that actually uses
different coupling, such as, for example,
the Ceiling plants. And this is because
the Ceiling plants are actually intended for you to see the Ceiling
subject project. And in order to share
with this a little bit better and go into greater Roof, an editor show you how their parents or the
Roof is going to change when you look at the
roof by using a Ceiling Plan. So I'm going to grade
the following fall within a particular
boundary mind. However, I'm going
to make sure by the placement of
the Roof remains relevant though the walls that are already greater
and ones that I've done this and just go into
open the Ceiling Plan. And after I opened
the Ceiling Plan, you're going to notice that the appearance of the room, hey, so much the same one
as the one that you will have from the
top of the Roof. How are you going to see where the walls are on
top of the Roof? And this is due to the
changes on the B range. So you're going to say
that will be arranged on the Ceiling Plan is actually higher than the B
range on a floodplain. But also the direction
which are looking at. It's going to be different. Select lines. You actually be a project on the opposite
direction of the floodplains, which means they are looking
now instead of down, we chose that means
that the bit that plane can be said below that plane, which is the one thing
that you can notice on this window if
you try to do this. In other words, if you try to
change how they be, Range, show funtion on a Ceiling
Plan. So lobbies. Not only going to
change that brands are the elements that are
great for your project, but also the Options
and valleys, but you haven't to
be arranged Window. No. So you're going to see to the level of Bob
or in another words, you're going to be able to see everything until the next level. And if you don't have
a next level and you are going to see
by the B range is going to function like it was unlimited on the floodplains. Now this might be
confusing at first because the way that you precede the Project on the
ceiling plans. However, if you change the
level associated pivot up as well as TVD associated to the view that you are going the same plane can be
below backup plane, which means they're
in this case, that function since
the bottom on the floodplains as well, he that actually have to change the balance and the
View Range unless you have to hand this is because there are other
options that you can use. Linearity for you to change
how you view project. Because in many cases, you're going to notice they
changing these values. It's not enough. So there
are many things that you can use in order to change the appearance
of the project, such as, for example, the visual style,
but also other ones. They are going to
be able to find other properties of The View
as well as on the ribbon. I'm just going to
live up to this point in order to avoid making
this more confusing.
65. Starting the Project (Exercise Using Revit 2024): On this lesson, I'm going to start the project of the course. And because of this, the
start of this project is going to be based on the
first lessons of the project. Which means that
I'm going to change the project units by
using the managed step. On the managed
step, I'm going to select recess project
units in order to change the units
that are going to be using throughout this
lesson or exercise. However, you don't have to
use the same units that I'm using because you can use this based on your
country region. Which means that
you, you already know the units that you
are going to be using. On elements such as
the walls, the floors, and the doors, you
will be able to use those units instead of the ones that you
see on the course. And after changing
the project units, I'm also going to save this
project as a new file. This is because I'm
going to be using this file for the
rest of the project. On this window, I'm going to select the location
of the project, but also going to be selecting the name and the
amount of packups. After doing this, you're going
to see that the name that I selected is going to appear
on the user interface. And after saving this project, I'm going to start placing the basic elements or references
that I'm going to use in order to place
the families and family systems that are going
to be used on this project. Starting first with
the grids and then I'm going to place the grids
based on the floor plan after using the
crit to recommend. You are going to notice that
you can place the grids with a lot of precision by using the
automatic dimensions, but also based on the keyboard, which means that you can input the value that you want to
use by in the keyboard. However, you can also
place the Crits by just simply using the tools that you have on the modified panel. You can use the copy tool
in order to place more Cris while using this tool recommend you are going to
notice they will need the option that is
called multiple in order to place multiple
grids by using this tool. But also they will
be able to use the constraint in order to constrain the placement
of the grids. So you can use the
constraint in order to avoid errors when
placing the grids. And start doing this, I'm just going to move the grids based on the center or
origin of the project after changing the
position of the grids, and also going to create the
other grids of the project that this other
grids are going to need a different value or name. Because I'm going to change the name of this
grid after placing the grid so that the
grid to recommend can use this name as a reference when creating
the other grids. I suppose on before you
to notice is that you can simply use the copy
to orguen once again. However, once you
already place the grids, you can simply use the
automatic dimensions in order to change the
position of the grids, so you don't have
to decide where you're going to place
the grids right away. After placing the grids, I'm going to change the
position of the grids based on the center or
origin of the project. So I'm going to
keep the position of the grids as
center as possible. On this lesson, I'm going to add the next reference that I'm going to be using this project, which is going to be the levels. So I'm going to open
an elevation view in order to add a level. Because if you don't use a
view such as the elevation, you won't be able to
use that level to gen, after making a few changes. I'm just going to use the level to arguend
on the architecture and once that I use this tool, I'm going to be able to create an additional level
on this project. But also you're going to
notice that I can place the level by using as a
reference an existing level. Which also means that I can
change the extension of the level by also using
existing levels of reference as well. I'm going to be
using the same family time, but it is used on
the existing levels. Now you can verify the
family type by selecting a level that is already
placed as well. One of the similarities
that you're going to find between the levels and the grids is that
you can use the tools organs that you have on the modified panel in
order to add more levels. However, those levels
will not create a W, which is the reason
why the appearance of the annotation is
going to be different. If you want to avoid creating the views after
creating the levels, you can simply create
the levels by using the level two or however, if you need to
create these levels, you can simply use the
type in order to add the views that you want to
create based on the level. And as a quick signer, remember that you can also avoid creating the views
by checking ways, make on the options
while using the level to orgoend as well. You can avoid changing the family type after
creating the level by just simply changing the family type
selected by depot. Now once you've read
created the levels, you're going to notice that
there are different ways that you can use to change
the value of the levels. You can change the height of
the level, was the notation, the aromatic dimensions and the properties while
changing the values. You're going to notice
that the value is actually based on the
origin of the project, which means that you can
have posyvales or negalyf, always going to be
absolute values. As a quick sign, you are
going to notice that the alignment of these levels
are going to be based on, if you want to, it
the extension of the levels only in a
specific view or not. Which is the reason why
you can say that they can be used as to
the levels levels, especially because you can use a view in order to it the
extension of the levels. If it says three D on the text that appears on one of
the ends of the levels as well as on the foot To notice with the levels
in that you can use this control in order to adjust the appearance
of the levels. If you have levels, they
are very close together. After creating the levels that I'm going to be using
on this project, I'm also going to change
the name of the levels. That something for
you to know about. Changing the name of the levels is that these names can be changed on a specific view or for the views
at the same time. When you see this window, you will be able to
change the name of the level in all the
views at the same time. How? Something that you can notice on the template is that you have different names on the project browser
and on the nation. Because of this, you
won't be able to change the name on all the
views at the same time. So you can simply
change the name of the levels by simply
using the properties, and also by using a window that you can open
by using the mouse, once that you hover one of these levels on the
project browser. So I'm just going to change
the name of the levels based on the levels that I'm going to be using
throughout this course. Now the levels are easy to use because they're very
similar to the grids. Even though the views in
which you can play the grids are not exactly the same views in which you can
play the levels.
66. Placing the Walls (Exercise Using Revit 2024): On this part of the project, I'm going to create the walls. However, before
creating the walls, I'm going to make
sure that the grids are represented
on all the views. And this is because I added additional
levels to the project. In one of these levels,
the grids are missing. I'm going to cut the
grids on this view, then I'm going to
use this next view in order to paste the grids. But more specifically,
I'm going to use an option that is core line the current view because
this one will allow you to paste the annotations
on the view you're using. After doing this, I'm going
to be using the wall to recommend in order to place
the walls on this level. So I'm going to create
those walls the falling way. That's a quick sign up. You're going to notice
that even though these lessons are based on
the lessons of the course, some of the tools that I'm using haven't been
covered so far, and this is because of
how useful they are. Only in a few cases, I'm going to be using a tool, but it hasn't been covered. After creating these walls, I'm going to edit the walls, but you're simply using the
tools that you can find on a modified panels walls. And therefore you
to notice is that these walls are not actually
placed based on a grid. Because of this, you
might need to create a secondary grid
just for this walls, or you might need to use a
different representation based on your country region. In my case, I'm going to create
a secondary grid just for this wall because
I will be able to hide this grid on
other plan views as well. Something
that you're going to notice is that you can
change the representation of the grids as you can do
it with the levels based on how close the grids
are, one with the other. But also in some cases, you might be able to avoid this by just simply
changing the scale. Depending on the scale
that you're going to be using in order to
present your project, you might need to
use this or which is something that is also
going to apply to the levels. Now in this case, I'm
just going to change the scale of the views based on the sheets that
are going to create. Also going to change the
properties of the wall in order to adjust the height of these
walls based on the levels. Or in other words, I'm
going to change the height of these walls because of the level that they
are going to reach. After doing this, I'm going to place the other walls
of the project. However, I'm only going to place right now,
the exteral walls after place in these walls. I'm also going to change the properties in order to change the high that
they are going to reach. As well as the create to
notice is that not all of the walls are going
to reach the same level. And this is because
of the design of the roof that are going
to create on the project. Which is sending the can notice
basing an elevation view before placing the other
walls of the project. I'm going to create
the family types that I'm going to be
using this project. In order to save a
little bit of time, I'm going to create an
standard family type. Which means that I'm going
to be creating a family type that I can duplicate in order to create
other family types. Now while creating
these family types, you are also going
to notice that I'm not assigning the
materials to the layers. Even though I'm changing the function and the
thickness of these layers. This is because I haven't
covered the materials. However, when you already know the materials they are
going to be using, you can simply add the
materials in order to save even more time when
creating the project. After doing this,
I'm also going to change the tal level
in order for you to see the layers of the
walls and then I'm going to assign these family
types to the other walls. After doing this, I'm
going to finish creating the other family types based on the one that are
already created. In order to save a
little bit more time, I'm going to change the wrapping before using the option
that is called duplicate. Once I select where
it says duplicate, I'm just going to change the values that I
need to change on this family type before continuing with the
other family types. As well as the notice is that in creating two family types
that are very similar, and this is because
one of them will have an exterior finish
that can be used in order to make the
appearance of the project a little bit more pleasing
or attracted to the users. Quick cannot use the function that is called a structure outside of the core of the wall. And after creating
these family types, I'm even going to
create another one that I can use on the
ty of the project. As a quick sign, we
don't actually have to select a family type in
order to create a new one. And this is because you can
actually use the wall to organ before opening
the type properties window in order to
create a family type. After creating
these family types, you're also going to notice
that I'm going to use another family system which is going to be the stack wall. On this project, I'm
going to be creating walls by using the basic
wall family system. But also by using the other family systems that you can use. In order to create the walls, I'm going to duplicate
this system family type. Once I start doing this, you are going to
see but there is a message on the user interface. Now this message has to do with the notations or
additional information that you have on the walls. So I'm going to show you
where this information comes from once the weekend
to that part of the course. Now ones I created
this family time, I'm going to addit
this structure of this family time based on
the design of the project, on this family tie.
You are going to notice that are going to
be using a different hide. That this de, pace on the placement of the windows that are going to
place on the walls. While doing this, there is going to be a few things
for you to notice. One of them is that the
preview is going to show you this wall
pacing, a section view. And on this section view, you're not going to
be able to see how the wrapping is actually going to change
parings of the wall as well. I'm going to
change the upset in order to make these two
walls on the interior. After finishing the changes, I'm just going to apply a
few additional changes to the family based
on the walls that I use on this stack wall. And in order to see this
a little bit better, I'm going to open
this elevation. On this elevation,
you are going to see how these walls are
going to represented on your project as well. You are going to notice
that the design of the stack walls is also going to determine the placement
of the other walls, which means that I'm
going to recreate the same appearance of the stack walls on the other walls. And this is mainly because of the structure of the
core of the walls. Or more specifically the
structure of the walls and the tool that you can use
in order to move the walls based on another one is the
Align To this is speaks. The Align tool
allows you to use as a reference even the
faces of the wall. Which means that
you will be able to select not only the
core of the wall, but also the interior phase
or the exterior face of the wall as a reference
in order to align a wall. Also selecting one other spaces, the align to recommend actually make this a
little bit easier because it allows you to select the exterior faces of
the wall as a reference. And the align two fronts are, is even better on
the floor plans, pacers on the floor plans, you're only able to see the
representation of the layers. Or in another walls you see the faces of the walls as lines. After using the align to
recommend on these walls, I'm going to make a few corrections on the
walls of these levels. But also on the extension of a few walls they're already
placed on the project. That's a quick sign.
You are going to notice that I'm not
actually using step wall. You know the different walls, even though the design is going to be very similar
on the other walls. This is because of the way that the walls actually join
one with the other. In some cases, you are going to notice that it's actually
a little bit easier. Now, you can actually use the stack walls
until you need to, because as you remember, you can break the
stack walls into the family types that I use in order to create
the stack walls. And as you might have
noticed in a few cases, you may need to
add the extension of the walls by using
a, the profile. So the way that the walls joined together is the reason why creating the walls
the following way. This is something that
you can notice even more when I changed the design of
this part of the project. If I try to create a wall
that extend until this point, you are going to notice
that the stack wall seems a little bit based on the wall that
I just extended. Now, there are ways in order
for you to correct this. I will. To this point. I'm going to deliberate. This another change that I did on one side
of the project. I'm going to do it
on the other side. So I'm going to extend this
wall this following way in order for you to get a different appearance with this walls. Additionally, I'm
going to change the extension of this wall based on the design of the roof, but also in order to show you how you can make corrections on the appearance of
the project based on how the walls join together. That's a quick sign. This
is something that you can also do by using the profile
on one of the walls. How in this case are
going to live like this. Because elements that
I'm going to a later on as well. I'm going to open this view in order to
make a few changes. Not only in the
appearance of the view, but also in order to show you how the project is going so far. Now while doing
this, something that you're going to notice
is that you can select the controls
on the levels regardless of the
proximity of the camera. You just need to make
sure that you're selecting the control
based on this text. And also you're going
to notice once again, that the levels aligned
one with the other based on how you want the
extension of the levels. So I'm just going to make a few corrections before
moving to the inter ones. And the treated
levels are a little bit more useful
because they allow you to it the levels
on the views in which you are seeing the same level but on the opposite direction, which is something
that you can notice if you were to open
the elevation. However, still in some cases, you might just want to edit them based on the
vita you're using. Once you start
creating the sheets, you can simply design to change how you want to
perceive these levels. Now I'm just going to the
TO walls of the project. Now the Tl walls are going
to be placed under the sign. Which also means
I'm also going to consider the level in which
they are going to be placed, but also how high they
are going to reach. However, I'm going to place only a few other walls because I haven't created the
other elements that are going to determine the
design of the project. That's what you're going to see that I'm going to
be using once again the split to recommend because I'm going to change
the hive of a few this well, I'm going to be using
the Align to recommend to make sure that both of these walls have
the same extension. However, you're going
to notice that is to recommend and recognize the
connection between walls. They are using the
same constraints. Before using this to recommend, I'm going to change the
extension of these walls. After placing the walls
on the previous level, I'm going to place the
walls of this level. Now the walls of these levels are going to be a little
bit different because these walls are not
going to extend to the same height
as the teal walls. Because of this, I'm going to be changing the value
of the top opt. Well, something for you to
notice is that you can easily edit the walls of your project as long as you have a reference. Which means that editing
your project in bit is actually as long as there are references that you can use in order to edit your project. However, if you don't
have those references, you can create those references
by using tools, commands. So just a and before finishing
with this walls, I'm just simply going to make a few corrections on the walls that I
place on this level. And the change on the walls of these levels are actually based on this area
of the project. Because of this, I actually change the height
of these walls, but also added an
additional spacing for people to pass without
the need of doors. After this, I can simply save the project
before continuing.
67. Placing the Floors (Exercise Using Revit 2024): On this part of the project, I'm going to be creating
the floors and starting first with the floor that is going to be used
on this level. In order to do this,
I'm going to go to the build panel in order to select the tool that
is called floor. After selecting this tool, I'm just going to be using the row panel in order
to create a boundary. Or more specifically,
I'm going to be using pick walls in order
to select the boundaries. The reason why I'm
using pick walls is because there is an option in the options part
that allows you to extend the floor to
the core of the wall, which is going to be
more accurate when it comes to the construction
of the floors. And after creating the boundary, I'm also going to create the family type that I'm going
to be using on this floor. Now this family type is
going to be based on the fact that this floor is placed on the base
of the project, which means that it's not meant
to support anything else. And after creating
this family type, I'm just going to click on
the green check in order to move on to the floor
of the next level. Now the floor of the next level is going to be a little bit more complex because part of the floor is going to be above the terrain
of the project. Because of this, I'm going to create several floors
for this level. Starting with this floor. At this floor will require
a different family type, because this one is going to be placed about the previous level. Because of this, the layers are going to be a
little bit different. So with this in mind, I'm
going to add the structure of the floor in order to
add additional layers. Also, in order to
change the palace of these layers based on the
placing of the floor, that's a quick sign. Something
that I recommend you doing is actually
using the boundaries of the floor that you
created as a reference for the other floors
that you might create on the same level. Which will allow you to
avoid placing the boundaries of one of the floors within the boundary
of another floor. In my case, I'm going to copy this boundary before
creating the next floor. After selecting this
to, once again, you are going to
notice that I'm going to duplicate an
existing family type in order to create this new
floor without having to create all the layers
of a new family type. And after creating
then you family type, I'm just going to paste the boundary of the floor
they're already created. Then I'm going to
use, once again, pick walls, enter the rest of
the boundary of this floor. Now while doing this, you're going to notice a
couple of things. One of them is the pick walls. It's not able to recognize the cord you want to
use on a stack wall, but also you are
going to see that uses in the face
of the cord wall, which is something
that you can notice when using pick
walls on this wall. Because it is, I'm
actually going to use pick lines in order to select
the boundary of this wall. And before finishing
with this floor, I'm also going to take into
account that this area is going to be different from the area of the rest
of the project. Which means that this floor
is going to be different from the other floors of
this level because of the use of this
area of the project. Which means that
I'm going to add at this boundary
based on this area. But also I will need to create
an additional floor type because of the fact that part of this area is above
the previous level, while another part of this
area is about the rain. After finishing the boundary, I'm just going to the lead the unnecessary
boundaries before selecting the green check. As a quick sign, you
can notice that I'm not actually selecting yes on the options that I
have in this window. This is because this may create a few changes that you may
not want on your project. Especially in this
case because I don't want any of the
changes happening without you being able to see it after creating this floor. I'm just going to one
of the existing floors already on this project before creating one
of the new floors. So after doing this, I'm
just going to use once again an existing boundary
in order to avoid a mistakes when creating the next floor and
the next family type. So I'm just going to finish creating this boundary
and the family type. Before selling be and as I mentioned before, I'm going to create an
additional floor and family type that
is just going to cover any specific
area of this project. As you may have noticed that different floor types are going to depend on the
area of the project. Throw this license, I'm also
going to create and edit the floors based
on the area that this project is going
to have at the end. But also something that you
may have noticed is that editing the presentation of many of these elements
of the project. This is because these
are corrections that I'm going to do,
ones that I cover. How you make those
corrections or changes as we I going to do
is actually change the place of the
section in order to show you how the project
is going so far. Especially because you can start seeing that
there's a few elements, we might need a correction later on because of the
placement that they are going to have that
the floors have been placed based on the use that they are going to
have on the project, or in other words, the thickness of those floors is
actually different. And before creating the
floors of the next level, I'm just going to make
a few corrections on this section when it comes to the presentation
of this section. Now I'm just going to create the floors of the second level. In order to do this,
I'm just going to get a few references from the floor that are created on
the previous level. So I'm going to copy once again the pound at
the previous level, mainly because I want to avoid selecting all these
boundaries once again. And after doing this, I'm just going to use
pick walls once again in order to select the remaining boundaries
of this floor. As a quick sign of
you are not able to create a floor
if the boundary of the floor doesn't
actually create close shape. I suppose something
that you're going to notice is that this
floor is going to be a little bit different because of the design or certain
areas of the project, but also because of a floor that I'm going
to create later on. So the first thing that
I'm going to do after creating this floor
is actually a floor. In order to create
a different floor for this area of the project, have to edited on the floor. I'm just going to
create a new floor by easing as a reference
an existing boundary. And then I'm just
going to finish the boundary before
selecting the green check. Now one of the floor
has been created. I'm just going to create a different family type that
I can assign to this floor. As a quick sign, you're going to notice that the floors
are actually created, taken into account,
available below. The thickness of the floor is going to be a little
bit different. With this on mine,
I'm just going to finish with this floor
before creating a new one. Now the next floor
that I'm going to create is a floor
that is going to be partially above the
level below what the rest is going to be in
the air or in another words, this is a floor that is
intended for a balcony. I'm going to use the
following values on this boundary and
also the tools that you can find on
the modified panel in order to finish the
boundary of this floor. Now once that I
created this floor, I'm just going to add
the existing floor. Now if you're not able
to select a floor plan, I can simply step on the
keyboard for another view on the project before selecting
where it says it boundary. And as well as you remember
if you selgave boundary, revit is going to make
sure they have opened a view in which you can edit the boundary by
using go to view. And now I'm just going to edit this boundary the following way, because I'm going to
take into account how those floors are
built on the project and what is being said. I'm also going to make
a few corrections on the walls of the project based on how I created the floors. Now this part of the project, I'm also going to be changing the position of the
section once again in order to start editing
the extension of the walls based on the
floors that already created. While doing this,
you're going to notice that there
are corrections that will need to be made before presenting new
project to others. Especially on how the
floors connect to the walls as well. Since I already
created the floors, I can use as a
reference the height of an existing wall in order to add the height of the
other walls of this level. Now all of this is being said, there is something else
that I will need to do before finishing
with the floors. And this has to do
with everything was based on the floors that are already placed
on this project. More specifically, I'm going
to make a few corrections on the walls based on the placement of the new elements
of the project. I'm going to change
the tage of this wall. Additionally, I'm
going to change the alignment of the stack
wall because of the fact that the step walls are not
actually placed based on the center of one of the walls
that make the step wall. So you will need
to make sure that the step walls are aligned
based on your design. Since I edit these walls, I'm also going to
it the boundary of these floors before
finishing by the floors. So as you can see, Ting
and editing the floors is actually regardless of the changes that
you do on the project. As a quick sign, something
that you can do once you already know that the walls are going to remain the same, is actually constrained
the boundaries of the floor to the
layers of the wall. Now in this case, I'm not going to do this because once again, I want to make sure that
you're able to see how a project is normally
handled in Raven, when you don't know everything that you're going to
do on the project, even though I already know how the project is
going to look like. As another quick sign up, you can also use wire
frame in order to make sure that the boundaries
are how you want it, but also in order to select the floors a
little bit easier. As you remember,
you can also use the status Ar in order
to help you with your selections because
there is an option on the status that allows you to select the elements by face.
68. Placing the Roofs (Exercise Using Revit 2024): On this part of the exercise, I'm just going to continue with the basic elements you need
to create on the project. In this case, what I'm going
to create is the roof. In order to do this,
I'm going to go to the build panel in order to
select the tool that is roof. Now the roof of this
project is going to consist of two roofs that are going to
be joined together. Because of this, I'm
going to be using pick lines and stop walls. Even though pick walls
allows you to use your hang while
creating this roof, you are going to notice that
I'm going to at an upset. But also I'm going to change
the base level based on the properties as
well as the nodes. Instead of selecting the, the walls of reference
for these boundaries. Which means that I'm not going
to be used in the core of the wall as the reference
for the subset. Mainly because the subset on a construction is
actually built this way. Another reason for
this is because the overhang may actually create a few issues when creating
a boundary that is not only using as a reference
the walls of your project. Because of this, big
walls might have a few issues with the design that I'm going to
use on the roof. After finishing
with this boundary, I'm just going to click on the green check in order
to show it the result. You're going to notice
that by default it creates a roof based on the thickness that the roof is
supposed to have. If you add the
structure of the roof, however, I'm going to
create a family tie. There is not going to take into account the structure
of the roof. Before doing this,
I'm going to add the boundary of this roof because of the
design of the roof. As a quick sign, you are
going to see the wall doing this and also copy
this part of the boundary. Which means that
I'm going to use this part of the
boundary later on. And after editing the
boundary the following way, I'm just going to click on the green check before
creating another roof. And after doing this,
I'm going to create another roof based on the
boundary of the roof that I created before in
order to make sure that the footprint or boundary of
the roof remains the same as well. You're
going to notice that I'm going to edit this roof in order to disable this low on this boundary or
edge of the roof. Once that I have done
this, you're going to notice that both of the roofs are actually very
similar when it comes to this low
And the orientation, because of this, I'm
going to be able to join the roofs once
this roof is finished. In order to finish this roof, I'm also going to change this low is actually based on the units that are currently being used
on the project. I'm going to change the units of this low, the percentage. However, in your country region, you might need to
use different units. So regardless of the
units that you use, remember to use the following is low in order to get
the same result. Now the reason why did this is because these two boundaries
are going to low. They work created
at the same time. Even though these roofs are
separated one from the other, you can notice that both of them are following
the same design when changing the
base levels or when using the tools that you
have on the modified panel. As a quick signer,
you are going to notice that if you
move the roof by using as a reference in the other
roof where it is going to associate the roof to the same level that is
associated to another roof. Or in another words is going to use the base level
of the other roof or grading pot of the roofs. I'm just going to use the join, join roof in order to join
pot the roofs together. However, I'm going to create a new family tie for this
roof because I want to make sure that the changes
that I'm going to do are going to remain the same while working
on the project. And once that are created, the family type
that is going to be assigned to both of the
roofs and also going to add the boundary
or both of the roofs so they can look like they
were created at the same time. Or in other words, like they
are part of the same roof. N notice I'm making
one correction at a time in order for you to see how these
corrections are made. But also in order
for you to notice that they join one joint role. Keep both of these
roles joined together. Now these changes are going to the get to account the
design of the roof. Which means that
these changes are going to the pen under the
sign that you're using. In my case, I'm going to
extend this roof, a load, this one, in order to avoid spaces in which the
water can enter. So as you can notice, the roofs are actually
easy to create. While you have an idea, do the same that you want to use and you're going to still update the roles based on the changes that you might
be doing in your project.
69. Placing the Ceilings (Exercise Using Revit 2024): On this part of the
exercise or project, I'm going to be
creating the ceilings. Now you can create the ceilings
of the project by going to the bill panel in order to select the tool that
is called ceiling. Now, the ceilings
are easy to create if you already have the
walls of the project, because you can create
the ceilings based on the option that is
called automatic ceilings. However, when you use
the atomatic ceilings, you are going to notice that the ceilings are placed
based on the upset. You will need to make sure that the ceilings are placed based on the height of the walls
that you're using as a boundary for the
aromatic ceiling as well. You can
see that B lets you know you're not able to see
the ceiling on this view, which means that you
can use another view of the project in order to see where the ceiling
has been placed. As a quick sign, even though you're not able
to see the ceilings, you're going to notice
that you can use the properties in
order to change the level that is going to
be used in order to place the ceiling along with the
high opt from the level, which means that the
ceiling is normally placed above the level
that is used as the host. In order to do this
a little bit better, I'm also going to create
additional views in the project. So I'm going to create a
few additional sections that can be used in order to
see the remaining ceilings, but also in order to see where the other ceilings are
going to be placed. Nice, well, creating these views because they're going
to be very useful. Once I get to the sheets and after creating disputes, I'm just going to
use them in order to add observe the ceiling. As a quick signer,
you can also use the two circumns on the modified panel
in order to do this. However, the ceilings is unnecessary if you're
creating an center ceiling. As you notice, the ceiling
is also easy to create, edited because you have
options such as the boundary, which means that you can
edit the boundary as well as create the boundaries by
using a sketch ceiling as well. You're
going to notice that this is also going
to be very useful in order to see how the
other elements of the project are placed in relationship to the
other elements. Or in other words,
how the walls are placed based on the
floors and vice versa. I suppose under the can
notice instead you can open these pews by using
the project browser. Before moving along to the
other elements of the project, I'm going to use these pews
in order to start editing the elements they're
already placed on the project based on
the other elements. They're also based on how these elements will be
built on a construction. With this in mind, I'm just
going to take a little bit of time making a few adjustments
on these elements. That's a quick signo you
are going to notice. But you can also create
a level just for the ceilings because
the ceilings use the levels as a post. However, in the case of
the ceilings unnecessary because you don't need to create additional references in your
project just to do this. And while doing this,
you are going to notice that if you open
the, the properties window, you're going to get a window letting you know that there are a few warnings and that these warnings are related
to the family types. Now, these warnings,
or something that bit, actually removes if you
want to see the warnings. Or in other words, if you replicate what creates
these warnings, which in this case is opening
the type of this window. After selecting this family, after opening this window, I just need to
select was expand. And after doing this,
you will be able to see the different warnings
that you have with this family or in other words, the warnings that you
currently have on the project. All of these warnings
are actually based on the fact that are actually
created family types, based on existing family types. However, these warnings are
interactionally errors, which means that
you can continue with your project
as you normally would until the moment
that you start to quantify the elements
of your project. Or in another words,
when you start e, creating the tables that
you can create bys and ven and what all of
this is being said. I'm also going to change the presentation of the
views that are already created by changing
the scale and the orientation of a
few of these sections. And please reorder to
say before continuing.
70. Placing The Components: The different elements
that you can place in rabbit be confusing at first. Because you can place family
systems as well as families. However, this way in order to differentiate between a
family system and a family, the family system can be used as a host while the family
is going to need a host. One of the best examples
of a family is the doors. Because the doors requires
the walls as a host. Which means that by default, you won't be able to
place a door outside of the walls that can be created
by using a family system. In order to place a door, you need to go to the B
panel to select the door to recommend as well as the notice is that the
door to gum as a circuit, which is the S and
David are roaming. Once you select the
door to commend, you're going to
notice that you can place the door
anywhere on the wall. However, the placement of
the door will depend also on the level that you're
working on if you're using a plan view in order
to place the door. Which means that if
the level that is visible on this plan
view is level one, then the door is going to
be placed on level one. In this case, the door and the window are going
to be placed on the same level because
both of them are actually placed by using
the same floor plan. So important for you
to know is that you can place the doors
by using plan views, but also by using
elevations and sections, which means you're going
to be able to place the door in all the different views that you hold a project, including the treaty views. Also you're going to see the regardless of the way in
which you place the door, it's going to display
the aromatic dimensions while placing the
doors on the hot. If you want to see the
aromatic dimensions after placing the doors, you just need to select
these families once again. Now, the doors can actually
be moved within the host. And you can actually do
this in different ways, such as, for example,
the present, as well as the
tools they have on the modified panel as well. You're going to see that the automatic dimensions can use as a reference the
center of the doors. And this is because the template
that is used in order to create these families as a reference at the
center of the door. Since you're able to see the aromatic dimensions
after selecting the door, you're also going
to be able to use the aromatic dimensions in
order to move the door. That's a quick sign. You're also going
to notice that you can use the controls
that you have on the doors in order to change the direction in which the
door is going to open. The placement of the
door, it's actually pace, not only automatic dimensions, but also on the position of the balls when you
place the door. So this means that you can place the door anywhere that
you want within the wall. But also you are
going to be able to control the orientation
of the door, as well as the position of
the door in different ways, especially because of the
automatic dimensions. As you can see, placing and editing the
placement of the doors, as all of this is
going to apply to another element that
uses the wall as a host. And this one is the windows. Now the windows can
be placed by also selecting a Tom on
the bill panel. You can place the
windows by selecting the windows on the bill
panels on the Sir, which in the case
of the windows is going to be doubling
and ascendancy. Once you select the windows to argument, you're
going to see, you can place the windows
by using a plan view, an elevation, as well as a
tree view just like the doors. Which also means you're
going to be able to see the aromatic dimensions
were placed on the windows. However, the windows will
also allow you to use other elements as a reference when it comes to the
height of the window. This is because the windows have a property that is
a still height. Now this property is actually
used in order to determine the height of the
window based on the level in which
you place the window. Which means that the
windows by depot are actually placed
based on a level. We by default the
use is still high as an observe from the level in
which you place the windows. Once you place the windows, you're going to notice
that you can move the windows in the same way
that you move the doors, which means that you can also use the aromatic dimensions. You are going to
be able to decide the orientation of the window, as well as the placement
of the window with a lot of precision while
working on your project. But also that the
placement of the windows, just as the doors, is placed in the direction of the mouse,
one place in the door. However, you're still
going to be able to use one of the
controls that you have on the doors in order to flip the direction of the window,
as well as the doors. The windows are going to have just one control while the doors are going
to have to controls. As I mentioned before,
the families made a host. The different family systems
that you can place on your project will determine how you're going to
place the families. However, in the case
of elements such as the walls you
are going to see, they will also determine
what elements can you place. In the case of another family
system such as the floor, you are going to be able to see that they are
going to be families. They are going to recognize
the floor as a host. And this one are elements
such as the furniture. As a quick sign, the floors are used as a host the same way regardless of the
floor type or in other words the family
type they are using. Which means that this is going
to function the same way, even when creating the
structure of your project. In order to place
these families, you can go once again
to the build panel. In order to select the
place a component, you can select this
tool or to men, or you can use S and Charlie, Mas Mary as a circuit. Once you select this tool, you are going to see all the families that are
available within this template. Which means that you
are going to be able to see not only the doors
and the windows, but also the other families that are loaded on the project. You're going to be able to place families such as this
one on your project. However, you are
going to see that these families are not
going to use the wall as a, which means that these
families are intended for a host like
this one as well. Something for you
to notice is that the abuse are also
going to determine if you're placing the
element outside of the host to place
in these families. And just going to select each other families
in order for you to see which host has been assigned
to each other families. As you can see, one of the families is no used
on the floor host. Instead of using the floor, it's used on the level. This is because the levels
can be used as hot, which is something
that you can notice at the moment that you place
elements such as the floors, the walls and the ceilings. As you might have
noticed by this point the levels can be
used as a host for the family systems as a quick Sino family
systems such as the ceilings can also be
used as they are families, they can only be placed
on the ceilings. This is something
that might also be confusing because Rabbit already has a library with families already
created for a specific as well. You are going
to see that each of the families will have
properties that you can change. You're going to
be able to select the family in order to change the properties of one
or multiple families by using the same family type. In the case of the doors,
you are going to be able to change the
level that is being used for the placement
as well as the steel he which will allow you to add an upset relative to
the level in which the door has been
placed as well. You're going to be able to
change the swing angle. Or in other words, it
will be able to change the angle in which the door
is open or it can open. You can use this
for the accurate representation of the doors in your project or just to change the representation based on how you want to
present your project. In the case of the windows, you are going to
have also the level as well as the steel height. You're going to
be able to change the steel height of the window. Also based on the level in which you place the window as well. There are a few properties
just for the windows, such as, for example,
the window insert. Now the window insert is
something that is going to change the upset of the window relative to the
placement of the window. Which means that
this is not going to change the placement
of the window, but rather the appearance of
the window within the wall. Now, the window insert
is also determined by the references that are used at the moment that the
family is created. As you can notice, editing the doors and windows
is very similar. However, there are
properties they only use on the doors
or the windows. Now, all that has been said,
something for you to know, is that the properties that
you can see after selecting a family are the ones that are created along with the family. Which means that
these properties are created while creating the family. What is being said? The families that you can place in your project are created in such a way that you will have different families
for different uses. Which is the reason why it has not only a library
of components, but also a library of
templates that you can use in order to create the families that you can place
in your project.
71. Changing the Host of the Components: When editing your project, you might need to change
the host of elements, such as the walls
or the windows. Or in other words, you might need to change the placement of these components based on a change under the
sign of the project. Because of this, you can use certain tools or
demands that you can find on the modified tab related to the
doors and windows. In order to show you this
a little bit better, I'm going to place a couple
of walls on this project. But also I'm going to place a few components on the walls. Or more specifically, I'm going to place doors and windows. After doing this, I just need to select these components
in order for you to see that you can host of
these components by using the option that is
called pick new host as well. Something you might have
noticed is the pick new host is also an option
or the argument that you can find when selecting other
components where they are using family systems such as the walls or the
floors as a host. Also, you can notice
that you can actually use this on the different
views of the project, which means that you can
even use the treaty views. And on the treaty views, you're also going to see that
you can use as a reference, other components that are
used on the wall as a host. However, the doors and windows actually have more
than one host. And this is because
the doors and windows actually place
based on the levels. Even though the wall is the, the level is going to
determine the placement. Which means that you can select the level in which you want to place the doors and windows, but also the wall in which you want to place the
doors and windows. This is very important for
you to know because there are family systems that allows you
to combine other elements, such as the stack wall. As you remember, the stack
wall is actually composed of two or more walls that are used in the
same family system. The stack wall is a family
system that is composed of two or more elements that
are using the same family. Because of this, you
are going to see able to select not only
in which part of the wall you want to place a door or a window as the level
or in other words, these elements are
going to be placed on the wall based on the
levels of the wall reaches. Which means that on the case of a door that is placed
on the step walls, you're going to be
able to select a new, the primary host. You will be able to
use this in order to determine the element of this stack wall that
is going to be used as the main host of an
element such as the door. You can simply use this
in order to determine how the door is going to be
placed within the stack wall. But also how this element
is going to relate to the design of your project or more specifically
to the stack wall. Important for you to note is
that you can actually use primary host in order to change the primary host
of this component. Even if the component
doesn't reach the element. You can simply change the
primary hot at any point in order to change
the relationship between this component
and this stack wall. However, since these
components are actually using the level as well
as the wall as a hose, you also need to
keep in mind that if you use pick primary hose, you will be able to also change the level in which you're
placing this component. Which means that this is going to do something very
similar to pick new holes when using components they are using
as a hot and a stock wall. However, if the wall only
extends throughout one level, then you won't be able to change the level in which this
component is going to be placed. Because this component cannot
be placed without a hot, or in another words,
outside of a host. So because of this,
it's not going to allow you place this component
on another level even though it will still
allow you to change the wall that is used as a host as well as the primary host. So all of this means, said, the host of the components is going to be very important
regardless of the component.
72. Changing the Orientation on Doors and Windows: As you might remember, the walls that you can create and ven, use a property that is
called cross section. In this lesson, I
want to show you how the cross section
affects the doors and windows that you
can place on the walls. Because the walls are still used as a host for the
doors and the windows. Regardless of the cross section, they are used on the walls. In order to show you
this, I'm just going to add a door on this wall. And as you can see,
the properties of the door are still the same. However, if I change the cross section of this
wall from article to a slanted by either using the properties or
thematic dimensions, you're going to notice
that the wall has changed even though the
door remains the same. However, once I selected
the door and you are going to notice that
there is any property, this property is orientation. And the orientation,
you can actually change the orientation
that is used on the wall, which means that
you will be able to use the orientation
of the wall or you can simply keep the orientation by default which is particle. If slant the orientation, you're also going to
notice that the angle, the use is also going to change the
orientation of the door. With this you're going to
see the orientation is going to be the same on the
wall and the doors. Since you can change
the orientation from particle to a slanted, you're also going to
be able to change the orientation of the door
from a slanted to vertical. Able to do this with the doors. You're also going to see that on the windows it's going to
function the same way. Which means that the
windows and also use the same orientation
of the wall. If you place a window
on an, a slant wall, you're going to
be able to change the orientation of the
window based on the wall. With this in mind, you are going to notice
that you can change the doors and windows in
order to match your design. Now, this may not
seem very useful. First, however, there
are going to be a few designs in
which you will need to add a specific type of door in a specific
part of your design. Which also means that
you may need to add a specific windows
to specific part of your design as a pin. These controls are
not going to change the orientation of the
doors and the windows, which means that these controls are going to function the same. Ways for you to consider is that the walls
have another cross section, the size particle and slanted. And this one is called taper. However, this cross
section is going to affect the doors and
the windows a little bit differently because the ones are actually related to
the layers of the wall. Or in other words, you
will need to set one of the layers of the wall as parable in order to use
this cross section. In order to show you this, I'm
going to set this layer of the wall pero in order to use the cross section
that is called tapered. Then I'm going to enable the exterior angle and the interior angle on
the cross section. Which means that
you will be able to use the properties or thematic dimensions in order to change the exterior angle
or the interior angle. Now the actual change that this cross section
creates on the doors and windows is that the orientation actually
has two options. One of them for the exterior and another one
for the interior. Meaning that the doors and
windows will need to adapt to either the exterior angle or the interior angle that is being used on the suss section. The doors and
windows can only be affected by only one
of these angles, which is very important
because you can actually change both
angles independently. However, if you
don't want to change the doors and windows
based on these angles, you can simply use a
deferent, which is Portugal. Every time you
change the balls on the exterior angle
or in the angle, you are going to see a
change only on the faster using the orientation related
to one of those angles. Now this is also
important because this cross section can be used on any of the
layers of the wall. That allows you to select
a layer as per wall. This means that you
will be able to select any of the
layers of a wall type, such as this one, in order to change the
appearance of the wall. After selecting this layer
and just going to use the properties in order to change the appearance
of this wall. But more specifically, in order to change
the cross section of this wall based on the exterior angle or
the interior angle. And after doing this, you're going to see a couple of things. One of them is the
only the layer that I selected has changed, but also that the
orientation of the door is going to change based on the cross section
of the wall. As you can see, this
orientation may actually be very useful
and a few specific cases, all that has been
said, you are going to be able to change
how the doors and the windows are
going to relate to the wall that's
being used as a host. Even if they change that, you do on the walls, it's based on the cross
section of the wall. You will be able to change
the sign by simply on the properties of the walls and the elements that
uses the walls as a.
73. Loading other Families: On this slide. And what
I want to show you is how you can load a
family to a project. But more specifically,
the different options that you have in
order to load a family. And starting first how
you can load a family that is used in the same
that you are using, which in this case is going to be the same family systems. In order to create the door, I'm going to select first the door to recommend and then I'm going to go to where
it says load family. Once I have done this, you're
going to see a window that will allow you to search for the family that you want
to load to the project. Once you find the family
that you want to load, just have to select it and
then select process open. Now once you do
this, you are going to notice that you have
another window which will allow you to specify the family types that you
want to load to the project. Now the family types are the ones that are created
along with the family. Something important for you
to notice is the units. Because the family
already has units, they're already assigned to it. Which means that the
units of the families will depend on how
they were created. In this case, you
can notice that this library is
actually using inches. However, you're also
going to notice that bit is also going to show you
the units they are using. The project right next to
the name of the family type. What this means is that you
will need to keep in mind the units that were used in
order to create a family. As a quick sign, the
libraries that are created by this are available on
imperial and metric units. You can simply choose
which one do you want to use as well. Something for you to see is that there is more
than one way in order for you to load a family that is using the
same family system. You're going to be able
to use the type of window in order to load
a family to the project. As long as it's using the
same family system as well, you are going to see that you
can select once again among the family types that
you want to look with this family as a great sign, if you are going to select
one or multiple family types, you will need to keep in
mind that you will need to select at the very
least one family type. Once I loaded this family, you are going to see that all the family types that
are selected are available on the type selected
as well by depot, You actually load
all the family types at the moment they
open a family. Which means that if
you select any of the families and then
you collect recess open by Deft is going to load all the family types that are
available for the family. However, you're also going
to notice that some of the families will only
have one family type. And this is because
the family type will need to be created
along with the family. It doesn't automatically
create family types. Every time the lot of family, you will be able to
see the family types the selected on
the type selector. As a quick sign, remember that the family systems also
function as a category, which is the reason
why the library has folders and perhaps other
folders within those folders. The folders that you can
see are the categories that you have in Ravi is
going to be very useful. Loading different families that are using the same
family system. But if you want to load family, there is no using the
same family system gravis going to display a window, letting you know that
you cannot actually load a family that is not using
that same family system. Which means that if
you try to do this, you won't be able to pick
systems are incompatible. When this happens, you
will have two options. One of them is actually
use a family system that will allow you to load a family of your choosing
to your project. Or you can simply
use the Insert Tab. And this is because
on the Insert Tab you also have the option
to load a family. However, this option
will allow you to load any family that you
want to load to the project. As long as you're not using
specific to recommend. If you're using to
recommend such as this one, revit will not allow you
to load another family. There is no use in
that family system. If I cancel recommend
you are going to be able to see that I can
load any family that I want. However, you won't
be able to place the family actually using
the right to argument. This is going to be
more useful when you're using the
place a component to commend because this can place the component that was
just loaded to the project. However, you will
still need to keep in mind for the families that
you load to a project. And still using family
systems that you can load by using a
specific tools or commend. Which means that it is
useful for you to know which families can load by
using those tools or commends. All of this is
being said, you can load families to a project at any point even without knowing the family
system they are using.
74. Filtering your selection Using the Properties Palette: Now as well, there is a
very straightforward way in order to select within multiple elements
at the same time. The way that you do this is
by actually using a filter. They have the
properties palette. Now this filter will
allow you to know which type of
element is selected. However, this case by default, the view is the one
that is selected because I haven't
selected any elements. Also, because you need to
have a way in order to modify the properties of the view even when selecting an element. Now this filter will show you the same type that you have on the type properties window. Also, you have the drop down in order to change
the family type, which in this case is
not really useful. If I select the
following elements, you're going to notice that on this filter now you have
the elements that you have selected which is
the same amount that you have right next to the
filter icon on the Status Bar. Now if you use the filter, you are going to be able to see the same basic information that you have on
the filter window. However, in this case,
instead of using checkboxes like you have
on the filter window, you're going to
have a simple drop them that will
allow you to select one of the categories or family types that
you have in the Rpm. Once you have done this,
you're going to be able to use the type selector in order
to change the family type, but also you are
going to be able to use the type
properties window specifically for this
family type as well, since I haven't
removed the selection, unable to cycle through the
elements that are selected, but also unable to select the floor plan view
by using the strap. This is another way to simplify your selection while
working in your project.
75. The Filter: When selecting the elements that you were replacing
your project. You may have noticed
that you have selected an element that
you didn't want to select. When this happens, you're able
to use the selection tools and options in order to make corrections
on your selection. However, you might have
also noticed that on this tab you have a panel
that is called selection. On this panel, you're
going to be able to find the filter to recommend. Now the filter to
recommend will allow you to change your selection
by using this window. Now on this window,
you're going to notice the category
is the selected, but also the elements
within the same category. Which means that the
filter actually uses the category in order to
change the selection as well. You're also going to notice that the too will appear
on this window, but also on the status part. And this is because
the status part also allows you to
open this window. In order to change
your selection, you just need to check check the categories that you
can find on this window. While doing this, you're
also going to notice that the total is going to
update on this window. However, it's not
going to update on the status part until
you select Races supply. Now the filter such is very useful because you
are going to be able to change your
selection based on the categories that you
didn't want to select. Which means that you can select multiple elements
regardless of the category. But you can select
them and select them. If you check the category
on this window as well, you're going to
have a few options in order to make this
a little bit easier. Such as, for example, the
option that is called check none and the option
that is call check all. With these two options,
you're going to be able to select only the categories that you want to keep
on your selection. Or you can simply remove the categories that you don't
want in your selection. Now what is being said? You are going to notice that you don't need to use the selection that I'm using in order to do this. And this is because
the filter window can actually be open. As long as you select
more than two categories, regardless of how many elements of the same category
you selected, as was the there on the same panel that
you have, the filter. You also have options
for the selections, which means that
you are going to be able to save your selection, which is actually very important because you will be able to save a selection that
you might need to use multiple times while
working your project. In order to show you this
a little bit better, I'm going to create a couple of selections with
different names, because each of these selections are going to be
saved on the file, which means you cannot use the same name on
multiple selections. And once I have done this, I'm going to be
able to show you, can you load the selections? Instead of selecting
where it says save, I'm going to select
where it says look. And once that I select the
option that is load selection, you're going to be able to see. Then now you have a window
that will allow you to select among the selections
that have been saved. However, the name of this window actually implies that
these are filters. And this is because
the selections use the same principle
as the filters. In other words, the selection
are the elements of your project after filtering the elements that you
don't want to select. Which means that you can save your selection after
using the filter, but also that you can edit the selection that you selected. By using the filter will even allow you to create a
new selection as well. Something for you to know
is that you can save your selection also
using the managed tab. Which means that on
the managed tab you're also going to find
the selection panel. However, on the selection
panel you won't be able to find the
filter from here. You won't be able to load any of these filters or selections. Which also means that
you can use the filter, the selection that you loaded, by using this window, as long as the selection
includes multiple categories. With this in mind, you can save and load the selections at any point without being able to use the other selection
options such as the filter, as well as something
important for you to know. You're also going to be able to add the selection that
you will re save. Instead of using save
or lost selection, you can simply use selection in order
to open this window. On this window, you will
be able to select among the selection filters before selecting the option.
Let us go Edit. And once you select Set It, you're going to
notice that you have a new tab in order to
add the selection. And on this tab you're going
to have a couple of panels. One of them will allow you to cancel or finish added
on the selection, while the other one will allow you to actually
add the selection. As a quick sign, you can always
use the filter as long as the selection includes
two or more categories. Now if you click on Cancel, you're going to go
back to this window. With this, you're going to be able to add the selection by making the selection once again or you can simply
close this window. Now, editing the selection is actually pretty easy
because the only thing that you need to do is actually or remote elements
of the selection. If I select one of the selection filters and then I use the option
that is called, you are going to be able
to notice and I can simply add elements
to the selection. As a quick sign, the
elements that are part of the selection are going
to appear highlighted. In order to validate the
change on the selection set, you just need to select,
it says Finish Selection. However, you're always
going to be able to remove elements from the selection by editing the
selection once again. Which means that you
can add or remove elements from the same selection without creating a new we. With this in mind, you are going to be able not only to create the selections by using the selection options
such as the filter, but also you will
be able to low and edit the selections while
working in your project. Suppose important for
you to know is that this window will also allow
you to manage the filters. You're going to
be able to create a new filter by
selecting, whereas new, when you select here says new, you are going to
be able to create a new filter that you are
going to use a selection set. However, based on the
selection options that we have covered so far, select or usec selection. Now if you select, you're going to notice
that you will need to select the elements
that you want to add to the selection set
or filter by using this step. Which means that
you can use add to selection and
remove to selection before selecting says fans
selection sick sinus, the elements that are part of
the selection are going to appear highlighting before using any of the options on the tap. That is called Edit
Selection set. Since you're able to create your own selection set
filter or selection filter, you're also going
to be able to use the option that
is called winning in order to change the name. However, the name cannot actually use a name
that is currently used. While doing this,
you're going to see what considers the same. In this case, I'm
just going to finish changing the name
in order for you to see that you can also use this
window in order to delete the selection set filter
or selection filter. As you might have
noticed by this point, Robin uses different names. When it comes to the selections. At the beginning, it
might be a little bit confusing because
the selection set the selection filter and the filter refers
to the same thing.
76. The Match Type Properties: Now on the clip or panel, you also have an option or an alternative to the
type selector which are normally used by selecting the element and then changing the type that you want to use, whether it isn't one element
or multiple elements at the same time and when is
called match type properties. So the way that it works is that after you
selected the element, you go to the clip or panel in order to use match
type properties. Or you just simply
use the shortcut, MS and Mary, S, and Apple. This one will allow you
to use the properties of one particular family or
family system in order to copy the type properties from
this family or family system to another family or other family system
of the same class. What the match type
properties actually does is storage the properties that you normally have
on the Clippard. So you can go ahead and
paste the same properties on the other family or family
system of the same class. The way this actually works is the ones that you use the
match type properties. Use the left click on
the mouse in order to select the family or family
system that you want to use. And then use the left click on the mouse once again
in order to select the family to which you want to apply the properties that
you have on the click board. And once you have done this, you will notice that now both families are using
the same properties. Which pretty much means that now they are
the same family, or in this case the
same family type. And this is something
that you can use as many times as you want with
different elements. Now, you don't need to
select the element before using match type properties
if you're using the shortcut. And as you might have noticed, you're able to apply
these properties to multiple elements. And also you can use the
match type properties between elements
as the furniture, because as I mentioned before, they just have to be
in the same class. If you're not familiar
with the classes, a class is, for example, the walls, the floors, the ceilings, the
roofs, among others. Such as the class of family
that I'm using right now. This is pretty useful when
creating your project and you just simply want to
go ahead and use a family, the T right away or
without having to rely on the selection options
and the type selected.
77. Hide and Unhide: When creating your
projects and revit, you are going to see that
there is a few options in order for you to hide the
elements on the project, whether it is by
element or by category. If you select one of the elements that you
have in your project, you are going to be able
to see an option that is called Hide in View after opening this menu
by using the mouse. And if you hold this option, you will be able to
notice that you can hide the elements or the
categories on the view. If you, you're going to see that now the element
doesn't appear on the view. If you want to see the elements that are
hitting on the view, you will be able to
use the option that is call reveal hitting elements. Once they use this option, you will be able to see
the elements that are hitting on the view with
a different appearance. This will be very useful
because you will be able to know which
element is hidden. But also you will be able
to select the element in order to hide the element by opening this menu once again. Then send the option
that is on Hid in View. Once you hold where it
says on Hid in View, you will be able to select
the option that is Elements. As I mentioned
before, you're able to do the same thing
with the categories. That you will be able to
open this menu once again in order to hold where it
says on Hid in View. And then select Recess Category. Once you select Recess category, you are going to notice that
all the elements that are within the same category are going to disappear
from the view. Or in other words, they are going to be hidden on this view. If you want to
reverse the changes, you can use once again reveal hit elements in order to open this menu once again
by using the mouse. Once you open this menu, just need to hold
where it says On Hiding view and then
select Recess Category. With this in mind, you are
going to be able to show or hide not only the elements but also the categories
within your project. Which is also very useful
because you can also use in order to know
which elements are considered part of
the same category. Because at the
beginning, some of the categories might seem
a little bit confusing, especially because V has multiple categories for
multiple specialties as well. Something for you to notice is that you can
do the same thing by using the tools or commands that you can
find disrupt them. Which means that
you are going to be able to hide
the elements that are selected by selecting
where it says elements. As a quick sign, this
option or tool has a circuit and this one is
a network, HS and hotel. Which also means that you can
also use once again reveal hitting elements in order to reveal the elements that are hitting by using the suption. But also in order to use the new options that you
have on the modified tab. More specifically, in order
to hide the elements by selecting where it says
on high elements as well. You're going to
see that this tool or option also has a circuit. You can select this tool
or you can simply use a circuit which is a
new, use an umbrella. Once that you do this,
you are going to see that the element is actually
visible on the view as well. Since you can use the options in order to hide an element, you are going to
see that you have the option in order to hide
the category by either using this option or the circuit which is going to be
S Victor H as hotel. Once again, you are going
to notice that you can use elements in order to
see the hiding elements, but also in order to hide the category by selecting
the option or by using the circuit which
is Victor US umbrella. So this and mining
to notice that you have different ways
in order to do the same. I suppose something for
you to know is that you have another way in
order to do the same. If you select an element
within your project, you can use the menu
that you can open by selecting the two recommend in order to hide the elements. However, this is going to
be a little bit different. Which means that on this case, you can reveal hidden elements in order to see the element. Or elements that are hidden with a different appearance
because of the fact that now this option is also used to display elements that are
isolated on the view. Now this may seem a
little bit confusing of force because these options
do something very similar. However, the options are
used very differently. On this case, I'm going
to open once again this menu in order to reset the temporary
height and isolate. Once I have done this,
you're going to see that the element will be visible
on the view as well. Since you're able to use this options in order to
hide an element, you're also going
to see you can use the options in order
to hide the category. Which means we are
going to be able to hide all the elements
within the same category. But also we will be able to reset the changes by using once again reset and very high and
isolate While doing this, you're going to notice that
you don't need to select the elements within the view
in order to use this option. This means that using
the suptionss a little bit different
from using the menu that you can open with a mouse or the tool circus you have on the B while selecting
the elements. This is because
you're actually using the in order to avoid selecting
unnecessary elements, In order to isolate specific
elements or categories. With this in mind, you're
going to notice that you can use this option in order
to isolate an element, which will also mean
that you're going to be able to use this
option in order to reveal heating elements as well as elements that are
hitting or isolated. By using the options
on this menu, you can use once again reset, temporary hitting and isolated elements in order to
revert the changes. If you revert the changes, you're going to notice
that the appearance of the elements will go
back to default even if you're using the
option in order to reveal heating elements are
isolated on the projects. For you to know is that
you're going to be able to use also with the categories which is actually very
useful because you will be able to add the categories
without instructions. All of this is being
said. You are going to be able to use these
options in cases in which you will need
to make sure they are seeing only the elements that you want to
see on the view, whether it's for presentation or for editing your project. However, all these changes
are temporary on the view, which means that they will
not apply to the view. If you want to apply
the changes to, you can do by using this menu. You will need to first hide or isolate the elements or
categories within the view. Then you will need
to open this menu once again in order to
select the options. Apply, isolate the view. After using this option,
you're going to see that the changes have been applied to the view or in other words, the other elements
are going to be the ones they are going to
be hitting on the view. But more importantly, you
won't be able to reset the changes because they have
been applied to the view. In order to do these changes, you will need to use control, which means that
you can also use controls in order to do the
same thing that you can do using the option of reset
temporary high isolate.
78. The Dimension: While working in your project, you will get to a point
in which you will need to assign your
project to somebody else. Because of this, you
will need to make sure that you're using
the right measurements, but also you will need to display those
measurements to others. In those cases, what you
actually use is the dimensions. Now the dimensions in
Revit are pretty much the dimensions that you can also use in other software
such as Adc. However, with a
few minor changes based on the way the grade
your projects in Revit, you create the
dimensions by using, for example, the modified panel. Because on the modified panel, you can find the tools they use in order to add the
dimensions to your project. The first tool that
you're going to find is the aligned dimension. The aligned dimension is the
one that is set by default. Now you can use this tool by either selecting this tool or by using the circuit
which is the in India. And once they use the To recommend you are going
to see you will need to select references that you can use in order to
create the dimensions. One of the best
examples is the grids. You can notice how easy you
can dimension the grids, especially because you can
select multiple references with a single dimension in
order to finish the dimension, you just need to select on an empty space or
in other words, on an area of your project
in which you don't have any references that can be
selected with this dimension. With this in mind,
you're able to dimension your project based on what you want to verify or based on what you want
to present to others. But also you don't need to
select multiple references at the same time or only the type of references on your project. That's important for you to know about the
dimensions is that you can use the dimensions on all the views of
your project trees. More importantly,
the dimensions are going to function
in the same way. You don't have to change how you create dimensions
on different views. If you have any issues,
select the references. You also have a way in order to select the references
that you might not have been able to select
by using this to recommend one you reference, but you might need to
add to this dimension. If you select the dimension, you are going to see that on the modified panel
for the dimensions, you have an option or tool
that is called witness lines, which you can also
use with a shortcut. Yes, a network, S and water. As you can notice, you
can actually use this not only in order to add references but also in
order to remove them. Once that I select
Edit Witness Lines, you're going to
see that I can add more references to
the dimensions. I'm able to remove the
references from the dimension. As you might have noticed, placing the dimensions
is actually easy. Editing the references is also easy to do while
editing your project. You can update your
projects at any point and then just simply update the
dimensions to the changes. There's a quick
sign the dimensions are part of the nations, which means that the
view is going to determine if you're able to
see the notations or not. Something as well for you to know is how to move
the dimensions, because in some cases you might need to move
the dimensions. Either way, that you
move the dimensions is fairly standard
because you can move the dimensions
like you move almost any other element
on your project. You can click and track the dimensions to another position. But also you can
move the dimensions. Pacing the errors
in the keyboard. Depending on the position
of the dimensions, you are going to be able
to use the keyboard in order to move the dimensions in a particular direction. And since the way that you move the dimensions is
pretty much a standard, then you can also use the tool circumn on
the modified panel. In order to do this, you
can use, for example, the move tool to move the dimensions like any other
element of the project. However, you do have to take into account that they are still attached to the
reference that we use in order to create
the dimensions. Because of this, you can simply use the Rs on the
keyboard to do the same as a quick sin if you have any issues moving
the dimension By using the move tool that you can select the option that
is called the joint, in order to avoid
any restriction or constraint on the
movement of the dimension. By this point you are going to notice that you can
change the placement of the dimensions but also that you can edit
the references that you're using the dimensions
as another quick su, since you're able to
use the move tool, you're also going to be able to use the tool that
is called copy. You're going to be able to copy the dimensions if you
need to or want to. With this, you're going
to be able to add more options to the way
that you it the dimensions. As well as something
else for you to know is that the
dimensions also have controls that you can use in order to change how you
present the dimension, but also the references that
the dimension is using. This means they will be able to use these controls in order to change the extension
of this line, which is actually
called extension line. As another quick sign, other changes that you can do to the dimensions can be
undone by using control. But also you will be able to use this other control in order to change the reference
that you're using. Which means they don't have
to use added witness lines if you're only changing
the references that you're using
other dimensions, especially if you're
only changing the references that you're
using at the beginning. At the end of the
dimension as well, you're going to see that
there is a control that actually allows you to change
the position of the text. Now as a quick sign, when you change the
position of the text, you might see a liter line. Other liter can be enabled or disabled based
on the properties. You can enable or disable
this line if you want to. As I mentioned before, the dimensions depend the view. And this is because
there are different ways in which you can change what
you want to see on the view. Now, the default templates, you don't have to worry so much about this because you
already have a cue that allows you
to change how you want to see all the
dimensions at the same time. However, in the templates
you actually use a property that is called
annotation Crop region. When the view is being crop, you will be able to
have more control on how you view
these dimensions. Now this is something
that is going to apply to other elements they use in order to annotate
your project. However, this is
very important with the dimensions because
the dimensions also need to be
taken into account when presenting your
projects to somebody else. Mainly because elements such as the grids and the levels
are not restricted. Nation region. Additionally, this applies to
other views of the project, such as the elevations
and the sections. You can start changing the appearance of the
views before even creating the sheets as well. Something else for you to
notice is that the nations also have to be taken into account on the presentation
of your project. One of the ways in which you can make sure that the nations are presented properly
is by using thin lines. However, when placing
the dimensions, you might want to enable
the lines in order to make sure that you're
selecting the right references. Because some of the
tools that you can use in order to dimension
the project have options. The aligned dimension
will allow you to change the reference that
you're using within the walls. Which means that the
aligned dimension is intended mainly
for the walls. So you're going to
notice that you can select from center lines, face center core
and phases of core. However, when you send these
options on the options part, you can notice that
you can actually change how you select
the references. Which means you can
select the references manually or you can select the option that is
called entire walls. Now when you use this, you're going to notice that
you are going to be able to select the entire
element that is on the view. You can select all the elements under the category of walls, which means that you
won't be able to do this elements under
different categories. You cannot use other components
and other family systems. However, there are
elements within the components that can
be used as a reference. Because you need to present
your project to others, which also means
that you need to provide the right
measurements of your project. This is mainly because
you actually have different dimensions that are intended for different uses. If you go to the modified tab, you are going to see that
you can open a drop them with the different dimensions that you can use
in your project. Instead of using the
aligned dimension, you can actually select the one that is called linear dimension. Now this dimension actually
allows you to select references that you cannot select with the
aligned dimension. This is because you can select the end points of the elements. Instead of selecting the
entire walls or lines, you are going to see
that you can actually select the end points
of those lines. As you can see, the options are going to change a little bit
when using this dimension. However, you can still the
witness lines as a quick sign. The elements on the project will determine the dimensions
that you will need to use. Because of this, you
can always change or edit the dimensions
in different ways. Which means that you can change, for example, the
position of the text. Now the next dimension
that you can find by using the structure is
the angular dimension. Now the angular
dimension is going to be pretty much the same
as the aligned dimension. However, it's going to use
the lines as a reference. In order to show you the
angles between those lines. As a quick sign, when using
any of these dimensions, you are going to
notice that you have the other dimensions
that you can select on the modified tab, which means that you can change among the different dimensions, one placing any of
these dimensions. However, I'm not going to cover all the dimensions because many of these dimensions are related to elements that we haven't
covered the project. Now the next dimension
that you're going to find is called radio dimension. And the radio dimension, as the name implies, allows you to create
a dimension based on the radius of an
arc or a circle. And this dimension
is also useful because it allows you
to see the center of the R and the circle as well. Since you can create
a radial dimension, you're also able to create
a diameter dimension. The diameter dimension
allows you to create a dimension based on the
diameter of a circle. This is a little bit
different because the radius is half
of the diameter. The users are going to
depend on the project that you're creating as well. Something useful for you to know is that you can also find all the dimensions
that you have on the modified panel
on the annotate tab. You can go to the annotate tab in order to use any
of these dimensions. And this is because
the dimensions are part of the annotations, you can annotate your entire
project at the same time. Now as I mentioned before, the nations can be used on different
views of your project. You can use these notations
in order to create the dimensions on
specific elements, for multiple elements
at the same time, which also means
that you can use different dimensions
for different purposes. As a quick sign, remember
that you can move the dimensions by using
the Ers and the keyboard. The tools comments that you
have on the modified panels, you will be able
to place and edit the dimensions depending on
the elements of your project, while at the same time you can edit the witness
lines at any point. All of this being
said, creating and editing the dimensions
is actually creating, not only because of how
you place these notations, but also how you
can add or remove references from the
dimensions at any point, while also taking into account the different
dimensions that you can use because of the
different elements that you can place
on your project.
79. The Clipboard Panel: In it. As in most softwares, you actually have
options in order to copy and paste elements
within your project. How? In Revit on
the modifying tab, you actually have a panel
that is called Clipper. The Clipper actually
allows you to copy and paste elements
within the project. If, for example, we use
this for elements that are already within the project
in order to select them, we can actually copy them
to the clip by using the copy to clip to recommend
or by using control. How As well you can also
use control plus insert. This will allow you to
copy these elements to the clipboard in order
to paste them later on. However as well, you can also
cut these elements after selecting the elements by using the cut to clipper
two or command. Or by using control
X on the keyboard. Or even by using shift plus
the Lit on the keyboard. Now the cut to clip two or command allows you
to cut the element. So while the elements
are on the clippard, either using cut or copy, you can go ahead
and paste them from the clipper by using
the default option, which is paste from clipboard. Or you can use the drop down in order to see the other
options that you have on the clipboard By using the clipboard or by using
control V on the keyboard, you're going to see the elements highlighted on the
original position. However, once they
are highlighted, you can actually
move them or track them before finish
pasting the elements. Which will also imply
that you're able to edit the pasted elements before
pasting them on the project. Now this as well will
also go ahead and open this small little tab that
is called Edit Paste. This will allow you to use
the filter in order to filter through the elements
that are selected as well. You can select all the
elements within the selection, which means that you can edit the individual elements
of the selection independently or
all the elements at the same time as well. You can use the option
that is called finalized selected in order to confirm the placement
of the elements. Which is an option that you use when you're ready
to select as finished. Now when you click on
Finish or this green check, it is pretty much
the same thing as using the green check after pasting the elements as well within this project,
they're already created. You can also use
other paste options that are actually more
visible on an elevation view. By using this elevation. I'm going to copy these elements to the clipboard and then I'm going to use the Trot
Align to selected levels, which will go ahead and open
the select levels window. Now by using this window, I will be able to paste these elements on the
levels that I selected. And once you
selected the levels, you just have to click on Okay, So you can see the
result on the elevation, and this will also keep their position on
the selected levels. This is going to be useful for the annotations because
you're going to be able to place annotations on different views without
changing their position, as long as the reference
also exists on those levels. If I create the
following dimension and then I copy the dimension
to the clipboard, I will also be able to
paste this annotation on selected levels by
using a line to selected views which is
specific for annotations. So this will open
the selects window, and once you
selected the levels, you just have to click on Okay. So you can see the result. You open the level in
which you past the nation. As you notice, the notation looks the same as
the original one. Now there is another
option that we can use after copying
the following window, which will allow you to copy
the same window that you already have on the clipboard to the view that you're using, which is called Align
to Current View. You can use this when
you're selecting elements on the lower
levels of the project. As long as you are able
to select the element, which means that this
is something that will also depend
on the view range. However, you need to be on the target view in
order to use this. After copying the dimension,
I can use the pace, struct them in order to select
a line to the same place. Now this one will actually
copy the element from the clipboard at the same
place as the original one. This is pretty much
double counting. If you actually use
it with families, they're already
within the project. After copying the
following family, you can use a line to
same place and drive. It will go ahead and let
you know that you have two families within
the same place. Which is something that doesn't apply to the dimensions
because there are annotations that you can
use for different purposes. This is something that you can
keep using multiple times. A way that I actually
use this is that I'm able to cut an element that
I want to use later on. Once that is already
on the clipboard, I use a line to same place
once that I completed the changes that
I needed to do or that I was going to do This way, the element will be unchained once that I past the
element from the clipboard. Because of all of this, you can use this option
when creating the sheets and also when creating new levels on
an existing project. Additionally, this is an option that is even more useful between different projects
because the clipboard is going to be the same
for your projects. And the last option
that you have on the drop them will allow
you to paste an element after your having
on the clipboard while using an
elevation or a section. However, this option
is based on how the elements selected or
placed on the project. If I paste this window
on the following level, you're going to notice that
it's actually past based on the placement that the window
that you copy actually had. So it's going to keep the same place just
on a different level. This copy and paste
option will be actually very useful while
creating your projects.
80. Placing a Curtain Wall: On the next few lessons, I'm going to cover
the coring walls. Now the cording
walls are actually an independent family system
under the category walls, which is the reason
why you need to go to the wall tool
on the build panel, in order to place
the cording wall. In order to show you how the cording wall is
actually placed, I'm going to use the
wall to argument. However, you're going to
notice they don't have a cording wall
selected by default. Which means that I'm going
to use the type selector in order to search for the
cording walls on the structu. You're going to see the family
types on this template, which in this case are
going to be undefined, exterior placing and storefront. Now this case I'm going to
select the first family type, the lower it says cording wall. In order to place
this cording wall now well placed in
this cording wall, you are going to notice then the options and the
options will remain the same which means that the
cording walls are going to be placed in the same way
that you place a basic wall. This is because
the courting walls are under the Cao walls. However, there are going
to be a few differences they are not going to
be apparent at first, as for example, the fact that the courting
walls will have a control that is
going to appear at the moment you place
the courting wall. With this, you're going to
notice that you can still use the same options
that were used before. Also that the option
that is called the location line is
grayed out once the place. A few of these courting walls I'm just going to
open dispear in order to show you
that the properties are also going to
function the same way. Which means that the
properties are still going to determine the
height of the courting wall as well as the levels of the cording wall based on if you're using
the levels or not. Which means that you can still use the levels
as a reference in order to change
the base constraint and the top constraint. Which means that you can also
still use and connect it. However, if you use the levels, you're also going to
notice that you can also use the top upset
and the base upset. Up to this point,
you're going to notice that the courting walls doesn't have that many
differences. With the basic wall means that you don't
have to learn everything about the coding
walls from scratch. However, the major
difference between the coding wall and the basic wall is the
structure of the cording wall. This is because
the cording walls doesn't actually use layers. The cording walls actually
use ions and panels. There are place based on the
grid of the cording wall. Now the grid is something
that you cannot see on the family type
that is undefined. I'm going to change
the family type of this cording wall
to ste glazing. In order for you
to see this grid. I'm going to change the
other family type to store front in order for you to see not only the grid,
but also the ion. Which means that the undefined
creates a single panel, while the exter placing only creates the panels
based on a grid. While the store front
creates the ions and the panels based on the
grid of the cording wall. Now this is something
that may not be very easy to perceive in all
the views of the project, regardless of the view style. However, you can actually use the tredw in order to see
this is a little bit better. After opening the tredw, you are going to notice
the difference between the nondefined exterior
glazing and the store front. Now all of this is being said, you can actually create as
many family types as you want. However, the basic elements that are used in order to
create a Corbin wall, not going to change. The
three family types that you have with this template
are the ones that you can use depending
on the design. Which means that you can use non define when you
want a single panel. And you can use exterior placing when you don't need to use moms. And you can use the
store front when you have a more traditional
cording wall.
81. Editing the Curtain Walls: Once you've read, created the cording walls
of your project and you are going to notice that there is a few
things that you can do in order to change the appearance
of the cording wall. Such as, for example, changing the dew style or
the detail level. However, if you want to perceive all the elements that make the cording wall a
little bit easier, one thing that you can
do is used in lines. Being used in lines, let's see a little bit better. The Mos and the panels, the make the cording wall. This is important in this lesson because what I want to
show you is how you can edit the cording walls by using options or tools that you
also have the basic wall. Because a few thes
options or tools change the elements that
make the curtain wall. So in this case
I'm going to store by creating a roof without
a particular shape. I'm going to create
a roof by footprint. But also I'm going to place
this roof trying to make sure that this roof is placed based on the intersection
of these lines. Once I finish, I'm just
going to select where's finished in order to
show you that you can attach the courting
walls to this roof. And at first glance, everything
is pretty much the same. However, is going to
let you know that in order to attach the
cording walls to the roof, it will need to delete
elements of the cording wall. This is because the profile of the cording wall is going to
change based on the roof. So depending on the sign
that you have on the roof, you're going to get
a different result. In order to show you this
a little bit better, I'm going to addit this roof by removing one of these slopes. Now, this is not actually going to change the cording walls, but rather what can you see on the view once that
I have done this, you're going to
notice that you can still use the shaped
handles in order to the extent of the
courting wall and the coding wall is still going to be attached
to the roof. That's why you're going
to see, once again, they sit in line in
order to let you see the original extent
of the coding wall. All the courting
walls are going to do the same regardless
of the family type. However, the elements of the
courting wall are going to be added or deleted depending on the
options that you use. If you use the touch base, you are going to see the
bit will need to delete elements the same way
if you attach to base. However, you're going
to see that this is actually because of the Moas. The Exter glazing and then undefined are not
going to do the same. However, since the profile of the cortin wall can actually be changed based on other
elements such as the roof. You're also going to
notice that you can simply select the cortin walls in
order to edit the profile. Which means that you can edit the profile like on
the basic walls, which also means that
you won't be able to do this while also
using the attachment. With this, you're going to
notice that you can still use pretty much the same options that you have with
the basic walls, including the one that
is called reset profile. And if you use Receta, you are going to notice that you will be able
to use once again other family systems in
order to the cording wall. Which means that you can use an element such as
the roof in order to the appearance of the
cording wall without having to use additional
tools or comments. And this also means
that you can it more than one cording
wall at the same time. Because you can attach multiple cording walls to
a single roof or floor, which is something that you can notice if you change
the properties of a roof or a floor that the cording walls
are attached to. This is actually very important for you to know because you can actually the structure
of the cording walls. So knowing what affects the courting walls
becomes very important. Especially because by default, the courting wall is
sexually constrained. Which means that
you will need to consider the original shape of the courting wall depending on your design or in other words, depending if you're using
a roof or a floor in order to change the extent of the courting wall or if
you're editing the profile to this point, you
might have noticed that the similarities between
the cording walls and the basic walls allows
you to do pretty much the same
things that you can do with the basic walls, but you will still
need to take into account the elements that
make the cording wall.
82. Adding and Removing Elements from the Curtain Wall: Now by continuing
with the court walls, you're going to see that
the cort walls have structure that you can create while working on your project. You're going to notice
that the cording wall is created based on the panels
and also on the structure. The store front is the
closest type of cording wall that you're going to have to sending that you see
on a construction. However, this doesn't change
the fact that you can use the other cording walls
while working your project. This is because all the
structure that you can create on a cording wall is actually
available by Architecture Tab. This means that you're
going to be able to create this structure,
or in another words, the create of the Cort
wall by architectural tab, or more specifically,
the build panel. When it comes to the
grid, you are going to be able to create a cordon grid. Also, According now, the cordinion is nothing more than the structure that you
can see on the store front. Or in another word, is an structure that is used in
order to place the panels. Which means that you
will need to place according onemion on
the cording grids. Once again, you're going to be able to see that the first type according wall doesn't have
according grid according one, while the second one
has the Cortan grid, but it doesn't have according, while the third type will have the cording grid and according, or in other words it will. I'm going to click the
Cortan grid to recommend, in order to add cortan grids
to the first cord wall. When you do this,
you're going to see a placement panel in order to determine the placement
of the cording grip. Which means that you can
select all segments in order to place a cordon grip
across the cording wall. But also you can use
one segment in order to place a cortan grip in
just one of the segments. Which means that you can select all by the one that you pick, which is going to
place a cording grid in all the segments, but the one segment
that you selected. Something for you
to notice is that this line represents
the cording grid, while the hidden line represents the segments of the Cortan
grid that are selected. As a quick signup, You can use or start cording grid
in order to finish it, the cording system as a quick so if you have any issues while placing
the cording grid, you can use control C in
order to store again. Now at the same time, you
can do almost the same thing by selecting a courting grid that is already on
the cording wall. The only thing that you
need to do is select the Cortan grid and then click says Add or
Remove Segments. When you do this, you're going
to see they will be able to add segments by using the
elect click on the mouse. But also you will
be able to remove them by also using
the elect click on the mouse as a quick needs to be placed on a cording grid. If you delete a segment
of a cording grid, you will actually delete the. Once you created
the cordon grid, you can very much follow the same process
by using the ions. This means that you
will be able to add to a great line our something
that you're going to notice is them is an independent family that you actually place
on the cordon grid. Which means that
what plays in the, you're going to see
on the property is palette that you
have a family type. This is something that
is going to allow you to change the ion
that you want to use, but also in order to change the appearance of
the cording wall. Now while doing this,
you're also going to sit around the placement
you're able to select the great line
segment is going to placemion on a specific
segment of the cording grid. Which means that you
can place Amion in order grid lines as a quick sin. Since you can have
different elements within the structure
of the cording wall, you're going to be
able to see that you can use tap on the
keyboard in order to select among the elements that are used in order to
create the cording wall. In other words, if you
press Tap on the keyboard, you will be able to select
the Corta and the Cort grids. Now when you select
the Corin grid, you're going to see an
item that the grit is pin. As you remember, the pin
is something that you can use by using
the pin to orguen, or you can paint an element
by clicking on the pin. Which also means that you can paint an element
by using the pin. And as another quick signer, if you hover any
of these elements, you are going to see
the basic information that you have for
these elements. Or in other words, you are
going to be able to see the textbook that
you get when you hover elements
such as the walls, which is something that you can use but also using Terp on the keyboard in order
to make sure that you're hovering the
element that you want.
83. Editing the Grid Using the Properties: Now moving along with
the cording walls, you're also going to
be able to appreciate the properties that you can change on the properties pallet, which means the ones that
you select a cording wall, you're going to be able to
modify the properties of the cording wall in order to change the appearance
of the cording wall. So you're going to see that
now you're able to modify the vertical grid and the horizontal
grid when it comes to properties such as the angle, which is something
that you can change on the vertical grid and
the horizontal grid. Now at the same
time, something for you to notice is that any change that you do on the
cording wall may affect the structure
of the cording wall. And it will let you know
if the change is going to add or remove elements to the structure of
the cording wall. As you notice, these
are properties that you can change on all the
types of cording walls. However, you're only going
to be able to appreciate these changes if you have
more than one panel. If I modify the second
type of cording wall, you're going to see
that you can change the justification of
the cording wall, which is going to change how the grid is placed
on the cording wall. Or in other words, you're
going to be able to change how the panels are organized
on the cording wall as well. You're going to see other properties
such as the upset, in order to create an upset
based on the justification, which is something
that you can verify based on the measure
to recommend. Now you can modify these
properties as well as the other properties on
the properties palette, such as the angles. This means they will
be able to modify the coding walls in
many different ways. Now something else that is
going to change the appearance of the courting wall is the
height of the courting wall. So this means that when you
design the courting wall, you will need to
take into account the height of the courting wall. So this is something else
that you need to take into account when placed on a courting wall within
your project.
84. Editing the Curtain Wall Using the Type Properties Window: Now I'm just going to
take a closer look at the properties or parameters that you have on the
properties pallet. I'm going to select one of the courting walls
and then I'm going to open the type properties window based on the properties pallet. After I have done this,
you're going to see all the properties that are
used for the courting wall. Starting first
with the function. Now the function just
allows you to determine what is the use
that you're going to give to the courting wall. You're able to use interior
exterior foundation retaining soffit and
court she that's well, you're able to use
automatically embedded and also you are going to have another option in order to
change the type of panel. Now the courting wall already
has a panel set by depot, which means that this
property will allow you to change the depot family type
that is used for the panels. Now, in order to display
this a little bit better, I'm going to change
the style to shade it. After this, we're going
to be able to see how the panel affects the appearance
of the courting wall. And below this
property or parameter, you are going to have the joint connection which will allow you to determine the ions
are going to be connected. You're going to
have for example, border and particle
quick continues. If you play with these options, you're going to
see the difference between each of these
joint connections. Once the click apply and
then okay as a quick sign. The joint connection is something that you have
once the select the. This means that if you step on the keyboard in order
to select the Mo, you're also going
to have the same options on the Moion panel. You can select the option
to make continues, which is something
that you can do also using the controls. If you select these controls by using the left
ling on the mouse, you will be changing from K
joint to make continuous. This is going to be
selected for Justice Moan. In order to change
the distribution of the grid, you
have the layout. If you modify the layout, you will be able to change
the distribution of the grid by using
fixed distance, fixed number, maximum
spacing, and minimum spacing. Now this option works in
conjunction to the spacing, which means that the
value for this spacing is going to determine the value
that is used for the layout. If you use, for example, minimum spacing and then you click on a plane
and then, okay, you will be able
to see that if you modify the extent
of this courting, well, you're going to see
a change on the layout. And this is something
that you can change as many
times as you want, but also this is
something that you can also change on the
horizontal grid. However, something for you to notice is that if you
use fixed number, you will be able to modify the grid based on the
properties palette. This means that you will
be able to add values on the properties
palette in order to modify the number of the grids. Which is not going to change
the fact that you can modify the other values on
the properties palette, such as the justification, the angle, and the upset. Now if you want to change the family type that is used for the ion without having
to change one at a time, You just need to change
the ion type where it says verticals and where it
says horizontal ions in here you're going to be able to choose among the
family types they have load on this template
and you will be able to change this
based on the layout. This means that you have
the interior verticals as well as the border
one and the border two, which you can see as
the interior type, the left border and
the right border, as well as the horizontal, which is the interior
border one and border two. Or in another words,
the interior type, the bottom and the top. If you have any confusion
with the borders, you can simply use a different family type until you know which
border you're actually. By changing the family
type as a sign from, you can also cover these
families until you're able to see the basic information
of the family types. Which means that
you can use tap on the keyboard until
you're able to see if the family type that you selected has been
assigned to the border. If you're not able to
see it right away, at the same time,
you're going to have the standard options on
the type of this window, which means that you are able
to duplicate a family type, which also implies that you
can rename a family type. Once you have done
this, you're going to have a new family
type that you can modify without editing any other family type that
you have in your project. With this in mind,
you will be able to edit this family type
independent from the others as well. And important for you to know is that you are
going to be able to do the same thing with the
ions of courting wall, but also with the panels that are placed
between the ions. This means that you
can actually select the different elements that make the court wall in
order to do the same. Which means that I can select
this panel in order to it the properties of this panel while the
panel is selected. So after closing this window, I'm going to unpin the panel so you can see that now the
property is palette. You are going to be able
to change the family type. But also you will be able to use the type properties window in
order to modify the panel. Or in other words, I will be
able to change properties. For example, the upset and the thickness which is going to change not
just the panel, but all the panels that are
using the same family type. Which also implies that
if you unpin the panel, you are going to be
able to duplicate the panel in order to
create a new family type, which is not going to change the rest of the panels
on the cording wall. With this in mind, you are
going to be able to change the cording panel for
specific areas person. You are going to be able
to change other properties such as the material based
on the material browser, as well as changing
the family type to another family type. With this in mind, you're
going to be able to use the type selector in order
to select your family Pero, you will be able to do
something very different, which is actually changing
this panel to a door. In order to do this,
I'm just going to go to the Insert tab in order to
click as Low family here. Going to Low A door that can
be placed on a cording wall. Now this doesn't mean
that I cannot load even other family
types to this project. I'm going to load
an additional door that I can use on this project. Now, in order to change
the panel to a door, I just need to select the panel. And then I can use the
type properties window in order to change the
family type to a door. Now, you can only do this if the panel is not
painted because otherwise you won't
be able to change the family type that you're
using for the panel. After doing this, you're
going to see that you can use not only the first
family type that loaded, but also the other family type that loaded to the project. No sense. You're able to
modify the courting wall. You are also able to edit the properties on the
type properties window. In order to modify the
courting wall place on the door that I want to
place on the courting wall. Now that's a quick
sign, since you're able to it segments of the grid, you can just simply delete
segment of the grid. And this will allow you to have a single panel that you can use in order
to use this store. With all this in mind, I'm just going to play a
little bit more where the properties on the type of Pers window, you
can see the result.
85. Configure Grid Layout: Now when creating cording walls, something important for you
to know is that you will have controls that you can use in order to edit
the cording wall, or more specifically the
layout of the cording wall. If you sell like a cording wall, you will be able to change the appearance of
the cording wall by just simply using
the properties on the properties palette. However, you are also
going to be able to click this control that will allow you to configure the great layout. Once you click on this second, you're going to see a change
in the properties palette. But also you will have
these blue numbers that will allow you to modify the appearance of
the cording wall. So you will be able
to change the angle, but also you will be able to
add an upset to the layer. Also something for
you to notice is that these pales are actually reflected on the
properties palette. This means that you
will be able to change the pales by using
these blue numbers, but also by using the
properties palette. And you will be able to do
this and the article grid, and also on the
reason grid as well. You're going to see that
besides the blue numbers, you also have these arrows
that will allow you to change how the cort grid
is actually justified. This will allow you to change the justification without
using the properties palette. However, this doesn't mean
that you cannot actually use the properties palette
instead of these arrows. And also something
as well for you to notice is that
you will be able to use in view of the project in which you can
click this control. This means you are able to do the same thing by
using the treaty view. And this is something
that you can use in all the cortin walls that
you have in your project. You will be able to do this in order to modify
this cortin wall, but also you will be able
to do the same thing in order to modify
other cortin walls. As a quick sign, you can
keep adding elements to the cording wall regardless of the changes that you do
to the cording grid. This is very important
for you to know in case that you want
to add the cortin wall without actually having to use more advanced properties or parameters that you can change while creating the cortin
walls of your project.
86. Working with Curtain Walls: When creating cording walls. In Revit, you might have noticed that everything
is pretty standard, especially because
the basic walls are very similar to
the cording walls. However, the cording walls have different elements or families. The compost structure
of the cording wall. Because of this, you're going to find a few differences
when editing the cording wall compared
to other elements that you can create on your
project. Send this lesson. I'm going to focus how
you add the cortin walls, but also a few options
or tools that you can use in order to make
this a little bit easier. I'm going to create a cortin
wall by using the tools circummensed on the
tro panel right away. You're going to notice that the tools on the trop panel and the options for are pretty much the same ones that you
have on the basic walls. Which means that if you
create the cortin walls, you're also going to be
able to add the placement and the length of the
cortin wall by using, for example,
aromatic dimensions. Which also means that you
can change the relationship between the cortin wall and other elements that you
have in the project. By also using theromatic
dimensions also means they're going
to be able to use the tool circumands that you
have on the modified panel. Which means that you
can move, rotate, and copy the Corbin walls
by using these tools. If you're not able to see an
element of the coring wall, you can simply use
thin lines in order to see the elements that make the coring wall a
little bit easier. Now what is being said?
Something important for you to notice is that when you
select the coping walls, you're going to notice that you won't be able to change
the properties of the coring wall because
Revit is going to select all the elements
that make the cording wall. This is something that you
can notice on the T selector, but also on the fact that now you have the
filter on the modify, you can use the
filter in order to change only the properties
of the cording wall, which also means that you
are going to be able to use the filter in order to select the elements that
make the cording wall. Where you're also
going to notice that the properties
are locked by default because these are elements
that make the cording wall which is something
that you can notice if you select one of
these elements. If you use tap on the keyboard, in any of the views in which you can see
the cording wall, that you are going
to be able to select specific element
of the cord wall. But more importantly
that you are going to notice that there is a
pin on that element. And the pin, the one that
stops you from changing the properties of
this element as well. The Pin is also
something that can change the way that you select the elements
on your project. This is because
there is an option that is select elements. With this option you are
going to be able to enable or disable the selection of the elements that are
pin on the project. If you disable this option, you're going to notice
they won't be able to select the elements there
are locked by using the pin. Which is actually
pro, useful when selecting the Corbin walls
because you're only going to select the cording walls
instead of the Corbin walls and all the other
elements that make the Corbin wall as well. If you have used recent
versions of Revit, you might have noticed that when you select
the cording walls, you are not able to see all the controls of
the Corbin wall. This is because by default
these are disabled. Revit will actually
allow you to activate controls and dimensions by using independent option or two. If you select the active
controls and dimensions using the controls panel or the circuit which is
in Apple and Charlie, you are going to see
that you will be able to see these controls as long as the option that is called
select elements is enabled. This is because these controls
are the ones that let you know if an element is
pinned on the project. While this option is enabled, you are going to see that
you are able to select the cording walls as well as the elements that
make the coring wall. But also you are going
to be able to see all the controls that are
related to those elements. With this, you can see
that all the elements that make the cording wall are actually locked
by using the pin. Which also means
they are going to be able to use the filter in order to see how
many elements are actually used in order to
create a cording wall, which is also very
important because the cording walls will need
to be rendered on the open. Which means that
all these elements will need to be rendered
at the same time. The complexity of
the cording walls also affect the performance. What is being said, working with the cording walls
remains very easy. However, the complexity
of the cording walls lies on these elements that
compose the cording wall.
87. Using other Properties of the Curtain Walls: On this lesson, I want to show you a few things
that you can do with the cording walls
that might actually be very useful on your projects. This is going to be a lesson and an example at the same time. The first thing that I want
to show you is that you can change the cross section
of the cording wall. Which means that you can
change the cross section from particle to slanted by
using the properties. Now the cross section can
also change the structure of the cording wall depending on the design of the cording wall. However, since the cording wall doesn't actually use layers, you're not going to be able to use the other cross section. You're only going to be
able to use particle. And a slanted, the cross
section is slanted, is going to function
the same way. Which means that you can change the agro particle of one of the corin walls,
of multiple walls. At the same time, you're
going to be able to use this cross section as you can
do it on the basic walls. However, on the Corbin walls, the result is going to be
a little bit different because of the elements that
compose the cording wall. If you select the Corbin walls
and you're going to nods, you're still going to
have the same options or tools that you normally have. Including a deep profile as well as the
important way to node is the sense the
corin walls also use the levels as a reference
in order to place them. Then you're going
to be able to use this cross section in order to create a more complex design. However, you will still
need to take into account the tools that
you have on the Tro pano because some of the
tools will recognize only a few of the references that you have on
the cording wall. If I use this tool,
you're going to notice that creating
this cording wall, it's a little bit easier. Once that I created
the cording wall, you can notice that you can't
keep using the properties in order to add different
cording walls at the same time. But also that you can
use the cross section slanted in order to change the design of different
cording walls. Which is going to be useful because it will allow
you to simplify the creation of certain projects compared to previous
versions of bit. However, you still have
to take into account the properties that you have on the type properties window, as well as the
properties that you can change on every
courting wall. Especially the ones that you can change on every
courting wall. Because you can change them
of one of the courting walls, or you can change them
in other cording walls. The accurate representation of the cording walls is also going to be based
on your selection. You will need to get
this in mind when keeping elements aligned
with each other. And in this case, you're
going to notice that the structure of the
courting walls is now going to align even after changing the properties on
the type properties window. This is because I'm still not using all the
same properties. Which means that the
instance properties are different on this courting wall compared to the other one, as well as the outings. The use slanted walls
doesn't actually change the fact that you can
change a panel to a door, which means that you can
remove the pin of one of these panels in order to load a different family
to a courting wall. Which also means
that you can also change the design
of the cording wall in order to fit the elements
that you might want to add to design of
the cording wall. Editing this cord wall
and edit the gordon wall, you're going to notice the
tools that you have on the modified panel after selecting the elements that
make the cording wall. Which means that
you can use some of these tools in order to do
this a little bit easier. You will be able to
use, for example, the Align to recommend in order to align the
cording grids on the same cord wall but also different cording walls as well as some different
cording walls. All of this being said, you
are going to be able to add the cordon wall as you normally
would by using the pins, Tm measurements, or by adding
and removing segments. You are going to
be able to create different designs
for your projects. But also you will be able to adjust the signs based
on your project. Rev still represents
your project based on the properties
that you choose on each of the views that you
are going to be using in order to present
your project to others or in order to create
the sheets that you will be using on
the construction.
88. Placing a Stair: Now it, you can actually
create stairs that you can add to your project in a very simple and also efficient way. If you go to the
Architecture tab, you will be able to find
the stair to argument. If you use the
stair to argument, you're going to see
then now you have access to a few panels that
you didn't have before, but also options on
the options part, as well as the family type
on the type selector as well as the properties on
the properties Palettower. Basic thing that you
will need to know about these stairs is
how you create them. With this in mind,
you will be able to see the components that make the stair the component
that is selected by defol. When you use the stair
to argument run. Now the run is nothing more than a component that combines
that threads and the risers. So because of this,
you can actually create a stair by
using one single run. Or in another words, you
will have a stair with all the risers and threads that is going to need
without landings. So you're able to create a
stair by using one single run. And once you finish,
you just need to click on the green check in
order to finish the stair. And the result is a
very simple stair with a few notations, but also a representation that will allow you to use
it within a floor plan. That's something very
important for you to know about the stairs
is that the stairs are meant to connect the
level in which you draw the stair to the
next higher level that you have in your project. And sense on this case template already created two levels. You're going to see
that the height of level two will
determine the height of the stair as a quick sin. The riser is composed
of threads and risers. What you actually
create is actually an assembly of multiple
threads and multiple risers. Now, with this been
said, since right now I just focus on the drawing, I'm also going to show you
the fact that you can add a landing to the stair by just simply drawing
a few stairs. And then resuming
the creation of this stair by just simply
creating a few of the risers, which will automatically
create the threads. As you notice, the way that you create this section
of the stair, when, in other words the run is by actually using the left
click on the mouse in order to determine where
the run is going to start and when the
run is going to end. Once this stair has
been completed, you are going to see once again, this stair is going to
connect two different levels. So you will be able
to the height of level two in order to change
the height of the stair. And this is because the stair is composed of runs,
landings, and supports. The first option
allows you to create a run that can automatically
create the landing. However, you can see there
are other shapes that you can use that will
not create a landing. Just for example this one, which will allow you to create
a stair based on a spiral. So this means that you
will be able to draw the stair as you are
drawing a circle, in the sense that
you add the stair based on a radius
mas, a quick sinus. The radius is actually based, by default, on the
center of the run, so in another words,
is going to be from the center to half the width
of the thread or the riser. And also by determining
what the left click on the mouse where this
stair is going to begin. But also as you notice, you won't be able to determine where this stair
is going to end. So this is a shape that will use a circle in order to
create the amount of threads and risers required in order to get from
one level to another. Now what is being said? There is another one that works
pretty much the same way. However, with this one, you will have control where the component is going to begin and where the component is going to end. This one will allow
you to pretty much do the same thing
based on a radius. However, you're going
to see that you're not able to create an
stair that is going to connect one level
with the other if it needs to have a run
on top of the other. Now, this is something
that you can do manually. However, it takes
a little bit of practice in order
to do this, right. In this case, I'm
not going to go much into this because at
this point I just want to show you how you control the stairs by just simply
using the components. This is because as you notice, you will actually need to use the two circumans that you
have on the modified panel, as well as the controls that you have available on the stair. Now with this in
mind, you're going to see that you have controls that you can use in order
to extend or extend a run, which is actually different than what you can do with
the previous one. Because the previous is actually
able to create an stair that is going to
connect both levels instead of just a segment. Now in this case, I'm just
going to the lead this run in order to show you
how you can create a run. Why is that a
different shape now? This one is also a component that places
the stair already, using specific shape as a quick sin while placing
or drawing the run. You are going to see that you will have a number that will let you know how many
razors or in other words, how many traits
have you created. So through this Revit
will let you know how many risers you still need in order to
complete this stair. Which Rosa means
that Revit is also going to use this number
in order to let you know. If we're editing the stair, this stair is going to have more risers than
it actually needs. So what this means,
I'm just going to erase this stair in order to create a stair by just simply using the next shape on
the component panel. Not this one is also
a component that places the stair already
using specific shape. So as you notice, you
have a basic shape that uses the line to orguen in
order to create the stairs, while at the same time you
have other shapes that you can use in order to create
the runs for the stairs. Or in other words, that will allow you to create
runs that are very specific or for very
specific parts of your project. As a quick signer, you can edit the stair while this stairs
still selected or after selecting the stair by just
collecting where it says edit the stair as well. Something that
you're going to see throughout this license is that this stair is actually
the sum of the runs, the landings, and the support. However, there is another
family system that is added to the stairs at the moment that you
create the stairs, and this one is the railings
throughout this license. I'm going to show you how
you can create the stairs, but also how can
you place and edit the different components
that make this stair, while the railings are going
to have their own section? Up to this point, you can notice that the stairs are
very easy to create, especially because of the different shapes
they are able to use the runs where they
are based on the line, the art, or standard shapes such as an shape or a new shape.
89. Stair Components (The Runs): When creating the stairs, you are going to notice
that the stairs are created by a combination
of multiple components. And the, some of these
components are created automatically while
creating the stair or after creating this stair. However, the functionality of the stair remains
pretty much the same. Which means that the stair will need to comply with the
number of threads or risers that he needs
in order to connect the levels at the bottom and
at the end of the stair. However, you are also
going to see that you can edit the stair before
finishing the stair. Pacing the controls with
the stair that is created, pacing the default settings, other words, rating the stair
using the straight run. You are going to notice
that you have to controls at the end
of the run or stair. Now one of the controls
will allow you to add threads or
risers to the stair. Which is something
that you can see not only because of the
appearance of the stair, but also because of the
properties as well. You're going to
see that there is another control that will
actually displace this stair. Now this control is a little
bit different because this one actually changes
the position of the stair. This is the reason why
this stair begins at one. Even though the placement
of the stair has changed depending on
the controls, the use, you're going to see change on the properties and as who
you're going to notice the pot of the controls are available at the start
of the run or the stair. However, you are going to
notice that the controls will modify the stair depending on what you want to
do with the stair. This is because Ravid is
not going to allow you to add more threads or risers at the beginning
of this stair. Which is something that you can notice because of
the fact that Ravi displays additional threads or risers on this stair
with a plus sign. This means that it's
not able to add threads or risers from
the negative direction. Ravi is going to display a
message if you try to do it Now what is being said? You are going to
be able to see a little bit better
how these controls actually change the stair by views such as the elevations
and the sections. If I use the
controls once again, you are going to notice that even though I'm
not able to add on a negative direction
and actually able to remove threads or rises at the beginning of
the run or stair. With this in mind, you
can notice that editing the stair is actually very easy if you're
using the controls. However, you're going to notice that the
controls that you have are going to depend on the segment
that you're using, but also that you can use different runs in order
to finish a stair. This means that you can
create different designs by just simply using
different type of segments, or in another words,
different type of runs. But also you are going to
see that you're able to use references that you
may already have in your project in order
to create the stair. This means that you
can use as a reference the elements that you already created in order
to finish a stair. Additionally, is going to create an automatic landing in
order to connect the runs. You won't have to create the landing if you
don't want it. However, the stairs
that you can create are also going to be determined by the segments that
you want to use. This is because some of the
segments that you might want to use will not connect
one with the other. Depending on the stair
that you're creating, you are going to
see that B is going to create a landing in
order to connect to runs, while another one will
simply store stir. This is the reason
why those segments and start from when
you're not going to see an automatic landing or a continuation of the previous
segment on those cases. The best example for
this is the U shape, because the U shape
allows you to create a stair just
based on the segment. If you create a stair
by using this segment, you're going to see
the controls at the store and at the end of
the run, just like another. Which means that you can extend
by using these controls. But also you are going
to notice that there are other controls that will allow you to do
something different. If you use the controls
that appear in color red, you are going to
notice that you will be able to add the
shape of the run. And this is because this run
type is actually meant to be used in order to create a stair by using
just one segment. It will be a little
bit more complex. It will be easier to use in cases in which you will
use this type of design. Now, this doesn't mean
that you cannot add more complexity to a stair
facing the segments. There are different options that will allow you to
add more complexity. Not only to the segments but
also the sign of the stairs. Mainly because the options that you can use
in order to create landings and also the runs with the assistance of other
tools or comments. As you can notice, the
stairs are very easy to use. And especially because B actually creates
the basic elements that the stair is going to need, B is going to create the stairs already with elements
such as the runs, the landings, the supports,
and the railings.
90. Stair Properties: Now once you already
created this stair, you're going to sit
there on the properties. You will actually
have properties that you can change right away, such as, for example, the base level as well as the top level. Which means that you will
be able to change the level in which the stair is
going to end as well. You will be able to add an
upset that will determine if this stair is going to end before connecting to the level, or if it's going to end after
connecting to the level. Or in other words,
depending on the value, you're going to get
a different result. And these properties
are going to remain regardless of the level that you want to connect by
using this tear. So with this in mind, you will
be able to use the levels or an upset in order to determin
the height of the stair. At the same time, something
for you to know is the revit will actually
calculate the stair for you. Which means that will
take into account the height as well as the
risers that you want to use. So this means that it will take the height and then it will
divide the height between the number of risers
that you want to use in order to give you the
actual height of the riser. So with this means
you will need to know how many risers do you
want or in another words, the height that this stair is going to have once
it's completed. Perros, since you're
able to add this stair, you will be able to use
the tools that you have on a modified panel in order to add additional
runs to the stair. Or something for you
to keep in mind is where the stair is
actually going to begin. So something that you can
actually do is actually use the direction of the
stair in order to make a few things a
little bit easier. If, for example, I changed
the direction and then I just simply draw another
run for this stair, you're going to see the bit will automatically create the landing in order to finish the stair. With this being said, once
the stair has been created, you can change the direction or you can keep
editing the stair. But more importantly,
as you notice, I actually added a number of stairs that were
needed in order to connect the two levels without changing so much the
height of the riser. Now you can actually change the desired number of risers
or something for you to notice is that bit will
let you know that it's not actually able to connect
one level with the other. When this happens bit will
actually try to accommodate the stair by actually changing
the actual riser height. So this in mind, you can change the desired
number of risers, but this doesn't mean
that it's not going to change the actual
number of risers. What bit will try to
do is actually try to compensate by adjusting
the actual riser height. What this means is
that you can actually use the desired number
of risers in order for you to get an idea of how
many risers do you need on a particular stair
in order for you to get a specific riser height? So this is something that
you can use in order to test the values that you
want to use for this stair. So these properties are
pretty useful when changing the values that you actually need in order to
define this stair. So you can keep editing the stair by changing,
for example, the levels that you're using in order to do most of the work, but also in order to
help you know if you are using the amount of risers
that you're going to need. Now with this in mind,
you are also going to be able to see that on
the properties palette, you actually have
the tread that go, in other words the
space for these steps. So the panela conto region. You may actually need to have the frame values or the thread, which actually can
become very important because of the size of the
field of the end user. Now with this being
said, since you have an upset for the top level, you're also going to have an
upset for the base level. And something for you to
notice is that the base and the top upset are going to
change the hydro stair. Which means that this also
modifies the Rasor height. Because as I mentioned before, the Rasor high will
take into account the hydros stair and the
risers of the stair. But more specifically as you notice the desire
number of risers. Now with this being
said, a few changes are going to come with
a warning because Revit will actually let you know if a few of these changes might actually affect
the efficiency of the stair or in other words, if this stair is
actually useful. Now once you finish the stair, another way in which you
can actually the number of risers that you might want
to use or in other words, how this stair is
going to be created in space and controls that
you have on this stair. So while editing this stair, you're going to see that
you will have controls. They will actually change the number of risers that
you have on this stair, but also you're going to
see that you will have another control that's just going to change the
appearance of the stair. So this means that
you will be able to determine exactly
where the stair is going to begin without actually changing the number of risers
that you're going to use. So with this in mind,
you will be able to edit this stair in order
to have the number of risers that you
actually need to have. Or in another words,
in order to have the same number of
risers that you have. Where it says desired
number of risers. So this means that every time
you change this value to a different number
than the one that you have and the actual
number of risers, you're going to get a
warning from Revit. Revit is always going to
let you know if the values that you want to
use are actually the values that you're using. With this in mind,
you're going to be able to create a stair
based on your needs. But more importantly
that you can still edit a little bit more when
it comes to the levels, but also when it comes
to the amount of risers. All this means that
creating and editing a stair is actually easy if you're creating
a simple stair, or in another words, without going in some of the
advanced options. I'm also going to show you
throughout these lessons.
91. Run Properties: In that sense, you
create this stair by using different components. You're actually going to see that before finishing a stair, you're going to
be able to select the different components that
you're using this stair. In order to change
the properties and the properties palette, you can actually see
how the location line will actually affect the way
that you control the stair. You're going to
be able to change the property location
line in order to change how to justify this component of this stair relative to the other components that
you can add to this stair. Which is the reason why
you're able to select among the supports or
more specifically, you're able to choose exterior support right
and exterior support left as a quick sin. These options are very similar to the options
that you have when justifying the position of other elements or
family systems. With this in mind, you're
going to be able to change at any point,
the location line, the location line, as well
as the relative base height, but also the
relative top height, which is actually going
to change the run height. While at the same time, these are not going to change the properties of this stair, such as the thread and the
risers as a quick sinus. You can actually change
these values by also using the controls that you
see above ends of the run. Or in other words,
the position of the controls within this
stair relative to the run, which even take into account the supports that you
can add to the stair. And this means that every time
that you change the pales, you're also going to see a change on the extension
of the supports. The supports of the stairs
are the ones that you are going to see by default
up both sides of the run. On this view, you will be
able to see the supports as the element that is behind
the threads and risers. For you to notice
is that these Pals are meant to be used
relative to the levels. Which means the sense is stair is placed
based on the levels. You don't actually need to use negative values at
the same time you're going to find there are a few
properties that will allow you to determine how you're going to construct this stair. Which means that you are able to select extend below riser base, which will allow you to extend
the run below the riser. Which also means that you can change this value in order to add a separation between
the base and the riser. At the same time, you
can select if you want the run to begin
with the riser, but also if you want
the run to end with the riser as a quick sin. In order to appreciate the
changes that you do to run, you're actually able to change the visual style that
you're using within a view, but also you're able to change
the detail level as well. You're going to
be able to change the dimensions by
changing the wave, or more specifically, by
changing the wave of the run. With this in mind,
you're going to be able to notice that you can even change the way that the run is going
to be constructed. But also you are going
to be able to see how changing the properties
actually affects the stair, which is very important
because in some cases, these properties are what you're going to need in order to make this stir the way that
you want within your project. All of this is being
said. You're also going to notice that you can edit the run by also
using the tomatic dimensions. How are you going
to see that one of these atomatic dimensions only display the length of the run? Which means that you won't be able to change the length of the run by using the
atomatic dimension as well. You're also going
to notice that a few of these values
cannot be changed, even if they are in color blue. All of this is
being said. You can notice that the runs
are easy to use. However, there is a lot
of things that you can do that this tear
of your project, all of this might be a little
bit confusing of course.
92. Stair Components (The Landings and The Supports): Now I'm just going to show
you the other component that you can use when creating a
stair, which is the landing. I'm going to show
you how you can create a landing when
creating a stair. Now, the landing can be
created automatically. When you have two runs, they're actually continuing
the same sequence. This means that if you don't finish the run automatically, rabbits going to place a
landing between two runs. However, if you delete the landing in order
to reposition the run, you can place the landing
automatically by using this suption on the
components panel or more specifically, by using dissuption when
creating the stair. What this means is that if
you select the landing, you're going to have
the options that you can use in order to
create the landing. The basic option that you
have in order to create the landing requires for you to select two different runs. Which means that you will
need to create first that the runs that you want to connect by using the landing. This one will be useful
when you're editing the runs that you want to use on the stair or in other words, when you create a stair
and then you delete the landing because you want to change the
position of the runs. And this is because
in most cases you will be using
the run that is actually created by
Deft when you're creating this stair as well. Something for you to know is
that the landing can only be created if the two runs
actually has a space, the landing, which means
that the two runs will need to be able to continue
the path of the stair. Now at the same time,
something that you're going to notice is that if
you change the run, you are also going to
change the landing. But also you are
going to be able to see that the landing
as such will also have properties on the
properties palette that you can use in order to the
position of the landing. Which in return is going to
add this stairs A quick sign. Something that you can notice
is you're also going to have a few controls that will
allow you to the landing. However, you're also going
to see that the controls will only change the beginning
and the end of the runs. Additionally, you cannot
use all these controls if the landing is already
connecting that to runs. But as well, there is another way in which you can
actually create the landing, which is a little bit less intuitive because you
will actually use a tool circumens
that you have on the row panel in order
to draw the landing. So this being said,
what you're actually going to draw is the
bounder of the landing. However, you will need to keep in mind that the landing on these cases are automatically
connecting to runs. So you will need to make
sure that the landing is actually on the right position in order to join that runs, while at the same time, you are also going
to need to keep in mind that even when
drawing the landing, you will need to keep
the other components of this stair working together as well. You're going to see that the landing will connect, the two runs automatically if you know the value that
you need to use on the relative high or if you add the landing by using the
tools on the modified panel, which means they are
going to be able to add the placement
of the landing, but also the sketch
of the landing. If you addit the
sketch of the landing based on the runs they already
created on the project, you're going to see
that the landing is going to connect the
two runs automatically. Which means that these
landings are going to even change
where the runs will store and end without changing the levels that
they are going to connect. And as a quick signer, once I created this stair, you're going to see
once again that the components that make this stair are going to be
created automatically, which means that the
supports are also going to be created along with
the stair and the railings, which also means that
you will also have the supports on the components
panel of the stair. You can delete the support
in order to place a new one, or you're going to see
throughout this lessons that this family type actually
creates the supports by Defoe. There are other family types
that you can actually use in order to create a stair
that don't create by Deft. How those family types are
not really intended or use in order to use supports
and in order for you to see which
support is being added, but also in order for you to see which properties do you have when it comes
to the support, you just need to use step on the keyboard until you are able to select the support or in
another words, the stringer. So with this in mind, you're
going to be able to change the properties of the stringer while selecting the stringer. So all of this will allow you
to actually edit this stair without actually worrying about the project in which
are placing this stair. Which also means that in many cases you won't need
to worry so much about actually having to create your component moral in
place just for the stairs. However, you might
have to create some families or components
for a specific project.
93. Multistory Stair: And that since you
can create a stair in order to connect to
levels within your project, you are going to see that you actually have an option
in order to connect multiple levels by using as a reference or as an instance
the stat you're creating. So with this you're
going to be able to create a multistory stair. So by clicking where it
says connect levels, you are going to
open this window. In case you are not able
to see the levels there, you can connect to the stair. Because in this case, you
will actually need to select the level by
using an elevation, a section, or any view in which you have the
notation for the level. And at the same time,
something for you to notice is that the stair is going
to use the stair. What's going to be
created before you use the option or to commend? That allows you to
connect the levels, which means that if
you change the hydro, the level, this air is going to try to connect the
levels towards selected. By creating the components
that is going to need in order to connect
to the next level. Depending what you
have before you click where it says
Connect the stairs, which also means that you can always change the hydro levels. But at the same time
that you're going to be able to add more
levels to this stair. Once you have a
multi story stair, you're going to be
able to click where it says connect or
disconnect levels. In order to disconnect a level, but also in order to connect multiple levels to
the same stair. So with this in mind, you're
going to be able to select the levels as you normally would in order to
finish your selection as a quick signer. Once they use the stair on
multiple levels, you won't be able to edit this stair as you
normally would. Which means that
the option that is called edit the stair
will be gray out. And this is because this is not a stair that is just be
placed on multiple levels. As well as for you to notice is that you're able to create multiple stairs
that you can use in order to connect multiple
levels on your project. You're going to
be able to create multiple stairs that can be used in order to connect different levels
within your project. Which means that you can have
a stair that can be used on the interior of an
apartment building and another one on the exterior. However, you are not able to
add one of these stairs at a time because they behave
similar to an array. Which means that these stairs function almost like groups that are part of a single array. Which means that bin takes the functionality
of the arrays and uses them in order to create the stairs
for multiple levels. So what I'm trying to say is that on the
property is palette. This is considered a
multi story stair. However, if you use
tape on the keyword, you're going to be
able to cycle through the elements that make
the multistory stair. So what this means is that what you're actually
creating is a group of stairs that are
going to function individually within
the same group. So with this in mind, you will have a pin that will
let you know that all the elements within the screw are going
to change together. So you can unpin one of these stairs in order
to prevent this, or you can just simply keep
the pin in order to edit all the stairs at the same time by just simply
editing one of them. This is one of the reasons why I mentioned that this
is pretty much a group, at the very least when it
comes to the functionality. Because this will be very much the same thing as creating a
group based on the stairs. However, this functionality is actually better because
it's more intuitive with the stairs if you use
the tab key in order for you to be able to see the pin and then you
unpin the stair, you're going to be able to edit the stair individually
within the multistory stair. What this means is
that I'm going to be able to edit the
stair once again. However, the changes
that I'm going to do on this stair will not actually
affect the other stair, but also you're going to notice that even after
editing the stair, this stair it's part of the
same multi story stair. Which means that you
can even use tap on the keyboard in order
to pin this stair. And at the same time
when you add this stair, you're going to notice as well that the position of
the stair that it was is going to remain the same regardless of the levels,
the word selected. This is funding for you
to keep in mind because if you start changing
just one of these stairs, you might have some
issues when you start connecting or
connecting levels. As you notice,
creating a stair for multiple levels at the same
time is actually pretty easy, but also pretty practical
because you can actually the stairs while also deciding which levels
you want to connect.
94. Convert to Sketch Based: Now when you create
these stairs, you are going to be able
to see the sense you have different options
in order to create the stair or in other words,
different components. You're also going to have different options in order
to edit these stairs. When you're creating
these stairs, you are going to be able to flip the direction of the stair
that you're creating, which is the same thing that you can do after
creating this stair. However, there is going to
be an option or to orcumend. They will allow you to
convert this stair to sketch, which means that
you will be able to addit this stair
as a drawing, which is the same
thing that you can do if you use the pencil
on the components, because the pencil also
allows you to sketch a stair. And once you do this, this stair will lose the controls
that it had before, which means that addy
stair will need to be added every time that you
want to make a change. So if you click
Recess the Sketch, you are going to be able to addit this sketch as you can do it with elements such as
the floors and these labs. And in the case of the stairs is going to be a
little bit different because on the stairs you
have risers and boundaries. So if you look modified
tab, or in another words, on the row panel,
you are going to be able to see the boundary, the riser, and the stair
path as components, but more importantly, as the elements that you can
draw by using the row panel. Now, the most important
thing when creating the sketch is the
integrity of the stair, which means that the
boundary is where the stringers are
supposed to be, while the black lines
that represent the risers need to be at the beginning
and at the end of the thread. So you can have boundary lines where the riser is
supposed to be, while at the same time the path needs to be one single
continuous line. Now once you finish the sketch, you just need to click
on Finish and then unfinish once again in order
to see the end of the. Now the stairs have the same functionality that you have with the other stairs, which means that you can create a multi story stair
by using this air. This is actually useful when you want to create a stair
that needs to be a little bit different because
of the project in which it's being used or because of
the design of your project. Now as I mentioned before, you can actually
create the stairs by simply using this stair to or command and then just simply use the pencil in order to
create this sketch. That's a quick sign. Rapid is going to let you know if
there are any errors. They will not allow
you to create the stair once you
finish a sketch. So once again, the
boundary will only be created in order to represent
the boundary of the stair. However, they cannot be at
the same place as the riser. So this means that
there cannot be a boundary line at the same place in which
you have a riser, or in another words, in which
you should have a threat. So to put it a little
bit differently, the boundaries are where
the stringers are created. Now what's being said, you're creating a stair
based on a sketch. You can actually
take more liberties when it comes to
creating this stair. However, you will
need to keep in mind the basic
functionality of this stir. With this in mind right now, I'm just going to focus on the basic things such
as, for example, the errors that you can get, while at the same
time the elements that need to be
added at all times. Something as well for
you to notice is that you create are the only ones that are going to be created. Which means that you will
need to make sure that you're creating a stair
with all the risers that you need because Bin is not going to create the
other risers that you need in order to connect the base level to the
top level automatically. You also have to keep this in mind when you're
using this option. I suppose for you to notice is that the tools
that you're going to find on the row panel will
allow you to create many different shapes
for the boundary. This stair pad, as
well as the risers. As a quick sign,
you might need to add the path of the stair like
you do with the boundary. Because in some cases, you will need to make sure that the landing is completely
independent from the runs because of the design of the stair or because
of the railings as well. Something for
you to notice with the stairs by using the tools or commands
that you can find. The throw panel is that the boundaries are also
used for the landings. And what this means is
that the boundaries of the landings need to be separated from the
boundaries of the runs. Cases in which you
need a stair is very complex or otherwise to resolve is going to
have some errors. Now the good thing about using a sketch instead of a
component is the fact that you are able to create very
unique stairs if you keep in mind the basic rules or
restrictions of the stair. Which means making sure that where you're going
to place a thread, you need to place a riser at the beginning and at
the end of the thread. Or in another words, every
time that you need a riser, you need to use the riser line while the boundaries are
going to confine the risers. And the stair path is going to provide the
direction of the stair. With all that's
being said, you can create something
that you want with many different projects without losing the basic functionality. However, any issues that
you might have with the railings are something
that can be fixed. So when I show you the railings, you're going to be able
to see how you can work with the stair that is
created by using a sketch, while at the same time creating a railing that can be
adjusted to this stair, or they can be used on this stair when you make changes on this stair as a quick signo. This option is an option
that is available because it has been available since
the first versions of rabbit. So most of the changes
have actually been done to the family system for this
stair or in other words, the way that you create these
stairs by using components. Also, when working
with the stairs, you're going to notice
they are still going to be able to change the family type
that is used on the stair. With this in mind,
you are going to be able to create
the stairs that you want while also using the family types that you
have available Valdfo, in order to create a stair
specifically for your project, among the type of stairs
that you're going to see, you have to defoe, which is 190 millimeter max, 250 millimeter going
the monolithic stair as well as the precast stir. With this in mind,
you're going to notice that these
stairs are actually pretty good if there is a project in which
you need to use them. But more importantly,
they're still going to be restricted
because they're actually good at creating
different designs than you normally would
have by using components. However, as you notice, you can always create a
basic stair by using components and then you can edit that stir in order
to add more detail. In other words, you
can make the stir a little bit more unique
based on your design.
95. The Openings: On this part of the course, I'm going to show you how
you can create the openings. Starting first with the opening
that is opening by face. As the name implies,
opening by face allows you to create an opening on the face of an element. This means that you
will select the face of the element in which you
can place this opening. And then you will be
able to use the tools, circuments that you
have on the T panel in order to create the opening. But also you're going to
see that you can move the opening within the element in which you place the opening. This opening is going
to modify the element depending on the position of
the opening on the element. Now, the next opening that you have is called the chef opening. If you use the chef opening, you're going to be able to see that you have similar
properties to the walls in order
to define where this opening is
going to store and where this opening
is going to end. Now this opening has a few limitations
because it's not able to create an opening in all the elements that you can
create within your project. You will need to take this into account when creating
the openings, because you will be able
to use this opening. But also you will need to edit the elements that are not
affected by the opening, as well as the notice
about this opening. Instead, this opening has some similarities to family
systems such as the walls. So you're going to be
able to use the level as a reference for more precision or control of this opening. However, you're
also going to see a value that is
unconnected height. This value is grayed out because it's only there
in order to provide you the height of the opening regardless of the position of
the opening on the project. While at the same time, since you're using the tools cumans that you
have on the panel, you're going to be able
to use these tools not only in order to add
the boundary of the chef, but also the symbolic line
that is created for the chef. This symbolic line is made of the detail lines
that you can create in your project in order
to help you with the representation of the
chef within your project. Well, there is another
opening that is called wall opening that
will allow you to create an opening on the
walls of the project. Now this one works very similar to the walls because
you're going to be able to define the height of the opening as well as
the base of the opening. But also something
for you to notice. It says that you're
able to place the opening on the
walls of the project. You're also going to be able to place an opening on
the courting walls. Which also means
that you can use this regardless of
the family type. While editing this opening. You're going to notice
that you can use not only the romatic dimensions in order to it the openings, but also the properties
with the openings. You're also going to
have properties such as the base constraint
and the top constraint. Which means that
you can also change the top upset and
the base upset. This also means you're
going to find once again the unconnected
hive on the properties. Now there is another opening. The words pretty much the
same way as opening by phase. However, the opening is going
to be created like a shaft. Which means that regardless of the orientation of the element or phase that you're selecting, the direction of the
opening will be vertical. But as the opening by phase, you're going to be able to move this opening anywhere
within the element. Which means that the position of the opening will actually determine how this opening is going to affect the element. Now as a quick signo, if you have any issue
selecting the opening, you can always use tap on the keyboard in order
to select the opening. All of that being
said, you are going to see that these openings
are easy to use. But also you will
be able to combine these properties in order to red project based
on your design.
96. Dormer Opening: As well. There is
another opening that you can use in order to help
you with the dormers. However, this one is
going to be a little bit trickier because you will
need elements like this one. Which means that you will need to make sure that there are walls that connect with
the roofs or otherwise, you're not going
to be able to use this opening with this in mind, I'm going to use
this opening after editing the walls that are
created on the project. But also I'm going to use the joint roof to or in
order to it the roofs. As a quick sign, you
actually need to edit the roofs and the walls
because the dormer to Oren actually
need to use this as a reference when creating
the boundary of the dormer. In other words, this is the only opening in which
you don't draw a boundary. After editing this roof
and also the walls, I'm going to use once
again the dormer to command in order to create an opening based on the elements that are
joined together. And once that I have done this, you're going to see
that the dormer has been created within the roof as well as for you to
notice is that you don't actually need to connect the lines that
make the boundary. However, you're still able
to add the elements within the boundary of the dormer as well as the boundary
of the dormer. However, you select the
dormer and then you select re says opening. You are going to see that the boundary was
connected automatically. Which means they don't actually need to worry about connecting the boundaries unless you get an error after selecting
the green check.
97. Placing a Ramp: Now when working
on your project, you might need to
create a Ram in Revit. You can create a Ram by using the Ram to commend on
the architectural tab. And once they use
this to recommend, you're going to notice
that you will be able to draw the
components of the Ram. Meaning that you will
have a draw panel on the modified tab that you have after using the
Ram to recommend. Even though you're
creating a sketch, you're going to be able to draw this sketch like your draw
a component on the stairs. This means that bit will create the boundaries and the
risers automatically. So what bit actually creates is the Ram a sketch by
either drawing a run, like you can draw a
component on the stairs, or you can either draw the
boundaries and the risers. And this also means that you can finish the Ram in a single join, or you can create the
Ram one part at a time. This means that you
can even combine the different ways
in order to create a M as well as something they are going to
notice is that when you create a Ram with
multiple segments, the second segment is going to continue right
after the first one. Which means that the values
that you see close to the Ram are going to change in order to let you know how
much is remaining. However, on these lessons, I'm also going to show you
why these segments will not be able to continue until
it says see remaining. With this in mind,
you're going to see that the elements
that make the Ram works very similar
to the stairs. And you can see this because of the controls and the properties that you have when
working with the Ram. Now at the same time,
since this is a sketch, you can always select the
Ram in order to collect. It says edit a sketch. And you can always finish the sketch by clicking
on the green check. A Ram is actually pretty easy to create with Rave. Now
what is being said? You can actually draw a Ram
with more than one loop. Our something for you to
notice is that if you create a Ram with
multiple segments, revit is going to create a
landing every two segments. Which means that fit is
going to automatically create the landings of the Ram based on the amount
of segments of the Ram. This is very important for
you to keep in mind when creating your project
because as you can see, the Rams are very useful in parking buildings
or in other words, in buildings they create
just for parking over. Something that you will
notice is that the railings might have some issues
when working with Rams. They have more than one loop. This is important
for you to notice, because you might want to
create the Rams with railings, but you might also
want to create the Rams without the railings. But also since these Rams
are also based on levels, the levels can actually
determine the slope of the Ram without changing the sketch
of the M on the Rams. The properties are more
important than the stairs, because within the
properties of the Ram, you are going to be able to see how much distance
you actually need in order to connect one
level with the other based on the slope that
you assign to the Rams.
98. Ramp Properties: Now since the properties on the Rams are actually
very important, you are going to be able to notice that when
you draw the Ram, you are going to be able to see a text that
will let you know the exact distance that you are creating or in other words, the length of the segment. But it will also let you
know how much more lend you need to create in order to connect one level
with the other. Revit actually tries to help
you by letting you know how much do you need based on the values that you
have on the properties. This is something
that is going to extend to the warnings
that you get when changing the constraints because Revit will let you know
if the Ram doesn't have the values that he needs in order to connect one
level with the other. Now at the same time, there are some values that are
going to change the Ram, such as, for example, the width. However, since the Rams are
very similar to the stairs, the width is actually
going to change what is considered the
Ram, but not the landing. You will need to keep
this in mind when editing the Ram that you
create for your project. With this in mind, you can
always add this sketch, while at the same time you
can change other properties, such as, for example,
the graphics. Which means that you can change properties such as the up label, the properties for the
arrow and the text, while at the same time when you create multiple types of Rams, you're going to be able to use the type selector in order
to change the family type. Also the properties they have on the properties for the family
type that you're using.
99. Ramp Components: When you create a Ram and Vet, you are going to
notice that there is a default value that is
already assigned to the run. Which means that if
you create a run, the run is only going to
extend based on that value. Now that value is actually
determined by the family type. However, you don't
actually have to change the family type in order
to extend the run. This is because the run is actually created by using lines. Because of this, you
will be able to add the lines that I use in
order to add the run. However, the sketch
that is used on the run does not actually change
the length as such. In order to actually change
the extent of the run, you will need to make
sure that you are also editing the
path of the run. In other words, you will need to add the extent of
this blue line. You are going to notice
that if I do this, the run is going
to change as well as the values that I
use in order to let you know that the land
is going to connect to its destination or
target as well. You are going to notice
that you can actually create the Ram by drawing
the sketch of the ramp. Which means that
you will be able to create the boundaries
as well as the risers. Worse, something for you
to notice is that even though this is very
similar to the stairs, you're not going to be
drawing the path of the ramp. This is because the ramp will actually create
the elements that are needed for the ramp based on the properties
of the family type. Once they created this sketch, you can simply use
the green check in order to see the result. That's what you're
going to notice. That bit is going
to let you know if there are any errors that you will need
to get the mind. As, for example, the use of the boundary lines instead
of the risers as a big sin. You can use the automatic
dimensions in order to the sketch of the Ram
a little bit easier. Regardless of the way in
which you create the Ram, you're also going to see that the controls remain the same, which means that you can change the direction of the Ram by just simply
using this control. Additionally, since you can create this sketch of the Ram, you're also going to
notice that you can create a Ram with multiple segments
and multiple shapes. Which means that you
can create a Ram for different projects or
areas of the project. However, the second segment of this sketch is still
going to be considered, the landing, which means that the design of the ramp and
still use the landings. But more importantly that if you don't want to
create a landing, you will need to make sure that the design is actually
adjusted for that as well. Meaning that you can even divide your design the same way
that you do with the stairs. Or in other words, they
can create landings in order to connect the segments that you
want in the ramp. Which also means they can
create a very complex ramp two segments at a time in order to avoid
creating a landing.
100. Editing the Family Type (Ramp): Now when working with the Rams, you will need to know how to change the slope of the Rams. How to use the properties on the properties palette
is being said. I'm going to create a Ram that
I can use in order to show you the properties
that you can change based on the types window. While at the same time I'm
going to be able to use this Ram in order to show you how to work
with the slopes. Once I created the Ram, I'm just going to select it. And then I'm going to
open the types window. Now the types window, you will be able to find the family system that is being used in order
to create the Ram, as well as the family type. Perso you will find
the standard options in order to duplicate
the family type, as well as the option in order
to rename the family type. I'm going to create a new
family type in order to avoid making any changes to
an existing family type. Then I'm going to show you the first property
which is called shape. This one will allow you
to change the shape of the Ram based on the
thickness of the Ram. Or by just simply using
the base level and this slope of the Ram in
order to create a solid. If you use the solid shape, you won't be able to
change the thickness. However, you will
be able to change the function, which once again, is pretty useful when
working with the schedules, but also in order to define where the Ram is
going to be used. And at the same time,
you're able to change the graphics which are used for the annotations of the Ram. In other words, for the
text that is created. Once you place the Ram,
the basic properties are going to be based on the construction as
well as the graphics. As a quick signer,
you can still use control C in order
to undo the changes. So I'm just going to use
control C before opening. Once again the type
of window, However, you will notice
they are also going to be able to change
the material they are going to use for
the Ram by changing the material through the use of the material browser window. And now when it
comes to the slope, you will first need
to know what are the dimensions that you
can use on this slope. This means that the dimensions you will be able to change, the maximum inclined len
and the ram max slope. The maximum inclined
len is pretty much the length of the
ramp that you can create in one single run. How you're going
to notice is that this value is not going to
change an existing ramp, which means that this value is going to apply when creating a new ramp that is using
the same family type. If you change this value, you are going to be able to notice that you can create a run based on the value
that you input on the maximum inclined length. However, you're going
to see that this is not going to change the
reach of the Ram. Or in another words, how
high the m is going to go. You're going to be able
to change this value without having to worry
about this slope. As long as the maximum
inclined length is longer than the lend that you would need in order to create the Ram
based on this slope. This slope as such is
going to be determined by this value that you
use on the max slope. With this mining parenthesis, you're going to have the number one divided between a value. What this means is that you
will have the number one below the x will be replaced by the
value of your choosing. By default, you have
12 as the value, which means that one is
going to be divided by 12. The percentage this low is going to be a little
bit higher of 8% but a smaller of 8.5 which means that you're
going to get low, pretty much 8% However, this is a value that you can change in order to
modify this low. In other words,
instead of having this high, requiring this land, you're going to have
a different height in order to reach this height, or in another words,
the next level. In order to make this
easier to understand, I'm going to use the method
that is used on the roof, which means that
I'm going to change the length of the Ram to 1 meter so you can actually
see the value of this low based on the
measurement to recommend. As you notice, the
value that you can see is the same when you're going to get by dividing the number one between the
value of the property. If you change this value
to, for example, ten, you are going to see that now the height is going
to be based on a slope of 10% Now this might be confusing
because of the units. In order to show you this
a little bit better, I'm just going to change the
project units to meters. This also means
that you can change the project units to the
units that you use in your country region
in order for you to see the result based on the units that you
use for your projects. After this, you're
going to see that if I use the measure
two command, the result is going to
be very much the same by using different units.
So what is being said? You are going to be able to always change the
unit in order for you to see the result based on the units that you use
on your country region. But also you can use this value as a
reference if you use in your control region and
a slope of 10% Well, if you use a value
close to 8% you just need to use 12
or the value that you need in order to
reach this value or any other value with a
little bit more precision. Which is going to
be easier to do because you can actually
do this in reverse, which means that you can use the value that you want
to use for this slope and then multiply for a value that is going to
give you as a result, one. Or a value close as
possible to one. However, once again, you can
simply use these values as a reference in order
for you to get a result close to what
you're looking for. While edit enders Ram, you're also going to notice that the Ram is not going to
change the level that is going to reach as
long as the land and this low allows the Ram
to reach that top level. As a quick sign, if you
change the top level to none, you are going to see that the height of the Ram
is going to change. This is because the Ram changes from the pales
that you have on the top of this window to the same deal that is used on the
length of the ramp. With all this being said, you can always use the
maximum inclined length as a limited for the runs. Or in other words,
you will be able to limit the length of the
runs based on your project, while at the same
time you're going to use the Ram max slow in order to determine the slope of the M. But also if you
change the length of the M, then the length of
the M will actually determine how much of
the you're going to create because this load that you select is the
maximum value for this low that is
allowed when creating the M. This is important
as well for you to notice, because even though you can
create Rams for people, you are going to be able to
also create ramps for cars. So you might need
to change the law based on vehicles,
as well as people.
101. Placing a Railing: Now the following lessons when going to show you how to
work with the railings. That the railings, as
you might have noticed, are automatically
created when you create a stair and also
when you create the ramp. Because of this, the easiest
way in order for you to see a railing is by actually creating either a
stair or a ramp. Once that these
elements are created, you are going to be able
to see properties on the property is palette while
the railing is selected. But also you are
going to be able to see that on the
architectural tab, you actually have a two or command that is called railing. Put this on mine, you can
create a railing by either sketching a path or by placing the railing on a
stair or a ramp. Now, the second option is done automatically when you
create a stair or a ram, and is automatically placed
on the stair or the ram. So the first option is the
one that you actually use in order to create a
railing without a host or in another words, without the need or
any of those elements. Which means that you will
need to create first a stair or a ram in order
to create this railing. And something as well for you
to notice is that you will have access to the tools
or commands that you have, the row panel, in order to
draw the path of the railing. However, you are going to see
the options on the options for related to the tool or command they are using
on the raw panel. However, the properties on the properties palette
will remain the same. Drawing the pad and
after drawing the pad, which means that after
clicking on the green check, you will have the same properties
on the properties let, but also if you
select the railing, you will have access to
the same properties. Now, what is being
said? You will have a few options in order to work with the railings while
drawing the railings. And some of these options are going to be fairly standard. You are going to be able to
see the options or tools, comments that you have
on the board plane, but also you are going to
see you are able to pick a new hot as well
as the joints and an option for preview which
will allow you to see the railing based
on the properties that are being used
on the railing. Before even clicking
on the green check our something for you to notice is they are
going to be able to see the preview as long
as the preview is enabled before joining
the pattern the railing. As you notice, rating a
railing is actually pre, easy if there is nothing
specific that you actually need to
do while placing the railing or after
placing the railing.
102. Adding Railings to Existing Elements: When you create a stair or
a ramp for the first time, you're going to notice that by depo Bit is going to
add the railings. These railings are going
to be place based on how you created the
stair or the ramp. Which means that it is
going to place a railing following the different elements and make this stair or the ramp, which is pretty useful
because you can actually use this in order
to place the railings. Once again, if I
delete this railings, you are going to see that I can use the option that
is called place on a stair or Ram in order to
place railings on this stair. While doing this
you are going to see that you have a panel
that is co position. This panel you're going
to find two options. One that is called threads and the other one
is called stringer. Now the first option
will allow you to place a railing based on
the threads of the stair. Which means that it's going
to place the railing on top of the treads as what
you're going to see. That you cannot use these
options in order to place a railing on only one
side of the stair. Which means that if you use
the threads or the stringer, you will need to make sure that there is not a
railing already on the stair or the M. After
deleting this railing, I can place a railing
by in the stringers. In the case of the stringers, you are going to note
that the railings are placed on top of the
stringers of the stair. As you notice, both
the disruptions are going to have a different
result on the stairs. However, on the Rams,
both the dissuptions are going to function
very much the same. This is because the Rams
are actually use stringers, which means that you won't see any real difference between
using ideal dissuptions as well. You are going to see that there is
another way in which you can place the railings on elements that you already
created for your project. In order to show you this, I'm going to create a
floor on this project. After I have done this, I'm
going to create another railing by using the options
that I have used before. Which means that I'm going
to use once again place on in order to place a
railing on this element. And after doing this, I'm just going to
select the railing. And after selecting the railing, you are going to notice
that there is an option on the modified panel that
is called Big New Host. As you remember, Big New Hose allows you to change the host of an element that you already created in the case
of the railings. It actually allows
you to select among the different elements that you can use as a hot
for the railings. Which means they will also need to make sure
that the element you're selecting can actually be used as a hot
for the railings. That's well, you're
going to see that this option will actually allow
you to do the same thing. Railings that you're
creating based on a sketch or in other words, you can use this with
the railing that is created after
selecting the option that is called a sketch. Which means that you can create a railing of your
choosing and then just simply use pick new host in order to change the
host at the railing. But also something
else that you're going to see is that you can use pick new host while creating
or editing the railing. Which means that
you can change the hot after selecting
what it says, edit the sketch or while
rating on your railing. All of this is being
said, You're going to see that creating the
railings is pretty easy. But also you can still decide where you want
to place the railings. Regardless of the way in which
you create the railings. All of this is
going to be useful, especially when
editing your project.
103. Using a Host to Edit the Railings: On this lesson, I
want to show you how you can use the
railings on the walls. And this is because the
walls will also allow you to see the different changes that you can do on the railings. After creating this wall. I'm also going to create
a railing by using as a reference in the
center line of the wall. This is because I want
to make sure that the railing is created within
the boundary of the wall. After creating the railing, I'm just going to use big
new holes in order to select the wall as a hose while the railing
is still selected. After doing this, you
are going to notice that the railing is now placed
on top of the wall, which also means
that you can edit the wall in order to
also edit the railing, which means that you will
need to take into account the profile of the wall and
also the path of the railing. And this is because you
can have a path that follows the changes of
the profile of the wall. As a quick signer, the
railings don't actually change how the walls
are going to be used. Which means that you can still edit not only the
profile of the wall, but also the properties and
the position of the wall. So you will need to make sure that the position of the wall changes along with
the position of the railing when moving these
elements on the project. As well as for you to notice is that you
can actually do this with other family systems
under the cater walls, which means that you're
going to be able to do this also with
the court walls. With this in mind, you are going to see that
you can actually adapt the railings to many of the changes that
you can do on your project. But also something for
you to notice is that the railings will need to be within the boundary of the host. Which means that the
railings will not change if they are outside of
the boundary of the host. We also need to
keep this in mind when drawing the
path of the railing, but also when
selecting the host. As a quick signer,
you can actually use the railings that are
created on the stairs in order to get any idea
of how bit actually uses multiple segments in order to create a railing that
follows multiple shapes. That's what's important
for you to know is that you can draw
the path of the railing by taking into account multiple elements or family
systems with a new project. However, pick new host will only add the railing
based on a single host, Which means that you can use multiple host at the same time. You will need to take
into account where you're going to place the
railing in order to decide if you want to
create the railing by using one single segment or
multiple segments at the same time as well. You're going to notice
that if you add the path of the cording
wall in the following way, you are going to have
independent railings, which means that you will
need to make sure that the pads actually
allow you to have three separate railings with the appearance of a single one which is going to take into account the elements that
compose the railing. So as you can see that the sign of the railings
can become very complex once you start taking into account
not only by the sign, but also the hosts
of the railings.
104. Railing Properties: When you're creating the stairs or the railings of your project, you are going to notice that you can select the railing in order to change the family type that you're using by using
the type selector. However, you're also
going to see that you can do the same
thing by creating a ram. Or the stair, this is because when you're creating
the stair or the ram, you are going to
see that there is an option A is railing. When you select this, you are going to see, but
you have a window, is railing in here. You will be able to
select the railing that you want to use as
well as the position. In other words, if
you want to use the threads or the
stringers with this, you don't have to use
the type selector after creating the railings. And if you use this option
while creating the Rams, you are going to notice that the only difference
is that you're not able to select the position in which you want to
place the railings, and this is because the Rams, we actually use the stringers. What is in mind?
You are going to be able to see that you
can select the railings that you want to use on
the stairs or the Rams before finishing the
stairs or the Rams, while at the same time
you can still use the type selector on the properties after creating
the stairs or the Rams. Now going back to
the changes that you can do while working
with the railings, you're going to be able
to see that you can use the relationship between
the railing and the host, which means you're going
to be able to change the base level for
the railing pozo. You will be able to
change the value of the base offset as well
as the offset from path. With this in mind, you're
going to be able to change a few properties
on the property is per, in order for you to
modify the placement of the railing as a quick sign. You're also going to
notice that there is a property that is grayed out and this one is called Lend. The land is graded out
because you're not able to change the length of the railing after
creating the railing. However, this is
something that you cannot change on a railing that is actually placed by
depot on a stair or a ram. When secreted the
stair or the ram. The only property that you
will be able to change with railings such as this
one is subset from pad. But also do we apply if
you use place on stair or Ram as well as something for you to
notice is able to use pulsive values as well as negative values
on this property. When all of this is being said, you're going to see
that the properties are going to depend on how
you place the railing, which is the reason why you
need to take into account, if you are growing
to gray elements, such as the stairs
with the railings, how you're going to notice
that the properties are changed same way
in other elements. Which means that
you can also change the properties of the family
pretty much the same way.
105. Rail Structure (Non Continuos): Now when you work
on the railings, you're going to notice
that the railings are composed of different elements or families that work together. If you select one
of the railings and you open the type
properties window, you're going to sit there on
the type properties window. You will be able to edit the railing structure
non continuous, and the baluster placement, what this means is that every time that you create
a railing where you're actually placing a rails and balusors that
compose the railing, but also there is going
to be a top rail and other elements that can also
be added to the railings. So with this in mind, I'm going to enable the preview so you can see the changes that you can do when editing
the railings. I'm going to start with the railing structure,
none continues. After I click recess added, I'm going to be able to actually add additional rails
to the railing. So with this in mind, you
are going to be able to see the family as well
as the family type, but also every time
the order railing, you will find the number
which represents the order of the railing as well as standard options in order
to duplicate and delete. Now we're working
with the rails, you are going to be
able to change the name as well as the hide, the upset, the profile and the Ma, which means that
you will be editing the type propers window
for each of the rails. Now with this in mind, you can just simply change the values in order to change
the position of the rail, but also in order to change the relationship between
the rail and the balusters, which is actually
going to be based on the line that is used in
order to place the railings, which is by default at the
center of the railing. The center of the
railing is the one that is being used as a
reference when it comes to the upset while the hide uses as a reference the placement
or hose that is being used in order to
place the railing as you can also change the order of the rails
by using O down. With this in mind, you can place multiple instances
of the railings, but also you will
be able to change the properties individually in order to have different
railings with different profiles and
even different materials. If you click Was Material, you're going to be able to open the material browser in order to select the material
that you want to use for each of the railings. As you notice, changing
the structure of the rails is actually
pretty easy, but at the same time, you can easily see the changes
thanks to the preview.
106. Baluster Placement (The Main Pattern): Now when working
with the railings, since you're able to change
the railing structure, you're also going to be able to change the
balustar placement, which is going to
be a little bit more complex than the
railing structure, because even though
it's going to be using the same family system as
well as the same family type, you're actually going
to be able to change the baluster placement based on the main pattern as
well as the post, while at the same time you are able to change
the main pattern, basing a few properties or options that you have
below the main pattern. With this in mind, you are
going to be able to change the balusterry where it
says baluster family. So you're going
to be able to use basic options in order to duplicate the balusters
that you're using. Now what's being said, if
you don't see any changes, you can click on Apply in
order to update the preview. Now if you use the option in order to duplicate
the baluster, you're going to be
able to see that the main pattern is
going to change. And this is because now you have balusters within specific space. So what this means is
that you will need to modify these values depending on the separation or use that you want to provide
to the balusters. Or in other words, the distance
from previous will allow you to determine the pattern on the placement
of the balusters. This placement is going to
be repeated multiple times, and that is the reason
why this is a pattern. If you start editing
the pattern, you are going to be able to see that depending on
the family they use, the pattern is
going to change by using the default values that are loaded with
these families. I'm going to show
you how you can create a pattern by
changing these values. But also in order to show you that you can create
different patterns, they can interact
one with the other. With this in mind, I can
simply add a few bales, or I can just simply delete
any unnecessary baluster, which becomes very important
in case that you're repeating the same pattern
without even noticing. In this case, I'm
going to create a pattern by using
the s basic families. But also I'm going
to add the values so the balusters can look
ahesm, one with the other. Or in other words, that
when a baluster ends, there is a space
before the next one. While at the same time, the balusters will
actually make sure that all the balusters look well once the pattern
starts repeating itself. As well as important for you
to know is that you're able to change the reference that is being used in order to
place the balusters. Which means that you can change
the base of the baluster. However, changing the base of the baluster may also
remove the baluster. This is because the
baluster may not have the palo that it needs in
order to exist on the railing. This is important for you
to know because you can do this not only with the
base of the baluster, which means that you can also do this with the top
of the baluster. When editing this pales, you will need to keep in mind
the reference that is being used as well as the base
upset and the top upset. Especially because this
pales will determine you can change the
reference that you're using in order to
place the balusters while changing the bales. You're also going
to notice that Rev. Is going to let you know
if it's able to create the balusters
within the railings based on the values
that you're using. But you're going to be
able to see that there are properties that actually
changes at the balusters I use. Or in other words, there are properties that can
change the pattern. If I select once again
the railing and then I use the type of place window in order to the baluster placement. You're going to be
able to see that you have options
in order to break the pattern at certain angles and these angles are
related to the slope. With this in mind,
you're going to be able to determine
if you want to break the pattern at each segment when the
angle is great, ten. But also you can select
where it says never. So this will avoid
breaking the patterns regardless if the result is
going to be accurate or not. While at the same time, you can select how to
justify the pattern, because the railing actually
has a beginning and an end, which means that the railing
will also have a center. With this in mind, you
can justify the pattern, but also you can
select an option that is a spread pattern to fit in order for the pattern to be determined by the
length of the railing. Which means that the length
of the railing is going to determine how the
pattern is going to spread. So with this in mind, you
will be able to use any of these options in order to determine how the pattern is going to be used
on the railing. At the same time, if
the pattern doesn't complete or fill the
length of the railing, you're going to
be able to select another paluster in order to fit the empty spaces
of the railing. So with this in mind, you
will have the pattern, but also you will have ways in order to or modify the pattern. So as you notice by this point, the railing has
properties that you can use in order to create a
railing that is very complex, in a very simple way,
once you get used to it.
107. Baluster Placement (Baluster Per Tread): Now since you're able to create a pattern and also the pattern, you are going to be able to
see that there are options or properties that allow
you to determine how the railing is going
to be used on the stairs. If you unchecked, for example, use baluster per thread on the stairs you're going to see. And now the main pattern is also going to be
used on this stair. With this in mind, you can
determine if you want to use the main pattern
on the stairs or not. If you use the balusterstead,
the main pattern, you're also going to
be able to select how many balusters you want
on each of the threads. So you will be able
to even determine which baluster you want to
use on each of the threads. With this, you will be
able to decide how you want to place the
balusters on the stairs. However, you can still use the main pattern
in order to decide the railings that
you want to use on this stair by just simply
disabling the option, that is call use balusters
per thread on the stairs. With this in mind,
you're going to be able to use the main
pattern on the stairs. Which means that you
will need to make sure that the main pattern works pretty well when you use it with any of the host that
you have in your project. So when you use it on the Rams
as well as on the stairs. So with this in mind,
you will actually need to take into account
the tert is being used and the sense that you
will need to make sure that the run and the landings works very well with the
pattern that you created. But also you will have
to keep in mind that you can create different
family types. They are going to be using
the famine patterns, while at the same time
you can even take into account the families they
are using for the balusters, because you can create
your own family types when working on the railings. While at the same time, you can even edit the
properties of the family types. They're already loaded within a template as well as the ones
that you created yourself. And this is something
that I'm also going to show you
throughout the course.
108. Baluster Placement (The Posts): Now we're working
with the railings. Since you're able to
add the main pattern, as well as deciding how the main pattern is going
to be used on the stairs. And even if you don't want to use the main pattern
on the stairs, you're also going to be able to add the pose that you
add to the railings. With this in mind,
you're going to see the below where
it says pose, you will have the star pose, the corner pose,
and the end post, which once again is related to the direction
of the railing. Or in other words, where
the railing is going to store and where the
railing is going to end. While at the same
time it will be related to any of the
turns of the railing. Or in other words,
the corner post are the ones that are used
where the railing turns, whether it is on a
stair, on a ram, or just simply placed on a
host within your project. In order to appreciate
this a little bit better, you can change the views of the preview depending on
the bas or placement, or in other words, depending on how you're
editing the railing. With this in mind,
you're also going to find properties that
you can change for any of the posts which
are very similar to the properties that you can
find on the main pattern. This you can change the
value of the space, which will determine
the position of the post relative to the start and the
end of the railing, which is also going
to be based on the lines that you draw in
order to create the railing. Now as a quick sign, we are going to notice that
the posts are also balusters. This is because you can
use the balustersst. Pero you will be able to create families that
are used as post. This means that you can
create families that are used just for the
balusters or for the post. Perso you will be able to
create families that can be used on the baluster placement on the main pattern on the post. Now with this mean said, there are other values
that you can change. Such as, for example,
the value of the obst which is going to be a little bit different
to the value of the set that when working
on the main pattern. This one will actually change the placement of the
baluster based on the line, which means that you're
going to be able to change the position of the hose relative to the center
of the railing. With this in mind,
you're going to notice that the values or
properties that you can change on the pose are pretty much the same
values that you can change on the main pattern
even if the name changes. Now there are going to be
a few properties that I haven't showed you so far
such as, for example, the one that is base
base will allow you to choose between place and the pose or the balusters
based on the hot, the railings or the top rail. While at the same time, this will also determine
the base offset, or in other words, where the base offset is
going to start. You are going to
be able to change the same properties for the balusters as well
as for the host. Also, as you notice,
you can change all these properties
for the balustersost. However, you are going
to be able to change the alus independently
for each of the balusters or for each
of the post properties or values such as the
top upset in order to add an additional
length to the baluster. Or in other words, you can add an upset to the families
that are being used as opposed as well as the F to not The values
that you can change, the main pattern are pretty much the same values
that you can change on the post except for
the one that is copace. In the case of the post, we won't be able to change the distance from
previous because the main pattern is actually placed on this space
between the post. What is in mind? You can change
the values that you want in order to see
the difference in real time by using the preview. But more importantly, we
are going to be able to try get what you're looking
for from the railing. And this will allow you
to make the railings even more complex while
working in your project. All of this is being
said, added in the Balister placement
is actually pre, easy and pretty convenient regardless of the
size of the project, but also even more convenient
for large projects.
109. Placing the Components (Exercise Using Revit 2024): On this part of the course. I'm going to continue
with this project by adding the basic components
they use on every project. Which means that I'm going to add the doors and the windows. In order to do this, I'm going
to use the door to orgend, order to place a
door on the project. After placing this door, I'm going to add the
family type based on the values that this
family is going to use. I'm going to select
this family type and then I'm going to re
this family type. However, I'm not going to change the values of this family type. This is because the values are the values that
I'm going to be using, our erfating Notice
about these pauses is that these pauses are
actually based on the panel. Which means that the
actual width and in are actually the sum of
the panel and the fine, which is the reason
why selected this name as well. I'm going to keep using this family type on this
other part of the project. I'm going to place this
family type also on this. After doing this, I'm going to place other
doors on the project. However, I'm going to use
a different family type. And this is because
this family type will be used on the
in of the project, but also because I'm going to
say the other family type. Which means that I need
these family types to be independent,
one from the other. So I'm just going
to finish editing this family type
in order to place the same family type
on the next floor. As a quick signer, you're
going to notice that this family also uses the panel in order to
determine the properties. Which means that the
width and height of this door is the
panel plus the frame. A place in this family and also going to
crater of the family. Again, place on certain
areas of the project. This is because of
eras of the project. I actually need to use a door with the same width as
the doors already placed. As well as for you to notice
is that are also added on the project based on the areas already
greed for the project. But also based on how much
the project is moving alone. As well. I'm going to
low other families to this project because
none other families that are going to need are
available on this template. So I'm going to be using once again the door to recommend. However, I'm going to use the
type properties window in order to low a family
from the library as well. You're going to
notice that I'm only going to select one
of the family types. This is because I'm
going to create the family types
that I'm going to be using from this family. After loaning this family, I'm going to add the
properties on this window before closing this
window as well. You're going to see once
again that the values of this property are going to
be based on the panels. In this case, you are
going to be able to see the values that you get from adding the panels
and the frames. This family is a little bit different from the one
that I've been using. After doing this, I'm going to place once again in
the same family, on other walls of the project. However, I'm going to create a family tie that can
actually fit on this wall. I'm going to create
any family tie based on the one that
I have already used. And then I'm just going
to change its position on the project before using
this family once again. After placing the doors of this project hang at the
store with the windows. Now, placing the windows of this project is going to
be pretty much the same. And this is because the windows have their own tool
on the build panel. Because you can use
the type properties window in order to select
different families, but also in order to wet
and create family types. So with this in mind,
I'm going to create a new family type
on this elevation. After doing this, I'm just
going to make sure that the Y is actually based on the placement that is supposed
to have on the project. We chose a means that
I'm going to make sure that the windows
is also placed by, as a reference, this wall. This is because these windows are going to be at the
center of this wall. And after doing this, I'm just
going to finish adding on the properties of this window
before placing the windows. Now the next window
that I'm going to add cannot be found a template. Which means that I'm going
to use the type properties window in order to load a
family from the library. And then I'm going to add the family type before placing this family
on the project. So as you notice, working
with the windows is pretty much the same thing
as working with the doors. However, with the windows, the one advice that I can
give you is to actually place the windows based
on the elevations as much as the floor plans. This is because
elevations allows you to see where these windows are actually placed
on the project. Because of this,
I'm going to open another elevation that I can use in order to
place more windows. So after editing
the appearance of this elevation and going to
place the same family that already loaded to
the project before creating a new family
type based on this one. And after doing this, I'm just going to add other
properties of this family. Now before finishing
with the elevation, I'm also going to load an additional family type for
the service of the project. I'm going to use once again
the type of this window, not only in order to
load the family type, but also in order to
add the family type. Now something they are going to see with this
family type is that this family type uses the properties instead of
the type of this window. This is because of the way
that this family was created. You will need to change
the properties of this family a little
bit differently. In another word,
we don't actually need to create family type. However, creating an in family
type actually allows you to get track of all the different families
they're creating. I'm just going to
place another window on this part of the project. Which means that
I'm going to repeat the same process that
I've been doing so far with the windows that actually depend on
the family types. It's important for you to know the difference between the
families that actually care about the type properties
window and the ones that don't because the way that you edit these families is
actually different. This is because editing
a family type is a little bit more convenient than editing families independently. And after finishing
with this elevation, I'm just going to open another elevation in order to add the windows on
this new elevation. A nice a weak signer. You can notice that there
are many dimensions can be used in order to even
change there, still high as a weak sign up. You're
going to notice by this point that everything
is pretty much the same. You only need to worry about
the family type that you're using and the exact position that is going to
have on the project. After placing these windows, I'm just going to open
another elevation. After opening this elevation, I'm going to add the elevation based on the sheets that are going to create
for this project. And after doing this, I'm just going to place
the family types that are going to be used
in this elevation in mind. I'm just going to finish
placing these windows on the different elevations of the project before
saving the project. As a quick sign, you can notice that you can use
different references when placing and editing the position of the
families or components. This is because private uses
references is a little bit easier which means
that you can also use thematic dimensions is
a little bit easier after placing the
windows and also going to add to just for the garage, I'm going to use once again
that type Pers window in order to search for a tour that can be used on this
part of the project. A selecting this family. I'm just going to
add the family type based on the area in
which it's going to be. So as you can notice,
by this point, placing the families or
components is actually very easy, especially if you already know where you're
going to place them. Which also means that you can edit your project just as easy.
110. Placing the Curtain Walls (Exercise Using Revit 2024): On this lesson, I'm
going to continue with the project by
adding the cording walls. In order to do this,
I'm just going to go to the bill panel in order to
use a wall to recommend. However, I'm going to
change the family system to the family system that is used in order to create
the cording walls. After selecting
this family type, I'm just going to place
this cording wall on this area of the project. Also, I'm going to change the properties that I
use on this cording wall based on the use of
this cording wall is going to have a, a quick sg. When you're placing a cording
wall within a simple wall, you're going to notice
that it's going to use that wall as a
reference by defont, the cording wall is
going to be placed based on the center line
of the simple wall. How in this case, you're
going to notice that this cording wall is
actually within two walls. At any point, you
can simply move the cording wall
using the move to recommend and the
option of this joint in order to place the cording
wall whenever you want to, because the cording wall actually need a
host as a big sin. You can always use and
connect instead of a level. Because the cording walls
are still considered walls, you can use the level
as a reference or not. After placing this cording wall, I'm going to create
any fly type based on the fly system that
is created by Deft. And this is because
I want to make sure that I can still use the same family
type that I use at first in order to
create the others. And after doing this,
I'm going to play Anoth recording one on
this part of the project. How we are going to use this cording wall in order to show you how you can
use the properties in order to wear
the cording walls, what are the values
that you find the, the properties window
actually comes from, which means that
you can notice that the panels actually take into account the
thickness of the mo, so you're not going
to get except values unless they manuliated the
guts of the cordon wall. Which means you also
need to take into account the value
that is used on the ions at the moment they use decide the land and the
height of the cordon wall. After doing this,
I'm going to change the family that has been
used on one of these panels. I'm going to use once
again a types window in order to low a family to this project that can
be used on this panel. I'm going to select this family and then I'm just going
to select an open. And then okay, on the
type ofrise window, I'm going to add
a little bit more this based on the placement that is going to
have on the project. And after this I'm going to place other curtain
was on this project. However, these ones are going to be different when it comes
to the family types. So I'm going to create
a new family type based on the existing one. Which means that I'm
also going to change a few of these values before
closing this window. Well, I'm going to
do the same thing with the golden wall.
They're already graded as well as for you to notice of the cording walls of
the Gordon walls. Also use other
elements of reference. However, those references might not give you the result
that you're looking for. In the case of the Gordon walls, you can actually create
new references that you can use to adjust
the cordon walls. They are the same as well. You're going to see
that I'm going to place a cording wall on another
level of the project. However, this cording
wall is going to be used in the same system
that already created. This is because I want to
use the type properties window in order to determine dependence
of the cordon wall. Which means that I'm
not going to add the quids of the cordon
wall independently. So I'm going to add
a few properties before adding a tour
to this cordon wall. So as you notice,
this cordon wall, the spring watch the
same cordon wall, they're already
placed on the project as well. The reason when
consecrated is family time. In order to show
you that, you can also changes that you have done on the courting wall by just simply changing the
extension of the curtain wall. But also in order to show you, you actually need to
edit the courting walls by using just the type properties window
or just the grids. Which means you can enter the courting walls by using both. With all of this being said, you can see that
these courting walls are very easy to
place and also added. However, you can add
a little detos to the courting walls depending on the design of your project.
111. Placing the Stairs (Exercise Using Revit 2024): On this part of the exercise. I'm just going to add
theirs of the project. I'm going to go to the circulation panel
in order to select the men after selecting
this to recommend. I'm also going to
change the family type by on the type selector as well. I'm also going to change
the properties of their. While doing this, you're going to notice a couple of things. One of them is that
the levels are going to change the
desired number of risers. Second, that the desired
number of risers is actually going to
change the actual riser, which means that
all these values are related to each other. Before joining the run, I'm also going to
edit the threat now. While joining the run, you
are also going to see that on this view you are not able to see all the elements
of this stair. Because of this, I'm going to change the visual
style of the view. Then I'm just going to
finish this stair by editing the width of the run
before adding the landing. So I'm going to select on the green check after
finishing this stair. After creating this stair, I'm also going to add
the rest of the project, which means that I'm going to add the floors they
already created, as well as other elements they already placed
on the project. I'm going to add these
boundaries based on this stair. And while doing this,
you're going to notice that I'm
using the stringers, or in other words the supports of the stir as a reference. And this is because the
stringers are placed at both sides of the Stir
on this family type. And as well, I'm going to add other walls to the
project of the grave, other areas of the
project statocystm. Once and after doing this I'm into place
a few doors and I also into at it because of how they are
placed on the door. However, the property
that I'm going to change cannot be found at the
type of this window. Which means that
I'm going to use these properties in order
to add these doors. That's a quick sign. You don't actually need to make
this correction in all the doors of the
project because of the way that the doors are
placed on the other walls. This is a change that
I'm not going to do on the other families because the change is not based on
the family type that are not going to change all the other
doors at the same time. That's why I'm going to create another stair that is going
to connect other two levels. With this in mind, I'm going
to create a stair by using, once again, the
circulation panel. However, I'm going to keep using the same family type as well. You're going to notice that
I'm going to add once again properties of this stair that are not related to
the family type. And as well you're
going to see that I placed on the family placed
on the supports of this. And this is because
I'm taking into account the changes that
I'm going to do later on. In other words, I'm taking into account the details
of the project. As a quick sign rememberer, you can use the measure
to recommend in order to verify the measurements of the elements that you are
placing on the project. After finishing this stair, I'm just going to sell on the green check before
continuing with the project. Now the next thing that
I'm going to do on this project is actually
add a few elements that will create new areas on the project while also
editing existing areas. Which means that I'm
going to add once again, other walls to this project, as well as another door. How you're going to
sit down on this case. I'm also going to end
also on the next level. And this is because I'm going to make a few changes
also on this level. One of the changes
that I'm going to do is editing the
boundary of the floor. As you remember, you can use the status in order to select the floors by
selecting the face, but also you can search one of the boundaries
of the floor. So in this case, I'm going
to search boundary of the floor because I created the floor based
on the core of the wall. However, you're going to notice that this boundary
is not actually taking into account the core of the wall and this is
becaus at the finish. I'm also going to
take into account the appearance of the
project is going to have after edit on the floor. I'm going to use other views
of the project in order to finish editing the elements that I just placed
on the project. In the case of this wall, I'm going to simply edit the
profile of the wall busing as a reference the elements that are already
created on the project. Which also means that
I'm going to take into account the just created. And after editing the profile, I'm just going to select
on the green check before editing the other elements
already placed on the project. That's a big signo. Remember
that you can copy pales, they're already
using other elements which means you don't have to
remember every single pale. They are used on the project as well. I'm going to take into account the elements
of this stir. In the case of this stair, I can simply remove the
rise of the end in order to adjust the stir to the other elements of
the project as well. This is something that I can
do on the other stirred. However, I'm going to focus more on the hell
than anything else. This is because
there are a lot of details that I will need to
create for this project. Which also means
that I'm going to focus on what you can see on the sections,
elevations, floor plans. I'm going to open
other sections of the project in order to
continue edit in the project. As a quick sign Umer
that you can use other visual styles in order to do this a
little bit easier. You can use for example,
wire frame in order to visualize the elements as
on the properties of the Er as well. I'm going to close unnecessary views before
editing the ceilings. So I'm going to open there in order to
select the ceiling. Now edit on the ceiling. You're going to notice that
I'm using as a reference, elements are already
created on the project. In order to make this
a little bit easier, we chose some means that
I'm going to take into account the elements
that are just created. The ceiling, I'm
just going to gray. The ceilings are of the project and as a quick signer, the ceilings will
need to take into account the elements
they are going to be adding between the ceilings and the
floors or the roofs. And this is because you might
need to add pipes or cables as well. I'm going to add the elements on this
level based on the stair. I'm going to addit the
following elements based on this stair
that are just created as a quick sign. If the elements of this stair are a
little bit confusing, you can select the elements, such as the railings, in order to see which lines are used in order to
represent the railings. But also you can cover
the elements in order to see the information of the element that you're
hovering with the mouse, so you can make sure that you're using the reference
that you want to use before finishing for this
part of the project. I'm also going to add the railings for this
area of the project. So I'm going to go once again to the circulation
panel in order to celebrate says
sketch path after this. I'm going to select
where it says pick lines before changing the upset
and the options after. I'm just going to select
these elements of reference for the path
after I have done this, I'm just going to select
on the green check in order to show you how the
project is going so far. Now, as you might have
noticed, by this point, the stairs and the railings
are very easy to create. However, there is a lot of details, They are still missing. This is because I'm
going to create most of the details
at the same time.
112. Creating a Family: On the next few lessons, I'm going to cover how you
can create your components, or in another words, how you can create
your own families. The way that you do this is by either using the
comb or the file. If you use the com, you
are going to see you have an option that is new under
the category of families. If you select this,
you will be able to open the select template
window for the new family. This is the same
thing that you can do by using the file tab. If you go to the file tab and
then you go to where new, you will be able to see that. You can select family. Once you select this, you're going to see the Select
template window, once again, the
selectlate window. You're going to be able to
notice a couple of things. One of them is that
you will be able to see the file extension that is used for these files as well as the different templates
already stone your computer. After you select the template
that you want to use, you only need to select recess open in order to create
a component or family. Placing this template
on this template, you will be able to find certain elements already
created by default. One of them is the
reference planes. Now these planes are
actually used as references for the different
shapes create on the family. These references will have different uses depending
on the properties. As well as for you
to notice is that these references will appear on the different
views of the project. However, there is a
reference that can only be seen on a view
such as this one. This is because the reference
planes that you create on the elevations are used the
same way as the levels. The level that you can see on this view is actually
the reference that you need to use in
order to understand where the family is
going to be placed. Because the reference level is the placement
level of the family. However, you are going to notice that the
treaty view doesn't actually allow you to see the reference planes
or the level. By default, you're going to find a few differences
between what is called the Family editor and the project nowadays in mind. You're also going to
find a few similarities, just for example, the properties
and the project browser. Which means that the elements
that you can create on the family editor will
also have properties. But also you will have different views and elements
that need to be organized. Which means that
you can still use the project browser as
you do with the project. Additionally, you will
have a few tabs that you can use the same way that you can use them on the project, such as, for example, the modified tab and
the managed tab. As you remember on
the managed tab, you can change the units, which means that on
the family editor you are going to be able to assign the units based on
your country region as well. You're going to
have a tab that is specific to the family editor
and this one is Go Create. Now this tab is where
you're going to be able to find the shapes or forms
that you can create, as well as the different
elements that you use in order to
control the family. As well as the
connectors that you can add depending on the
use of the family. Which means you can create families intended
for specialties, in which you will
need to create pipes, cable trays, and so on as well. You can close a family by just closing all the
views of the family. As a quick signer,
you're going to see the name of the family
as well as the name of the view and the user
interface as well for you to know about the
families is that there is a template already created based on the category
of the family. Which means that the templates already have what you need in order to create the
different components or elements that you want
to add to your project. Each of the templates will
provide you reference planes, dimensions, properties
and parameters that you can start
using right away. As well as important for
you to know is that bit has different libraries that you can use based on the countries, but more specifically
based on the language. If you open this folder, you are going to see the
different templates by country or more specifically by the language of the country. However, there are actually
two carpets for English. This is because one
of them is imperial, while the other one is metric. You will need to
keep this in mind when deciding the template
that you want to use. Because of the
units. However, you can still use the project units. In order to change the units depending on your
country region, the language will not
necessarily take into account the units of
your country region.
113. Solid Forms: On this lesson, I want to
show you how you can create the shape or shapes that you use in order to
create your family. This is because most
of the families that you're create in revit
are treated families. Which means that you will
need to create the shapes that represent the element
that you're creating. And Revit, in order to do this, you just need to open a family that will allow you
to use this panel. Now this panel is call
forms because in Revit, the shape or shapes that
you use in order to create your family are composed of
one form or multiple forms. The shapes that
you can create can be very simple or very complex. The first form that
you're going to find on this panel is the
solid destrution. Now this form is actually
based on a drawing, which means they are going to create a drain by
using the tools that you can find
on the row panel before creating the extrusion, Which also means that
this is also going to take into account the units
they are using on the family. In order to keep it simple, I'm going to change the
units of the family before creating the join that I'm going to use to create
the distrustion. What, creating the drawing. You're going to see that you can use the tools circuns
on the ro panel, but also you can use
the tools circuns on the modified panel in case
they need to edit the join. This is going to be very
similar to creating drains for family
systems such as the floor and
creating the drawing. You just have to select on
the green check in order to see the rest on this view
as well as in the other. We now, once the form
has been created, you're going to notice
a couple of things. One of them is that this is
a solid or in other words, this is meant to represent a physical elements
that you can use, the tools or demands on the modified panel in order to adjust the
position of the form, as well as the form. By selecting where it says, while the form is selected, you're going to
notice that you can enter the forms at any point. Additionally,
something for you to notice is they are going
to have shape handles. However, I'm going to focus
on how you added the shapes on this lesson because there are multiple forms
that you can create. The next form they are going
to create is the solid glen. Now the solute blend is very
similar to the intrusion, except for the fact
that you need to create a drawing for the top and
the bottom of the form. By default, the
first draw that you need to create is for
the bottom of the form. And also you're going to see they're going to be able
to use the tools on the panel as well
as the tools on the modified panel in order
to create the drawing. Regardless of the order in
which you create the drains, you're going to notice that
you will need to grade both of these drawings in
order to finish the shape. Which means that you won't
be able to select on the green check until
you create the joins, the bottom and the top. But also you are going to notice that even
though the options for is going to change based on the tools
recommends you're selecting, you're also going to
have an option that is called which means
they are going to be able to decide the
distance between the bottom and the top of the
form based on this option. Once this form has been created, you are going to see
that you will have once again shape handles, but also options that
will allow you to at the top and the
bottom of the form. Which means that you
will be able to select a top if you want to add the drain off the
top of this form. Or you will be able to select it pace if you want to it
the bottom of the form. With this in mind,
you're going to see how it is to create a shape by just using this
form as a quick signum, you can use step on the
keyword in order to change your selection in case there are elements that are
very close together, or in case you want to select all the lines that
are connected. The form that is called
solid Revol is going to take into account how you can
create a solid extrusion, but also how you use a reference in order
to create a form. However, you are going to
see that the solid revol, actually uses the views
or work planes in order to determine how this
form is going to be created. Which means it will need
to take into account the view that you're using
were creating this form. In this case I'm just going to cancel the revol in
order to use another. After creating destroying,
I'm just going to select on the green check in
order to finish the form. However, you are going to see that even after
creating destroying, you will still need to
create the Xs line. This is because the
axis line actually determines the
origin of this form. If you select where
it says axis line, you are going to notice
they will be able to create this line by drawing the
line or by using pick lines. Once you have the axis
line and the drawing, you're going to notice
that you will be able to select on the green check in
order to create the form. Once again, you're going
to see that the form is created and shape handles
that are based on the shape, but also that the form has been created based
on the drawing. Which means that you
can select the form in order to select where
it says edit revolve. As a quick sign, if you try
to edit the form on appear, they won't allow you to see the drawing used to
create this form. Rather it's going to open. They go to be window, so you're going to be able to update this form very easily. And after creating this form, I'm just going to move the forms in order to create
any form by you. Send the next two on this panel. Now the next too on this panel
is called a solid sweep. Now the solid sweep actually uses something similar
to the Xs line. However, in this case, the
lines are going to be used as a path while the profile is
going to be the drawing. Once that I select this tool, you're going to see,
but I have two options. One of them is a sketch, while the other one pick. In this case, I'm
going to select a sketch pad because
I don't have a form that I can actually
use as a reference. Once that I have done
this, you're going to see that the pad is going to be created by using the tools that you can find on the panel. However, only the
first segment of the path is going to
allow the profile, which means they will
need to take into account where the
pads going to begin. However, you can delete
segments of the pad. Under the profile is on the
segment that you want to use. Once they created the pad, you just have to click
on the green check in order to create the profiles. On this case, I haven't showed you how to
create the profiles. Just going to select the option that is called Edit Profile. Once I select it says a
profile you are going to see that bit will make sure
that you are using appear in which you are
able to see the profile. And then you can simply use the tool circumens on the draw panel in order
to draw the profile. Once they have the
profile on the pad, you will be able to select on the green check in
order to see the rest. After creating this form, you're going to
see that this form doesn't actually
use shape handles. This is because this form is based on a pad and a profile. The way that you
edit this form is by editing the pad profile. If you select the form
and then you select, says that the sweep, it will be able to add not only the pad but also
the profile of the sweep. As a quick sign, when you draw, the profile of the
sweep is considered, is considered word plane, which means the drawing of the profile is like drawing
on the reference level. You need to worry about
drawing the profile and the representation
of the reference plane. As you might have
noticed by this point, the sweep is
actually very useful when creating elements
such as pipes. However, you will
need to keep in mind the profile and the path, mainly because Graven may
not be able to create the form based on the path and the profile
that you are using. You will need to
take into account the measurements that you are using when creating a
form by using the sweep. The last sold they
are going to find this panel is so sel, this form is going to
combine the sweep blend, which means they're going
to create a profile for the beginning and
the end of the form. Which also means the pot of
the profiles are independent, one from the other, even if they are used to
create the same form. You can use this in
order to create a form that connects two
forms that you re created in order to create
a form that you normally wouldn't be able to create on family systems
such as the walls. However, you're going
to notice they are only able to create a pad by
using a simple line. Which means that you can use
a line as well as a poly. Even though you're
not able to use multiple lines in order
to create the pad, you will be able to use the poly in order to add complexity. Pat as well. You're going to notice they
are not going to be able to create the profiles without
first creating the pat. Once you've created the pad, you are going to
be able to decide which profile you
want to create. First bit is going to determine which is
the first profile based on where you
started the pad. However, you will be able to confirm the profile that you're creating because the profile will be highlighted
after you selected. Once you created
the first profile, you just need to select on the green check before
creating the second one, as there is no real
difference between creating the first profile
and the second profile. And once you finish
the profiles, you just need to select on the green check in order
to see the result. And once that this
form has been created, you're going to notice that this form doesn't
have shaped handles. This is because this form is also controlled by the
path and the profile. Which means that
the result is going to be based on how
you draw the path, but also on how you
draw the profiles. And another benefit
of this form is the sense this form
actually uses two profiles, they are independent,
one from the other. Then you will be able to it any of the profiles at any point. Which means that if
you use this form in order to connect
existing forms, you will be able
to add those forms without having to create
this form once again. Or in other words, you
will only need to add the form by editing on the profiles or even the
path that you're using. Depending on the changes that you might have done
on the family. With all of that is being said, all these shapes are easy to use regardless of the
family they're operating, our sending they are going to notice is that the
forms that are actually uses two profiles are going to be a little bit different
than the other forms. Which means that the blend is going to be a
little bit different. This is because the blend has an additional option while creating and edit on the blend. In order to show you this
a little bit better, I'm going to create a blend
by creating the two profiles. I'm going to create the
profile that is used on the base as well as the profile
that is used on the top. As you may have noticed,
both of the drawings are going to be slightly
different, one from the other. This is in order to show this
option a little bit better. Once I created both
of these drawings, you're going to
see that there is a new option right next
to says at the base. And this one is called
vertices added. Tess is an option that you
have while creating the blend, but also added on the blend because it allows
you to add the form. If you select we
says added partics, you are going to
notice they will be able to add the form
by and these controls. And that these controls
are going to be based on the top and
the base of the form. Which also means that you
can select this option regardless if you are drawing the top or the base of the form. The way that you
add this controls is actually very simple. And this is because you can select these
controls in order to determine the partses that are going to be used in
order to create the shape. But also you will be
able to twist the form, which means they will
be able to modify the form by adding
rotation to the base or the top of the form
based on the center of the join that is used on
either of the base or the top. You can make simple
changes to the form or more precise changes by just
simply using these controls. If you don't like the changes, you can use control in order to undo the most recent change. Or you can sell *** rest in order to undo
all the changes. As we can notice, the plan is a little bit more complex
if you want to add more details because it can be used as two forms
at the same time. Meaning that you
can create a form that is based only
on the trains, but also a form that
actually takes into account the parses of the form. Which means that this one will
allow you to create forms. They might not be able to
easily create another supper. And all of this will also apply to the form that
is based on a blend. Or in other words, this is also going to apply to
the swept blend. All of this being
said, you're going to notice that these
forms are easy to create regardless
of all the options that you might have in
more complex forms. Especially because every form takes a little bit
from the previous one. Even the pol, uses
a little bit from the plan because it still needs a drawing and also a
reference that you can use in order to determine
how to create the form.
114. Void Forms: When creating your families. Something else that you
will need to know is how to create a shape by
removing part of a shape. More specifically by
using a void form. In order to do this, you
actually use the same shapes. If you go to this panel, you are going to be
able to find a drop down with all the
same shapes or forms. However, you're going to notice
that all these shapes are actually going to add an
existing shape or form. Which means that you
don't actually need to learn how to
create new shapes. What I'm actually going to
show you is how you can use the shapes in order to
read existing ones. In this case, I'm going to
select this point form. Once that I do this, you're
going to be able to see that the shapes or forms that are already created appear gray out. Also that you have the
same pane of the use in order to create the sling by
using the same to orgment. However, since in this case
I already have a reference, I can use the option
that is called pick pad in order to
select the existing sling. Once that I have done
this, you're going to see that everything is
pretty much the same, which also means
and I'm going to be able to create a
profile of my choosing. However, in this case, since I haven't covered the profiles, I'm going to draw the profile by using the tools
on the draw panel. Once that I have done
this, I'm just going to select on the green check in
order to finish the profile. And then once again on the green check in order
to finish the form. Now once that I have done this, you're going to notice that
the shape is highlighted, but also you're going to
notice that you need to hold the shape in order
to select it or see it once again as well. You can edit the shape or
form as you normally would, which means that if you
select the option edit, you will be able to edit the
path as well as the profile. Every time that you
update the void, you're going to notice that
the solid will also update. You can keep edit in the shape
as many times as you want, as long as bit can create
the shapes as well. For you to know is
the sensor shapes are created the same way. You can also convert a solid
form into a void form. If you select a solid, you can use its Pm in
order to change the sold to a void as well. You're going to notice
that the properties of the solids are actually different from the
properties of the void. Additionally, the most important
property you will find on the void is the
one that is geometry. This is because this property is the one that is
used in order to determine if the void is actually going to
cut the geometry. This is actually really useful because you don't
actually need to create a void by using as a
reference an existing form. Which means that you can create
a void independently from the shape and then
you simply use the shape in order
to add a solid. However, a void is only
going to cut a solid. Which also means that you can use multiple voids on a single solid as a quick sino form. When you cover an
element, you're going to see the
basic information of the element which
will also apply in this case, all of
that has been said. You can see that you can use a void in order to add
a solid that you're equating when you need to add
a little bit more detail or complexity to the
form that you are using in order to
create your family.
115. Editing Shapes: When you create a family, you also need to know how to edit the forms or
in other words, how to edit the shapes. On this lesson, I'm going to
show you most of what you need to know in order to
audit the shapes or forms. So I'm going to create
a very simple form by using the solid detrustion. Now once I select
the solid extrusion, you're going to see
once again the tools, circummends and the panel, as well as the options and the options f and
the properties. In this case, I'm going
to create the shape by using not only the tools
circummends on the panel, but also the options
and the properties. One of the things
you're going to notice is that the options on the options for are actually
related to the properties. This is because you can use the options in order to
determine the constraints. Which means that the depth is actually based on the
histor of the extrusion. In this case, the ally of the extrusion is going to
be the same as the depth. And after changing this value, I'm going to create a very
simple join in order to finish the shape once that I
selected on the green check. I'm just going to open
the treaty view in order for you to see the
result on the treaty view. You're going to notice right
away that the shape is going to have controls
or more specifically, is going to have shape handles. You're going to be able to use the shape handles in order to
add the depth of the form. After doing this, you're going
to see that the value of the depth is going to up the properties through
the intrusion end. However, you're
also going to see that I can keep addit
in the shape y is on the properties and
also that I can use pus or migrepalus Regardless of the values that are the de, still going to be based on
where the distrustion is going to start and where the
distrustion is going to end. Now all of this is
going to be very important because
the shape doesn't actually determine
how the family or component is
going to be placed. The reference plane is still
going to be used for that. You will need to
keep in mind how you create the shapes
relative to the level. But also this is going to
be important because of the different ways in
which you're going to be able to control
the form or shape. Especially because you can
keep edit in the shapes. That's a quick sign
center for you to notice. How the shape handles is that
they are going to function pretty much the same way as
the shape handles on a roof. Which means that when you
create a complex roof, you're going to have
different controls for the different shapes that are created in order
to create a roof. Which also means
that if you create a shape or form that is a
little bit more complex, you will have shaped handles based on the complexity
of the shape. However, some shapes only
have a few shaped handles because the shape or form is actually
controlled by the propos, the shapes are edited by
editing the actual shape. So what is being
said? You will be able to have different
ways in order to read the form that you can use at any point kreting the family.
116. Saving the Family: On this lesson, I'm going to
create a family that I can use in order to show you one of the templates that you
might be using the most. This is because this is a
genetic template that you can use in order to create pretty much everything
for your project. Which means that you
can use this template. When you don't know which
template you will need to use, you can say that this is
a template for beginners, but also in order to create
the families that might not need specific properties
or parameters as well. I'm going to use
this family in order to show you a few things that you need to know
about the families. So I'm going to
create this family by using the following shape, but also I'm going
to use the tools on the Tro panel in order to make this shape a little
bit more complex. While doing this, you're
going to notice that you're able to draw an abuse such as this one as
you normally would. Which means that you can also use the tools that
you can find on the modified panel in order to make this a little bit easier sense. The tools
are commenced in the trop panel are
going to be the same. I'm just going to focus
on creating a join that I can actually use in
order to create a base. Which means that you can use this form in order
to create a bottle. I can, and so on. As a quick sign, you can also use thetomatic dimensions in order to change the
palace of this rain without having to use
additional tools or dimens as a pgsynu From whether you can use controls
in order to under the changes in case you don't like the drawing
that you're creating, creating the drawing or even
after creating the form as well. You're going to notice that B is going to let you know if you have an R on the drawing once you select on
the green check. So in this case, I will
need to make sure that all the elements
that are needed for the shape A created
Before finishing, I'm going to add this
element to the form. And then I'm just
going to select on the green check in
order for you to see the result after
creating this family. The first thing
that I'm going to show you about the
things that you need to know when it comes to the families is how
to save the family. In order to save the family, you can simply use
the same options that you have with the projects. Which means that you can use the file tab in order
to select save, or you can do the same by simply using the same tool on
the Quick Access toolbar, which also means you
can use the shortcut. The shortcut is
control loses and Sam, once they open the
same bus window, you're going to see
the file extension that is used for the families. So you're going to notice that the options are going to be the same regardless of the way in
which you open this window. You can simply change the
options as you normally would, but also you can decide in
which folder you want to save, the family, as well as
the name of the family. I'm going to select the
name of this family so I can use it in future lessons. Once I have done
this, I'm just going to select where save
in order for you to see the name
of the family and the user interface. That's well. You can use the options
in order to decide where these families are
going to be saved by De, which also means
that you can select which folder is going to be open every time that you
create on your family. As you can see, creating the shapes or forms
is actually Pre easy. While at the same time, you can still use what
you already know about the projects in order
to save the families.
117. Loading a Family to a Project: Not continuing
with the families, I'm going to start showing you how you can add the
families to a project. I'm going to be using the same family they're
already created. In order to add a
family to a project, you can simply use
the panel that is called family editor
on the modified panel. Or more specifically, the options that you
can find on this panel where there is loading to project or loading to
project and close. Regardless of which one to use, you need to open a project. You can simply use the
options that you have in order to open a project
without closing the family. Once you have done this,
you need to go back to the family in order to add
this family to the project. Now in this case, I'm going to use the first
option because it allows you to add the family to the project without
closing the family. Which means that you
can still work on the family also working
on the project, which is actually useful
because you might make changes on the
project that might require for you to
add the family. Which also means that you
might need to dit the project based on changes
that you have done to a family that you
already created. However, if you use loading
to project and close, you're going to notice they're also going to close the family. This is important
for you to keep in mind because once they've
close the family, all the changes that
you haven't saved with the family are only going
to remain on the project. This is because
the project saves a copy of the family
within the project. As well as important for you to know is how to open a family. The way you open a
family is pretty much the same as
opening a project. Which means that you can use the file tab in order to open a family
instead of a project, or you can simply select Ss open in order to
search for the family. Which also means that you
can use the home in order to open the family if it
appears on the recent files. But also you can select
the option that is called open right
below S families. What this in mind,
you can simply open the family as
you normally would. However you are going to find. You can also open the
family from the project by selecting the family and
then selecting says added. Once you select
sensitive family, you are going to notice that
you will be able to select once again loading
the project close. If you select this option, you're also going to say that driven will allow you to
save the family that you have on the project
independently by overwriting the
independent file. Which means that
you can overwrite the existing family with the family that you
have on the project, which also means
that you can even save the family as a new file. A project can be used in order to save multiple copies
of the same family without actually opening
the file that you are save on your
computer as well. This is important
because you can keep it on the family without
worrying. However, the family. As a quick sign,
the file that I'm mentioning is actually the one that is independent
from the project. You will need to keep in mind the difference between the file that is created
independently and the file that is saved
within the project. Which also means that
you can over the family that is already on the project where the family that
is save independently. So if you use load
into project close, you are going to be able to save the changes
of the family on the independent file but also on the file that
you have in the project. Every time that you
edit the family, you are going to see that bit is going
to allow you to say the changes that you
have done on the family per using loading the
project and close, which means that you
might say the changes on the family instead of the project instead of
the other way around. Or in other words, you might say the changes that you
don't want to save. If you select says no, you will be able to
select says overwrite the existing version in order to save the changes
only on the project. All this might be
confusing at first, until you start noticing that the projects storage
everything within the project independently from the resources that you're using in order to create
your projects. Now with all this being said, keeping track of the family that you're editing is actually very important because
you don't want to overwrite a family that you want to keep using
in other projects. In those cases,
it's just easier to create an additional copy
of the family within the project or
just simply create another copy of the family with the changes
that you have done as well as the for you to
notice they are not able to open the same family even if
you have edited the family. And this is because
the independent file hasn't been updated
with the changes. All this being said, you are going to notice that there is a clear distinction between the families and the families that are loaded to a project. Or in other words, both families can be the same or different, even if the independent family is the one that is already
loaded in the project. This can be actually very useful when making small changes to a family that you might need to use in
multiple projects, But also in order to
create variations of a family that has
been changing based on the projects that
you have been using it next sample of families and might require small changes based on the projects
that you're working on are the families they use
for details and notations.
118. Creating Parameters: After creating families and B, you may have noticed that there are properties
that you can edit, depending on the family
that you're creating, but also on the forms
that you use in order to create the shape or shapes
that make the family. If you select these forms, you're going to be able to
it the forms by changing the properties among the
properties of this form. You're going to find properties that you can use
in order to change where the pos going to end and where the pol
is going to start. Among these properties,
you're going to find the property that
is called material. Which means that you use this
property in order to change the material that is assigned to the form
that you selected. However, these properties
cannot be changed from the project unless
you create a parameter. Which means that the properties that you can change
on the type of this window are actually parameters that you can
create within the family. And the parameters
that are created for the family can be seen
once you open this window. In this case, we're going to see that there's only
a few parameters. I'm going to create
additional parameters by using the properties, or more specifically, by selecting the box right
next to the property. Once I have done
this, we're going to see the associate family
parameter window. This window is the one they use in order to associate
the parameters. Which means that you can
select an existing parameter. If the parameter
that you want to associate is not on this window, you can create a new
parameter from this window. Once you select new parameter, you're going to notice and
now you have a new window. Now this window,
you're able to create the parameter based on the
parameter and parameter data. Now, the parameter type in this case is not going to change because I want this parameter to be assigned only
to this family. But also because you can
notice that the information, the parameter data
is already assigned. This is because I already
selected information. By opening the select parameter window is
on the properties, which means that
the property will determine the discipline
and the data type. If you select the box right
next to the property, the only thing that you need
to do is actually assign a name and the group parameter
under or in another words, the category of the parameter. In this case, I'm just
going to select the name of this parameter and then I'm going to select on. Okay then. Okay once again because the parameter just created
is already selected. Once I have done this, you're
going to resecuble things. One of them is that
the parameters gray out that there is a new parameter on the
family types window. Which means that I
will have to change the value of this property
by using the parameter. In order to validate the change, you will need to selgon
apply after changing the value as well as the ness, the changing the
value on the windows, it's like changing the
Pals on the properties. This parameter will
also appear on the type of this window if
you overwrite the family, which means the parameters
that you created will only show on the
type of this window. The family is already
loaded with the parameters. As you can notice, these are the same parameters
you can find on families that you
can find once you're loading a family
from the library. And since creating
parameters easy, the one advice that I can give you is just simply
create a parameter. Simply using the properties or options that you
have when you select the forms or elements
that you will be able to create when creating
your families. Unless you have a parameter
that is very specific, which is the reason why
you have the option in order to create
a shared parameter, but also options in order
to create parameters without selecting the forms or elements that you can
create on your family. However, in this case, I'm just going to focus on creating parameters by using the
associated parameters window. I suppose for you to notice it, depending on how you
load the family, you might find a few issues. This is because
the parameters and values that you might
be using on the family might actually create
errors for the families because of the parameters and values that you might
be using on the project. Because of this,
you will need to take into account which option you're using once you have loaded the family once
again to the project. Regardless of the
way in which you love the family more
than you can use another option that is called overrate the existing version
and permanent values. Now this option is the one
that use in order to load the family exactly how it
is on the family editor. Which means that the
changes to you on the family editor will also be loaded as they
are in the family. And this will apply to the elements that can create
when added in the family. As was important for you to know is that the templates
to use in order to create your families already have a few parameters
that you can assign to the forms or elements to use in order
to create your family. Which means that there
are some parameters that were created along
with the template. You will need to
take into account which template you're using, not only because of the
element you're creating, but also because
of the properties that you can use right away, Especially because of the way that you can assign
this parameter. In this case, what I'm going to show you is how you can assign a parameter that is already
created to the dimensions. And in order to do this,
I'm going to create another form on the project
by using this tool. Now the form as such is now
going to be very important, which means that I'm going
to create this join, just taking into account now the parameters
and us on the family After creating this drawing and going to create a dimension, busing as a reference, the drawing and the
reference plane. After creating the dimension, you are going to notice that instead of creating a
constrained by using the dimension and
growing to assign the parameter that was already
created for the family. Instead you have a panel that
is called label dimension. And that this panel
has a few options that will allow you to
create a parameter. Which is the reason why mentioning not only
the forms but also the elements that you can
use in order to create the families on these elements, you're going to have
the dimensions. As a quick sign, the
dimension is going to display the name of the parameter as well as
the value of the parameter. Once that I created this form, you're also going to notice that the dimension doesn't appear. This is because the parameters that are created everything a form will not be visible after you sell
the recess finish as well. You're going
to note that you will be able to add the
form yes on the properties, which also means that
I'm going to sign parameters to the form
that I just created. In this case, I'm
just going to use the forms and parameters
already created in order to show you that these parameters
are going to appear on the type properties window after I loaded this
family to the project. Once again after doing this, I'm going to open once again the family editor in order
to show you that you can use the shaped
handles in order to keep edited on the forms that
are created on the family. This means they're
also able to edit the forms based on the
shaped handles on the form. However, the shaped handles will be based on the
form they are using, which is one of the reasons why you use the properties
and parameters. All of this being
said, you're going to notice they can edit the
families at any point, but also they will be able to design how you
edit the families. Which means that you can use the shape handles and the
properties or parameters, how the parameters
are the only ones that allow you to it the
family from the project. You will need to know
the different ways in which you can edit your family while working your projects. Especially because you
can add parameters to all the forms and elements to use in order
to create your family.
119. Join and Cut Geometry: On this list, I want to
show you how you can create shapes by using multiple
forms at the same time. This is because in my
need to create a family, we might need multiple
forms in order to create not only one shape,
but multiple shapes. In order to show you this
a little bit better, I'm going to open the
family once again how I'm going to create a basic shape
by using the solid into. In this case, the form as such is not what is important,
because it is. I'm going to create
a very simple join, but also I'm going to use the
tools that you can find on the modified panel in order to change the
position of the drain. Or in other words,
in order to change the position of the form
before finishing the form. After doing this, you're going to notice that
you will be able to add the shape by using simple values that you can
find on the properties. However, you're
going to notice that this extrusion is actually
based on the reference level. Because of this, I'm going to create another solely intrusion, but by using as a reference the shape that I just created. While doing this, you are going to notice that
you can actually constraining the
shape that I just created after
finishing the drawing. And just going to select on the green check in order
for you to see the result. After finishing the shape, you're going to notice
a couple of things. One of them is that you
can actually create the shape by using a
single solid distrusion. However, you're also going to notinge that having two shapes also allows you to wed the forms that I use in
order to create the shapes. However, you're
also going to note that the shape that
is created by using these forms can be it by editing the forms
that make the shape. Which means that you
can keep editing the shape after
creating the shape. Because of this,
you will be able to constrain one shape
to the other. However, you can still see the two forms that
make the shape. There is a tool that
will actually allow you to join the forms, and this one is called
joint geometry. Now the joint geometry can be found on the geometry panel. Now the joint geometry will allow you to join
the geometry of the elements that you can create on the families or
on the projects. Which means that you can
use this in order to help you fix evidence
of your project. Once they use this tool, you are going to notice that now both of the forms
look like a single one. If you want to
reverse the change, you just need to select the tool that is below joint geometry. If you use the option that
is called joint geometry, you are going to be able to see that you will
join the geometries, which is something that you
will be able to also use outside of the families
or in other words, you will be able to use this
option on your projects. Now even though you can combine multiple forms in order to
create one or multiple shapes, you're also going to notice
that you will need to create too many forms in
order to add more complexity. Because of this, you
will be able to use the voids in order to avoid
creating unnecessary forms. In order to show you this
a little bit better, I'm going to create a void. Are going to use in order to cut the forms that
are created before. After creating the join, I'm just going to select on
the green check in order for you to see what this
void will do to the shape as a quick sign, from that, you can change the
visual style that you're using in order to see the
changes a little bit better. Which is something that
is going to be very useful in this case
because it's going to allow you to see that
the void doesn't actually cut all the forms
that make the shape. This is not going to change regardless of the
extent of the void, even if the forms
are joined together. Which means that you
won't be able to use the void in order to cut the different forms that you use in order to create a
shape all the time. When something
like this happens, you can use an option that is also fine on the geometry panel, and this one is called geometry. Now the geometry does pretty much the same
thing as to join. However, instead of joining, the geometry
actually uses a void in order to add the forms that are used in order
to create the shapes. With this, you will be able to add the swelling
based on a void, but also you will be able to determine if there
is a form that you don't want to cut by
using the option that is below geometry on this panel. If you use the tool that
is call cart geometry, you're going to be able to
see that you can determine which forms are not going
to be cut by the void. All of this being
said, you're going to notice not only that you can join the forms that use
in order to create a shape, but also that you
can determine how you want to edit shape
by using the voids.
120. Using Parameters with Geometry: The reason why the
void is able to cut the geometry is because a property that is
called geometry. If you disable this property, you're going to see the void is no longer cutting
the geometry. However, you might want
to create variations of a single shape in order to avoid creating
multiple families. You can do this is by associating a family
parameter to this property. If you open this window
by using the properties, you are going to notice
they will be able to use the associate family parameter
window in order to at a parameter that can be used on the properties or on the type of this window once the family has been
led to the project, a Bytephon, where it
is going to create the parameter as a type
parameter or in another words, a parameter which poly can only be changed by using the
type of this window. Asos un they are going to
notice is a bytphonhe. It is going to determine
the discipline and the data type and this
parameter needs to have, and this is because you
open this window by selecting the box
next to the property, the only thing that
you will be able to change is the group parameter. Or in another words, in which category the parameter
is going to appear once the parameter has been created and just going to make sure that the parameter is
associated to the property. Now all of this is actually
very important because it determines how
you're going to add the family type once it's
loading the project. If I load this family
to the project, you are going to see that this parameter is going to appear on the type
popery window. If I open the typoperis window after selecting the family, which means that the
typoperi window, you're going to find the
parameter that I created under the category that was assigned at the moment that I
created the parameter. So with this you're
going to be able to order the family
within the project as a quick signer, you're
going to notice that you can even use control C in order
to under the changes, which means that you can use the families as
you normally would as well. There is another property that
will allow you to create additional variations
without having to create additional
shapes or families, and this one is visible. Now, this property is going to recognize all the forms
that are joined together, which means that it
is going to hide all the forms that
are joined together. You will need to get this
in mind because you will need to create
independent forms if you want to use this property
in order to create different shapes without
creating additional families. In this case, I'm
going to create a shape that I can actually use. In order to show you
this as a quick sign, you are going to see the
sense I have a shape. I can use the shape as a reference in order to
create another form. Additionally, you're going to notice a certain
tool, circummens. And create a boundary without
having to make sure that destroying is going to create the result that
you're looking for. Now, ones that are
created this form. You're also going to notice that not all the forms can
be joined together. However, in this case,
I don't actually want to join this form
with the ones that are already created because
I'm going to be used on the property that is
visibility on this family. I'm going to check this property in order for you to see
the result on the project. As you can see, if you
disable this property, this form is not
going to be visible once the family is
loaded on the project. In order for you
to see this form, you will need to make sure that this parameter is enabled
when this form is selected. And since there is a box
right next to this property, you're going to see that I can create a
parameter that I can use in order to control this from the type of this window, once the family has been
loaded to the project. So I'm going to
create this parameter and then I'm just going to make sure that it
has been assigned to the property
before selecting, once again, loading the project. Once I have done this,
you're going to notice then now you can
enter the family by using this parameters. And once again you're going
to notice that you can use control in order to enter
the changes on the project. Which is even going to apply to the changes that you
might have done on the family because of the fact that Rabbit staged a local copy, so private is going
to be able to undo the changes that
you have done on the family based on
if the changes have been saved on the
project, in other words, and will restore the changes that you have done
on the family to a previous project of
the family that has been loaded to the project or that
was open with the project. With this, you're going to be able to save a little bit of time when creating certain
elements for your project. Especially because you
can avoid creating additional families for the same project or
multiple projects, which is something
that is going to become even more useful on a specialties that require mechanical components
or the same options.
121. Creating Reference Planes: When creating families in vet, you might have noticed that you are not able
to create levels, even though you can find reference planes as you
can do on the project. And this is because
the families only use the reference plane
in order to help you when placing the
family on the project. So in this lesson, I'm going to show you how to use
the reference plane in order to do the
same thing that you do with the levels
on the project. So after opening this family, you are going to see not
only the reference plane as well as the reference level. Now by default, a few of
the templates will have a reference plane at the same place as
the reference level. And this reference plane is constrained to
the reference level. Nasa, the reference
plane on the family, is pretty much the same thing as floor one on the project, or in other words, is pretty
much the same thing as the lower Default fp that you find on the
default template. So in order to create
reference planes that you can use as
the reference level. You can simply use
the tools that you can find on the
modified panel, or you can simply go to the
grade t in order to use the reference plane
to recommend by either selections to recommend
or by using the circuit. And once they use
the reference plane, you're going to see
that they are going to function much the same
way as the levels, which means they will be able to extend or extend the
reference plane. But also, you will be able to
use the romantic dimensions in order to change the position
of the reference plane. And as well, since
this is a level, you're also going to us. They can change the
name of the level, which means they will be able to select a name of your
choosing for this level. And this also means they will be able to change the
elevation of the level, by using the properties. So you will be able to control the placement of the family by changing the elevation or by using the
reference planes. Now what plays in
the reference plane. So you're going to notice, that you will be able
to change the name, as well as the property
that is closed category. Now the c category
has to do with representations not only
of the reference planes, but of all the lines that
you can create and reve it. So because of this, I'm
going to leak this sues, and also, you're
going to notice, that you can change the use
of this reference plane, which means that
you can select if it's going to be a
strong reference, a weak reference or another of the default references that
is already on the project. The reference is like the
category of the reference, even though the references are independent one
from the other. As well, you're going to find an additional property that
is called the fine origin. Now the fine origin
allows you to use the reference plane in order to define the origin of a form. And in order to show you
this a little bit better, I'm going to create a form after changing the
reference plane. So if I use this struct in order to use
this to recommend, by either selecting
where it says, pick a plane or place
on the shortcut, P as in Peter, K a and K, you are going to notice, that you will be able to select the reference that you want
to use before placing a form. And after doing this, you are
going to notice that bit is going to make sure
they are using a view in which you
can create a form, based on this reference plane. So after doing this, I'm going to create a form in
order for you to see how the rain is going to look like on
the different views, but also the work
crate in the form, you can find the
work plan panel, which means that before creating a drain or after
creating a drain, you can change your mind, and then use the work
plan panel in order to change which reference
you're going to use in order to
create the drain. And as well, you're
going to find properties and options
related to the form. As well, you can notice that the drain is also going to recognize these maps
that are enable, which means that you will
be able to draw or edit the drawing by using as a reference, the
reference planes. So after finishing the form, you are going to see that now the form is created by
using as a reference, the reference plane,
which is something that private represents by an icon that appears when the
form is selected. Now the form as such, is going to function
the same way. However, the N and the start of the form are going to be
based on the reference plane. And when changing this pals, you can notice that you can
still use negative pals, as well as positive pals. Now with this in mind, you can actually create
multiple references in order to constrain the form and even the shape
that you're creating. However, you can
do the same thing by using the dimensions, which means that you can use a dimension in order
to constrain the form, by using also as a reference
the reference plane. Now this is important
because in this case, the reference plane is the one that it was used in order
to create the form. And as we until you might
have noticed by this point is that the reference plane not
only works as the levels. And is you can use the reference planes
as you use the grids. So you can use a
reference plane, the same way they
use the levels, and also the grades,
what grading families. So if you need a reference, they can be used on
the reference level, you can create a
reference plane. So on this family,
I'm going to create reference planes for the
four edges of this one. And I'm going to make sure
that the reference planes are using properties based on the use that they are going
to have on the project, which also means that I'm
going to change the names of the reference planes based on the use that they
are going to have. As well, you can keep using the tools that
you can find on the modified panel
without changing the values and the references
that you already created. Additionally, sending for
you the notice instead the templates will also have a few references
already created. In another words, you will have deft options on the struct. So you will be able to use
these subtions right away, so you will be able to assign any of these
btions right away. And after grading the
reference planes, we are going to
notice a few things. One of them is that
the reference planes will appear on different
views of the project. So some of them will
only be visible on the same views in which you
can see the reference level, what the other ones will be
visible on the views in which you will be able
to see the grads if you can c them on the family. And as another quick signo, you can see that the name
of the reference will appear in blue letters if
you select the reference. So you are going to be able to tell which reference
you're using or selecting from any of the views in which you
can see the reference. And something else that
you can notice is that the form is not actually constrained by the
reference planes, which means that if you create a form before creating
the reference planes, you can simply
constrain the form to the references by the second, once the forms to
the reference plane. And once you do this,
you will be able to see that now the reference
plane can modify the form. Additionally, this is
something that you can do, while grading the
drawing of the form, or while editing the
drain of the form, which means you
can click and drag the edges or you can
use the tools orgas on the multiplied panel enter the constrain the drawing
to the reference planes. Now the result is actually
a little bit different. However, removing
the constraints is actually easier
with the drawing. Where you're going to same, that when you constrain the
form to the reference plane, the form and also add the position of the
reference plane, or the drawing will simply
remove the constraint. So even though the
result is the same, you will need to take
into account how you create your families
or in another wars, if you want to use
the reference planes. In order to add the forms, or if you want to attach the reference planes
to the forms, so that the reference planes can be used in order to provide information based on the
dimensions or the measurements. Additionally, the
reference planes can be used on the projects, which means that you can use the reference planes in order to create
references that you can use when placing
additional elements and regardless of the way in which you use the
reference planes. Families, you're
going to notice that the reference planes are
actually pretty useful because it will provide you not only different ways in which you can
create your family, but also different ways in which you will be able
to control the forms, I create the shapes or shapes
they use in your family, as you're going to see
throughout these lessons. But also, you will see
throughout this lessons, that you will be able to use the reference planes in order
to control the forms that you use in order to
create the shape or shapes that I use in
order to create your family.
122. Using Constrains: When creating the family, you are going to evidence, they are able to use
the references in order to constrain the
shapes they are creating. However, you can also
constrain the references, which means that you will
be able to constrains, they can lock the references. And the way that you do this
is by using the dimensions, which means that the
dimensions will not only allow you to see
in the measurements, they are using on the family, but also they will allow you to constrain the references
based on those measurements. With this in mind, you will be able to notice that there is an icon that will allow you to even lock the value
of these dimensions, which means that
the dimensions will remain the same unless you move the references that are
used in order to create the dimensions or
even disable thetran. As well, something that you
might have noticed when opening families or templates is that there are dimensions, they are equal one
with the other, or they appear with letters into values or in another words, that they're using the option, that is called togo
dimension equality. Now this option allows
you to make sure that both sides are actually
using the same dimension, which means that both dimensions are going to remain equal, depending on the references,
they are editing. Now in this case, I'm
going to do the changes, because I'm going
to make sure that both dimensions are
equal in this family, mainly because I'm going to
store with a square table, or in another words, this
table is going to have the same measurements on
the width and the length, asso important for you to know, is that you can use the
constrains in order to constrain shapes grating
to shapes the retrading. We do you do it after creating the shape or while
creating the shape. So in order to show you
this a little bit better, I'm going to do this while creating the feet of the table. So I'm going to
create a shape by using this form and
a simple joint. And we creating detraining. I'm going to be using the automatic
dimensions in order to adjust the position
and the dimensions. So again, add the dimensions that I'm going to be using in order to constrain the shape or form to the shape that
are already created. As a big signer, when
you use constraints, you have to know
which constraints you actually want to use, and this is because you
cannot add constraints, that will do the same thing, meaning that you cannot over constraint,
that shape they are. And in this case, as
you might have noticed, I'm using two constraints in order to do the same thing,
that I'm doing with this one. Grevin is going to let me
know that I'm going to use an additional constraint
in order to do the same thing that I'm
already doing with these two. So in this case, I'm
just going to delete, the unnecessary dimension before selecting on the green check, and after selecting
on the green check, you are going to notice that the shape that is created
has been created, taken into account, an
existing reference. And also some for you to notice, you are always going
to be able to see, which reference has
been used after selecting the form by
just using the property. So in order to avoid
using this reference, I can simply remove
this constraint by associating the shape, do another reference, which
is something that you can do by just simply changing the reference
that you want to use, using the workplin panel. So the w plin panel will
actually allow you to change the reference instead of just straining
the constraints, which is actually useful
in cases in which you want to make sure
that the elements are functioning as they. And as a big sino, you can actually
do the same thing, by just simply choosing
the reference plane that you actually want to
use when creating the shape. And after creating the shape, I'm just going to constrain the shape to the shape
that I created before. And after doing
this, I'm going to avoid doing the same thing
with the other feet, by just simply editing this sketch of the foot
that already created, which means that I'm
going to select says it intruion before using the tools or commands that you can
find on the modified panel. After using this
tool or command, you are going to
notice that the drain, and the constraints have also been copy on
the other side. However, if there
is any constraint that you need to
create once again, you will only need to create it in order to
finish the drawing, which means that you can use
the dimensions in order to add any additional
constraint to your drawing, which is something you might
have to do multiple times. So with this in mine,
I'm just going to finish the drawing by
using the tools or commands on the modified panel, but also I'm going to add any of the additional
constraints that this drawing is going to need in order to function the way
that it's supposed to. Mansa quick sy. The reason why you have to create some of
the constraints once again, is because the
reference that was originally used in order to create a constraint
does not exist. And once that I have done this, you are going to notice that all the feet have been created, but also that all the
feet are going to move based on the shape
that I created before, which means that I
can change the values that I'm already using
on the table in order to it all the shapes or forms that were used in
order to create this table. Now with this in mind, you
can also use constraints in order to see and adjust the values on the different
views of the family. However, the reason why
you actually want to use references and dimensions is
because of the parameters. Now the parameters are
the way in which you control the families outside
of the family editor. So the parameters that you can create within the
family are the ones that you can see when using the type aps window
on the families, the load on the project. So in order to turn the
dimensions into parameters, you just need to select
the dimension and then use the label dimension
panel in order to assign or create a dimension. In this case, you can simply assign a parameter but
it's already created. And if you want to
create the parameter, you can simply select
the dimension, and then select says
create parameter. And once they do this, you
will have this window. However, Raven will
try to make sure that you're creating the parameter
based on your selection. In this case, you
will only need to select the name and the
group parameter under. And since in this case, the group parameter under
will remain as dimensions, and I'm just going
to change the name. And then I go into
selg on again. And once that I have done this, you are going to see that the new parameter has been
assigned to the fame. And what is being said,
you can actually do the same with the width
and the length. So in this case, I'm going to create two additional
parameters. And while doing this, you're
going to notice that each of the parameters is going to preserve the value
of the dimension. So the default value
of the parameter will be the one
of the dimension. And if you have
any doubt on which dimensions are related
to the parameter. You can simply select
a dimension and select race says
related dimensions, which is also
useful in case they are using the same
parameter multiple times. And since on this case, I'm going to create a different parameter just for the length, you are going to see that
the related dimensions are not going to show and result
based on the dimensions. As a quick so, if
you're following along, you can say the
family to this point, or you can simply load the
family to a project in order to see the result of
creating this parameters. And once that selegr says
loading the project, you're going to see
a couple of things. One of them is that this
table is no longer square. And this is because there
are two parameters, the control, the
size of the table. Also, you can create multiple family types
based on a single family, which means you can create the parameters that you need in order to have different family
types within your project, which also means
that you can change the parameters for
each other families that you need on your project. Because as you remember,
you will be able to loan a family to any other projects that you want to
create in rabbit. So as you can see,
constraints and parameters are actually p
easy when using dimensions.
123. Importing References or Files: Before using Revit, you
might have already created families or components in
other softwares such as Circe. So because of this,
you might want to keep using them or creating
your projects in Ravi, whether you want to use them as references or as part
of your project. So in this laser,
I'm going to show you how you can
import these files. You can use them on the families as well as on the projects. Once that open a family, I'm just going to go to
the Insert tab in order to select the tool that is called Import cat on the import panel. And ones that I have done this, you're going to see this window. Now this window will allow you to select the file that
you want to import, but also the type of file
that you want to import. Now in this case,
the file that I'm going to be using
was creating gate. So I'm going to use the
following extension. As well, we are also
going to notice that you have a few options
in order to change, are you imported file. Now the options are going to be based on the type of file
that you are going to import. So with this file, you
will have the color, the layers, or levels, as well as the input units. And you will have a
few options, such as, for example, positioning,
placed and of VN to view. Now by default, you're also
going to have correct lines. There are slightly of axis, or corn view only is unchecked. Now if you use this option, the file is only going to be
visible on the active view, which means that in other views, this is going to be hitten. So after checking this option, I'm just going to show
you that you can select the units that you want to use before selecting
where says open. And once that selected
way sees open, you are going to notice
that now the file has been inputed based on
the units of the file. But also that the units of the family are based on the template that you
are currently using. Which means that you can open an imperial template
or a metric template. So if you do this by
using a template, that is using other
measurements, the process is going
to be the same. However, you will have to
make sure that you are using the right template because of the units of the file and the template
that you are using. Or in another words, both of the units that you are using
need to be comparable. Nancy Quick sign, mer that you can search for the
template that you want to use on the folders that Rb installs by de
phone your computer. Now in this case, I'm just
going to select the same file once again in order to show
you the file on this fame. And after doing this,
I'm just going to close all unnecessary windows
because I'm going to focus just on the
template, and I just open. So I'm going to use just this
template in order to avoid. And since I using the option, that is, c only, I'm going to be able
to import files to for the or representations
of the same object. And while doing this, you
are going to be able to see, but you are still going
to be able to place this family by using as
reference, the reference level. But also that if you
check where it says, current view only, you will be able to
select where it says, ON to V, and if you
disable this substance, you are going to noting that this file is going to be important just
like the other one. However, this one is going to be visible, also
in the other views. So in order to avoid this, I'm going into the liter file. However, something
else for you to know is that the file,
it's pen by def. So I'm just going
to pin this file, and then I go into the liter before importing this
file once again. Which means that I'm
going to go once again to the Insert tab
in order to select Import C on the import
panel. I want in this case. I'm going to enable C&V only
after selecting the file. And after doing this,
you are going to see the place tab is the
same once again. And after selecting
where it says open, you are going to notice that the file has been
important just to dput. Now you can follow
the same process in order to import other
files to the project. The important
fields is that even though I selected the option that is called for on view only, this file is going to appear on the opposite view or in another words on the
view of the other side. And this is because both of these views are
actually opposite. However, we are not
going to be able to see these files on views that are
not related to each other, such as for example,
the treaty view, which doesn't mean
that you cannot change how you display
these files later on. Now as a quick signo. You are going to notice. They are able to call the file. In order to display
the information, that it has on the file, but also in order to use the
right click on the mouse in order to see which options you have available with this files, which are going to include the option that
is called delete. However, as you remember,
you are not able to delete the file unless
they unpin the file, which also applies
to moving the file. So you won't be able to move this file unless
they unpin the file. Now since the file
is actually pin, you will need to unpin the
file before moving the file. So before you can
move this file, you will need to unpin the
file after placing the file. However, you can avoid
adding a pin to this file by selecting other options
before importing the file. So before importing the file, you can simply use other
options that will allow you to change the position
of this file on the family, and this ones are related to
the places and the position. Now the easiest
ones that you can use are the ones related
to the position, more specifically the manual
origin and manual center. Which means that the
option of a center to center and out of origin
to internal origin, automatically constrain
the file by adding pin. So if you select
manual origin or manual center before
selecting where says open, you will be able to
manually move the file. But also, you will be able to change the
position of the file, based on the tools recommended
on the modified panel. So with this in mind, you
will be able to control the placement of
the file without having to unpin the file. However, you are going to
notice that in some cases, you'll actually want to see multiple files on the same view. So a way, in order for
you to avoid this, is by using, for
example, the layers. And this is because the options that you can use once
you selected the file. So after selecting the file, you can use the options that
you have in for instance, in order to unnecessary layers, but also in order to
select recess view. So if you import a file
that is using other layers, you will be able to hide those
layers on a specific view, which is a work around for the
fact that vin will display the file on views that are looking at the file from
the opposite direction. As well, you're going
to see that you can do this after
importing the file, and before importing the file, which means that on
the window the use, in order to import the files, you will have an
option that you can use in order to do
almost the same. And this one is the one that
is called layers and levels. So if you use disrupt them, you will be able to determine which layers you want to import. And more specifically, you can select if you
want to import, all of them, only the
ones that are visible, or if you want to
specify which layers you want to import with the file after selecting way says open. So with this in mind, you will
be able to use this window in order to check the layers that you don't
want to import. Now this is actually the
same thing that you can do when selecting
ways the layers, after selecting the file. And as a quick synu the options on this panel will be among the options that
you can find when using leg on the mouse
after selecting the file. However, something
else for you to notice is that the
layers that delete will be actually deleted from any other file that is actually
used on the same layers, which means that you
will need to take into account the layers that you are using and
the files that are created and other sowas.
124. Importing Families to other Families: The families and Rev have an
option that allows you to load a family they already created to the family
that you're working in, which means they
will be able to load existing families
into any family, and you can find the ptions
on the insert tab or more specifically on the
input panel of the insertab. Now you can choose love family or load out of this family. Now the first option allows
you to load a family, they already have available, but load out of this family will allow you to load a
family from the cloud. So in this case, when just
going to choose love family, in order to load a family,
they already have access to. Doing this, you
are going to see. You are able to
select the family, as well as the family type. And after selecting was open, you are going to notice that
the family doesn't appear. And this is because, even though the family
is already loaded, you still need to
place the family. You just need to go to the great tab in
order to select ss, place component on
the model panel. And once you have done this, you will be able to
place the family that is already created
within this family. As well, you're going to see that if you select this family, there are going to be
properties that you can change, like you would do when inputting
a family to a project. Which means regardless of
where you import a family, the use of the family is going
to be very much the same. However, you're also
going to notice, they are able to
use the modified panel in order to modify, for example, the
position of the family. However, these tools will also depend on how the
family was created, which means that
you might not be able to use some of these tools, like you normally would, which also means you will be able to use that type properties
window in order to change the diferent
values of the family, which also means
that this is going to depend on the families
that you created. However, you're also
going to notice, they are able to
assign parameters that already created by
using the properties. So you will be able to
use parameters that you already created in order to define properties of the family they are load into the project, which makes these parameters more useful, while
at the same time, it means that you
have to take into account the parameters they
are creating for the family. At the same time, you can load multiple families
to the project, so you can load
multiple portions of the same family or
different families. And since these
families are different, you will be able to change the properties of the
family independently, or you will be able to add it or adjust the families
by parameters, which also applies to
the type of window. So you are going to be
able to make changes on the families that you loaded
to the project very easily. However you're going to notice
that you still need to add the parameters of the families that have been imported
independently, even though these parameters are the same on both
of the families. And this is because I haven't created the same parameters
within this family. Or in another works, I haven't created local
parameters that can be used in order to
add these families without having to use the
type properties window, which is something that
is very useful when you want to control these
families more efficiently, not only within another family, but also the projects. So in this case, I'm just
going to show you what happens when you love families such as this
one to the project. So after loading this family, you are going to notice
a couple of things. One of them is that the
parameters of the families that were loaded to this one and not be edited
within the project. And this is because these
parameters can only be edited once you loaded
to a family project. And since these families were
loaded to another family, that you can only addit
these parameters within the family unless you create
parameters on the family. And the way that
you do this is by actually using the
type papas window. And if these parameters can
be used on multiple families, you can simply apply the parameters to
the other families, by also using the
type papas window. So with this in mine. I'm going to create parameters
for these families. But also, I'm going to assign
these parameters to both of the families because
I'm going to use them with both
families at the same time. So the parameters are very important not only
within the families, but also in the families
and projects in which you want to load the
family they are creating. However, you still
have to get in mind that the parameter needs to exist within the
family that you are loading to another
family or project, which also implies that
you will be able to do something similar
within the project. And after doing this, I'm
just going to show you to so by loading this family
once again to the project. So I'm going to select,
load into project, and then overwrite
the existing version in order to show
you that now you can use this parameters on the type purpose
window in order to add both of the families
at the same time. Now the reason why I added two portions of the same
family is because I want to show you how you can
use parameters in order to change which family
you want to see. Once this family is
loaded to the project. So in this case, I'm
going to select a family, and then I going in to
create a parameter that will allow you to select the
family that you want to use, once it's loaded to the project. So I'm just going to assign
a name to this parameter, and then I going in to assign this parameter to the
remaining family. Once that I have
done this, you're going to see that
you cannot do this. I both families are
asi at the same time, which means that you need to
delete one of the families. And this is because the
parameter is adi active, which means that you can
use the properties panel or more specifically the
family types window in order to change the family
type that you're using. So in this case, I'm going to the lead the family in
order to show you how you can use the
family types window in order to change
the family type. And this is actually
very useful when you're creating families
such as this one because you will
be able to change the family type that you
are using on the project. While at the same time,
you will be able to add, the families that are
included on this one. As well, some
important for you to notice is the ones
that you loaded, this family to the project. This parameter will
not only allow you to select the families
that are loaded to this one, which means that you
will be able to select or the elements that are
available on the project. So with this in mind,
you're going to see the loading families to the
project is actually easy, but you still have
to take into account not only the parameters that
you are using on the family, but also the parameters, the ukrai and the family,
that you are loading, mainly because those parameters can only be within the file, they are being loaded to unless the Ukra loaded parameters.
125. Creating Default Family Types: Creating parameters
in driving allows you to credit the
family on a project. While at the same time,
you're able to create family types based on the family that you're
creating, also on the project. So with this in mine, you will be able to use
the parameters and the family types in order to
adjust the to your project. However, if you
have difft values or diff family types that
you want to use right away, you can actually create
and the family editor. If you go to the
property s panel, in order to use the
family types window, you will be able to seeing. You will have a few options, in order to gray wining and
then leave family types, which means that after
selecting where says new type, you will be able to select
the name of a Df family type. As a quick sign, the name of the family type is going to
be based on the family type, that was used by DPont,
that is selected. And once they have done this, you will be able to see that now this family type is going to appear on the project,
if you love the family. After selecting says overrate
the existing version, you're going to be
able to notice that the type proper window
is going to display, the family ts that were already loaded to the
project and the new one. And as well as on
the play to see, is that the DFO family type
is created at the moment you first say the
family will not appear on the family
types window. And this is because
this family type is created by DFO
if you don't create a family type This means that if you load this family to a new project,
that won't happen. In order to show you this, I'm going to close this project, and then I'm going
to open a new one in order to load the family
to this new project. As well, remember that when
you create a new project, you will need to
select the template based on the units
that you want to use, but also based on the units of the families that
you want to use with how some means that
you will need to take into account the units they are
being used on the family. And after opening
the new project, I'm just going to go once again to the family in
order to do this. So after selecting once
again, loading to project, you're going to notice
that if I select this family and then open
the type ppois window, the type ppois window
is only going to show the family time I
create on the family. As well, since you're able
to create one family type, you are going to be able to
create multiple family types, which means that you
will be able to select a different name for
each family type. But also, you will be able to assign different values to each of these parameters without affecting an existing
family type, which means that
these values are the ones that are going
to be set by DPO. And after selecting on apply, you are going to notice that the changes will
apply right away. As well, since you're able
to create new family types, you will be able to rename
an existing family type. But as you will be able to create and delete
other family types. So with this in mind, you are going to notice
that you can create multiple family
types at any point with different difficult
values on the parameters. But also that you can
delete the family types. They don't want to use
And as a c saying, the family types that a
create on the project are not going to appear
on the family editor. So if you want to keep using a family type on other projects, you will need to create
a family type on the family editor and
then save the family. Which also means that if
you create a family type on the family editor and then you load the family without
saving the family, then the family type is
only going to appear on the person of the family that has been saved
on the project. Be as you remember, the project saves a local copy
of the family. You will need to make sure that you're saving the family if you want to keep using a family
type on other projects, or in another
words, if you close the family after creating
the family type, without saving the family, that family type, is only going
to appear on the project. At the same time,
you're going to notice that in the family within the project will
remain the same, which means that
you're going to still use the type selector in order to select the family type that you want to use
within the project, but also within the
type properties window. While at the same time, you
are going to be able to add the dif values of the
family within the project. Regardless of the way in which you create
the family types, you're going to notice that
the use will remain the same because the idea
of having family types that can be created within
the family is that you can have families
that can be used right away on multiple projects. So as you can see, creating
family types within the project is just assess creating family
types on the family. However, the family will be a little bit more
convenient because you will be able to create
families that you can use right away on
multiple projects.
126. Instance Parameters: While creating
families in revit, you might have noticed that
Revit allows you to create parameters based on
the elements that you're selecting within
the family editor. However, if you want to create a parameter without
default values, you can actually open the family ds window and then sell
race says new parameter. And once you sell grace
says a new parameter, you are going to see
that this window doesn't have any default
values on the parameter data. So with this, you will be
able to select the name, the discipline, the data type, and the group parameter
under that you want to use. But more importantly,
you will be able to see all the options that
you have on the drums. So as you can notice, the
discipline is actually based on all the different
disciplines that can be used for
in another words, all the different type
of uses that robin has, which also means
that you can use the data type available
for those disciplines. While the group parameter
under will just simply allow you to grove
the parameters together. So this is used more as a way
to classify the parameters. And once you already
created a parameter, you are going to see that
the parameter is going to be within the same group
that has been assigned. And after creating a parameter, you are going to notice that you are able to
edit the parameter. If you select the option that
is called the parameter. And once you select this option, you will be able to
select the name of the parameter and the
group parameter under, which means that you
won't be able to edit all the values
of the parameter. However, if you want to use the same parameter
multiple times, you can use the option
that is called duplicate, which means that is s
creating a parameter by selecting once
again all the values, you can simply duplicate a parameter and then
edit the parameter. And since you're able to
create and edit parameters, you're also going to be able
to delete the parameters. And as well, you're
going to notice, that you can enter the position of the parameter manually, or you can simply organize the parameters
based on the name, or in another words, you
will be able to select how the parameters are going to be organized based on the alphabet. So with this in mind, you can choose how to create
the parameters, poso, how you're going to
organize these parameters. As well, the parameters will actually need a default value. So when you create
these parameters, you will need to
gep in mind that if you don't assign
a default value, then Rb is going to assign
its default values, which in the case of
the dimensions is zero. So we also need to get
this in mind when creating parameters when
selecting elements already created on the project. Nancy quick signer,
creating parameters by selecting elements on
the family editor is still more convenient
because Rabin is going to assign the f pales that you
need to use most of the time. As we and important
for you to know, is that you actually
have the type of parameters that you
can use in roving. One of them is the type, and the other one
is the instance, which means that
you will be able to use the family type window on the family editor and
the type of s window on the project in order
to change this parameter. While the instance parameter can only be changed
on the project. In order to show
you this at patter, I'm going to edit one of the
parameters already created for this family by selecting ways sistance, instead of type. Once there is select
was assistance, I'm just going to select on K, and then on apply K. And
after I have done this, you are going to see
that this parameter is still going to show on
the family type window. So you can still change the default value of this
parameter on the family editor. However, if you load this
family as it is on the project, you are going to be
able to see that this parameter is not going to show on the
type of as window. I I open the type
of as window after selecting the family that I
just loaded to the project. However, if I close the type ofs window and then
I go to the properties, you are going to see that this parameter is going to
show on the properties. So with this in mind, you are going to notice
that you will be able to change this parameter
just on the properties. Now this is actually
convenient when you want to choose the ally of
and a specific parameter on each of the copies of the
same family without actually editing all the
families that are using the same family type, which means that
these parameters are independent from
the family type. Now the instance properties have other uses on the project, which are uses that
are going to cover throughout the course in
order to avoid confusion. So all of this being said, you're going to notice that these parameters are
actually pre useful and versatile because of
the different ways in which you can create them, edit them, and use them.
127. Creating Group: The families that you
can create and rev it will allow you to
load other families, by using the insert tab or more specifically
the Import panel, which is the same panel that you can find
in the projects. So you can use the
Import panel in order to load multiple families to the same project as
you normally would. And while doing this, we're also going to see
that the settlement. To be independent, which
means that even though you can have multiple families
within the same project. All those families are still going to function independently. So the properties and
parameters can still be edited for the elements
of the same family type, or independently
among the elements that are using the
same family type. However, when you import
families for a project, you are going to notice that you cannot move all the
families at the same time, like you would do if they were loaded into the same family. So depending on what you want
to do with the families, you will need to
decide if you want to load the families
into another family, or if you want to load the families to the project
and you send together. And this is important
because in bit, you are able to create groups, which means that
you will be able to group multiple elements together in order
to avoid having to select multiple
elements at the same time, which is something might happen, if you need to move
families that are related one to the other
with a new project. In order to create a group, you need to make sure
that all the elements that are going to make
the crew are selected. Once that these
elements are selected, you just need to go for
the architecture tab. In order to use that drat, you can find on the model panel. You can use the tool that
is called create group by selecting the sbtion of the trata or by
using the shircu, which is S and
George, BS and Peter. Once they have done
this, you will be able to select the
name of the group. After selecting the
name of the group, you're going to notice
a couple of things. One of them is that
all the elements are selected at the
same time because they are part of the same group. Also, that there
are a few controls. You didn't have before, and if you want to move the group, you will be able to move it
by just simply pricing and dragging as you normally
would, any other element. What this means is
that the groups actually help you
with your selection. However, the most important
benefit of the groups is the fact that
they function like the components on gate. Meaning that if
you have multiple copies of the same group, you will be able to add all
the groups at the same time. If you add one of the group, So I'm going to create
multiple copies of this group in order to
show you how to do this. And after creating these copies, I'm just going to select
one of the groups, and then I'm going to use the group panel or
more specifically, the option that is
called Ed group, which also has a shortcut, ES and Ed, GS and George. And after selecting this option, you are going to
notice that you have a panel that allows
you to edit the group. Now this panel, you will
have standard options, such as the option,
is scope remove. This is an option
that allows you to select the elements that you want to remove
from the group. So if you select this option, by either selecting,
remove from group, or by using the Sorcer which is ours and Rome, S and George, you will be able to select one or multiple elements that you want to
remove from the group. And after finishing
your selection, you only need to select on
the green check in order to see that the
elements that were selected are no longer
part of the group. And since you're able to remove
elements from the group, you will be able to also add them by using another option. So if you select, add to group, by either selecting this option, or by using the
shortcut, AS and Apple, BS and Peter, you
will be able to select one or multiple elements, but you can add to the group. And since you're able
to create groups, you're also going to be able
to ungroup these elements. So if you select a group, you will be able to
select the option that is called on group on the group panel in order
to ungroup the elements. And as well, you
can use the sorcer which is S and umbrella,
GS and George. And once that the
elements are on group, you are going to be able to use them as you normally would, or you will be able to
create another group. However, if you
create another group, you are going to notice that the groups are actually
save within the project. And this is because
Rabbit will not allow you to use the same name that
you were using before. So you will need to select a different name in order
to create the group. As well, if you want to
edit the group right away, you can select the option
that is call, open, and group, editor in order to
edit the group right away. And after selecting on k, you are going to notice
that you're able to see which group you're editing
by seno type selector, which also means you
are going to be able to use the properties
as you normally would. And since both of these groups are different,
one from the other, you're going to be able to
notice that the changes on this group will not
affect the existing ones. While at the same
time, you can use that type selector in order to change the group that you're
using to a different one. But more importantly, since these groups are
safe on the project, you're going to be able to
use an option that is called place model group in order to place one of the groups
that you re created. If you select, place more
group, and disrupt them, you're going to be able
to see that you can place the group that is selected
by DFO or another group, the you' ready created,
place on the tee selector. With this, you will
have different ways in order to decide where you
want to place the groups. As a quick signer, you can use the groups with different
elements of the project, which means that you can
use them with walls, g roofs, and so on. As well as to know, is that the placement
of the groups is going to be based on the controls of the group or more specifically
on this control. So if you move this control, you are going to notice that
the placement of the group is going to change based on
the position of this control. And this is because this control changes what is going to be considered the
center of the group. The important for you
to know, is there is another way in order
to create groups, and this one is by turning
the project into a group, by using the option
that is called, load as a group
into open projects. In order to show you this,
I'm going to the lead, the other groups
on this project, and then I'm going into
a group the remaining one before opening
a new project. So I'm going to go to the
fat tab in order to open a project in which I can load the other
project as a group. R And once that I
open a new project, I'm going to go to the project that I want to
convert into a group. And then I'm going
to use the option, lets go load as a group into open projects
and destruct them. And after I have done this, you're going to see a
window with a few options. One of them is in order to
decide the open project or projects to low
into as a group. And the other ones
are in order to decide what you want to
include from the project. And after doing this, I'm going to disable all these
other options. Before selecting, and
after I have done this, you're going to notice, and now the group can be
placed on the project. However, something for you
to notice is that by deft, the group is going to include references
from the template, even though they cannot be selected on certain
views of the project. In order to avoid this, you can simply remove any
existing reference from the project that you
are loading or you can simply dit the group once it's loading
on the project. Nasa quick signer added in
the group also means that you are going to add
all the instances of the same group
at the same time, which means that the use of the groups is also going
to remain the same. So you can take
advantage of the groups, regardless of the way in which
you create of the groups. So with this in mind,
you're going to see that the groups
will also allow you to use multiple
elements within the project as you do
with the families.
128. The Arrays: On this lesson, I'm going
to go over the arrays. And this is because the arrays
can be used in order to copy one for multiple elements
on a family or project. And while doing this,
even can automatically create groups by using
that element or elements, which means that
you don't need to create a group before
using the array. So in order to show you
how I use the rays. I'm going to use the elements
that I just selected. And then I'm going to go with
a modified tab in order for you to see where you can
find the ray to recommend. And this is because this is a tool that I use
in order to modify your project by
adding more copies of the elements that you already
place on the project, while still using the
options of this tool. You can also use the array
by using the circut, which means that you
can use an apple, r and romeum, in order
to use this tool. And after selecting this tool, you are going to
nots, couple things. One of them is that the options on the options part of change. And the other one is
that the array is a box, surrounding the
elements are selected. And if I don't change, any of the options
on the options for, you are going to notice. Rab is going to ask you to select the reference
that is going to be used in order to decide where the array is going to
place the first copy. And while doing this,
you are going to notice that before selecting the
position of the first copy, you can input exact values,
yes and the keyword. And this will also apply to the elements that
will make the array, which means that you can
add more than one copy. That the amount of copies can be changed after
creating the array. However, the minimum amount of elements on the array is two, which means that
you need to have at the very least one additional
element on the array. And since the array has created multiple instances
of the same group. You're going to notice
that you can edit one of the groups in order to edit all the remaining
copies or instances. As a quick signer,
you're also going to see that regardless of the way in
which you edit the groups, the group is still going
to be considered the same, which is something that you
can notice when selecting the groups of this array
or in another words. The name of the
group, is going to be the same on the
type selector, or more specifically
on the same type, and this is something
that is going to happen regardless of how many
groups you're graded. So if you have any errors
when grading the groups, it's because you
might have edited the elements within
the group in a way that bit is not
able to replicate the changes on all the
instances of the group. As p as defy the notice, is that even though the array is composed of multiple groups, the group as such are not the
ones that define the group, meaning that there is a
control that actually defines if these
groups make an array. So in order to copy an array, you will need to make sure that this control is copied
along with the groups. And if you do this,
you're also going to notice that the control is going to function
like a nominal. And since you're able
to create an array based on one or
multiple elements, you're also going
to see that you can create an array based
on an existing array, which means that you can
select the groups and the control before using once again the array to argument. So if you use these two argument,
you're going to notice, that you can cover the array multiple times as part
of another array. And since the original
array is now a group. You're also going to notice, I can edit the array, in order to dit all
the other copies. So this will be
pretty useful when you're creating
this step of array. However, there are
other options that you can use when
creating an array. So in order to show
you those options, I'm going to use tro C in order to undo the changes that
I have done so far. And then I'm just going
to select once again the elements that I want
to use with the ray two, and ones that I have done this, I'm just going to select
once again this tool. But in this case, I'm going to select last instead of
second on the options for. After I have done this, you
are going to notice you can place a copy of the selection
like you normally would. Awe, the elements I compose the array are going to be
placed within these copies, which is the reason why
this option is called last. You are going to notice
that what you're actually selecting is the first and
last copy of the array. Even though you're selecting
the last copy of the array, you still need to
make sure that you have at the very
least two elements. As well, you can notice
that you're can always change the elements
within the array. But also, you can create an array based on
an existing array, as you normally would which means that you can
use this in order to speed up the process of adding additional
elements to your project. And as a quick signer, there is more than one way in order to add furniture
to a project. However, this is one of the
most useful ones they are going to have in cases
such as a theater, a music hall, and so on. So the array because
we're useful in projects. That is using a pattern
in order to place the same element multiple
times within a project. As well, you are going
to see that there is another option that
allows you to constrain the direction in
which you're going to create the first or
last copy of the array, depending on the option that you enable on the options for. So if you use this option, you are going to see that the direction is
going to be locked. However, you cannot
use this option. If you want to create an
array based on a reference, which means that you can create a reference within your
project in order to decide where you're
going to place the first or the last
copy of the array. So if I create a reference
within this project, by using the detail line, you are going to notice
that I can create an array by placing a
first copy of the array, based on the reference
that I just created. Now while doing this, you
are also going to notice, and that this is very
similar to creating stairs, which means that
these stairs uses the co of the array in order to create these stairs or more specifically on the
stair family system. That's important
for you to know, the vt, actually has
two type of arrays. One of them is the linear array, and the other one
is the radio array. Now the radio array is a little bit different
because this one actually uses the same concept that you have on the
rotate to argument, which means that this is like using the rotate to argument while enableing the option that is called copy on the options. So you can create
an array based on the different location of
the center of rotation, or you can place the center of rotation anywhere
in your project, which also means that
you can use a reference. And once that you do this, you will need to
select the angle of rotation for the first copy. Once you have done this, you
are going into an audience, that bit is going to add additional copies
based on the radius. However, this radius is going to take into account,
a couple of things. One of them is the
amount of copies, and the other one is the
actual value of the radius, which means that this
array places the number of copies that you
selected based on an. So you will need to
take into account, pot of these vals
at the same time. However, there is going to be an additional value for
you to take into account. And this one is
the actual radius, which means that you can change this value in order to define
the radius that you are using while also changing
the value that allows you to define how much you
are going to extend the arc. And this is because you can
even create a circle if you extend the arc on both ends of the arc
connect one with the other. Now with this in mind, you're
also going to notice that this arc is going to have similarities to
the linear array. And this is because you can
also use last to second. However, last, it is going to be a little bit
different because you're actually defining the
radius of the arc before deciding the number
of copies of the array, as well as the value
of the radius. So as is going to be a
little bit different, not because of the result, but because the values that you can use in order to
define the array. And as a quick sign up, since this type of array is based on the tool
that is called rotate, you're also going to
be able to select the angle of the arc
before creating the array. And as a quick signer, you are going to notice that the values that you can
change are in color blue, which is pretty
much the same thing for the different values
that you can edit in other elements and family systems that
you can use in rubby. As we, something
for you to notice is that these two will
have standard options, regardless of the type of array, that you are going to gray. So you are going to be
able to change the amount of copies that you want to
gray by using the options for. But also, you are going to see that you can
uncheck where it says, group and associate in order to create arrays
without creating groups, which means that you
can use the array as you will use the tool
that is called copy. Now you might have noticed by this point that the
array functions very similar to the
arrays that you can create in softwares,
such as rocket. However, the reason why the arrays are so different
that the arrays that you can create in other softwares is
that you can actually use the control that is created with the array in order to
create parameters. In order to show this
a little bit better. I'm going to open once again, the family that I created, and then I'm going to load a family that I can use in
order to create an array. So after loading this family
and just going to place it based on the forms that are already
created on this family. And as a quick sign up,
remember that you can use the tools that we
have covered so far in order to
copy this family. So you don't actually
need to use the arrays. In every single
case, in this case, I'm going to create an array or specifically a radio array
by using this family. And I'm going to make sure that the option that is called, group and associate is enable. As well, I'm going to change
the elements on the array. Therefore selecting recess place right next to the
center of rotation. And after doing this,
I'm just going to select the reference that I'm
going to be using in this family in order
to create this array. And after doing this,
I'm going to show the res of using the
array on this family. I'm loading this
family to the project. And sins already loading
this family to the project. I'm just going to select ces overwrite the
existing version. As well, you are going to notice that many of
the templates that are already available in raving also have parameters created
based on the array. So learning about
the arrays will also help you when you
send those templates. And after selecting the family, and just going to place
the family in order to show you how you can edit the
array by using a pattern. So I'm going to go once again to the family editor in order to select the control
that is used in order to define and
control the array. And once that I have done this, you are going to see that vi actually allows you
to it a parameter. Send the options bar. So if I select recess a
parameter on the struct, you are going to notice, and I can assign a parameter by just simply
selecting the name. And once that I
selected the name, I just need to select an K, and then you are
going to notice. Then now you can define the amount elements of the array basing the
family types window. W so means, you are going to be able to do the same
and then the project, basing the typops window. So if I load this
family once again, you are going to notice that if you overwrite the
existing version, this parameter is
going to appear on the typopis wind,
so this is in mine. Are going to see the arrays
are ras it to create, but also you can use the arrays
in a few different ways.
129. Components Model in Place: On this lesson, I want to show you the other
option that you have in order to create a family or in another
words a component, and this one is called
model in place. Now model in place
is actually intended only for families that you
don't need in other projects, which means that you
won't be able to say this family as you would do
it with the family templates. And in order to use this option, you will need to go to
the architectural tab in order to use
this struck them. And once that you hover the option that is
called model in place, we are going to be able
to see an example of a family that you might never
need on another project. So I'm going to gray, something very similar to this. So after selecting this option, you are going to notice that there is a
window that is call, family category, and parameters. And this one will allow you to select the category
of the family. So with this in
mind, you will be able to search for the category. But also, you will be able to
use the filters in order to make sure that you can find the category we are looking for. A quick signer, this
is a window that you can also find on
the family editor, which means they are able to use this window in
order to change the category of the families that you can load to a project. And after selecting
the category, and just going to Secono K in order to select the
name of the family. Now once that I selected
the name of the family, I'm just going to Secono
K in order to show you the taps that you can use in order to
create the family. And as you can notice, the taps that you can
use are pretty much the same ones that you will
have on the family editor. And this is because creating a family works pretty
much the same. However, this family will
only remain on the project. So you will need to make sure
that what you're growing to gray is not needed somewhere
else or in another wars, that is not something
that would need to use in other projects. So in this case, I'm
growing to gray, standard shapes that I can use in order to gray a
very simple familie. And while doing this,
you are going to start noticing that the similarities
doesn't end with the taps, which means they will be able to control the shapes as
you normally would. But also they will be able
to constrain the shapes or forms to the references they already have
on the project. So with this in mind, you
can notice that you can accommodate a familly they
are creating to your project, which makes these families
actually more convenient. Even though I'm mentioning
that this family, it's only created
for the project, that you can still
copy and paste elements from one
project to another. How the constraints will remain based on the project in which
you created the family, which is the reason
I mentioned that these families are meant to be used based on your project. As well, since you can use
very much the same tools, you are going to notice
that you can place reference planes as you would
do it when creating a fame, by using a template, which means that you will
be able to add it a position of the
reference plane by using the
romantic dimensions, but also that you
will be able to add the properties as
you normally would. So with this in mind.
You get notice, that you can create elements
as you normally would. Now all of this is also going to include how you
use the references, which means that you can
change the work plane and that is used in
order to determine the placement of
a shape or form. And as you might have
noticed by this point, I'm not actually taken
in too much into account how you create a family, because the process
is much the same. So this is in order to show you how creating
a family by using a template actually applies to creating a family
that is mo in place, and this is because even
though this is the same, there are going to be a few slight differences they
might want to know. As well as on the foot notes, is that you can use the insert in order to import
files to this family, which means that you can import references to you when I
use in order to create a model in place or you
can import a model that is already c on another so in order to avoid
creating it once again. Now after creating
this boundary, and just going to select on the green check in order to add the properties of this form or shape before
adding dimensions. Which also means that
you are able to use the dimensions in order
to create parameters. So you are going to
notice that you can place dimensions that you can use in order to
create parameters, but also that the
way that you assign a parameter is going to
remain much the same. So what is being
said, you can also notice the sense you're
creating parameters, you are also going to be able to use the type of place window. Or in another words, you are
going to notice that this family functions like a family that has been imported
to the project. So you are going to be able to add the parameters as
you normally would. Which also means you can
always assign your parameters, the ready grated to
define constraints, visibility, and so on. And adding dimensions and
parameters to your project, you are going to see
that the family is also going to function the
same way once it's finished, which means that
these parameters are going to be available
on the properties if you use this parameter as an instance parameter
instead of a type parameter, which also means that if you this parameter
as a type parameter, the parameters is
going to appear on the ty Properties window after selecting the family that
was created on the project. This means they are also
going to be able to use the typopes window as you
normally would, which in place, they will be able
to copy and reining the family type
that is created by depont before changing the
value of the parameters. You don't have to create
multiple families. They can be used as
variations of another family. And as a quick so,
you gain notice, that created the parameters and also be done by using
the properties. So up to this point, everything remains almost exactly the same. And as on the free to notice
is that you can verify the warplane that
is being used on a shape or form after selecting. As well able to use
join and enjoin in order to join or enjoin the elements
that make the family, which also means that
you can use Cut as well, the join tool is
something that you might want to try with families under different categories
because a new portions of rubbing will
allow you to join elements that might
not have been created within the same
family or the same project. So an advice that I
can give you is to actually check if
they join will allow you to join elements
they want to join within your project or family
before trying a worker. H. As well. So the voting notices
is that the join on join tool can also be found
outside of the families, which means that you can use this tool also on the project. And the way that
this function of the project is pretty
much the same. However, on the project, is going to take into account the layers that are
used on family systems, such as the walls
and the floors. So depending on the layers that you use on each of
these elements, you are going to notice
that the join on join tool is going to
have a different result. As well, you are
going to notice that the order of your selection is also going to be important, depending on the elements that
are being joined together. Even though in this case, you're not going
to see that much of a difference because Rabin recognizes how the floor joins with the family
system like the walls, which means that
on the families, the order of your selection
will affect the families, depending on the
forms or shapes. All of this being said, you
can notice that creating families is going to function
pretty much the same way. Even though a few things
are going to be slightly different because the family has been created
within the project.
130. The Formulas (Introduction): Once you already know how to create forms as
well as parameters, you will also need to know
how you can it the family by using the relationship
in the parameters. The way that you
do the send review is by using the formulas. Now the formulas are based on the same concepts that
I use when using, for example,
metromatic dimensions. When you use
theromatic dimensions, you are going to notice that you can assign the
value that you want to use before creating an element and after
creating an element. But also that you will
be able to assign a value by using
a simple formula. And you're going to notice that this is something
that you can do before and after
placing the element. However, something important
for you to notice is that all the formulas will need to
start with the same symbol. If you don't use that symbol, the formula is going
to be invalid. And as was important for
you to notice is that the formula will also recognize the keys
that you're using. The keyboard, You will
need to make sure that you're using the right symbols
when writing a formula. The reason why this formula applies to the families
is because you can do the same thing while imputing values on the type of window. If I create an family type, you're going to
notice that I can input the values
as normally would, or I can simply use
a basic formula in order to do the same. Now this doesn't mean that you can create a very
complex formula. However, you are going to see benefit star rating formulas
on the family type. These formulas are not
actually very complex. This is because
the actual use of these formulas is not great. A relationship between
the parameters, which also means that you can do this on the family types window, so it will be able to input the Pals the same way
and thematic dimensions, the family type and the
family types window. While using the
family types window, you're going to as the
you have four columns. One is the parameter, another one is the val, and the one right next to
it is the formula. Which means they will
be able to write formula in order to make
the changes automatically. In this case, I'm just going to change the family type in order to show after changing
the family type, I'm just going to write
the same formula in Bali. Once that I have
done this, we're going to notice a
couple of things. One of them in the value
is now grayed out, but also that the
formula is not going to change regardless
of the family type. Which is the reason why the formulas are going to
function very differently. They using a formula in
order to add the values. The formulas are
going to add the Pal, regardless of the family type. You're also going to
say that if I love this family to the project
and then I select the family, you are going to notice
value is also grayed out on the type of place window while the formula
is not visible. Which means that now
this value cannot be changed unless you
raise the formula. After raising the formula, you're going to notice
that I can change this value on all
the family types throughout this license.
You're going to see that the formula will actually add more complexity
to the families. And this is because the
use of the formula, more specifically because
of the way in which you use the formulas in
order to determine the values of the parameters that you are using
on the family. However, remember
that you will need to load the family once again in order to update the changes. Which means that this
value is still going to be grayed out until I load
the family to the project. Once again, after
loading this family, I'm just going to override the existing version
in order for you to see this Nasa. You're also going to see that this family is not finished, especially because the families that are loaded to this one remain in place even after changing the values
of the parameters. Something else that
I'm going to do before finishing this lesson
is actually make a few corrections on
this family in order to adjust the elements
within the family. Now before finishing
this lesson, I'm also going to make sure that the position of these families
is not going to change, even if I change the values
of the other family. This is because on
the next lessons, the values that I use on this family are going to
become very important. Because as I mentioned before, the formula will lack a lot more complexity
to this family. I want to make sure
that the family can be, once I start using the
formula as a quick sign, that you can assign
a parameter to the dimensions by
using this panel. All of this is being said
throughout the next lessons. I'm going to cover the
formulas in order for you to know how to use the parameters with only change in the values.
131. Using Parameters on The Formulas: The formula in
Rabbit allows you to assign a Pal to a parameters. It allows you to relate one parameter, two
other parameters. This is because the other
parameters also have values, which means that you can use the name of the parameter
instead of the value of the parameter in order to assign the value of that
parameter to another. If you do this on the
formula, you're going to, the name needs to be the same, which means that you will
need to make sure that they are using the same characters. That the characters
or letters on the parameter are what
they're supposed to be. So before using the formula, you will need to make sure that the parameters are
using the correct name. Once they use the name of the
parameter in the formula, you're going to see that the parameter will
be highlighted on the family if it's based on the dimensions or
in other words, if it's display on
the V as was the is. Whether they use exact
values or other parameters, the formula will remain the same regardless of
the family type. This means that you
won't be able to create different formulas for
different family types, which is something they
will need to keep in mind when you use formulas
on the families. By using this family, I will
be able to show you how you can use the parameters in order to do this
in different ways. Which means that a formula, a different parameters that I can change the formula
based on the result. Which means they will
be able to multiply, divide, have, and substrate while doing this.
So that they are going to notice is the
use of the operations, it's very much the same. So you will be able
to simply change the parameters and the
numbers that you're using. Having to change the operation, which also means that
this is going to be pretty much the same if
you change the operation. So you will be able to
multiply, divide, add, and subtract pretty
much the same way, Regardless of the parameters and other numbers
that you're using, Nasa Greek sign, the numbers can be used as constants
as well as pargos. While at the same time, all of this is also going
to apply to formulas. They are using only parameters
for none of the words. You will be able to add
parameters together. You can create parameters
that can be used in order to provide
specific information. In this case, I'm
going to create a parameter in which I
can use the formula. After creating this parameter, you are going to
notice that I can use the formula in order to return
to value as a parameter. While doing this, they're going to notice that you can use a simple operation or multiple operations
at the same time. However, if you have
multiple operations, you will need to use
parentheses in order to separate one operation
from the other. Which is the reason
why I don't recommend using parentheses on the
name of the parameters. If you want to use formulas as a quick sign, you're going to notice that the value of
the parameter is great out after doing this, you're
also going to see that now this value is going to change regardless of the family speak. This value is determined
by other values in case that the palues are only used to get information
from the family, which is something that you can also do with
different parameters. So I'm going to do the same
thing as in the angles of great in this formula. You're going to see once again that this value is great out. Additionally, center for you to notice is that you
can use the lock in order to let you know which parameters are being
used in the formula. But also the log normally
stops you from editing the values by
inputting the value of the parameter outside of
the family types window. Which is something that is only going to be useful in cases they're creating families that might be used by somebody else. In another words, families
that they are not meant to be t. Once that they are created
or lowered in the project. After adding these formulas, I'm just going to select
and applying them, okay, in order to
low this family to the project in order
to avoid any errors. And also going to
select process, overrate existing version
and perimeter values. After I have done
this, you're going to see that the parameters
that are using the formulas are
going to function the same way on the family
as well as on the project. Which also means that this will apply even to the families that work right on the project. All of this is being
said, you can see they're using the formulas
and save you a lot of time when editing the families within the family editor
as well as on the project. And this will become even more useful when you're creating parameters that can be used on the tables that
you can create in bin.
132. Using Abbreviations on The Formulas: When requiring the formulas. They are going to
using your parameters. Something they are going to
notice is that V is going to recognize specific
syntaxes and abbreviation. And that this is going
to be related to the parameter or more
specifically to the data type. Depending on the data
type that you're using, the syntaxes or abbreviation
might not be valid. And this is because
of the Pal in taxes and use or
because of the units. They're Bst by the value, which means that the
units will need to be consistent and the parameters
that you're using, the value we are trying to
assign by using the formula. This means that they will
need to keep in mind not only the value
of the parameter that is used in the formula, but also the parameter and the parameter in which you
are using the formula. You will be able to see
this a little bit better if a start grading formula
by using the same taxes, they can be read by bit. I'm going to create this small formula in
order for you to see how the data type and the formula can
be used together. In none other words,
this formula will allow you to the terminoalue
of this parameter, but more importantly
that the value is also based on the units
of the parameter. This lesson is going to be a showcase of the syntaxes
and abbreviations, as well as an example
of which parameters will accept the syntaxes
and abbreviations. Up to this point,
I have used this for a route and
also dipentation. Now the exponentation
just raises a value or a parameter to
the power of another value. The next one that I'm going
to show you, the exponent, which is a mathematical
constant that is raised to the power
of another value. Or in other words, one value race to the
power of another one. Once again, you're
going to see that the units used on the
formula will need to be consistent to the
units that are on the parameter determining
us on the formula. With this, you're
going to notice that there are a few texts and abbreviations that can be
used on almost any formula. You will be able to absolutely on a parameter such as this one. Since you are able to
use the absolute Palo, you're going to be able to
use a function that will return a Palo rather to
the nearest phone number. Additionally, you can notice
that you can actually test all the different
data types with all the different abbreviations that you can use on the formula. However, some data types
already let you know what abbreviations can you use just by the name
of the data type, such as, for example, the anger. So with this in mind,
you are going to notice that one abbreviation and be
used in multiple data types, which also means
that you can use multiple abbreviations
on a data type. All this might be
confusion of first, if you want to use
these abbreviations while using formulas
on your families as a quick sign this one
doesn't take into consideration Dan directions or in another words it doesn't matter if it's
positive or negative. Now because of this, you're
also going to be able to sing that you can use run up in
order to do the same thing. However, in this case, the round of function returns a value to the largest integral pale rated ten or equal to the value. Since you're able to do
this with the pale rate of ten or equal rate
of ten or equal, you're going to see
that you're also able to use round down in order to return a value to the smallest integral values
ten or equal to a value. Which means that you can get a specific values based on
the values that you input. However, you will need to
keep in mind, once again, the parameter that is used in the formula while using
this abbreviation. You're also going to see how
the values that are being used on the formula change
the value of the parameter, especially if you use round up or round down with
negative values. Now all of this is being said, so important for you
to notice is that the parenthesis on the
formula are very important. Which means that the
parenthesis is actually used on many of the formulas
because of the same taxes. But also the Rob is going to let you know if there is an
error on the formula, but also it will try to give you an idea of what the
error actually is. All of this is being said,
you're also going to notice that is even
an abbreviation that allows you to use the
exponent of the power to which a pace must be raised
to equal a given number. Which is going to be very
similar to the square root. However, in this case, you're
going to get an integer, which means that the
parameter will need to allow you to get an
integer as a result. Before finishing this lesson, I'm just going to delete
these parameters in order to avoid any confusion
on future lessons. Because I'm going to keep using this family in order to show a little bit more
about the formula.
133. Using The Formulas to edit Parameters Values: The formula allows
you to use values, abbreviations, and parameters in order to determine the
value of parameter. Because it is you are
going to be able to use formulas in order to determine
the values of parameters. They are binary,
one of the words, values that are
only use yes or no, which is actually very useful in families
such as this one. In order to show you
this, I'm going to create a parameter
that is going to control the visibility of these families after doing this. And also going to
open a new project because the visibility of
these families is now going to change within the family A because these are families
that are loaded to this one. In another words, these are not forms or elements created
within this family. I'm going to show you how this parameter is actually
going to affect the family. By using the project
as a quick sign, you are going to see that
the parameter that are just created is going to appear
on the types window. Which means that this parameter can be used without the formula. Or in another words,
you don't actually have to create a formula
if you don't want it. After creating the
parameter and then opening the project
and just going to use the family types window in order to create a formula
that can be used in order to determine this family is going to be viscal
whether the project or not. While doing this in the
parameter that I'm using is the parameter that has a different value on
the other family types. Which means that the formula will change the visibility of the family by simply
changing the family type. With this, you are
going to see that the formula will control the
visibility of the project. You don't have to
change the visibility every time that you change the family type or certain values of the
family at the same thing. And also be applying
to other parameters, which means that I can create other parameters that will
allow me to do the same thing, not only with one family, but multiple families
at the same time. In order to show you this
a little bit better, I'm going to change the Pals on the family types that
are already equator, but also I'm going to be
using a family type in which you can appreciate the changes that I'm going to
do on the family. After changing these values, I'm going to cover this family
to a different position. And then I'm going to create another parameter
that is going to control the visibility instead of the parameter created before. As a quick signer,
you can notice that the parameter was also copying
along with the family. I'm going to create the
following parameter and then I'm just going
to make sure that the parameter has
been assigned to the families before opening a family ties window when we control the visibility
of these elements. Once I have done this, I'm just going to test the family by loading this family
once again to the project as
well as on the Fa. Notice is that when I load
the family and selecting, overwrite existing version
and its parameter values, this is because I want to load this family as it is
on the family editor. After doing this,
you're going to notice which families are visible
and which ones are not. I'm going to go back to the
family editor in order to add a little bit more
complexity to this family. In order to do this, I'm
going to use the array. Now the reason when using the
array is because the arrays will actually allow you to control the
amount of families, but all these families are going to share the
same parameter. Additionally, something else
that you're going to notice, instead of creating the array by using move to last instead
of move to second. And this is because move
to last will constrain the array within the first
element of the array. Which is going to be more
convenient on this family. Depending on the family
you're creating, you might need to
move to second. Instead, move to
last because you will need to keep adding
elements to the array. A good example of a
family I will need to adding elements to the array
is a stair or a ladder. After doing this, you are going to notice that you
will need to control the distance between
these families and the other references to make sure that the placement
remains the same. And this is something
that you can do by using dimensions
and parameters. But more importantly,
the best thing that you will be able to use
are reference planes. And this is because
the reference planes will allow you to constrain the families to those
reference planes even if they are
part of the array. While at the same time,
you're also going to notice that the array
is not going to change. Which means that this is only going to
change in this case where the array
is going to storm and where the array
is going to end. So after creating and editing
the reference planes, I'm just going to use
the two orgaments on the modified panel in order to constrain the families
to the reference planes. Once that I have done
this, you are going to see that you can still
use the dimensions in order to create
parameters or in order to constrain the position
of the reference planes. Which in return is
going to constrain the array in order to share with the result
a little bit better. I'm going to load this family
once again to the project. Now once I loaded the family, you're going to see the
result of using this formula. But also you will be able to see how each of the
family types is going to change the family based on the values of the parameters
as well as the array. As well as for you to notice is the sensor create an array
and also going to be able to select the
array in order to change the amount of
elements of the array. But also you're going
to notice that on the status part you
have the ocean. That is called label, which means that you will
be able to create a parameter and
that will actually control the elements
of the array. With this, you will be able
to specify the amount of families that are part of the array depending
on the family type. What this means
said, you're going to notice how easy it is to add a family by just
simply using the formula. However, you can still use the values of the parameters
as you normally would. If you don't want to create families, they're too complex. Especially because
this also applies to other parameters that are very
similar to the visibility, such as the co geometry.
134. Using Conditionals: Up to this point
on this lessons, you may have noticed
how the formula can be used in parameters
pis and values, abbreviations and
other parameters. Or in other words,
pi and then taxes. The vein can read as a formula. In this lesson, I'm going
to show you something else. That vein will be able
to read on the formula. This ones are the conditions. The conditionals
allows it to determine a parameter by
determining which Pal is going to be used in a
parameter based on if the condition is going to be
considered true or false. In order to use the conditional, you need to start with if, followed by the conditional. I'm going to create
a small example. And then the true and false that we're
writing this formula. You're going to see
a couple of things. One of them is that
everything after if needs to be
within parenthesis. Also, that there is a comma
separating the conditional, the true and false. After creating the formula, you are going to notice that all the family types
are going to share the same result until I changed the value that is
used on the conditional. The conditional is
the one that is going to determine when
this is going to be true, when this is going to be false. In order to show you this
a little bit better, I'm going to create an
additional family type. I will allow me to show you how this ally is going
to change based on the conditional as well
as the true and false value. But also I'm going to use
this in order to show you that the condition
can be more complex. Which means that you can add another condition
that will need to be met at the same time by simply introducing
and to the formula. Or in other words, I'm
going to say that if this condition and the
other condition are met, this is going to be true, otherwise this is
going to be false. While doing this,
we're also going to notice that you
will need to add an additional parenthesis
in order to make sure that the conditions can be understood by bin
or in other words, the rev and understand
this in Texas. After grading the formula, we're going to see how changing the family types are going to affect the value
of this parameter. That's important
for you to know is that since you're able
to use the conditionals, you're going to be
able to use or in which means they will
be able to say that if this condition or
the other condition, then this is going to be true or this is
going to be false. So you're going
to see once again how the value is going to change based on the
conditions of the formula. So you're going to notice that the values that you
use on the parameter, as well as the family
that you're creating, will actually determine
which one you need to use. Even though in some
cases men both. You're going to see that if
I select this parameter, the values that are
related to this parameter by the formula are going
to appear highlighted. The reason why
something like this is actually useful
is because you can use a formula such as this one in order to
determine the pale of the parameter that
is used in order to change the amount of
families on the array. Which means that you can
use the formula in order to change the p that is
used on this parameter. So I'm going to
create a formula in order to show you
not only the syntax, but also and the possible
errors that you may get. Now this formula, important
you will need to know is that this array will need at the very least two copies
or members of the array. One of the values on this
formula will need to be two. While the other one will
need to be a formula that will have a value equal
or greater than two. So I'm going to use a standard
value for this formula. Now this standard value
is actually based on the minimum amount that use the chairs on the
table, however. And also taking into account the measurements at the
table after creating this formula and just going
to test over so by using different family types now with this formula
and also making sure that the parentheses
are placed correctly. Now while doing this,
you're going to notice and the only warning
that you have is the one of the elements of the
array is going to be placed on top of the families that are visible on just one
of the family types. As you might have noticed, this formula is meant to be used on the family types
were actually needs the arrays or in other
words the one that uses multiple copies
of these elements. After I have done this,
I'm just going to load this family to the project once again in order for you
to see the result. After doing this, you're going to notice a
couple of things. One of them is that
the existing error is related to the family types. Or more specifically,
because the formula never uses the default value that was assigned by
using the formula, which in this case is two. This means that the formula
never default to true. I'm going to add the formula
in order to make sure that this family time meets the conditions
of the formula. This also means that you can do the same reverse if you just make a few changes
on the formula. Or in other words, you can
shift the order of the true and false and then
add the condition. As you can see,
using the formula is actually very
practical depending on the family they're creating. However, you will need to keep in mind that the values that are set by the formulas are not going to change
on the project. Which means that if you want
to change these values, you will need to
erase the formulas. However, you can still create new family types with
allies that might also change other parameters depending on the formulas that
you're using, the family.
135. The Mass (Introduction): The two circles that you have
in bit allows you to create projects without the need of
using many other supports. And this is mainly
because there is another feature that
you have in bit that allows you to create
projects that you normally wouldn't be able
to create using bit. And this feature is called mass. Now the mass can also be used
in order to create studies, which means that you can create a mass before starting
your project. But also, you can use it
to creating your project, in order to help you with
the studies that you can create in v. So this lesson, I'm going to start with
how you create a mess. And in order to
do this, you will need to go to the
mass and site tap. Now, the mass and site tap. We're going to find a panel that is called conceptual mass. And on this panel, you
will have the options that will help you design how
you want to place the mess, but also how to
display the mess. So by DPO, you're
going to see that the mass will be displayed
by the settings, which means that the mass by DPO will be hidden
on the project. So if you select where
it says in place mass, you are going to notice that grave would change
the default settings, in order to display the mess and once you close this window, you will be able to enter
the name of the mess. You're going to create. And
once you select the name, you just need to select
on a K in order to see the tabs you can use
when creating a mess. So up to this point
you might have notice that using in place mass. It's pretty much the same
thing as using model in place. However, creating a mass is not the same thing as
creating a component, and this is because what
you actually create are the lines that you will need to use in order to create surfaces, which means that
destroying will need to be chained together,
no other words. They need to complete a shape. So if you create destroying, you're going to notice that all these lines already
chained together, which means that the controls is the same one that you can use when you select multiple lines
that are chained together. So this means that you won't be able to select a single line. Unless you use up
on the keyword. However, if you don't
finish a shape, you won't be able
to create a mass. So because of this, you
won't need to make sure that all the lines
actually create a shape, even though the remaining lines are still chained together. How creating these lines doesn't automatically
create a surface. So if you select gray
says, finish mass, Gravity is going to let you know that the mass
doesn't have a solid, which is something
that you can notice. If you open a tb,
which means that this mass has lines
instead of surfaces. So I'm going to use control C, in order to show you how
you create the surface. So once you see once again, finish mass on the
user interface, you're going to notice, but I'm going to select these lines, and I'm going to go to
a panel that forms. And here you have a
trotm that allows you to select the type of
form that you want to create. So you will be able to create a solid just like you can
do with the families. How on this case, the form
that you can create is a little bit different
to the forms that you create
for the families, because of the way that
you edit the form. So once that I select
what say solid form, you're going to see
a couple of things. One of them is that the
lines are now surface, but more importantly, that the
surface has been extruded. In order to create a form. And once you created this form, you're going to
notice a few things. One of them is that the form has properties, so,
automatic dimensions, and a new control that you can use in order to edit the form, which means that
you will be able to dit the form in different ways. Eros, you will be able to audit
the dimensions as well as the shape by on this
control. Not this control. It's a treaty control, which means that this one
allows you to control your selection in three
dimensions or in another words, by using the tree axis, which is the reason
why this form is so different from the one that you can create on the families. And as you can notice
this control will allow you to move the surface
on any of the axis, but also by even using
two axis at a time. And as a quick syn, you can
see the direction of the axis by covering the axis
that you might want to use before the siting,
if you want to use it. Now, while using these controls, you're going to notice
a couple of things. One of them instead
of surfaces are still joined regardless of
where you move the surface. As long as the
other surfaces are within the limits
of what fit grade, And as well, you can use
control C in order to revert to changes that you have done while
editing the mass. Now the reason why you can edit a mess the
way that you do is because the mass recognizes all the elements
that make the form, which means that it's going
to recognize the surfaces, the edges, and also
the processes, which means that
you will be able to use the same control. In order to wear
either the surface, the edge or the vertex. And this is actually very similar to what you
can do in a sketch. However, vit is a little bit different because vin actually uses the center of the surfaces and the edges
when using this control, which is sending the co in the notice if you
select a surface. And if you're not able to
select among the surfaces, the edges or the vertices, you can simply use step on the keyboard until
you see the surface, the edge or vertex highlighted. Now, once you created the form, you are going to
be able to select finished form in order to see
the result on the project. And once you created the form, you are going to notice
a couple of things. One of them is that
you have shaped handles on the face
to created the mass, and that you will be
able to select where it says and it in place
while the mass is selected in order to addit the mess as well as
the for you to notice, is that you can select the mass before finishing with the mess in case that you want to use to sorcens on the
modified panel, in order to change the
position of the mess. Even though this is a mess, this is also
considered a family. However, if you select the mass, you are going to see that the type properties
window will not allow you to change the family
system or the family type. And this is because this
mass was created in place. However, you can still
change the value of the remaining parameters that you have on the type
properties window, as well as the properties
that you have, while the mass is selected, which means that
you're able to use this property in order to change the
position of the mess, And before creating a new mass, you're going to notice
that the visibility of the mass has changed. So from now on, the
mass is going to be visible unless
you change this once again to show mass
by view settings in order to go back to the
default visibility settings. And another difference between
a mass and a family is that the mass is
not actually save on the project as a local copy, which means that if
you delete the mass. Gravity is not going to allow you to place the same
mass once again. So if you delete the mass, you will need to
create it once again. Now you will need to
use Control C. And after selecting once again
where he says, I place mass, you are going to notice that
everything remains the same, except for the reference, that will need to be used
in order to create a mess. And this is because
the levels will be set by depo as a reference in
order to create a mass, if you're using a floor plan. However uses such as T one, you will need to make
sure that you're using a warplane before
placing a mess, which means that you can use a reference plane that you
already have on the project. And after selecting
this reference plane on the warplane window, you're going to
notice that you can create a mass by
creating a shape, using the tools or comments
you have antro panel. But also that you can still add the lines as
you normally would. So this means that you
will be able to use constraints as well as
theomic dimensions. And once again, if you're
not able to select a line, you can simply use step on the keyboard so you
can add only the line, which means that
you will be able to move the line away
from the rest. If you select the option,
let's go to join. And after finishing the shape, you just need to
select them once again in order to create a form by selecting the option that is called solid
form on disrupt them. And after doing this,
you're going to see that the elements that
are used in order to create the mass
are also created, which means they will be
able to dent the surfaces, the edges, and even the
vertices that make the mess. So all of this is being said, you're going to see
that creating a mass is very similar to creating
a component or family. However, the major defense is
that the mass allows you to add the forms that you create by using the elements
that make the form, which also means that the
mass allows you to create more complex shapes that you can use in order to help
you with your projects.
136. Drawing Surfaces: When creating a mass. One of the things that we need to
eve in mind is how you can draw the lines you use
in order to create the surfaces and the forms that you need to
use on the mass. So in this lesson, I'm
going to create a mess by using many of the
different options that you have when
creating a mess. So I'm going to go once
again to the mass and site. In order to select it says, show mass form and floors
and destruct them. And then I'm going to
select says plate mass in order to select the name of the mass that I'm
going to create. Now, the first thing
that you're going to notice is that the options on the options part are going to depend on the tool
that you're using. However, most of the options that you have are going to be the same ones that you can find when creating modal lines, which means they will
be able to change the placement plane
before drawing the lines, which means that destructive. You will be able to
select the levels as well as the reference planes that you already
have on the project. So you will be able to
change where you want to place these lines before
drawing the lines. And while doing this,
you are going to notes, and that you can
draw these lines, by using a treaty view, which also means
that you can use a specific values while drawing the lines and
after drawing the lines, by using the
dramatic dimensions. However, when you
draw the treaty view, you are going to notice that you won't be
able to know where these lines are actually created unless you have a reference. And once that the
lines are created, you can simply create forms instead of using the draped in order to create a solid form, and this is because by default, what you create with
this tool is a solid. And once you have done this, you're going to see
all the elements that were created in order
to create this form. And as well, something else
for you to keep in mind is you need to create a form
after creating the lines. And this is because there is an option or the options part that allows you to create a
surface based on the lines, as long as the lines create
a loop or in another word, as long as the lines
create a shape. And this one is called Mg
surface front close loops. And once you have done this, you're going to notice
that the surface will have a treaty control, based on the axis on the normal, or in another word, based on the placement of the surface and the center of the surface. And as you can see, if
you use the control, you can create a form
from the surface. And as well as the to know, is a dbtin is call
and this one is call. And as a quick signer, subson makes surface,
fnclop make surface, fnclseps well, there is an
option that you can only find by creating a mass on the treaty and this one is
called treaty snapping. That the treaty
snapping allows you to draw by snapping the elements
you already created, which means that
you can also use existing references that you
already have on the project. As well, you are going to
see that the treaty snapping allows you to do something very similar to the freeing
on other supports. However, it's still
going to create the lines based on
the reference plane. And once they graded the shape, you're going to
see that a surface is going to be
automatically graded. If you have able, make surface closed loops and after
grating the surface, you're also going to
see that you can use this control in order to create a form by extruding the surface. And as well, something
important for you to notice, creating a mess instead if you start editing the
surface of a mess, then the rest of the
elements within the mess are also going to change depending on how you're creating the mess. But also, you're
going to notice that a mass has similar options that will allow you to constrain the elements that are used
in order to create the mess. But also, that you
will be able to use shape handles in order to edit the mess after
creating a mess, which means that editing
the mass remains the same, regardless of the way,
that you create the mess. As we important for you
to know is you're able to draw the lines that you need in order to
create a surface, by using a phase as a reference. So if you select
says, pal surface, you're going to be able to draw on an existing
surface on the mass, which is actually
very useful because this option will allow you to select how you draw the profile, which means that you can
use top down parallel to level and pal surface
P. So by deft, you are going to notice the pal surface P will allow you to draw
directly on the surface. So this is going to be
very useful in case you're creating a mass.
That is very complex. As well, the parallel
to level and the top down also
use the surface. However, they also use the x axis and the y
axis respectively. So depending on what
you need to draw, you will be using one of these options or creating
or editing the message. And sense it will be able to draw on any surface of the mass. I'm also going to be
able to show you that depending on where you
create the surface, this control is going to change, but also that everything
else remains the same. So this option doesn't actually change how you create a
form from the surface. As well, you're
also going to see. You're able to change how the lines are going
to change together. Why is it a radius, which means that if you
check recess radius, you will be able to trust
you normally would and gravy automatically
add a radius, where these lines will connect, which also means that you can change the value of the radius, while creating the drawing, but also that you can
avoid creating a surface in order to edit your drawing before creating the surface. And after creating a form
based on the surface, you're going to see
a couple of things. One of them is that the elements
that make the mass will recognize the other
elements that you already created
as references. And also, that all
these forms are still consider independent
one from the other. Even though you can use these controls in order to
adjust one form to the other. Which also means that you can still adjust one
form to the other. Which also means that
if you select on the green check in order
to finish the mass, you are going to be able to
add it to different forms, and then make the mass by
on the shaped handles. So by default, you
are not going to add all the forms
at the same time. So all of this is being said, you can see that drawing a
mass is actually phrasing, especially because of
all the options that you have with the tools
on the draw panel. So you can easily create
a mass that you can use in order to
get an idea based under the sign of
the project before starting to use specific
measurements and bales.
137. Using the Drawings to Create Forms: The surfaces they use, in order to create
a mass are useful, because they allow
you to create forms. However, the lines
they use in order to grade the surfaces
are even more useful, not only because they
also allow you to create forms to adjust into your
project by either using, reference planes or the
levels We chose some means, you will be able to
change the placement of the lines after
creating the lines, by using the options
or in an other words, you will be able to change
the host for the lines. And as well, you're
going to notice, they're able to select
where it says, show host, in order to highlight
the reference plane or level that is
being used as a host. This means they
can determine what the form is going to be created by using these references. But also, they will be able
to draw multiple lines, by using different references. As a quick signo, the drawing is still going to be created based on the bill
that you're using. So because of this,
you will need to make sure which is the host that you're using
before creating the drawing and after
creating the drawing. Is actually very
important because the forms are
composed of surfaces, edges and vertices,
which means that you are going to be able to create a mass using two or more drains. So if I make sure
the pot of destroys, I use in a different case
and then I select pot of the drawings or shapes before creating a form based
on the drawings, which means that revel going to connect the vertices of
the drawings in order to create the remaining surfaces of the mess and as well as on the pots as they
are also going to have shape handles in order
to keep it on the mess. And since you're able to
do this with two drawings, You're also going to see. They will be able to do the
same with multiple drawings. But also, they will
be able to also use an existing surface
instead of a drain. So in order to show you
the salable patter, I'm going to create
an additional drawing after creating an
additional level, and then I'm going to make
sure that the drain is using a different host before selecting the drawing
and the surface. And once again,
because of the s, you will need to make sure that the train
that you're ing to create is actually using the host that
you're looking for. So in order to do
this, you can simply change the view that
you're using before creating the train
because the will define the default host after the rain that
you're creating. Even though you can still change the host after
creating the drawing. And after I have done this, I'm just going to create a form based on the join
and the surface. And after I have done this, I'm just going to select
on the green check. In order for you to sit over. And the first thing
that you're going to notice is that you
have shape handles on the top and the bottom of the mast where pot of
the forms are connected. And this is because pot of the masts are not
joined together. And all of this is
important for you to know because the way that
rabbit creates a mess, which means that depending on the amount of drawings
that you create, as well as the host that
you're going to be using, you're going to get
a different result. So in the case of
these drawings, you are going to
notice by the form, it's going to be if if you create the mess by
only using drawings. So I creating the drawings. I'm just going to select them, and then I'm going to create a form based on the selection. And once that I have done this, you're going to see that the
result is going to be very different because
the drawings are creating one single form. And as well, you're
going to notice, you're going to have shaped
handles that you can use in order to dit the mass
after you finish the mass. No all the faces are going
to have a shape handle. And this is because of the way
that the form was created. Now with this in mind, you
don't actually have to use a host in order to decide where these
lines are going to be, and this is because of the tools or commands that you have
on the modified panel. So you will be able
to use these tools in order to move or
copy these lines, which means that you
will be able to create multiple draws in order
to create a form. And while using tools
such as the copy tool, you need to make sure you
disable the option that is constrained on the options part in order to freely move a copy. But also, you can
use multiple in order to create multiple
copies of the same drawing. Additionally, you can still
use the automatic dimensions and the tools that you have on the modified panel in
order to edit the drawing. And the result is still going to be based on the
drawings that you created, which means that Reviit is
going to try or create a form, based on what the ptosis
are going to connect, which is something
that you will need to keep in mind when creating a design based on drawings,
instead of surfaces. Sign you might have noticed
that the difference between creating a mass in this way and creating one form at a time, is that the forms are not going to be
created independently, which is the reason why the
result is not the same. As well, you don't
actually have to create the drawings before creating
a form such as this one. And this is because
you can still addit the form by
using the edges, which means that rabbit is going to recognize
the drawings that we use in order to create the form as edges
within the form.
138. The Form Element Panel: As you might remember,
you can create a mass in different
ways by the basic one in which you can create
a mass is by creating drawings that you can use
in order to create a form, which means that after
creating a simple drawing, you can simply use the trouble that you have on the form panel, in order to create a form. However, once you
created the form, you're going to see panels that you can use in order
to dit the form, and one of the ways
in which you can edit the form is using the
surfaces of the form, and this one is
called Edit profile. Now the profile actually allows you to edit the
profile like you were editing the boundary of a family system
such as the floors. So if you select
and the profile, you will be able to add the profile of the surface
or in another word, the boundary of the surface, and you will be able
to use lick and drag, as well as the tools that
you have on the t panel and on the modified panel in
order to addit this profile. We something important
for you to keep in mind. And so the profiles
that you can edit on a form are actually based on
how you created the form. Which means that in this case, I'm only able to select
these two surfaces, even if I use them,
tap on the keyword. So in order to show you
this a little bit better, I'm going to create
another form by using a different view and
a different reference. So after changing the
view, I'm going to change, the reference level is
going to be used for this drain after changing the reference or
more specifically, the work plane, I'm going to create the following drawing. And after creating the train, I'm just going to create a form by using the
training that I created. After this, you're going
to see that I'm able to dit the surfaces based on the way that I
created the form. And as well, you're
going to notice, you're going to be able to use the options or tools that you can on a different panel in
order to addit these forms. So these tools are going to take into account the surfaces, edges, and rices of the form, as well as how the
form was created. Now, the first to commend that I'm going to show
you is the x ray. Now, the x ray will
allow you to see the Hs and the
paresis of the form, as well as the
direction of the form. So if you use this tool, you're going to notice some of the edges have a
different representation, while at the same time,
there is a representation for the center of the surfaces that I use in order
to create this form. And if I use this option, while selecting the other form, you're going to
notice a few things. So for example, the fact that you don't
need to select the form, in order to see this tools
recommend which also means that you don't
need to select the form in order
to use the X ray, as well as the fact
they are able to use the x ray with only
one form at a time. While using this option or tool, you are going to notice
that the representation of the Hs is going to change once again based on how
the form was created, which also means that
the representation of the center of the surfaces that are used in order
to create the mass. I'm also going to take into account how the
form was created. As a quick sino. You
can simply disable the x ray by checking
this tool or option. And the next tool or option that I'm going to show you is go at H and this one will allow you to add an h to a
surface of the form. However, this is also
going to take into account how the
form was created, which means that
the edge is going to be created on
the same direction, and the form was created. So you're only going
to be able to create the edges by using on
the same direction. And as a quick signup, this direction is
the one that you can see when you use x ray, and after adding the edges, you're also going to notice that these edges are
placeable on the form, which is different but
the edges that are created by using
multiple drawings. In the creator form. As a quick signer, Ravi
will let you know where you can create the edges
or in another word, the cursor is going to
change based on the face, you're hovering for the cursor. And regardless of the
direction of the edges, you're still going to be
able to add the edges as you normally would,
as a quick siga, you're also going to see that the treaty control is going to change based on the
changes to the edge, which means that when
the color is not the color that is
assigned by depo or by, that the treaty control
is not going to the form, based on the x axis, the white axis or the c axis. Additionally, you are going to notice that you can still use the option that is called x ray with either of the
forms at the same time, which means that you can see how the edges are edded on the form, but also the direction in which the edges are
going to be created. So with this in mind,
they're going to notice how the edges can also be used
in order to edit the form. And now just going
to use control s in order to show you
the next option or two. Now the next to, go at profile. A profile, is going to create
a phase instead of an edge. However, the direction
of the phase is now going to follow the direction in which you created the form. And this is because
it will create a phase by automatically
creating the edges. Let's make the profile,
which means that it's like using at edges in order
to create any profile. As well you can notice
that you can see the profile before deciding
where to place it. However, you are
going to notice that the profiles cannot be placed based on the
levels of the projects, which means that you
will not be able to use existing references. And once again, you can notice
that you can also use x ray in order to see how this
tool has added the form, which also means that now the edges have also
created new surfaces. However, the way that you add
the form is still the same, which means that you can use the treaty controls in order to add this form as you normally would and the result is still going to be based on how
the form was created, but also on the new edges
and profiles of the form. As well, you're
going to notice that the x rays are actually
pretty useful because they allow you to
see the vertices that you might want to use
in order to add the forms. And the last option that
I'm going to show you on this lesson will actually
allow you to dsolve the form. So if you select the option
or tool that is called the s, you are going to be
able to see that the form has been the
solve into surfaces, which means that you cannot
use this in order to revert the changes because the result are surfaces instead of drains. However, since the drawings can be used to create surfaces, then you are going
to be able to see, that you can recreate the form by using the
surfaces, once again, which means that you can
osoate the surfaces in order to get a different result once you created the form. So all of this is being said, you will be able to create unique forms by using
drawings and surfaces. But also, you're going to be
able to add a simple form. In order to create
a unique form, which is going to be even
more useful once you start taking into account
the precision that you can add to the form, you're going to use
in your project.
139. Join and Cut Geometry (Mass): The mass and the families or components have a
lot of similarities. And one of the similarities
is based on the fact that you can create multiple forms or
shapes that work together. So because of this, there are a few tools or the
mass that you can use, we're creating a mass, and one of these
ones is the joint. And in order to show you
this a little bit better, and going to create a mess in which you can use this tool. So after creating a form
based on this drawing, and also going to grave, another drawing that can be used in order to
create a second form. And when grating these forms, you're going to notice that there are properties
on the forms, they're very similar
to the properties, they can find on the
shapes or forms. They can grad on the family. And after creating
both of the forms, I'm going to use
the modified panel or more specifically the tool that is call join geometry
in order to join both forms. And once that I have done this, you are going to notice that the forms are going to
be joined together. And as well, since both of the
forms are joined together, you are going to notice
that you can edit both of the forms once
you finish the mess, and that the result
is going to depend on how these families
are joined together. As a quisenu, the
controls or the mass are also going to adapt to the changes that
you do on the mass, by actually using
the same controls. So you are going to see
that the mass will not only update based on how
these elements are joined, but also on how you use
the controls, to the form. And if you want to
enjoin these elements, you are going to be
able to use control C, or you can simply
use the option that is called on joint geometry. So if you go once again to the modified tap or
more specifically, the structure, you
will be able to select the option that is
called on joint geometry. If I joined the geometry, you are going to
notice that both forms are going to function
independently one from the other, which means that
these are going to function like two
masses in a single one. And having two forms. They are independent,
one from the other might actually be
useful when you're creating elements that
might actually need to use the intersection
between the forms. However, something else that
you're going to notice is that you can actually join
multiple masses together, which means that you can
use the option that isc, join geometry with
multiple masses. Hord s is going to be a little bit different
because in this case, the order of your selection
is going to define the s. And in order to show you
this a little bit better, I'm going to create
an additional mass that I can use with a join. So once that I created
this additional mass, I'm going to use the
join in order to show you how one mass has
joined to the other, but also that they are still
function independently, which means that each of the masses will have
its own controls, and since you can enjoin a mass. You're able to also use on joint geometry in order to
enjoin both of the masses. As a sin is that when you use the tool that is
called join geometry, gravity is going to
enjoin all the forms, meaning that this will
allow you to enjoin a form from multiple
forms at the same time. And as I mentioned before, the order of your selection will actually determine the
result of the mass. So because of this,
there is going to be a option on the chop and you
can open with this tool, and this one is called
switch join order. So if you use this option, you are going to notice, you are able to
switch the order of the selection after joining
both of the masses. And after this,
I'm just going to use going through
scene in order to to the changes before using the other options or tools
that you can use on the mess. And since you are able
to join multiple forms, you are also going to notice, they are able to cut
one form from another. However, you can only
use this within a mass, which means they are
not able to create a mess that only
has a point form. So in order to show you
this a little bit better, I'm going to create a point
form based on destroying. And once that I have done this, I'm just going to
place this form, and after doing this, you are going to notice that the properties of both of the forms are a
little bit different. So I'm going to move this
form in a way that I can use it in order to
cut the other form. As a quick signum, you can
also notice that you're going to use the property
that is geometry, which means that you actually
need to use the tool that is called a geometry
on the modified panel. So I'm going to
select the oid form, and then I'm going
to use the option that is geometry on the Mifi. And once that I have done
this, you're going to notice, then now the form has changed
based on the oid form, which means that you can dit the oid form in order to
addit the solid form. As with the joint
tool. You will also have another tool that
allows you to reverse this, and this one is called
uncut geometry. So you can use cut in order to cut a void form from another, but also you can use uncut geometry in order
to reverse the changes. Now what is being said, you are also going to see
that you can switch back and forth the
type of form that you are using by the properties, which means that you
can turn the void into a sin and the
salin into a void. And since the option that is called geometry is turned on, you're going to notice that automatically one form is
going to guard the other. Depending on the order
of your selection, which means that
this aromatically applies to the tool that
is called geometry. Or in another words, it
has the same result. Once that you finish a mass, that has a oid form, you're going to be
able to see that the controls will
remain the same, which means that
what you're actually editing is the solid. So all of this being said, you can see that
joining and cutting the geometry functions pt much the same way as it
does in the families. However, there are going to be a few differences when you're using these
tools on a mass,
140. Changing the Host on the Mass: For creating a mass,
you might have noticed that the host
is very important. And this is because the
host is not only used in order to determine where the
form is going to be created. But because it determines how form is going to relate
to another form. So because of this, I'm going
to show you on this lesson, all the ways in which
you can use the host. So in order to do
this, I'm going to create a mass on
this project that I can use in order
to show you how the elements of the
mass uses the host, and starting first
with the lines. Now the lines will use the host based on the
view that you're using, buts based on the options part. Means that you can use
a view in order to design the default
placement of these lines, in order to see which
host is being used, you can simply select, show host on the options part. So with this, you
will be able to see, not only how you can
change the hose, but also which
hosts you're using. And if you create a form
placed on this lines, you are going to see the shape. It is still used on the host, in order to determine the
placement of the form. So you can still use
the options part, in order to change the host. But also, you can
select where it says, pick new cost on this panel
in order to do the same. So you can select a reference
that can be used as a host, or you can simply
use once again, the options part, in
order to do the same. Using the options for will
actually allow you to see which reference
you can use as a host. However, these are also going to be based on the
view they are using, because as you
remember, if you're not able to use any specific view, Rabbit will actually
allow you to use the to view window
in order for you to select a view in
which you can change the placement plane
that is going to be used as a host or the sens, which is the reason why you keep using the treaty view
on this lessons. Now the option of picking host is actually
different from using the options part
because you will be able to select another
form as a host, which means that the phases of another form can
be used as a host. And while doing
this, you're going to notice that the orientation of the form is going to
change relative to the host, which means that
the orientation of the form is actually
going to change. In order to show you this
a little bit better, I can simply use the options
on the form element panel, or Ig simply addit this form. So if I just added this form, you're going to notice, but if I use big new hoses, once again, this form is going to change based on the phase that I'm
using on the other form, but also on the
position of the course. So you will need to take into account the reference
that you're using, in order to place this form
relative to another form. And as well as on the
the notice of this form, is that you can also use the lines of another
form as a reference. Which means that you can
determine the position of this form by using one of the lines and make
an existing form. However, since you're able
to use the options par, you're also going to
notice that you can use any of the other references that you already
have on the project, which means that you can use as a reference,
existing references. So you can use for
example, a reference plan. And as well, since rabbit
displays the mass, based on the elements
that make the mass, then you are going
to be able to select the elements regardless
of the position, when using a treat so the tres en more convenient
when using big new post. And because you can use
other forms as a reference, you are going to
notice that using pick new hose is actually really useful if you want to add or
substract from another form, which means that you can use another form as a void
or in another words. You can create a
ot form that you can use in order to
it another form. And something that might
be confusing on a mass, selecting a oid form. So the easiest way
for you to select the void form is by actually
knowing where it is, and this is because
Rabbit would highlight the elements that make the
void form once you d them. And as you remember,
you can use tro C in order to do the changes
before finishing the mess. As well, the hose is actually very important because
you can use the hose in order to determine where
to draw the lines that are going to be used in order to create a surface or a form, which means that you can use existent references,
perros, existing forms. So you are going to
notice that you can use the hose in order for you
to addit existent forms, Perros, in order
to make sure that the placement of the forms is
where it's supposed to be. And as you might have
noticed by this point, knowing how to
create a mass goes hand in hand with knowing
how to use a host, and this is because you
can draw on the faces, but also on the
reference planes, which means that you can make
sure that you're creating a mass the way that you
want to from the beginning, or you can use a mass. And in order to make
sure that you are able to see the reference
that you're using, you can simply select where you say show on the work plan panel. And as well as in for you
to notice is that you have an option below where you say
show. Let is call a viewer. And if you select this,
you will be able to have a view based on the cose
that you are using. So you will be able to
c the elements as you normally would while looking at the rest through the viewer. All of this being
said, you can notice how important the
hose actually is, but also there are different ways that you
can use in your project.
141. Constraining the Mass: A mask creating and rabbit, can also use constraints. However, you can use constraints on a mass
in different ways. And one of them is by actually using the form element panel, which is a panel
that you are able to see once you've already
created the lines, they are going to be used
in order to create a form, which also means that
this is going to appear, if you create the form
based on a surface. And as well, this panel
is going to appear. If one of the elements that
make the form is selected. And on this panel, you
are going to find, you can constrain the elements that make the mass, basing, for example, the option or tool that is
called lock profile. That this one will allow you
to log a profile to another. So if I addit this form, and then I select this profile or in another words, this phase, you are going to see that if I select profiles on this panel, one of the profiles is going to change based
on the other one. But also, you are going to notice that if you
addit the form, the changes of this profile will also apply to
the other profile. And this option or to
depends on your selection. So you will need to get in
mind which profile you're selecting before using
this option or two. Now, what has been said,
you're also going to notice that once they
use lock profiles, you are going to
have an option for two that is called
unlocked profiles. So you will be able to lock the profiles
one to the other. So every time that you add, one of these phases,
the other phase is also going to change. And this is actually
very different you're actually using
the constraints. And you normally
would think of using. What this doesn't mean that there are no
different ways where you're going to use constraints in order to do
something very similar. So in order to show
you other ways in which you can
constrain the mass. I can simply use control C, or I can just create any mass. Now in this case, I'm
just going to create a new one in order to
avoid any confusion, which means that I'm going
to go once again with the mass in and side panel in order to select in place mass, so I can create a
new mass by drawing the lines and then convert
the lines into a form. And as a quick signum, you can notice that I'm
always making sure that the hose or placement plane is actually the one
that I want to use. I want this case, I'm going
to do something a little bit different because I'm going to a on strains after
finishing the mess. And in order to finish the mass, remember that you need to
select on the green check. However, you're also going
to notice that you can use the constraints as you will use the constraints on elements
such as the families, which means that if
you create a form, you can still use references that you already
created on the project, in the constraint a form. Can use references such as the levels or the ds in
order to constrain the form. So you are going to be able
to notice that if I try to use the constraints on a
mass that is already created, these constraints are going to allow you to constrain the mass. However, the mass is not going
to function as intended, which means that in some cases, bit is going to ask you
to remove the constraint, if you apply the constraints
after creating the mass, which means that
these constraints will need to be applied to the forms or in another words to the
elements that make the mass. Now, by this point, all of this might not seem
very important. However, when you're
creating a mass, that is very complex, you are going to
get to a point in which you will need to
control efficiently those settlements without
the need of editing the forms over and
over again or even creating once again
the same form. A. So in order to show you this, I'm going to apply
the constraints for the elements
that make this mess. In order to show you not
only the difference, but also the way that these constraints are supposed
to function on a mess. And as I mentioned before, you can use the references
that you already created. And since you're able to use references they already
have on the project. You're going to
be able to create references that you can
use only with a mes. So in this case,
I'm going to create additional references
on this project that I can use in order
to constrain a mess. And after crating
this constraints, and just going to
use once again, the messing and side
panel in order to create a mass that is going to take into account these references. While doing this, you're
going to notice acro. One of them is, is going to take into account the references
that are being used, which means that you
can constrain your the. But also, it will be able to constrain the after grading the. And after creating the drawing
and just going to select it in order to create the form that is going to
become the mass. And after doing this, you're going to see
that the mass doesn't constrain very well
to the references. They already have a new project. So I'm going to select the mass, and then I'm going to use add it in place in order
for you to see how the mass has
been constrained to the elements that I'm
using as a reference. And the first thing that you
might have noticed is that only one other profile
has been constrained, which means that if you create
the form based on lines, that only the profile
that is created by those lines will be constrained. So if you want to constrain the faces instead of the lines, you will need to grave
force, the form, and then you will be able to constrain the, the references. So this a mine
you're going to see, depending on the constraints
that you're using, the result is going to be
a little bit different. Which means that
the constraints are still going to change, mas. And as a quick signal,
you're going to notice, you can use the constraints
as you normally would, which means that you can also
use the tools commands on the modify panel in order to constrain the elements
that make the form. And if you want to
remove a constraint, you just need to make
sure to actually move the constraint away
from the reference. So you can constrain
or constrain the forms to the references
based on what you want to do. So if you want to
constrain a phase to a reference, you
can actually do this. But also, if you want to
constrain only one of the lines, you can also do it without changing the influence of
the constraints on the mess. Now, this is actually
very important because the references
that you use in order to create the constraints and actually be add the
basin parameters, which means that you can use parameters in order
to add the mass, almost the same way that
you do it on the family. As a quick signer, you might have noticed
by this point that the profile is the way the bit refers to a face of the mass. So all of this has been said, you're going to see that the
constraints are on the mass. But also, you still need to take into account which
elements of the mass, you are going to constrain.
142. Creating a Mass Using the Family Editor: I Revit, you can create a
mass in two different ways. One of them is by creating a mass that has been
model in place, and the other one is by creating a mass
based on a family, which means that
there is a template that allows you to
create a mess or in another wars that
allows you to create a mass that you can use
on multiple projects. And you will find this
template by actually going to the library that is
installed by Df Revit. On this folder, you
are going to be able to find the template
that you will need to use. Now, this template
is going to be a little bit different than
the other templates. And this is because the way that you create a mess or
more specifically, a mess is created based on the elements
that make the mess. However, for the most part, this template is going to
be like other templates, meaning that you will have references that already created, but also levels that can
be used as a reference. Which means that the
template will allow you to do a few things that you
can do on the projects. And this is because of the
use of a conceptual mess. So in this case, I'm going to add additional
levels that can be used in order to represent the levels that you
might have on a project. So I'm going to be using
standard measurements. As well, creating the levels is going to function very
much the same way. And this is because the level
to command is the same way, which means that bit
doesn't actually create new tools or commands
just for the fami editor. So if you see a tool
on the famil itor, that you can find while
creating a project, you are going to be able to avoid having to learn
how to use those tools, which is one of the benefits of the that bit uses parametr. However, a difference
between the template and the project is that even
though you can create levels, you're actually not
able to create grids. So in this case, I'm going to be using reference
planes, este gris. So I'm going to be using
this tool in order to write reference planes
in another words. I'm going to be using
the reference planes as we use the grids
on the project. And one advice that I can
give you is to actually place the references and the forms based on how they are going
to be placed on the project. And this is because the origin of the mass is the one that is going to determine the placement of the
mas on the project. On the template, is
intersection between the two reference
planes that you can find once they
open the template, in other words, the
default reference planes. After doing this, you are going to notice
that you can also use the references already on
the project if you want to, which means that I can use this existing reference
instead of creating a new one. As well, you can see
that I'm changing the position of the references based on the mass
that I going to. I'm just going to keep
changing the position of a few those references before
actually creating the mes. As a quia, the reference planes might seem boring by this point, because of the fact that they're actually used in
many of the lessons. However, the reference
planes are actually one of the most important
references that you can use on the families or projects, which is the reason why the templates that are installed by DFO actually has Df
reference planes. So they are actually
very important not only on the masses, but in other families
that you can use in order to grade families
for the railings, as well as more
standard families, such as the windows
and the doors. Another advice that
I can give you is to actually reining
your reference planes, based on the use that
they are going to have with chose a means, changing the option, that
is calling reference. And after making these changes, I'm just going to show
you that these references will also appear on other
views of the project, which means that these ones
are going to appear on elevations or sections as the
grids will normally appear. And this will also apply
to the treaty views. In the case of the treaty views. You are going to notice
that the ones that are created appear on a
different position. Our function is going
to be the same. So I'm going to start creating the forms that I'm going
to use on the mess. And I'm going to do this
by using as a reference, the reference planes that
are already created. And once that I
created the form, I'm just going to constrain the form based on
the references. And as a quick signer, you are going to notice that I can use once again the
tools recommends on the multifi panel in
order to constrain the form to the references
as anomaly would. So after constraining,
this form, I'm going to be creating the
other forms of this mass. So I can use once again, the references they
are as constrain. As a quick signo, you will
need to get in mind which constraints you are using at all times in order
to avoid any errors, but also because of the way
they use these families. Now, I'm just going
to finish applying the constraints to the
forms that make the family before testing the family
or in another words before making sure that the references
are being used properly. As well, remember
to make sure that the constraint has
been applied or more specifically that the icon actually looks like
it was closed, or at the very least, you are actually selecting
the right reference when you send the tools or
recommends that you can find on the modified panel. And once they already
graded this family, and going to load
it to a project, in order for you to see that this family can be
placed on the project. But also that you will
need to make sure that the mass is going to display on the project or
in another wars, that the visibility settings
allows you to see the mass. And once that you do this,
you're going to see, but there is a panel that
is called placement. And this one will
allow you to place the family based on a phase
or based on a war plan, which means that you can
use a level that you already have on the project
or another reference, such as the grids in order to determine the
placement of the mess. As well, you can also
save the mess in order to make sure that you
can actually use it in more than one project. And since this is a family, you're also going
to say that they can love different families, which also means they can edit the family as
you normally would, which means they can
edit this family and then the version
of the project. So all of this is being said, creating a mass and family
works remain the same. However, there are going
to be a few changes, that you still need to
keep in mind because we're creating a family without using
a project as a reference. In other words, you're a conceptual project instead
of an actual project.
143. Using Parameters on the Mass: Now continue with a mass, once you've already
created a mass, where there is a mass that
is model in place or a mass, based on a template,
you can use parameters in order to read the mass as
you would do on a family. However, something for you to remember is that the parameters are created based on individual properties
and dimensions, which means that each parameter will need to have
its own dimension. So in order to show you how the parameters can
affect the mass, and grow in to a dimensions
for this family that I can later use in order
to create parameters. So once they are
graded the dimensions, I'm going to select each of the dimensions in order
to create parameters that I can use on
the family or on the project. So this in mind. I'm going to create
parameters that are meant to control the distance
between the references, but also, I'm going to make sure that they're
working properly. So I'm going to change the values for each
of the parameters. In the family types window. And since created
the parameters is pretty much the same as
on the other families, then you are going
to see, that you can use the same name on
multiple properties. But also, you can simply use a parameter as an
instance parameter instead of a type
parameter if you want to change its values by
using the properties, which means that you
will be able to use different values on multiple instances of the same family. However, making sure that the values for properly is still important because you want
to make sure that you don't have any errors after loading
the family to the project. Once the dit this values, you are going to see
that the changes will update automatically, but also that you can simply
update the changes on the project by just simply
loading the family once again, specifically by loading this
family once again and then selecting the existing
version and its pare. And after I have done this, you can notice that
you can keep using parameters in order to make further changes to the family. But also in the sense
this is a family, you can use the type of
window in order to add this pars as you normally
would. So with this on mine. I'm just going to
lose this window in order to open once
again with the family. So I can add more parameters. In this case, the parameters
that are going to g are going to be
based on the levels. We in another words,
I'm going to use parameters in order to
add the heal levels. And while creating
these parameters, you're also going to notice, and I'm going to test
each of these parameters. And on the parameter window, we have the option of instance, which means you can
change this parameter from time to
instance in order to allow you to change
this parameter independently on each of the
copies of the same family, which means they can
place multiple copies of this family on the project
and get different results. And once that I have done this, I'm going to overwrite
this family once again, in order to show you the result. But more importantly,
in order to show you what you can
do with this family, once it's already
loaded on the project, because even though this family already has its own references, those references that actually
exist on the project, which means that I haven't created no of the
levels or grids that would normally exist if I created a project
before the family. None of the words, if I created
a project before a mass. There has been more in place. And as a great sign, there is no a
parameter that you can associate to the
height of the levels, which means that
you cannot directly control the height of the
level within the families, which is something that is also going to apply to the projects. So when you at the levels, you can notice that the value of the properties will not
provide you any option that lets you know that there
is a parameter that can be associated to the
levels on the families. So with this in mind,
I'm going through at the following levels
to this project. As well, the reason why adding these levels is because I'm also going to show
you in this lesson, how you can create
local parameters. O in another words,
how you can create the parameters that are referred
to as local parameters. Now these parameters are nothing more than the parameters
that you can use in order to add families or elements that you
have in your project, which means that you can use this in order to
add your project, which is the same thing that
you do if you want to add the parameters of a family that has been loaded to
another family, which means that you assign for global parameter,
the same way. So I'm going to
use the type of is window in order to create
the global parameters. They're going to
add the parameters that are creating on the family. And once they have done this, you're going to notice
a couple of things. One of them is that the changes are applied automatically. However, the family
hasn't actually changed based on the references they
already have on the project. And this is because
I haven't actually changed the default values
of the global parameters. So the question becomes how you can control the
height of the levels if you can associate a parameter for the property
that is and elevation. And the way they do
this is by associating a global parameter with the
annotations on the project. So in order to do this, I'm going to go to the managed step in order to select where he says glowed parameters on
the settings panel. And once I have done this, you're going to see this window. And as a big signer, you can also open
this window by using as George and Las and
Larry as a shorut. On this window, you
are going to notice that I can change the
values of the parameters, but also that the parameters
are going to function the same way that they
function on the family editor, which means they can
edit the parameters, but also that you need to
take into account the fact that the parameters will
need to have a unique name. So with this in mind,
you're going to see. Then now the family is actually using the values that I
want to use on the levels. However, this doesn't actually change the value on the levels. So in order to change
the height of the level and the equivalent of these
levels on the family, again simply gray dimensions to which I can
assign parameters. Because as you
remember, the levels actually function like
the reference planes. And throughout this course, going to be using the global
parameters more and more because of how useful they are with a lot of
different properties, such as for example,
the materials, which means that you can use the global parameters
in order to control a material that has been used on multiple elements
within the project, which is actually
useful when loading multiple families they are supposed to be using
the same materials. A those materials might be
different between each other. Another example of how to
use the global parameters is when added on the properties of elements, such as the wall. So the global parameters are
a way for you to control not only the families that
you loaded to the project, but also the actual project, which also means
that you can use the global parameters in order
to add multiple elements of your projects. I. So as you get noticed, using the families and the
projects is actually very simple once you already know
how the parameters function, whether they are parameters within a family or
whether they are in the parameters they
use in order to project in another words,
the global parameters.
144. Using The Mass: Up to this point, I
have talked about the different ways in which
you can create a mass, and also how you
can edit a mass. However, the importance of the mass is in how
you use the mass. So in this lesson
I'm going to show you the most important
use of the mass, and this one is the creation of a project based on the mess, which means that you can
create floors, walls. And so on, based on the mess. However, in order to
create the floors, you actually need to create
the floors of the mess. So while the mass is selected, you just need to go
to the model panel. In order to select where
it says, mass floors. And once they do
this, you will be able to use this window
in order to create the floors of the mass by selecting the levels they
already used on the project. Which means that these
floors are actually graded based on the intersection
of the levels and the mass. However, if you delete the mass, you will also delete the levels. As in the tin is that if you select one of the
floors of the mass, you are going to get information
related to the floor. So for example, the level, the area and the perimeter. However, you won't be able to
change any of these piles. So as you might have nots, the mass floor is not
actually a floor. So in order to create the
actual floor of the project, you will need to go to
the architectural tape, in order to use the strucm on the build panel to select
says floor by face. And after selecting this, you are going to be able to see. You are going to
be able to select the family type that you
want to use on the floor. Pos, you will be able to select in which
floors of the mass. Do you want to use
this family type. So you will be able to make your selection as
you normally would. Paros, you will be able to clear your selection by using the
multiple selection panel. And once you finish
your selection, you just need to
select where it says, create floor in order
to create the floor based on the mass and the
family type that you selected. And once you have done this, you are going to notice
that these floors are going to function
as they normally would, which means you can dit the properties in
the family type, but also that they are going
to remain on the project, even if you delete the mass, and this is something
that you can do as many times as you want, by just simply using floor
by phase on the build panel. Which also means that you
will be able to change the family type that you want to use before creating the floor, but also to create in the floor, which means that you
will be able to use the type selector in order to change the family type they
are using for the floor. As well, something that
you're going to notice is that you can do the
same thing with the roofs, which means they are
going to be able to use the build panel or more specifically destruct them in order to select where
it says by face. In order to create the roof, now the roof is going to be very similar to
the floors because it will allow you to select the family tip that you want to use before creating the roof. And after creating the roof, And since the
elements that you're going to place are going to be the same elements
that you can place by using other methods. You're also going to
say that you will be able to change the
options and the options for, depending on your design or
the face that you selected. Well, at the same time, you can use multiple
selection in order to select one or multiple phases of the mass. At the same time. However, if you select
multiple phases, you are going to notice
that the roof is going to be created
as a single roof, even if it is created by
using multiple faces. So you will need to
keep this in mind. Not only when
selecting the faces, in which you're going
to create a roof, but also when editing
the selection. So if you select where it
says, edit face selection, you will be able to select faces that are already selected, but also, you will be able to
add faces to the selection. So the floors and the roofs will function pretty
much the same. However, a result is going to depend a little bit
more on your selection. And once again, the
elements that are created based on the mass are still independent
from the mess, which means you can
delete the mass without deleting the elements that are
created based on the mess. And since you're able to create the floors and the roofs
based on the mess. You're also going to be able to create the walls,
based on the mess. So you will be able
to do pretty much the same thing as you do with the floors,
but with the walls. However with the walls, it's a little bit different
because the walls will allow you to
change a location line, which means that you can
decide how the wall is going to be placed before
creating the wall, based on the mess, which
is very important because the different family types are created based on one
or multiple layers. As we are important for you
to know about the walls, is that since the walls are
created based on the faces, and then the walls
will recognize the faces that are
not joined together. So what this means
is that you are going to be able to see
that the walls that are created are going to follow that the sign of the
mass based on the faces. However, since the walls were only created
based on the mass, then you are going to be able to weather the walls as
you normally would. Even if they were created, was on the option that
is called wall by face. As a quick sign, remember that you can change the
detailed level and the visual style if you want to perceive the walls,
a little bit better. This means that you will be able to also it the
profile of the walls. Howe, you can actually avoid editing the
profile of the walls, by actually editing the mess, which means that you
will be able to use the tools on the panel
and the modified panel. So with this, you
will be able to have a lot more control
on your design. And as a quick signer, you can still select any of these walls in order to adit the walls by
adding on the profile. While at the same time,
you're going to still use the properties
to change values, such as the constraints
and the cross section. So you're going to be able to der the walls like
you normally would. As well, you're able to use this in order to create
a cortin system. So if you select says
cortin system by phase, you're going to be able to do the same thing
that you do with. However, if you select
multiple phases, you're going to see
that you're actually creating multiple cortin
systems at the same time. Okay. A way that you can avoid editing the
walls and the cording systems, when you already know
that design that you want to use is by
actually editing the mass or more specifically basing the joint tool
on the family editor. And this is because the
joint tool allows you to join multiple shapes of the
mass into a single one. So after using
this tool and just going to the mass once again in order for you to see how this changes the creation of the
walls and the cortin systems. So I'm going to go once again
to the architectural tab in order to sell creates
courting system by face. And with this, we're going to see that the courting
system is now going to be created based on the faces that we
joined on a single one. And this is also going
to allow me to create faces a little bit easier
depending on this design. So all of this is being said, you're going to notice that
creating elements by using the mass may actually pro
easy and pre convenient, especially because you
can update the mass, as well as the elements that are created based on the mass, which means that you can even update the levels
of your project. But at the same
time, you can update other elements of your
project such as the levels.
145. Updating The Mass: When creating your project, you might need to update
the project based on the changes that you have
done on your design, but also based on the changes that you might have done on
the mass within the project, based on, for example,
the properties. So in order to
update the project, you can simply update the elements that were
created, based on the mass. So in order to do
this, you can simply select the element that was
created by using the mass, and then select where it says, update to phase on the
model by phase panel. So with this in mind, you
will be able to update the elements that
were created based on the changes that you
have done on the mass. However, there are
changes that you might need to do by
actually it on the mass, which means that you will need
to edit the mass that you created within your project
or by using a template. So in this case, I'm
going to the mass that are loaded to this
project, or in another word. I'm going in to
the mass that was created by using a template
or more specifically, by using a conceptual mass. And in this case, what
I'm going to edit are the faces that I use in
order to create the roof, which means that I'm
going to edit what can be considered the
roof of the mass. So I'm just going to use
the tool circum mass on the to panel as
well as the tools that you can find on
the modified panel, in order to do this
a little bit easier. I Now, what doing this, you can also notice that all the lines will need
to be chained together. So before creating a
form, using these lines, and just going to make sure that all these lines are
chained together. And since these lines need
to be chained together, you're also going to notice that graphic will let you know if one line overlaps another
or in another words, if you have unnecessary lines. However, this doesn't mean you cannot select only the
lines that you want to use in order to create a form so you can
belive necessary lines, or you can make sure you're selecting only the lines that you need in order
to create a form. And once that I have done this, I'm going to create a form, basing these lines and sense on this case and actually
using constraints. I'm also going to make sure that this form is also using
the same constraints. However, something
that you will notice, so you will need to keep in mind how the form is
being constrained, which means that you will
need to make sure they are constrained in the form,
basing the references. And before finishing the mess. I'm also going to make
sure that the place of the form allows me to
use the join tool, or in an of the words, the forms are connected
one with the other. So I'm going to move
the form before adding a few additional
constraints to the form. And after adding a few
additional constraints, I'm going to use the joint tool in order to join the forms. As well, remember that you can use dimensions as a constraint, which means that
you can constrain the form by adding
dimensions to the mass, like you would do it
with the families. As well, I'm going to create additional lines on this mess by using this phase
for the placement. And this is because I'm going to use this lines
in order to create a form that I can
use in order to add one of the
phases of the mess. However, if you create
the lines without using the reference
that you needed to use, remember that you can select the lines in order
to change the host, which means that you can draw the lines by using one of the s, and then just simply
change the host applicable to that beer
for another words, a host that doesn't change the orientation or
the direction of the lines. And if you have any issues, visualizing the
lines of the mess, you can simply change
the visual style in order to perceive the elements that you might be looking for. And after changing the
host of the lines, I'm just going to finish this rowing before
using the drawing, in order to create
a form that I can use in order to add the mess, which means that I can either
use a form or avoid form. On this case, I'm just going to create a boy form
in order to dit the mass by subtracting this form from the mess
and before finishing, I'm just going to make sure that exact values for a
little bit more position. And after I have done this, I'm just going to update the mass. My loading this mess once again, and then I'm just
going to select, overwrite the existing
version, and experal values. And once that I have done
this, you're going to see, then now the elements that
we created for the mass and update based on the changes that I
have done on the mass. So with this, you will be
able not only to update the elements that we created
based on the mans also, you will be able to create new elements based on the sign. So all of this is being said, editing the mass is as easy
as create in the mass. So you will be able to create the mass they are
using for your project, which means that you will
be able to also update more than one mass
within the same project, which is going to be very important if you're
working on designs, that require multiple buildings
within the same project. However, something you're also going to see throughout
this course, is that you can even link
multiple projects together. So you don't actually
need to create all the elements of your
design within the same file.
146. Purge Unused: Okay. The projects that you can create and bit
can be very complex, not only due to the design, but also to the
amount of families or components that you can
add to the project. So because of this, there
is a way for you to avoid having necessary
information on your project, which means that you can delete families that you're not
using for your project. And as a quick sign
that you can use the type selector in order to see the family type
that you are using, or you can simply t the elements that you already place
on your project. And what you use in order
to do this is called forteUe after grading a few
elements on the project, I can simply go to
the managed type in order to show you where you
can find this option, or two. And if you selected, you are going to see
a window very similar to the one that you can
find if you use the filter. And this is because
the port and use and the filter actually
allows you to access all the elements
of your project. Now, these elements are going to be organized based
on the families, which means they use
this window in order to delete the families that
are not being used, which in return is going to delete all the elements
of the family. And as well on the fo notice, is that the elements
that are being used on the project
will not appear. So the elements that are
going to be displayed on this window are the elements that already being
used on the project. And as well, you
are also going to notice that there are a few elements that
are created out. And as a quick sign up, the families that are grayed out are the ones that I
use on the step was. So in order to delete elements that you don't want
to keep using on a project, you will have to
delete them from the project before
using fortune use. So if I delete the
following elements, you are going to notice
that if I use once again, fortune, the elements that I deleted are going to
appear on this window. Which means that I can use
the options on this window in order to the sign if I want
to delete them or not. So I can use, for example, check in order to select only a few of these
families or I can use check all in order to delete all the families that are not being used at the same time. And while doing this,
you're also going to notice the number of items
that are being selected also on this window. So with this in mind, you
will be able to delete only a few of the families
they already have a project, or you can delete
every necessary family in case they already
finish a project. So as you might have noticed, all of this will
be very useful in order to improve the
performance of your project. And after selecting
these families, I can simply select
OK in order to show you that these families are not going to appear on
the type selector, which means that the family
are no longer on the project. However, this is something
you can actually do by using control C. So if
you change your mind, you're able to use control C in order to undo the change
or in order to make sure that you have deleted the right family before saving
and closing the project. As well. So important for you to know is the sense you can use the port and use in order to have access to
all the family types. You're also going
to be able to use this with every
single family type. They already have a project, which means that this
is going to include the families and family types
that you created yourself. So regardless of how
the family was created, you will be able to use
this in order to delete it, which is going to be very
important because you might be creating multiple
families for your project. With this being
said, I'm going to create a new family
type but I can use, not only in order
to show you this, but also in order to
show you once again, that the family types that
are being used are not going to appear once
they use Port use. So you will need
to make sure that all the elements that are
using the same family or family type are no
longer on the project before using Port use in
order to delete them. As well as important
for you to notices b takes into account the
family and the family types. They are created
based on the family. So you will be able to let just a family type or
the entire family, which means that the lining
everything related to a specific family from the project or also
the litle family, which is the reason
where you're able to see on the Portunus window, the family type, as
well as the families that we used in order to
create the family type. However, the Port use
allows you to also access all the elements that are not being
used on your project. Which means they are able
to see all the elements of your project regardless if
they are selected or not. As well, something important
for you to keep in mind is that you might purge
all families by accident. So you will need to make
sure they are selecting only the families
that you want to perch while using this window. So as you may have noticed, port use will be actually
useful in many different cases. Not only because this applies to all the different families and family types that are
created for your project, but also because of the
performance due to the fact that Revit actually storage
all the families that are loaded to the project. So if your project
feels unresponsive, one of the things that
you can do is actually use port use in order
to the le families, they are not going to use.
147. Importing 3D Files: When deciding how to create
a mass or your projects, something for you
to keep in mind. Step revenue actually
allows you to import other projects in
order to create a mass, which means that you can
import another file, while creating a mass, where you're using in
place mass or place mass. So if I use in place mass, you are going to see that you actually have a tap
that is called insert. And if you go to the step, you're going to
be able to select the option that is import. And if you do this,
you will be able to select the file that you
want to import as a mess. So with this in mind.
You are going to be able to use of the files
from aditus Perros, you will be able to use
as sketch of models. So you are going to see that you can select the file as
you normally would, or you can type in the name if you're running on the name. Perros, you can filter your selection by
changing the family type. So in this case, I'm going
to be using an sketch file. And something that
you're going to notice is that the
sketch of file will also allow you to select the
layers as well as the units, the position, and the placement. Now in this case, I'm not going to change
what is set by Df. And after importing this file, you're going to see once again, that bit is going
to let you know if there are any warnings
related to the file. And after importing the file, you're also going to notice that the representation of the file is based on the def material. And as well,
something for you to notice is that you
won't be able to move this file because it's been
So in order to move the file, you would need to pin the file, regardless if you're creating the mass or if you have
finished the mass. So you can edit the mass
as you normally would. And after moving the mass, I'm just going to
select finish mass. In order for you to see so. And once that I have done this, you're going to see once again, if there are any warnings. And despite the warnings, vi is going to be able to
use the file was imported in order to create elements based on the mass as
you normally would, which means that you
can place walls, roofs and so on, which also means that
you will be able to use the options that you
have with those elements. So you can change
the location line, the join, and so on. Oh. As well, since you're creating
elements based on the mass, you will also need
to keep in mind that you can delete the
mass at any point. In order to add the
elements that you created based on the mass
independently from the mass. Now what is being said, there is a few elements that may not adjust based on
what you want to do. So for example, a, a few of the elements
can be easily created by just simply using
the mass as a reference. And as well, something
for you to keep in mind is that the mass
cannot be empty. So if you want to
use this as a mess, you will need to make sure
that the mass is not empty whether they are
curating your mass or whether they are curating
the mass based on a file. As for only for you to notice, they said rev is
going to recognize all the phases of the
mass independently, which means they are
going to be able to create elements based on the different
phases of the mass. But also, you will
be able to add those elements after
you've re created them. So as you can notice
the mass itself is pretty much a reference instead of what
determins you'll design. So this and mind, you will be able to notice how
much you can use the mass in order to create the different elements that
you have in your project, whether it is
automatically or manually. Now, with this being said, you will also need
to keep in mind that the mass is still
based on a file. So the file will still have
options that you can use, which means that you can
use the panel that is in port instances in order
to delete the layers, as well as using of options, as well as using of
options such as exploit Now, when it comes
to the options that you can use in
order to explode. You are going to see
that you can explode this file partially or fully. However, this is going to be based on how the
file is supported, but also on how the
file was created. And if you want information from the elements
within the file, you can simply use
the query in order to display information
such as the type, the layer, the stile, and so on. Awards information is actually based on files
created by artists. So if you're using a sketchu, the only information that is going to be a standard
is the layer. And if you keep using files, something else that
you need to keep in mind is that the options
that you have when importing the file
are still going to be based on the top of
file, they are importing. So if you select a
different type of file, you are going to notice that the options are going to change. But also, you are
going to notice that these options will
become even more useful depending on the file you importing because
some of these files will not allow you to change the placement of the file
after it has been imported. So if I import the filing file, you are going to see that
I'm not able to change the position of this file
after it has been imported, the same way that I could change it by using the other file. So you will need to keep
this in mind when deciding that type of file I import
from another sobwad. As a quick signer, you're going to still use some other tools or commands that you have
on the modified panel in order to make a few changes. Now, what this being said, this is something
that is also going to apply to a conceptual mass, which means that if you create a mass by using a template, you are going to see
that you will be able to import a file to
the conceptual mass. But also, that this is going to function pretty
much the same, which means that the
type of file will still determine the options
that you have available, but also how you are going to adjust the options that you have before
importing the file. So you will need to keep this in mind when deciding if you want to create a mass in place
or as a conceptual mass. However, one advice
that I can give you is that you actually use
the conceptual mass when creating a mess for
another file because you will be able to use
the conceptional mass or another files. And as a quick sign, even
though this file would not allow you to make so many changes on the
position of the mass, you are going to notice that this is still within the mass, which means that once
that you finish the mass, you can still use the tools or the mass on the modified
panel as you normally would. So you don't have to worry so much about the file
that was imported. However, it's still important
for you to take into account the type of file
that you're importing. Okay. Okay. So all of this is being said, you're going to see
by creating a mess by using a file is
actually very convenient, even though you might have a few limitations depending on the file that
you want to use. Especially because they are still going to be
considered a mess, regardless of the type of file.
148. Creating a Toposolid: The next few lessons are
going to be focused on how you use rabbit in order to grade the surfaces of your projects, and these surfaces are created depending on the
version that you are using. And this is because from
this version of Ravit these surfaces are created
by creating a top of solid. So if you have used a
previous version of rabbit, this is going to seem familiar but at the same time different. And this is because if you go to the Massing and site tab, you are going to
notice that there are two options on
this strapdown. One of them, they
will actually allow you to create a top
of solid from sketch, and the other one
that allows you to grade a top of solid from input. The one that is going to be different is the one that
is called from sketch. So if I select this ocean, you are going to notice
they are able to use the tro panel in order to grade the boundary
of the surface. So the top of solids are now graded very much the same
way. They grade a floor. So if I cancel
these two argument, you're going to see
that if I go to the architecture tab in order to select the two
that is called floor, you are going to notice they are going to have very
much the same panel. Joseph means that you can use the panel almost the same way. So you can draw the boundary as you normally would,
while at the same time, you can use the
tool circommans on the modified panel in order to edit the boundary before
finishing the boundary. As a quick signer,
I'm going to use the reference planes in order to do this a
little bit easier. I'm also going to be using
the reference planes in order to place this boundary
relative to the origin. And once I've finished
with this boundary, and just go in to select on the green check in
order to show you that the similarities
between the top of solid and the floor don't
actually end there. So you will find that if you
select the top of solid, web will allow you to use almost the same
panels that you can use in order to d the floor. And among those panels, you're going to find the panel that allows you to
eden the boundary, or in other words,
the mold panel, as you do with the floors
when you want to den, the boundary of
the top of solid. So as you can notice,
by this point, there are a lot of similarities between the top of
solids and the floors. However, those similarities that actually extend to these slopes, and this is because the top of solids are actually
based on slopes. So the only way for you
to define a slope on an element such as this one is by actually using
this slope arrow. However, you cannot use this
lop arrow by using a tail. So instead of using hi at tail, you will need to
select the option that is called slope on
this drop down. And once you do this, you
are going to see that gravit is going to allow you to change the slope of this lop arrow, which in return
is going to allow you to define this
or this element. And the result of using this slope is that
gravit is going to create lines that are going to represent the different
kinds on the domain. As well, it will have standard properties that you can change, such as, for example,
the family type. So you are going to be able to use the type
selector in order to select among the
different family types that the template currently has, which also means that these elements are part
of its own family system. And this family system
is called topo solid. So even though there
are similarities between the topo
solids and the floors, both family systems are actually independent
one from the other. And since there is a family
system and a family type, then you are also going to be able to use the
type of risk window in order to create
a new family type by using the option that
is called duplicate, which also implies
you are going to be able to win the
new family type. And once you created
a new family type, you are going to be able to sing the family type on
the type selector. And as well, the
default family types have materials already assigned. So you will be able
to change how you display the view
in order to sing a different representation of your terrain or more specifically
of the type of solid. This will actually
affect all the views of your project where there are
treaty views or duty views. So you're going to
be able to see how these elements are going to be represented on treaty views, as well as the views that you normally
using your project, such as the elevations
or the sections. And even though I haven't
covered the materials, you are going to be able to
use the rains in order to get an idea of the different changes that you can do
editing a material. And as well, since this element is very
similar to the floors, you are going to
be able to change the level that is used for the placement at
the top of solid, but also the height upset. And as a greet signer, the properties that
are grayed out will only allow you to see information
regarding this element. So you are going to be able to find the dimensions
at the level. And among the dimensions, you're going to find this low, the perimeter, the area, the volume, and so on. So these properties will be
actually pretty useful in order to wedding the position of the top of solid
on your project. In order to get information
that you might need to use for quantification
or construction, which means that an
engineer as well as an architect can actually
use this information. And since you're able to use the type bats window in order to create a
new family type, you are also going to
notice that you can actually edit this
structure of the top solid. After selecting was set it, you will have the same dit assembly window that you
have with the floors, and this means
that you are going to be able to also
use the previous in order to display the changes before applying the changes
to the family type. And something
important for you to know about the top of solid is that there is one layer that already has a check
where variable. And this is what
allows to actually represent the top of solid
as an actual surface. And this is because it will
allow the layer that has the checkbox to actually give a flat surface
on the bottom. Regardless of this, which is actually very similar to what
you can do with the walls. However, there are going
to be a few family types. They don't actually use one
of the layers as variable, and this is beg
of the materials. So all of this
being said, the top of solids are very
easy to grade, mainly because they are
very similar to the floors. However, there are a lot of
differences between both of them because you are not able to create a
floor from input. So there's a lot of functionality
on the top of solids. They are not going to
find on the floors.
149. Editing Points on the Toposolid: After creating a top of solid, you will have different options that you can use in order to add the shape of this element after
selecting the element. So after selecting
this type of solid, I'm going to be able to use
the panel that focus on editing the shape or more specifically the
shape, editing panel. And the first thing that
I'm going to be using is the option or two that is
called modify subelements. Now, this one actually
allows you to add the elements that I created
with the top of solid. More specifically,
the elements that are used in order
to add the shape. So these elements are not like the elements that make
the form on the masses, meaning that these elements that actually compose
the top of solid. And among these elements, you're going to find the points. Now, the points are
nothing more than intersection between the lines of the boundary of
the topo solid. Which means that these points
are going to be placed on the vertices of the lines
represent the boundary. And if you select
any of these points, you're going to
notice that there are controls and a value
assigned to this point. But also, that the
modified subelement panel actually has properties
that you can change. And among these properties, you're going to find
the elevation base, and on the dropdown
of this property, you are going to find current
level project based point, survey point, and
internal origin. The first two are the only
ones that are going to cover because I haven't covered the survenPoint and
the internal origin. Well the project base
point by default, is the B, the intersection between the two
reference planes. So if I leave
project based point, you are going to see that I
can change the elevation of the point by inputting the
value on this property, but also by inputting the
value on the blue numbers. So you can do this in
more than one way. And after changing these values, the terrain is going to
update based on the changes. So little by little, I'm able
to add the top of solid. Another good thing over the modified elements
span is that it actually allows you
to add a lot of precision to the changes, Bersa, but it also recognize
the values if you select multiple
elements at the same time, which means you're able to
select multiple points, us the lines that represent the boundary
of the top of solid. And as a quick signer, if you change the
values of the line, this is also going to change
the height of the points. And this is because the line
is graded by the two points, which is something
that is going to determine the height
of the other lines. As well, something important
for you to notice is that this value is actually based on the midpoint or
center of the line, which means that the on
this point is going to be the height of the midpoint
or center of the line, which is something that
you also have to take into account when deciding
the values of the points. And regardless of the
changes on these values, the top of solid
is going to have a flat pattern
surface as long as you keep using the
pattern layer as verifs, which is pretty
much the same thing that you can do with a prime. And also, the base project
is not different than the current level unless you actually change the
base of the project. So by default, the
current level and the base of the project
is going to be the same. However, you are going
to notice that if you change from project base
point to current level, then the height upset will actually change the
value of the elevation. Because now the value of the
elevation is going to be the sum of the high offset
and the original elevation. And this might be
confusing at first because the current level and the
project based point are going to display the
same exact values unless you actually change
your current level, which means that if you use current level instead
of project based point, you will see a change
if you change the level in which the top of solid
is actually placed. So after changing the level, I'm going to be able to show you then now there
is going to be a difference between using current level and the pro point. So the default height of the
current base point is zero, while the height of the level depends on the height
that you selected. And while changing these values, you are going to see that
the values on the points are going to change as well as the position on
the top of solid, but also the values on the dimensions that you
can find on the properties are also going to
change depending on the elevation base and
the level that you're using. So the information
related to the spa solid is going to change
depending on these properties. As well, you're able to
add your own points to the top of solid basing the
two that is home at point. And once I use this two,
you will be able to see. They will have the ways in
order to place this point. One is along the surface and
the other one is absolute. But also, you will
be able to determine the elevation base as well
as the plic elevation. The absolute actually allows you to place the point based on
the values of your choosing. While a long surface
will actually use the surface as a reference
in order to place the point. Meaning that one of
them will actually use the elevation base in order to determine the elevation
of your points, but the other one will use the surface as it
was elevation base. And in order to show you
this a little bit better, I'm going to place a few
points on the top of solid. And after placing these points, you are going to notice that
the values are the same. While at the same time,
you will be able to see additional lines that were
created on the top of solid. Now these lines are
in order to connect the points they are using
a different height. So these ones are pretty much
lines that make the mesh. And after using absolute, I'm just going to change along the surface in order for
you to notice that now the points are going to be using the height
of the surface as a reference in order
to blaze the points based on the value that was
assigned to the elevation. So this is going to
add the value of the elevation on the
elevation of the surface. And regardless of the way in
which you add the points, you are going to notice, you can simply change
the elevation of these points by just
simply using once again, the modified sub elements pano. So with this in mind,
you can quickly edit the top of solid by
using a specific values. And as a weak sino you
are going to notice that grab doesn't actually
delete the points, even if they're not
editing the top of sold. So you can choose to
keep the top of size later on in order to add
the top of solen later on. And while editing and the
elevation of these points, you are going to
see that the mesh is going to change accordingly, meaning that the
lines that connect these points are also
going to change, are going to be created based
on how these points can be used in order
to create a mesh or in another words,
the double solid. Now, the mesh is another
way to go the shape. However, if you have never used a software that refers
to shapes as meshes, then the meshes
are nothing more. Then the element
that is graded by the lines and the points
that are equated, where those lines
connect, in other words, the mesh is the
same thing that you can see when creating a mess. So b raised the representation of a surface on top of the mesh. So all of this has been said,
you can see that the points is actually very easy if you actually know the design
that you want to use, but also it allows you to make a few changes
depending on the side, or in other words, depending on how the project is going
to change the rain, which means that all of this is actually very
important because you will be able to grade your side by using
your own design, but also by using
references that you might already have in your project or that you get input
to your project. And this is because
gravity is going to recognize
existing references. So you are going to be able
to use elements that already placed on your
project of reference or files that you input in, in order to use them, what
grading your project. So throughout these lessons, I'm actually going to show
you how you can do this. But also, what is the
project based point, the survey point, and so on.
150. Adding Split Lines: The terrains will also allow you to use lines in order
to edit the surface. So if you select at top of
solid, you're going to in. The mid lower it says at point, there is a two that is
called at split line, and the split line
will simply allow you to create a line that
will edit the surface. And the way this
line actually does it is by using or
creating the points. So the points that are normally
used in order to create a line can be also used in
order to edit the surface. Additionally, you're
not able to place lines outside of the boundary
of the top of solid, which means that if I try to place a line outside
of the top of solid, this line will be created within the boundary
automatically. So if you use these two argument without using existing points, you are going to end up with three different
elements that you can use in order to di
the top of solid, including the split line. So you can select any of these elements independently
in order to change the elevation by using
the blue numbers or by using the modified
subelements panel. As important for you that the default values
are going to be based on how the split
line was created. So for example, in this case, the point that was
created first is going to use the height of this
point on the top surface, while the point at the end is going to do the same
on the opposite hive, while the line is going to take its value on the midpoint
or center of the line. Additionally, you
are going to see the split line or recognize the boundary terrain
as a reference, which means that
you can also use the lines that are graded once you edit the top of
solid, or in another words, you're going to use
the lines that gravit grades in order
to grade the mesh or the top of solid in order to create the top of
solid or the mesh, as you can do with the boundary. So the lines and
points that make the surface at the top of solid can be used as a reference. And this also means
that if you use these lines within the
boundary at the surface, then this are going to
be using the height that the top of solid
actually has on those points, which also means that these
points are not going to have an exact value on
the surface unless they define those values
after grading the lines. So you are going to be able to define the elevation
of the lines as well as the points
that are graded by the split line after
grading the lines. So you are going to be
able to use these lines in order to read the rain
based on your project. I and since you're able to use existing references in order to move the points, then you are going to
be able to actually create the base of your project on the
terrain at any point. You choose a means to use these lines in
order to define how the terrain is going to function based on your
design or vice versa. If you use your project
as a reference, when editing a terrain. We chose a means, they
can create references at any point in order to use them when editing on
the top of solid. And in this case, you
are going to notice they can use the model
line as a reference. We chose a means that you
can use the detail lines. So you are going to sin
that you can simply use, but you already know
about the floors. And as a quick
sinner, remember that the files that are
imported from a software such as arroga uses model lines on bin
or in another words, the lines that are created in software such as Surroge are converted into model lines once the file has been imported. As aqui singer when selecting the references or
the top of solid, remember that you can use
the filter in order to avoid selecting
unnecessary elements. Now with this in mind, there are a few options that you can
seeing one edit the rain. So just, for example, an option that is called preview points, which will allow you to display the points that you can use in order to edit the surface without selecting where it says, modify elements or the
top of Sol as well, you can always change
the elevation base of these points in order to help you the top of sold
based on your project. However, you are going to notice that in order to
select these points, you actually need to
hover the points, which means you are not able to select these points as
you normally would. So you won't have access to selecting multiple
points at the same time, even though you can use tap on the keyboard in order to help
you with your selection. And as a quick sign,
you can also use the option that is called Big
supports on the surfaces. However, you might
never get to use this because this is
actually intended for structural supports. So unless you place atop a solid on top of an
existing structure, you most likely will never
get to use this option. An example of this would be a green roof or a garden
within a building. And if you want to reset
the changes on the surface, you can simply use reset
shape on this panel. So all of this being said, you can notice that editing these elements is
actually pretty easy, even though it might be a
little bit confusing because many of these tools or options carry over from the floors.
151. Editing a Toposolid using a Mass: There are many different
features and tools that can be used in many
different family systems, and this is what allows
you to use what you learned from the families
on the mass and vice versa. So on the top of Solem, there are also going to be features and options
that will carry over, especially because you can use a mass in order to
edit a top of solid. And I'm going to show you this by creating a mass
on this project. While grading the
mass, you are going to notice that I'm using
the placement plane, the level in which I already
placed the top of solid. And after drawing the lines, I'm just going to
create a solid form that I'm going to
use on the mess. And since the mass is going
to ing the top of solid, I'm going to make
sure that this form actually intersects
the top of solid. And once I have done this, I just going to select on the green check before
using the two or command, let's go cut and
after doing this, I will be able to cut the top of solid by using the mess as well, I'm going to change the
visibility settings of the mess in order for you to see this a little bit better. So as you can
notice, the mass in this case are actually
adding this element. And since you can use the mass, in order to wet
the top of solid, you are going to be
able to wet the mass in order to wetting the shape
of your terrain even more. Additionally, the mass is also going to take into
account the layers which will allow you to
cut layers of the top of solid on a specific
parts of your project, which is going to be very
useful because you can create a mass with a very specific
shape, and more importantly, because you will be
able to use this in order to create dons
on the surface, which means that
you can even use this in order to cut
the barren layers. The use of the mass on the top of solid might see
confusing at first. However, a mass is
actually easier to add, which means that editing
a mass is actually easier than editing most of the other forms. And
creating revenue. So the amount of control that the mass is going to
allow you to have on your project is better than the alternatives that you
will have in other softwares. However, you always have
to take into account the visibility of the mass
in order to avoid confusion, not only when editing the mass, but also when you want
to see the result. So when editing
the top of solid, you are going to notice that the mass will continue
to edit the top of solid regardless
of the changes on this element as long as the mass connects
with this element. I supposed notice that the mass is that the mass
doesn't actually need to be within the boundary
of the top of solid in order to subtract
from the top of solid. And this is because
it only needs to connect with some part
of the topo solid. So you can actually grade multiple topo solids that
might be using the same mass. However, using multiple topo
solids is necessary when you consider how much control you actually have
on a top of solid. So you can simply grad a very complex topo
solid that uses a mass only to ed a specific
region of the topo solid. We chose a means that
you can actually use multiple masses when editing
a single topo solid. As well, this is not actually the only thing that you
can do in order to edit the surface because
you have a two or demand that allows you to
do something very similar. However, this one actually adds instead of subtract
throughout the course, I'm going to show
you how you can add elements to
the top of sold in order to add more details by adding additional
forms to the surface. I'm just going to reset the shape in order
to show you once again how you can edit the
top of sold by using a mass, which is something
that you can apply in order to create basement, a house, a subway, or even underground floors. So with this in mind,
you are going to be able to use the top of solids
with a lot more complexity. As a greek signer, the
placement of the top of solid is actually based on
the top of the surface, meaning that even though the values of the
structure are positive, all those values are going to go on a downwards direction. And in order to show you
how you can use the mass, in order to create a tunnel
on a top of solid and just going to edit the layers of an existing top of solid. And after I have done
this, I'm just going to create the mass and
I'm going to be using in order to edit this element. We writing demands. You're also going
to see that vet actually recognizes the pass of the topo sold as a reference for drawing the lines that I used
in order to create a form. So you will be able
to use a treaty view in order to do this
a little bit easier. We chose some means you
are going to be able to use the other views of the
project if you want to, as you will normally do it with any other family that
is created in place. So the way that you create
demands is not actually going to change just because you
use it to a top of solid. And since the masses also
allows you to use constraints that you will be able to even constrain the mass
to the top of solid, which means that the
changes that you do on the extent of
the top of solid will also affect the
mass without you having to edit the mass
as you normally would. So all of this being said, you're going to sing that the
mass will be pretty useful outside of the creation
of conceptual projects, especially once you consider the fact that you
can use constraints and parametry on a mass that is graded in place, but also, since you're able to use this on a mass that is rated
model in place, then you are going to sing that you will be able to
create a mass using the family editor in
order to use it the same way on one or
multiple projects.
152. Using Sub Divide: On this lesson,
I'm going to show you how you can add more detail to the top of solid by actually adding additional
elements to it. And the way that you
do this is by actually using a two that is
called subdivide. And in order to use this tool, you actually need to
select a top of solid. So once I select
the top of solid, I'm going to be able to use
the subdivide two in order to add an element that
is going to be placed on top of the
existing surface. And this is because this element is actually placed based on the placement of the
top of solid or more specifically, based
on the top layer. And the way they actually define the element is by
using the chop panel. So I'm going to be able
to use the same tools or ends that I have been
using with elements, such as the floors in order to create the
boundary of this element. And once that I have done this, I'm just going to
position the element, based on the design
that I'm going to use. And then I'm just going to
select on the green check in order to show you how this
element actually looks like. So after this, I'm
just going to open the GDB in order for
you to see the element, but also how to
use the properties in order to the element. So the changes that
you can actually do basing the properties are the material that's subdivide
he and hurricane turns. The material is something
that I haven't covered. However, the subdivide height is the height of the element
on top of the surface. And I'm going to
illustrate this by grading the additional elements
that would be used instead of the top layer of
the rest of the top of sold, or in other words, the
element that is going to function as the top layer
of the remaining surface, which means that
I'm going to select once again, the top of sold. So I can use once again, the subdivide two in order to grade the following
elements on this element. And in order to illustrate
this a little bit better, I'm going to add it a
little bit the element that I created in order to show
you a couple of things. One of them is that you can have an element with
multiple boundaries, but also that you can create multiple elements on top of the surface of the top of solid. While at the same time,
every new element that you create on top of the surface
can also use as a reference, existing elements, which
means that you can use constraints and also biometry with these elements as
you normally would. You're also going to notice that regardless of the
boundary that you create, these elements are
always going to be placed on top of the surface. So you're not actually able to change their placement
on the surface. Additionally, the properties of these elements are going to be independent
from each other, which means that you can
change the height of each of the elements as
well as the materials. And also something for you to notice is that on
the properties, you will find the dimensions
of these elements. So you will be able
to find the volume, the elevation at top,
and the elevation at And after finishing
this element, I'm just going to edit the extent elements
before creating new ones. And this is because
these elements are going to be used in order
to represent a strip. So I'm going to create
the basic elements that I use in order to represent
the strip on a project, which means that after
editing this element, I'm just going to create a new one for a different
part of this. And as a quick sign, you're
also going to see that these elements actually
use family types, which means that these elements function very much the same way as the shapes that you
can create on the families. And once I have done this, I'm just going to edit
this element based on what it's meant to represent.
Now while doing this. You're also going to see that you can edit
the properties, what grading the element, Water grading the element? What the property that
is co inhered contour, will you simply allow the additional element to inherit the contour
of the top of solid, this means that when you
add the top of solid, you are also going to edit
the elements that are created based on the surface of the
topo solid or in other words, the elements that are
created by using the two, that is c of dive. Or in other words, how these elements are
going to inherit the changes that I do on the
surface of the top of solid. So these elements are really useful because before
this special grabbing, you actually have to do
this by using families, the word model in
place, or even floors. So you have to use other tools in order to get the same result. So what these tools
actually does is that they actually
create an element that always uses as a
reference on the surface of the top of solid
in the same way that an extrusion
would actually use a phase of a reference
while creating your family. And now, I'm just going to add the element that is meant
to represent the strip. So I'm going to
select the top of solid once again and
then I'm going to use the subdivide two in order to use the tools that you can
find on the dra panel. And while creating this element, you're going to see that
the elements can only be created within the
boundary of the top of solid. So the boundaries of these
elements cannot be outside of the host and the reason why creating the actual strep is in order to show you that you cannot actually use
negative values on the subdivide height, which means that this
element cannot be used to subtract on
the top of sold. So because of this,
you will need to use a different method
in order to do this. So one method that you can actually use is actually create the top layer of the top of solen as an additional element, which means that instead of using the top layer
of the top of solid, you actually use the layer below that as the top of the top sold. So the top layer of
the top of solid can be created an
additional element. So this is an actual work
around to this limitation. And before creating the
soup element that is going to represent the
street of the side. I'm just going to
select the topo solid in order to edit the topo solid by on the tools and
the shape, edit in panel. And the reason why I'm
going to do this is to show you how the
property that is in here contour actually affects the type of elements
on the top of solid. So I'm going to make a few
changes on the top of solid, knowing that the topazlid
is going to pass these changes to
the elements that are created based on
the top of solid, or in other words, how
these elements are going to inherit the
changes of the topo solid. However, this workaround
only functions if you remove the top
layer of the top of solid because as you
might have noticed, the top of solid also is used to represent the side on
sections and elevations, which means that you
will need to take into account how you're going to represent the terrain of the project while doing this. As a quick designer,
remember that if you want to subtract
from the top a solid, you can actually use a mes, which means that you can use the mess in order
to subtract from the top of solid before and after creating
these elements. However, the mass will
still need to take into account the changes on the
surface or in another words, the contors now in this case, I'm just going to show you
the result of using this work around without actually editing the layers on the top of solid. And this is because
editing the layers works the same way on the top of solid as editing the
layers on the floors. But also, because in this case, I'm not actually adding the
materials to these elements, which means that I'm not going to use this topo
solid on a project. So I'm just going to
use the topo solid in order to show you how you
can add these elements, but also how these elements are represented on other views of the project that
you normally would be using to represent
your project. So all of this being said, the tap of solids are easier to use than the terrains
that you created on previous versions
of gravitEspecially because now you can
use the subdivide in order to add additional
elements without having to use tools mess that are not related to the sip or in other words, workarounds, such the
families model in place, the floors, or even a mess. So using the elements is
actually more convenient. Actually, once you take
into account the way that represents the top of solid and the elements
that I'm creating, which means that these
elements are represented in a way that they can be used on the sheets
of your project.
153. Creating the Site Using Existing Files: On this lesson, what I want
to show you is how can you use files that you already created in order to
create your site. And this is because the tap of surface actually
allows you to use references that you
have on the project or that you load to the
project as a reference. And in order to do this,
I'm going to go to the Insert tab in order to input a file that
you already created. Once I open this window, I'm just going to select the file as well as
the options that I'm going to be using in order to place this file
on the project. That's a quick signer, you can specify the layers that
you want to input. But also, you can change
the position of the file, based on the options
on this window. And once they're finished
with the options that you can use in
order to load the file, you are going to see
that now the file has been placed on the level
that is set by default. Since the file that has been
inputted is actually pinned, I will need to remove the pin
in order to move the file, which means they're
going to be able to use the tools on the modify panel as well as the Rs
and the keyword. So in this case, I
just going to change the position of this file before creating
the top of solid. And one advice that I can give you is to actually
create the top solid based on the size of the reference, or
in another words, a little bit bigger than the
file that has been inpoted, which in this case is
actually very useful because the side actually includes the surroundings of
the construction. A And a few things for you to know about using references with
the top of solids. Is that the type of solids
will recognize files and references you already have on the project or that
you actually import it. However, the files that you
importing from supper such as Surroge are actually perceived
as a single element, which means that if you
create at top of solid, you won't be able to use poem in order to edit the top
of solid based on the file. So before, editing
the top of solid, I'm also going to be using the oceans that
you have with this file, so I can use it as a reference, which means that I'm going to
select the file that I just inputted and then I'm going to explore the file
as much as I can. And once I have done this, you are going to notice
that now the file has been exploded into lines where
you can actually select, edit, and also use
as a reference. However, I'm also going to group all these lines because all these lines can get in the way. If you are going to create a project on top of
the top of solid, which is something that you
can avoid by using groups. So with this in mind,
I'm just going to select all the lines on this project
in order to create a group. So in order to do this, I'm
just simply going to a void, edit on the top of solid
and then I'm going to use a selection box and
a view in which I actually able to see all
the lines at the same time. And then I'm going
to use the filter in order to make
sure that I'm only selecting the elements that we creating after
exploding the file. And also I'm creating the groups in order to show
you how you can handle the files that you import to a project in case that you
want to use as a reference. So this is something that
I would do with files that I use when creating
the site of the project. And after this, I'm just going to select the
name of the group. So after doing this and
just going to start adding the coins that are
going to add the top of solid. While doing this, you
are going to notice that you can use absolute
or along the surface. And since on this case, the entire surface
is actually using the same height and just simply going to use
along the surface. However, this might be confusing at first because you
still have to take into account if the next spot of the surface actually has the height that
you're looking for. So because of this, you might just simply want
to use absolute. And as a quick singer, if you have any issues
with the reference, remember that you can
change the visuals down in order to visualize the
reference a little bit better. And since the points are now use the drawing that are
inputed as a reference, you're also going to be able to see that you can actually select the points that will make the top surface easier to grade, which also implies that you can simply change the
height of the point by using the at point panel to the bewe or even
on tree de bus, which means that you can also change the view they
are currently using, not only in order
to see the result, but also in order to edit
or place the points. As well, remember
that you can change the height of the points of
the grade and the points. So you don't actually have
to keep the values of the points that you assign at the moment that you're
grading the surface. Now with this in mind, I'm
not actually going to finish the entire surface because the process is going to
be pretty much the same, which means that there is not going to be a difference
between what I'm doing right now
and what would you need to do in order
to finish this. However, while working
in your projects, you might find files that you already have or that they
have been given to you. And one of these file
the file that you need to use in order to grade
the side of your project. So because of this,
Rabbit also has the option in order for you
to grade at top of solid, by using an existing file. So if you already
have a file with the values that you
are going to be using, you can simply import
the file in order to create a top of solid
based on this file. So in order to show
you how to do this, I'm just going to go
to the Insert tab, and then I'm going to input another file to the
project how this time, it's going to be a file that already has the information
that I'm going to be using in order to
create the top of solid, which means
that this file. A treaty file. So once
I selected the file, I'm just going to
select an open, and then I just going to leave all the layers of
the file because I make sure that this
file didn't have unnecessary layers before
importing the file. And after importing the file, you're also going to notice
that the file has been placed based on the level
that was selected by default, but also, but in order
to move the file. Need to Up in the file. So in case that you have any
issues with the placement, you can simply use the tools on the modified panel
in order to change the placement or you can use the properties if you know the values that
you want to use. And in order to use this file, in order to create
a top of solid, I just need to go to the
Masan site in order to select the option that is called grade from input
on the strap down. And once I have done this, you are going to see
two additional options. One of them is grade from CAD and the other one
is grade from CSB. In this case, I'm
just going to select grade from cap because g of
the file that I inputted. And once that I have done this, you are going to notice
that you are able to select the layers
that you want to use in order to
create the topo solid and once I've done this, you're going to notice
that the top of solid is actually grading in the same way as a normal
topo solid around this case, the grading the surface at the top of solid
plays on the foul, which also means that the top of solid is going to
function like any other. So you can change
the family type that is assigned to
the top of solid. Which also means that you can
ding existing family types, but also that you
can create new ones. And more importantly, you
can keep editing the top of sold by editing the
boundary or the elements. So you can say the
grading at top of sold based on
existing references, is actually pretty easy, even though it might seem
a little bit tedious when you don't have a tre
file or in another warrant, when you cannot simply create a top of sold by
using a treaty file, where there is a cat
file or a file that has the information that you need in order to create the top of sold.
154. The Graded Region: The top of solids, they
create and b are just to the design or to the surface that they
are going to represent. However, they are not able
to do both at the same time. And because of this,
there is a tool that you can use in order
to create a copy of the top of solid that is meant to be used
to either have a copy of the original top
surface or in another words, the original site, or
it allows you to create a variation that you can use in order to work on your design. And this tool is graded region. And in order to
use the graded reg going to create a top
of solid that I can use in order to show you the different options that you have while up in
the top of solid. So I have to create
on the top of solid, I'm just going to go to
the Massin and sit tab, and then I just going to use the tool that is
called a region. And once that I use
the graded region, I'm going to be able
to open a window, which will allow me to choose the way that I want to
copy the top of solid. Not the first option allows you to create an identical copy, which means that it's
going to copy the points, as well as the boundary. And this one is very
useful because you can keep editing the
top of solid as you normally would without worrying
about the top of solid or side that you have from
the beginning. Right away. You are also going to be
able to notice that you can have both type of
solids at the same time. However, the presentation of the tap of solid
that was created by its en graded region
is going to be a little bit different in
order to avoid confusion. Wine quick sign, Ramer you can cover the elements
on the project in order to have a textbox with basic information
of that element, as well, you can use
tap on the keyword in order to make your selection
a little bit easier. And before showing
you, I'm going to move the toposlPo I'm
going to make sure they're able to differentiate between one topo sole
and the other by grading a family type for this toposlid because otherwise, both topo solids are going to be using the
same family type. So not only going to
grade a new family type, but I'm also going to
make sure that the name represents the use of this topo solid is going to
happen the project. Now as well, you
are going to notice the sense this is an
actual topo solid. You are going to be able to
use the properties in order to change the level in which this topo solid
has been placed, which is pretty much the
same thing that you can do with the original topo solid. And this also implies that you can keep using the
options that you have on the shape editing panel and the
topo solid shaping panel. Now I'm just going to use the second option that you have after using graded region. So after selecting where
it says graded region, you are going to see that the second option
only allows you to grade a top of solid based on the boundaries
of the solid, which means that it's
not going to copy any of the points on the interior
of the top of solid, which is actually pretty useful if you're
creating a top of solid that you are going to be using just for the
design of the project, or in other words, when you
are going to edit the site without actually
taking too much into account the original surface. In other words,
when you're editing the tap of solid, just
based on the design. Now as a click signer, this representation is actually based on the graphing settings. So once I show you
the graphic settings, you're going to be able
to see how you can change the brains and many of the
elements on your project. So all of this being said,
you're going to see. The both options are
actually different. However, both of them are still going to grade
at top of solid. They can be used for different purposes while
working in your project.
155. Contour Display: RBD allows you to change the representation
of the topo solid, and this means you are going
to be able to actually change the way
that you represent the surface at the top of solid, based on your country region or based on the project
that you're working on. And this is even more important
if you're an engineer, and this is because
as an engineer, you want to make sure
that you're able to represent
information accurately, but also based on
your profession. With this in mind, I'm going to create a top of solid based on an existing file so
that I don't have to create a top of
solid for sketch. So after importing this file, I'm just going to
position the file before creating a top of solid
based on this file. So once I select this option, I'm just going to
select create from K before creating the topo
solid, based on the file. And once the file
has been grading, I'm just going to delete
the file that I imported before editing the representation
of the top of solid. And this representation will actually depend the
beat you are using. So if the bed you are using actually cuts through
the top of solid, you're going to get a
different representation than the one that you
have on the side. So in order to show
you all the lines that are created on the surface, I'm just going to open the side bead and once
that I have done this, I'm going to select
the top of sold before opening the types window. And on the type
everybody's window, you are going to find a standard properties
also a property that is called contour display. And this one actually
allows you to change how the contours are displayed
on the top of solid. So I'm going to sell a
grasa set in order for you to see how you can change
the contour display. And once I've done this, you are going to see the
values that I use in order to define the representation
of this element. And on this top of solid, you will actually
have two sets of lines or in another
words, two rows. So each of the rows
can be actually use in order to change how the
contour lines are created, and the default
values are going to match the values that you
are using on the points. Now these values seeing
off isen at first. So because of this, I'm going
to disable one of them, which means that I'm going to check next to the values that determine this lines and
once I have done this, you are going to see that only some of the lines
are going to remain. And I'm going to change how the remaining lines
are going to be displayed in order
for you to see how these values relay
one with the other. Now this may actually
be confusing at first between the interbo, this star and this stop. So the interbo is nothing more than the spacing
between the lines. While the star is the one that determines from where these
lines are going to begin, taking into account the
placement of the top of solid. While this stop is going to
be where these lines are no longer going to be graded based also on the placement
of the top of solid, which means that the
placement of the top of solid actually has a
difault value of zero. So in this case, the star is
negative in order to make sure the lines are graded below the placement
of the top of solid. While the positive value on this stop is in order
to make sure that there are lines graded above the
place. The type of solid. So changing these values
is actually going to affect how the contour
is actually display, which is sending the notes
if you select on a plane, and then once again on apply on the types window after
changing these values. And with this in mind, you're also going to notice that you can change from multiple
values to single value, which means that you
can have a single line or multiple lines
at the same time. Now with thisN
mine, there is also going to be the option
of subcategory. Now the subcategory
only allows you to change how the line is
going to be displayed. Now this will actually change based on the
graphic settings. So by defo you might
not actually see a change even if you
change the detail level. And among this, you can find the hidden lines,
the common edges, the folding lines,
the primary contour, secondary contours,
and split lines. So this option will
change a little bit, the appearance of
the top surface if the line types can be viewed accordingly
to their properties. Or in other words,
if the properties of the view on display them
the way they are intended. And since up to this point, I haven't covered the
graphic settings. I'm just going to avoid using additional subcategories than the ones that
were already assigned. However, I'm going to show you all these values and also apply to the other lines that you can display on the surface
of the top of solid. So what is being said,
you're going to notice that even though this might seem a little bit
confusing at first, it's actually quite simple because the only thing that
you are actually changing is how many lines do
you actually want to see based on the values that you want to
use on your side, which is something that is
going to be very important because this is going to affect how you present
your project to others, but also the construction
of your project. And as I mentioned before, says these lines are actually based on the placement
of the top of solid. You're also going to notice
the changing the placement of the top of sold is also going to change the
contour display. So if I change the height
upset or even the level, these lines are going to appear
at a different position. So you will have to keep in
mind not only the values you are using but also the
placement of the top solid. At the same time. If there are specific lines that you might need to have
in your project, you can also use the
options on this window in order to insert or
even delete the lines. So with this in mind,
I can even create a single line that is meant to represent the placement
of the top solid, which means that I'm going
to be able to grade a line that is going to be placement, while at the same time,
remember that you can change the sub category in order to change how this line is
going to be displayed. Something that you might
have noticed is that this is very similar to the
floors and the walls. So you can get
different results. Depend on these layers
or in other words, these are layers that
can be used to change the appearance of the surface independently from each other. So all of this has been said, the display of the
lines on the surface of the top solid is
actually important because of the
information that it provides to the other members of the project or
those who are going to be in charge of
the construction. However, there is a few things that still need to core
in order for you to see how you can add a lot more
precision and quality to the presentation of the top solid as well as your projects.
156. The Site Components: RBD allows you to change the representation
of the topo solid, and this means you are going
to be able to actually change the way
that you represent the surface at the top of solid, based on your country region or based on the project
that you're working on. And this is even more important
if you're an engineer, and this is because
as an engineer, you want to make sure
that you're able to represent
information accurately, but also based on
your profession. With this in mind, I'm going to create a top of solid based on an existing file so
that I don't have to create a top of
solid for sketching. So after importing this file, I'm just going to
position the file before grading a top of
solid based on this file. So once that I
select this option, I'm just going to
select create from K before creating the top of
solid, based on the file. And once the file
has been grading, I'm just going to delete
the file that I imported before editing the representation
of the top of solid. And this representation will actually depend the
beat you are using. So if the bed you are using actually cuts through
the top of solid, you're going to get a
different representation than the one that you
have on the side. So in order to show
you all the lines that are created on the surface, I'm just going to open the side bed and once
that I have done this, I'm going to select
the top of solen before opening the types window. And on the type
everybody's window, you are going to find a standard properties
also a property that is called
front door display. And this one actually
allows you to change how the contours are displayed
on the top of solid. So I'm going to sell a
grasa set in order for you to see how you can change
the contour display. And once I've done this, you are going to see the
values that I use in order to define the representation
of this element. And on this top of solid, you will actually
have two sets of lines or in another
words, two rows. So each of the rows
can be actually use in order to change how the
contour lines are created, and the default
values are going to match the values that you
are using on the points. Now these values
see sing at first. So because of this, I'm going
to disable one of them, which means that I'm
going to check next to the values that
determine this lines. And once I have done this, you are going to see that only some of the lines
are going to remain. And I'm going to change how the remaining lines
are going to be displayed in order
for you to see how these values relay
one with the other. Now this may actually
be confusing at first between the interval, this star, and this stop. So the interbo is nothing more than the spacing
between the lines. While the star is the one that determines from where these
lines are going to begin, taking into account the
placement of the top of solid. While this stop is going to
be where these lines are no longer going to be graded based also on the placement
of the top of solid, which means that the
placement of the top of solid actually has a
difault value of zero. So in this case, the star is
negative in order to make sure the lines are graded below the placement
of the top of solid. While the positive value on this stop is in order
to make sure that there are lines graded above the
place. The top of sold. So changing these values
is actually going to affect how the contour
is actually display, which is sending the UN notes
if you select on a plane, and then once again
on a plane on the types window after
changing these values. And with this in mind, you're also going to notice that you can change from multiple
values to single value, which means that you
can have a single line or multiple lines
at the same time. Now with this in
mind, there is also going to be the option
of subcategory. Now the subcategory
only allows you to change how the line is
going to be displayed. Now this will actually change based on the
graphic settings. So by Tipo, you might
not actually see a change even if you
change the detail level. And among this, you can find the hidden lines,
the common edges, the folding lines,
the primary contour, secondary contours,
and split lines. So this option will
change a little bit, the appearance of
the top surface if the line types can be viewed accordingly
to their properties. Or in other words,
if the properties of the view on display them
the way they are intended. And since up to this point, I haven't covered the
graphic settings. I'm just going to avoid using additional subcategories than the ones that
were already assigned. However, I'm going to show you all these values and also apply to the other lines that you can display on the surface
of the top of solid. So what is being said,
you're going to notice that even though this might seem a little bit
confusing at first, it's actually quite simple because the only thing they
are actually changing is how many lines do
you actually want to see based on the values you
want to use on your side, which is something that is
going to be very important because this is going to affect how you present
your project to others, but also the construction
of your project. And as I mentioned before, these lines are actually based on the placement
of the top of solid. You're also going to notice
the changing the placement of the top of sold is also going to change the
contour display. So if I change the height
upset or even the level, these lines are going to appear
at a different position. So you will have to keep in
mind not only the values you are using but also the
placement of the topo solid. At the same time, if there are specific lines that you might need to have
in your project, you can also use the
options on this window in order to insert or
even delete the lines. So with this in mind,
I can even create a single line that is meant to represent the placement
of the top solid, which means that I'm going
to be able to grade a line that is going to be a the
same height of the placement, while at the same time,
remember that you can change the sub category in order to change how this line is
going to be displayed. Something that you might
have noticed is that this is very similar to the
floors and the walls. So you can get
different results. Depends layers or
in other words, these are layers that
can be used to change the appearance of the surface independently from each other. So all of this has been said, the display of the
lines on the surface of the top solid is
actually important because of the
information that it provides to the other members of the project or
those who are going to be in charge of
the construction. However, there is a few things that still need to core
in order for you to see how you can add a lot more
precision and quality to the presentation of the top solid as well as your projects.
157. The Parking Components: The top of solid can
be used as a hose for different components
because it's very similar to the floors. And one of the categories
that you can use on the top of solen is
the parking component. Now the parking components
are the ones that are actually used in order to define certain areas
of your project, such as, for example,
the parking lot, so you can actually create the parking lot of your project by using the stop of family. Now the parking component can be found on the
massing and sit tab. So after creating the stop of solid and just going to
go to the massing and site tab in order to
show you where you can find the tool that allows you to place the parking component, but also what a parking
component actually is, after selecting these two, I'm going to be able to place a component under this category, by using the top of
solin as a host. So if I select this component, the properties is going to display the top of
solin as a host. And since the top of
solid is the host, but you can edit the host
as you normally would, and the parking component is going to adjust to
the top of solid, which is something
that is also going to apply to the elements
that you can create, by using the subdivide. So if you add additional
elements to the top of solid, you are going to notings
you can use this to once again in order to place these components on
the top of solid. However, this
component is going to recognize the sub elements
that are grading, but it's on the subdivide, which means that
even though you are placing this component
on the top of solen, this component is still able
to use the sub element as a host because the sub element is not part of the top of sold. So I can edit this additional element as I normally would, and the component is still going to adjust to that element. Now with this in
mind, you're going to see that if you add
the top surface, the parking component is going to change the
host that is using. And this means that
this component is going to be using the topo
solid as a host. However, you can always
change the host that you're using by just
simply using p new host. So you don't
actually have to use the host that is
assigned by default, and this actually functions to all copies of the
same component. So you can actually create the parking area of your project and then just simply adjust those families for
the topo solid. This means then
changing the host, sometimes sexually
necessary with families, such as this one, because they actually use the topo
solid as a host. So many of these families
don't actually use Bdfone sub elements that can be created on the
surface of the topo solid. As well, since these
are components, you're going to see once
again that you can keep using the type selector
in order to change the family type that you
want to use in your project. But also, you can actually
open the Type Arbais window in order to see the
family system that is being used as well
as the family type. And this also means that you can use the standard options on the Type Prpas window
in order to create a new family type or in order
to rename a family type. So with this, you are going to be able to create
your own family type. Normally would. And
then just simply edit those family types without
editing the existing ones. And since this is actually
standard among the families, you are not going to see that much of a difference
between what you can do with these families and the other families
that have used before, regardless of the
discipline or use. Additionally, since the parking components
actually need a host, then bin is going
to automatically assign a host if the top
of solid is deleted, which is the same thing
that happens if you also delete as an element that you
might be using as a host. So all of this
being said, you can easily place the
components that you would normally be using
for the parking your project on the parking
area of your project.
158. Family Categories and Parameters: This lesson is a quick reminder of how you use families from the library or more
specifically the families that are used with
the S component, which means that this lesson is in order to show
you how you can add the components that are created for the
site component two, the mazing and stab, also, how they use the
different elements that you can create
on your project, with the components
graded for your site. So in order to do
this, I'm going to create a floor and
a top of solid. And this is because
a floor a top of solid can be used as host
almost the same way. So once I created the floor, I'm just going to create
a simple top of solid. And once that I created the
boundary of the topo solid, I'm just going to select on
the green check before using the massing and sit tab in order to place
parking components. So once that I select the
parking component to, you are going to notice
that I can place these families on each of these elements like
I normally would, which means that they
are going to be using these elements as a host
and once that I place these elements also going
to see that you can use the type of window in order
to sing the family system, as well as the family type, but also that you can
load a family that is also considered a parking
component by using this window. However, you do have
to keep in mind that not all the families are
using the same category, even if the intend to use
is almost the same one as other families that you might already
have on the project. If you try to load a family, there is no use in
the same category. Ravid is going to
give you an error, which means that if I
select this family, and then I select Chris open, Ravid is going to display
a window that lets you know that this family is not
in the correct category, which means they won't
be able to load, family to the project by
using the family ties window. So once again, this is
way for you to load. Any family if you're choosing to the project is by going
to the Insert tab, and then select Gray
says, Love family. And once you have done this, you are going to see that the
family can be placed as you would normally place any
other family or your ponen. And in order to
show you the reason why this happens a
little bit better, I'm going to select the family that I just loaded
to the project in order to use the
family category and parameters window. So once I'm the family editor, I'm just going to
use the great tab in order to select the tool
that opens this window. And once I have done this, you are going to see the
category of the family. So with this, you
will be able to see which category
you will need to use in order to load one of the families that is related
to the same category. So in order to show with
this a little bit better, I'm just going to
los the family, and then I'm going to
use the site component two in order to show
you that you can use the type pis window in order
to log any other families that is used in a
category that is actually used with
a site component. Once that I selected
this family, I just have to
select open in order to use this family with
the SI component two. So if you select a category that is recognized by
the SI component two, you are going to be able to use the s component in order to place that family and any other family under
the SN category, which is something
that you can notice if I select once again, where it says symponent and
once that I use this to, I'm going to be able to use
the tie selector in order to select among the families that are using the same family tie. But also, I'm going to be able
to keep using the type of window in order to load addition of families
under the same category. As well, you can also
load a family by selecting what it says
load family on the Spano. So if I select what
it says, load family, you are going to
be able to notice you can do pretty
much the same thing. Or in another
words, you can load an additional family
under the same category. So all of these, you will
be able to see which families are actually
considered si components. But also have these
components also use elements such as the floors
and the topo solids and ahs. All of this might be
confusing at first. However, you can always use the insert tab if you
have any confusion. And as well, there is a
family that you can use in order to represent human
beings on your project. And this one will only
display the image that is used on the family if you
change the visual style. So after changing
the visual style, you're going to see how the family actually
looks like for so that you can use the types window in order
to see the family type, the property that is so high, and also the option that allows you to add
the appearance. And among these objects, you are going to be able
to see that you can actually change the
appearance of this family. Now the changes
that you can do in this family are going
to be fairly standard because these families
haven't actually changed among the different
versions of Rabbit. So these ones are mainly used in order to represent human
shapes in the project. So all of this being said, you can see that the si
components are easy to use, but also that they actually
save you a lot of time while representing standard
elements of your side.
159. Placing Callouts: Now when you present your
projects to somebody else, you might actually need a
few details of your project. So in order to add details, you need to go to the view tab, and on the view tab, use
the color to commend. And once you have used
these two argumen, you just need to
draw the boundary of the ditto or the color
on the model space. And as a quick signo,
you can create this color the same way
that you draw a rectangle. The creating the
callout, you're going to notice that there are
a few similarities between creating
details sections or elevations because
you're going to be able to use the modified
tab for the views. So if you use the crop,
you will be able to have this window in order to
change the crop region. So with this in mind, you
will be able to change the values in order to
make them more specific. Or in other words,
you will be able to change the width
and the depth, as well as the position
of the clog on the view. But also you will
be able to change the annotation crop upset. Now, when it comes
to opening the view, you will actually
have a few options that you can use depending
on the video you're using. So if, for example, you're using the view in which you
place the annotation, you can actually use the
right leg on the mouse over the notation in
order to open this menu, so you can click where
it says, go to View. And once you have done this, you're going to see
that on the views, now it's going to appear
the name of the coal. But also you're going to notice
that on the menu browser, the this view is selected, or in other words, it is active. And as a quick signo, you're also going to be
able to see thenation crap. As well, you're
going to notice that you can change the
appearance of the detail by using these controls or by just simply using the
notation that was created. Which also means that
you will be able to use the modifying tab just for the views in order to
edit the crap region. So you can use this
window once again, or you can just simply
use another option or two or command that
is called Edit Crop. Now if you use this,
you're going to be able to use the
tools or commands that you have in the
modified tab or more specifically on the
modified Edit Profile tab. So if you use the tools or
commands under this tab, you're going to be able to draw the profile that
you want to use. So with this in mind,
you can customize the crop region in order to make sure that you will only
show what you want to show. And while doing this,
you're going to notice that the use of tools remains
pretty much the same, which means that you can create
the boundary of the calo as you would create other
boundaries on your project. But at the same
time, you're going to see that you have controls in order to edit the crop
region that has been edited. While at the same
time, you can just simply reverse the changes
by editing the profile or by just simply using Control C. This boundary
is still going to determine how the annotation upset is going to determine
the appearance of the coal. However, if you select the calo, you're going to notice that if you use this option or two, a few values on this window
are going to be graded out, which means that you
won't be able to change these values
unless they are using the same shape that is used when creating
standard calo. Now with this being
said, the controls that you can use will
actually allow you to do several things because they will be related to the
profile that is created. So you can simply
use the controls. But also, if you want
to, you can edit the profile in order
to use constraints. So this means that if you
use these constraints, you are going to be able to use a specific reference
that is already created in order to determine the change
on the crop region. But at the same time, you
will need to make sure that the reference can
actually create the change. So depending on the
reference that you're using, you are going to get a resolve that will adjust to your needs. However, this is not going to change if you
add this element, why isn't the properties. So this means that
these constraints are only useful when
drawing the boundary, which means that you won't be
able to edit the boundary. Why isn't these constraints. So you can actually create
specific references that you can use for some specific
cases such as this one, or you can actually create constraints within the project. Now with this being said, the
controls are very simple, but also they will have a few
options that you can use. So just, for example,
the fact that you can break the crop region
based on this control. So when you do
this, you will have a crop region that will actually be separated
into sections. Now this is actually not going to change the crop
region as such. However, it's actually going to change how the crop
region is represented. But also you can editing
the crop region, as well as you can
use the option that is called reset crop. If you use reset crop, everything will be resetted. But at the same time,
something important for you to notice is that depending on the orientation
of the control, the crop is going to change. But also, it's going to change the result
of using the crop. So with this in mind, you
will have an alternative to the option or two
or command that you can use in order to
edit the crop region. Now as a quick sino, we're going to be able
to heal the crop region by just simply connecting
the boundaries together. And this also implies that if you connect the
boundaries together, you're going to be able to
restore the crop region. Something for you to notice is that if you actually
use the option, in order to edit
the grab region, you're not going to be able
to use the same controls. So with this in mind, you
will have to make sure that you use one actually don't
need the other option, especially because a
profile of this annotation needs to be one single
continuous line. Or in other words,
you cannot have two separate shapes or two separate profiles before
clicking on the green check. Now with this in mind, even
if you add the crop region, you're going to notice they are actually not changing
anything on the project. So the only thing that you change is how you
represent the project. So this is very
important for you to know in cases in which you actually need to represent one object in a different way, even if they are
the same object, which is something
that might need to happen if you're
using a reference. So if you need to create a
reference within your project, the only thing that
you need to do is actually use the
view tab once again, or more specifically,
the alogRcommend, in order to click where it
says, reference other view. Then when you do this,
you will be able to reference a view that
is already created, and this is something
that you can easily see because on the notation, you will actually
have a text that will let you know that
this is a reference. H that's well something for you to know about this
nation is that you can actually edit the boundary of the notation as you
normally would. However, editing the boundary of the notation is not going to actually change the boundary of the view or in other words, since this boundary
is not the boundary of the calo that determines
the appearance of the view, then this boundary can
be edited independently. Which Josa means they
will need to adjust the position of this
notation in depend, which is something
that you can verify if you actually edit the bound of the notation that actually determines the
boundary of the calo. However, this nation will still allow you to
open the calogu. So as you can
notice, the view and the annotations are related
between each other. However, the reference
is only meant to be used as a representation
of the original calo. So all of this been said, creating a calo' actually very easy and also very convenient, not only when creating
your projects, but also adding information
to the views and sheets.
160. Editing Callouts: Now every time that you create a detail based
on your project, you're going to be able to sit there on the project browser. What you're actually
creating is a view. So this means that
you're actually going to be able to add these
views to a sheet. So it is a mind. I'm just going to create a sheet
just for the details. So once that I have done this, I'm just going to start
adding the views, or in other words, the detailed views that
are already created. So once that you add
a detailed view, you are going to be able to see that you will have a view, or in another words,
the eboard as well as the title that
is used for the view, which is by default,
the name of the view. Now something as well for
you to notice is that the view is going to have its own properties,
including the scale. So in another words, you're
going to be able to change the properties by just simply using the
properties palette. Now what is being said, you
will be able to also seeing. Then on the annotation,
you will actually have the detailed number as
well as the sheet number, which is the information that you get with this annotation. As well, this is something
that you can change. Oh, in this case, I
just want to show you. Is that the number of the
sheet that you assign to each of the sheets is going
to appear on the notation. So one of the things
that you can do is actually change the
number on the sheet. As well, you can also
change the name of the view in order for you to assign a
name that you want to use. So with this being
said, you're going to see that the name of the
view that you write on the properties palette
is going to be assigned not only on the
properties palette, but also on the sheet. So with this in mind,
you're going to be able to d not only what you
can see on the view, but also how the
view is presented or represented among
other views and sheets. As well, there is another
option that you can use, not only in order to create a
calogu but also in order to decide the boundary of the calo and this one
is called sketch. So I'm just going
to go once again to the View tab in order
to use this drop down, so I can click Reis's sketch, and this one will
allow me to edit the profile before
creating the annotation. Or in other words, you're going to be able to use the
tools or commands. They have on the draw
panel in order to draw the profile of the view or
Tito from the beginning. So with this in mind, member
that you will need to use a single continuous line before you click on
the green check. At the same time, you're
still going to be able to use the options or tools
or commands that you have on the modifying
tab for the views. So you're going
to be able to cup the region size by
using this window, but also you're going to be
able to click why it says reset Cup in order to turn
this sketch into a rectangle. Now with this in mind. You can always set at the
Cup once again, that click where
says at the Cop. But also you can use Control C in order to undo the changes. As well as you can
use the click on the color head in order
to open the view. And when you open this view, you're going to see once again that this scale is
going to be different. But also, that you can change properties as the detail level, which is something that you
can also do by selecting the viewporyre using the
sheet or in another words. While the Viper is selected, you can just simply
use the properties palette in order to
change the detail level. Now with this being said, since you are creating another view, you can also place this
view on the sheet. And Now as you might have noticed, all of this is pretty
useful because you're going to be
able to actually create these views
while working on your project in order to
create specific details. So all of this being said, you are going to notice that you can edit
the appearance of the calotesO the viewpoers that are created by
using the aloges. So you will be able to decide what kind of information
do you want on the sheets, Bosa how you want to
present this information.
161. Placing a Detail Section: Now when you're
creating details, you're also going to see
that there is another way in which you can create the
details or more specifically, in which you can add a detail to your project that
is going to look or have an appearance more suited within certain
part of the projects. And this one is actually
very similar to the sections that you can create while working
your project. If you go to the tab, and then you use the
section to recommend that you can also find on
the Quick Access toolbard, you're going to be able
to change the type of section that you are using to
the one that is called DTO. So with this in mind, you're
going to be able to add a section that is going to be used in order
to create a DTO. So this one is actually going to function the same
way as the section, even though the notation is going to be a
little bit different. So this implies you
can actually decide how far you want to see when
it comes to the section, but also the fact
that you can change the crap region by
clicking where it says, size crap you will be
able to use this window, but also you will be able to use the option that is
called a split segment. So you can split the
representation of this title the same way
you do it with a section. And a lot of this
is because you're actually creating a section. What is really going to change is the appearance
of the section. However, everything else is
going to remain the same. And as a quick signer, this also means they
are going to be able to modify the direction of the section by
using the controls. And with this being
set, you are able to open the section or
more specifically, this Tito using double click
on the head of the notation. And once you open the going to see that the result is pretty similar to
the other details, meaning that you
are going to have a different scale that is
actually assigned by default. But also, they are
going to be able to change the properties
on the properties palette, which means that you can change the detail level and so on. And as well, the controls
are going to function pretty much the same way as the
controls and the calots. And this is because of the views are using the crap region and the annotation crop to determine what you
can see on the view. Meaning that you will
be able to also break the crop region in order to change the appearance
of this ditto. And you are going
to be able to do this horizontally
and vertically. And this also implies that if you connect the
boundaries together, you are going to be able to
restore the crop region. Now, since you're able
to create these details, you're also going to be
able to delete them. However, depending on
your country or region, this representation might be used a little bit differently. So, for example, you might
actually want to use this representation within another detail or
in another words, you want to represent the
detail that you're creating in order to be more specific about a segment of the project
that you're working on. So this means that
you might want to add this nation within
another detail view, pero, that you might
want to create a detail for something specific
within your project. So with this in mind, you might
want to do something like this in order for you to have another bieber that you
can add to the sheet. How these dit views can actually be improved when it comes
to the representation, which is something
that we're also going to cover
throughout the course. And now I'm just going
to adjust the views that already equated before adding
this view to the shift. So I'm just going to use
some extent on this views. And then I'm just going to go to the view tab in order to add this view, but
us on this window. And as a quick signer, something else that
you're going to notice is that you can type the
name of the view that you want to search partially
or completely in order to find so if I add this
view to the sheet, you're going to be able to see. They are going to
have a detail that is going to have other
details in order to specify even more how an object is actually going to be
created or in another words, how you're going to build, what you're representing
with your project. And as a quick signer, everything remains the same
once it's placed on the view, which means that
you will be able to change the name and so on, by just simply using
the properties. While at the same
time, you're able to design how you're going to represent the viewpoard
on the sheet. So with all this in mind, these datos are really useful when creating
your projects.
162. Placing a Drafting View: Now something else that you
can do in order to create details while working in your project is the use
of the drafting views. Now the drafting views are an alternative to the callouts. However, they actually
work a little bit similar. Now the drafting views are going to be found on the viewtap. And once they use the
drafting view to recommend, you're going to have
a window in order to select the name of
the drafting view, as well as the scale
that you want to. My notes will let you know the value of the scale
or in another words, the equivalent of one unit
that you draw compared to the amount of units that is going to represent in reality. So in this case,
you can actually determine a different scale, but also a different name. And once you determine
these values or properties, you just have to click on a K in order to create
a drafting view. Now, something for you to notice is the ones
that you open, the drafting view,
the drafting view is going to be completely blank. Or this doesn't mean that
this doesn't have a 00 because you can see
the scroll bars on the bottom and on the right. Now, with all this being said, the drafting view is actually created in
order for you to create a detail with a detail element that can be added
to your project. So this means that the
drafting view cannot be empty. So in order to place
the drafting view, you actually need
to draw something. So if you don't draw anything
on the drafting view, you are going to get
the following window. This case, I'm going to
draw on the drafting view, by using the nota, which is the only one that will have lines that you
can actually use, so you won't be able to draw
by using the model lines. And this is because
the drafting view is a ditto, or in another words, is a view that is meant to
be created only for drawing, the ditto or dit element
that you want to add. With this being said, if
you on the drafting view, you're going to be able to place the tracting view
within a sheet. And once you place
the dracting view, you're going to
have an annotation already created for
this viewpoard. While at the same time,
the viewpar will have properties just like the others that have placed on the sheet. But at the same time,
you're going to see that you can double click on the Beboar in order to edit the drafting view
within the sheet. So with this in mind,
you will be able to edit the drafting
view in order to create a detail
element that can be placed even on top
of another detail. However, as I mentioned before, this drafting view is actually intended in order for
you to draw the detail. So this is actually very
similar to using arrogate. So just, for example, how
you draw the detail lines, Bs and the draw panel, as well as how you
edit these lines, B using the tools or commands
on the modified panel. So with this in mind, you're
going to see you are able to use these lines as a reference
when placing or editing, other lines you already created. U so in case that you have used
toqate before, you're going to see some of the functionality that
you have in Aroqut, you're going to have it while creating or editing
a drafting view. Now at the same time,
since you're able to edit the drafting
view within the sheet, you can also exit
the drafting view as you normally would in
the other viewboards. A however, there are a few
things that we're going to cover throughout the course that will make this even more similar to arroget. So I'm going to draw a
few other objects within the drafting view in order
to make this a little bit more complex that this
object on a door can be used for a small window or it can
be used for ventilation. So this means that you can draw, but also that you can
add dimensions like you normally would
when using arroget, which means that these
tools will recognize the lines as references
for the dimensions, while at the same
time, the scale is still going to determine
difference of the dimensions. At the same time, since
this is a viewpor, you're also going to be
able to use the properties palette in order to change the properties
of the viewpoar. So you're going to
be able to change the view scale as well
as the detail level. So with all this
being said, you're going to be able to use the drafting view in many different ways,
while at the same time, you would need to remember,
since you're using lines, you will be able to edit
the lines that you are using as you normally would
with any other lines. So this means that you can
select a different line style for the different lines that you can draw on a drafting view, and as a quick sign, remember
that you can use ten lines in order to see the result
of changing the line style. And so with all this being said, you will be able to have
another alternative when creating details
for your project. But also you will be able
to add a different level of complexity and importance to the use of elements
such as the lines, but also the text
because as you can see, you are even able to add
text to a drafting view. So this means that you
are going to be able to add different annotations to a drafting view as you normally would to different
views of the project, such as, for example,
the callous. So once that are covered, a few more objects or elements that can be
added to your details, you're going to be able
to see that you can add even more detail
to a drafting view. So as you might have noticed, the drafting view is the closest thing that
Rabbit has to using arroge. And this is important for you to know because of
the fact that you can import pass creating
ariquett while at the same time, you can also export
pass to Arce.
163. The Filled Region: Now while working
on the details, you might need to
add a few elements just for representation. So if you already use
another software from rods, such as ocet, you might be familiar with the
Hatch to commend. And in Rev there is a tool or command that actually
does something very similar up to the
point in which is compatible with the patterns
that are used on the hatch. And this to orcmmend is
called filled region. And in order to show you
how to use this tool, I'm just going to hide a few elements that are not
going to be using before using the anotytA or more
specifically the filled region to orcmmen on the detail panel. Now, once the view, I'm going to use the
filled region to commend. And once I have done this, you are going to see that
you will be able to use, once again, the tools commands that you can find
on the draw panel. So with this in mind,
you will need to draw the boundary of
the filled region. Now in this case, I will be creating
the following region. Now in this case, I'm
going to be creating a filled region on the spot
of the view in order to represent the element that
already high on this view or no words and going to create a boundary that is more
similar to the video. Now, once you finish
the boundary, the only thing that
you need to do is click on the green check in
order to finish the boundary. And once you have done this, you are going to be able
to notice a few things, one of them is the pattern that is used on the filled region. Another one are the
controls that you can actually use in order to
edit the filled region. At the same time, if you want
to edit the filled region, you just need to select
the filled region and click Races Edit boundary. And with this in mind, you will be able to edit
the filled region. But also, you will be
able to make sure that the filled region has the measurements that
you're looking for. Now since the filled region is created based on a boundary. You're also going to be able
to use the constraints, which means that with
the constraints, you're going to be able to continue working in your project without having to worry about the changes on the filet region. The fillet region
will also allow you to change the pattern
that you want to use. So if you click says type on the fillet
region is selected, you're going to be
able to use the type propeans window in order
to change the pattern. So you can use the
field patterns in order to change the pattern
that you want to use. Now, this will work
the same way as it works on the walls
and on the floors, meaning that you will be able
to select the pattern type. So you can use
drafting or model. So with this being said,
the field patterns is going to work the same way. Now once that you select, the pattern that
you want to use, you have to click on k and then apply in order
to see the change. Depending on the pattern
that you want to use, you're going to be able to
have a specific result. But more importantly,
you're able to change the pattern as
many times as you want, while at the same time,
you will be able to use Control C in order
to undo the changes. I since you're using a pattern, you're also going to be able to change the color
of the pattern. So this is pretty much the same functionality that you
have on the walls, which means that you
will be able to add even a background field pattern. So with all this being said, you can actually change how the field pattern is
going to look like. And as well, something
for you to take into account is the fact that
the field patterns, take into account the
scale that you're using. So you're going to
see a difference on the pattern
based on the scale. But more importantly,
the field pattern. It is also going to
take into account other properties that we have covered
throughout the course. So you don't only
have to take into account the pattern
and the color, which means they will be able
to change other properties, such as the line weight
And last but not least, you are going to
see that there is a check where it says masking. Now dioption on the
type properties window actually allows you to diabo
the masking of the pattern, which means that the pattern
will no longer cover or hide everything that
is behind the pattern. So you can enable or the
Sabo disuption depending on the result that you want to
get now with this being said, something else for
you to know is that the pattern is not the only
thing that gets affected by properties such as
the line weight because the boundary is
actually created by dita lines. So this means that
the line weight they're using for
your project is going to affect also the field patterns,
while at the same time. If you just want to
see the pattern, you can use the line style that allows you to
hide the boundary. However, something for
you to notice is that the boundary will still cover the objects
that are behind it. So if you don't want
to remove the masking, something that you can actually
do I just hide the lines. They are not going
to be displayed. A Now, one advice that I can give you is actually used a line style based on the line weight of the elements already
placed on the project, or in another words, the
same type of lines that are being used in order to represent the elements
within the view, which is something
that is going to help you with the
representation. And after editing
the field region, I'm just going to add
this view to the sheet. So I'm going to go once again to the view tab in order to select precess view and then look for the view that I'm
going to add to the sheet. So if you want to create
an addition at dit, you can actually go
ahead and do this by creating another
fill up region. So this means that
you can create different objects that you don't want to create
on the model space. So in this case, I can avoid creating a beam by using
the filled region. So this is something
that you can do. If you don't want to
create this structure, we then wrap it because
as you can actually create the structure for your project on this
persion rabbit. So with this being
said, I can edit a filled region in order to create a filled region
that looks like a being. But also, once this
fill region is created, you're also going
to see that you can change the properties on
the type properties window. Which oso means that
you will be able to create a new style if you want a different
fill up region. Now when creating this
other filled region, you will need to make
sure that you are not using the same filled
region you already created. So you can use another fill up region or you can just simply create another filled region by using the type
properties window, which means that you are able to select another filled
region and then just use the type
properties window in order to duplicate
the family type. And after creating
a new family type, I'm going to edit
the properties of this family type in
order to make sure that the appearance is
actually based on the material that will be used on this part
of the structure. And after doing this, I'm going to create another field region that is going to represent the rivers or more specifically, one of the elements that is used as the reinforcement
of this bin. So I'm going to create several boundaries that are meant to represent the elements
that reinforce the bin. And as a quick sign on
this filled region, you can actually see
that you're able to create multiple boundaries
at the same time. So in this case,
what I'm going to create or more specifically, what I'm going to represent
are the rivers that you can use as a
reinforcement on the ben. So what this being
said, I'm going to add just these elements in
order to show you once again how you can use the type
properties window in order to make sure that
the filled region is independent from the others. We are going to see not
only that you can use the fillet region on many of the views that you can
create within your project, but also that the tools
or commands that you have on the or panel will keep
their functionality, which means that you can use the type properties window
in order to create, but also edit the drafting views that you want to place
on your project. So with all this being said, the filet regions are actually pretty useful when adding additional detail
to your project. A And while creating the boundary, you are going to notice
that you can use as a reference elements you already
creating on the project, while at the same time, you can change the family type
of the field region, while creating the field region after creating the field region. And as I mentioned before, you can edit the field region basing the type
properties window. However, if you want
to avoid making any changes on an
existing family type, the best thing that you can
do is actually duplicate an existing family type before making any changes
on the properties. Now, when working with
the filled regions, you're going to be
able to see that you can even use them
on a drafting view, which means that you can
create a filled region that is meant to add even more detail
to the drafting views. And once the filled
regions are created. I'm just going to show you
how you can use the options that you have in order to
organize the filled regions. So I'm just going to show
you how the options of send back and send backward are going to affect
the filled regions, as well as the option of bringing the front
and bring forward. And as a quick sino, amara, you can also change
the visual styles in order to visualize objects
that are on top of others. Our something for you to know is that when it comes to
the filled regions, the filled regions are
actually masking each other, which means that the filled
regions work the same way, even when you use
the word frame, And also something
important for you to know about the field
regions is that the pattern time will also determine which tools can be
used on the field region, which means that if you use one of the field
patterns that you can select when you choose
Moro as the pattern type, you are going to be able to use align in order to align the pattern to an
existing reference. And this is because the align to organ and it can be
used with the patterns. So this is being said, you
are going to notice that the field regions
are actually pretty useful when creating the
details for your projects. But also, when you decide to add more information to the
different views they are using,
164. Related Tags: Now when using the
filllet regions, you're going to see as well
that you can even add a tag, which means that you
can place a tag, specifically for
the fillet region. Here on this template, this tag is not
loaded by default. So I'm going to show you where you can actually find this tag, but I'm also going to leave the default location
within this video. Now once that I find the carpet
that is used for the tag, just going to select it in
order for you to see where the tag for the filet region actually is now once
that you find it, you need to select it
and then click Ws open. So once you have done this, you are going to
see that there is a tag connected to
the filled region, which was selected at
the moment that I use, the two or command that is
called tag by category. Since this is a tag,
you're going to be able to edit the tag
as you normally would, which means that instead
of using a text, in order to write a text
that you want to use, you are going to be able
to avoid writing down the same text by just
simply editing the family, or in other words,
editing the tag. And as you remember,
when editing a tag, you're able to click
where it's edit. You're able to click
where it is edited on the properties palette in
order to edit the label. But more specifically, in order for you to
make sure that you can even use the text that
you want within a tag, however, depending on which
one do you want to use, you might not even be able to see the information display. And this is because
as you remember, the labels that you
use can actually be accessed by using the
type properties window and the property is palette. So some of the labels
can be edited, using the property is palette, while others can only be changed by using the
type properties window, but at the same time, some of the labels might not
be visible by default. So this means that you will
need to edit the family, depending on the label, but also depending on how you
want to use the family, which also implies
that you will be able to save the tag
or in other words, the family in case that you want to use it in other projects. Now as a quick sign when
you use the labels, remark able to use more than
one label at the same time. So if you actually
need one piece of information that is
going to be the same regardless of the
object or that is going to be based on a
specific family type, you are going to be able to use either the type mark or the mark and then combine
it with the comments. How this is something
that is going to be used, based on the case or in other words, based
on the project. And what editing the tag, you're also going to seeing. You are going to see how the
changes on the tag determine what information is displayed on the tag, whether the tag. Using one or multiple
label parameters. While at the same time,
you can notice that these changes doesn't actually affect the rest of the family, or in other words, it doesn't change the lines that are
already within the family. So you will need to consider
how you're going to present the tag as well as the
information on the tag. However, the one thing that I recommend you using instead of the tick mark and something like the mark are the comments, not only because you are able to write
different comments, but also because you will
be able to select among different comments from a
dropdown once they are created. So with this being
said, you're able to use the labels in a
very specific way. But more importantly,
you will be able to use the label without having to be confined to a unique value, such as, for example,
the mark or another one that is a little bit easier to use, such as the tick mark. So it makes sense for you to use commons when adding a tag
to the filled regions. So everything that I'm editing with this label is
in order for me to show you the difference
between using the type mark, the mark, and the comments. So you can get an idea of which one will work
better for you. So you can try editing
these labels by using those three basic parameters in order to see which one
works better for you. Now what has been said,
since this tag is a family, remember that you
will be able to add the family that is already created in order to use the
tag based on your project. So as you noticed,
the tags makes using the filled regions
a little bit easier, especially on the
details because you will be able to change the
values that you want to use, but also because you
will be able to reuse these values based on the parameters that you
assigned to the tags.
165. The Masking Region: Now in Ravit you can add details by using
the field region. However, there is
an alternative to the fill up region that
doesn't have any patterns, and this one is called
masking region. So by going once again to the note tab or more
specifically to the detoPanel, you can use strap them in order to use the masking region. And as you can notice on the
video, the masking region, it just simply going to create a region that is going to mask
everything that is behind. So once they use
these two commend, they're going to be able to
follow the same process that you use when you send the
fill up region to commend, which also means
that you can use the tools or commands that
you have on the draw panel. So this means that you
will be able to draw not only one boundary but multiple boundaries
at the same time. So you can easily create
a masking region that can be used in the same
way as the fill up region. However, there are going to
be a few slight differences. Such as, for example,
the fact that the masking region
doesn't allow you to open the type Paparz window, which means that you don't
actually create family types. Or in other words, there
is only one family type. So because of this, there is no need to use the
type papriz window, but also because the function of the masking region
is actually masking. So the appearance
and the function will always remain the same. As a quick sino, the masking region is
something that you can use in order to hide unnecessary lines
within your project, which means that you can
use it, for example, the side in order to hide all the lines that
you are not going to need. So this is one of the
alternatives that can be used in order to improve the appearance of your project
without having to change the graphic options that you
are using within the views. So you are going to be able
to use the masking regions pretty much the same way as
you use the filled regions. However, the masculine regions are actually less demanding than the filled regions because
the fill up regions has properties that you can add which are going to
include the patterns. So the filled
regions are actually more taxing to the hardware
that you're using. However, at the
same time, you can also add a tag to
the masking regions. And this tag is going to be the same one that is used
with the filled regions, which means that
you can keep using the labels that were being
used with the filled region. Now, what is being said, you're going to be able to create
details pretty easily, but also you're going to be able to add additional elements that you can use in order to improve the appearance
of the details.
166. Revit 2024 Examples (Families Column #1): This lesson is going to be about creating an
example of the families, and this one is
going to be using the template that is used
in order to create columns. Which means that
I'm going to create a column that you can
use on your projects. The first thing that
I'm going to do is actually select the template
that I'm going to be using. After opening the template, I'm just going to make a few
changes on the references because I want to make sure that the other references are visible after The first
thing that I'm going to create is a main
intrustion, The column, I'm going to create an intrusion that is going to be
using as a reference, a reference level as well. I'm going to lock the
drawing to the references after equating the join. I'm just going to select on the green chair in
order for you to see the saw in order to change
the extent of the extrusion. So we can use both levels, because in the case
of the columns, the levels are the
ones that I use in order to determine the
placement of the column, which means that the columns are going to be like the walls. After doing this, I'm just going to make sure
that the family is working properly by making a
few changes on these values. Now the next thing that
I'm going to create is a decoration for the
bottom of the column. Because of this,
I'm going to add the references they're
already created. But also I'm going to create new references and constraints
for the decoration. While doing this you're
going to re secable things. One of them is that
you can copy and paste the text as you would
do in other soup words. And also I'm not
going to be using a sub reference for this
parameter, the reference level. This means that after changing the value of this constraint, I'm also going to change the
position of the reference. Once that I have done
this, I'm going to add new constraint that is going to control the placement
of the decoration. So, one of these constraints
is going to determine the placement of the decoration relative to the reference level, what the other one, the
extent of the decoration. And after doing this, I'm going to notice once again, and I'm going to make sure that the parameters are
worked properly, and then I'm going to create
the shape of the decoration. I work great in the sweep. You're going to
notice that I'm using pick lines in order
to make sure that I'm selecting the references
that I'm going to be using in order
to constrain the path, which is the same
thing that I'm also going to be doing work
great in the profile. Now we're creating the profile, you are going to
notice that I'm not creating an additional
constraint for the profile. After finishing the shape, I'm going to verify once again that the constraints
are working properly. In this case, the one
thing that you can do on the profile is
constrain the profile. Which means that
if you know that the measurements will
need to be the same, you will be able to constrain
the profile in order to keep the profile from changing when editing the
values and the parameters. Now a quick sign of
the Cs automatically create a constraint relative
to the rest of the drawing. You don't actually need to select like you do
with the dimensions, which also means that you can toggle on and off
this constraint. And this constraint is
called joint tingency. After finishing the drawing, I'm just going to select
on the green check before creating another decoration
for the top of the column. This decoration is going to be very much
created the same way, which means that
I'm going to create the same constraints and references before the
top of the column. So you're going to notice
that I'm just going to be using as a reference the parameters that are
already created. And that's what you're
going to see there. And using this example
in order to show you the different options that you have in order to
guy the parameters, but also in order to
edit the parameters. Now doing this,
I'm just going to create another form by
saying once again this set, not the only thing that is going to change is the fact that I'm going to be changing
the reference level that is used as a word plane. This is because you're able
to grade your own profiles, but also there is
a way for you to load profiles that you
might have grading bit. Because of this, I'm going to make sure
that the reference allows you to load a profile if you want to use
this example later on. As I mentioned before, the only thing that is going to change is the references that I'm going to be using in order
to place the decoration. Which means that I'm
still going to be using the references that
already on the project. In order to constrain
the pad and the profile. However, you can also use the design of the other
form in order to help you constrain shake the As creator in case the other sign
is pretty much the same. I at operating the profile, I'm going to constrain
the profile, I said with the
other decoration. And after finishing this form, you're going to see that
I'm going to make sure that the bodies are still working properly by changing the
allies on this window. Now, the last thing that
I'm going to create is a finish for the
T of this column. Which means that this column is going to have a main structures, decorations, and a finish. And in order to do this, I'm going to create new references. That the reason why creating
new references is because the decoration is
meant to be used based on if you're using
the decorations or not. Because of this, I will
need to make sure that the finish is sexually
independent from the decorations. Prosa from the reference level and the upper reference level. Prosa from the main
structure of the column as well. You're going to
notice that I'm creating constraints based on the levels and the constraints
that I just created. These new reference
planes are going to be using as a main reference to
the levels of the column. Now once I finish, you're going to see that
I'm going to make sure that the constraints are working properly by changing this pals. Now once that I have done this, I'm just going to create the finish by using
this rustion. Now, by creating thistrustion, you are going to notice that I'm going to be using
as a reference, the reference planes
that I just created. Now while creating, destroying, you're also going to notice that I'm going to a
dimensions destroying. Which means that I'm able to use these dimensions in order
to create constraints. However, the constraints
need to be created properly, which means you need to make
sure that the dimensions are actually created by
using the right references, which in this case are going to be the references
of the project. One advice that I can give you
is that you don't actually use mathematic dimensions
when creating families. Because in some cases
they want select the reference planes or references that you
might want to use. Now I'm just going to select these dimensions
in order to create a parameter that I
can use in order to change the thickness
of the distrustion. After doing this, I'm just going to do the same
thing on the exterior, which means that I'm going
to create two layers. One that is going to be used in order to allow you to
place the other one. So the actual finish is one, as a quick sign, you can even at dimension
that you can use as a reference in order to let you know the actual
value of the thickness, which is something
that is very useful in some families because you can use these values in
order to provide information about the
elements you're creating. Because of this, you will
also need to consider if you want to use these
dimensions within the join, outside of the drain
in order to make sure you are able to see the information when
you need to see it. A, creating the
shapes that are going to be used on this
family are going to start adding the
parameters that are going to use in order to
create the family types. The parameters are going to
create are in order to change the visibility of the
elements added to the column. And this will allow you
to create family types, we the different elements that are created for the family. Which means that I can create
a family that is going to have all these forms
visible on the project. We can also create variations depending on what is
going to be visible. Which also means that
you can create a family in which all these elements
are not going to be visible. So you can create a naked
column by using this column as well. The reason why creating define family types is
because I'm going to make sure that the
family types can be controlled based on the
elements that you're using. Or in other words, they
don't have to worry about editing the family types
by inputing values. I'm going to do this
by using formulas. And because of this,
I will need to add the name of the
paramels I'm going to use, because the formulas
will recognize this name as another formula
because of the parenthesis. So in order to avoid any errors, I'm just going to change the name before
creating the formula as well. You can notice that
you can copy the name of the parameters in
case they want to pace the parameter when
creating the formula. Now the formula as
such is going to be a very simple formula which states that if the
decoration is visible, then the value of the parameter
is going to be the sum of the upset and the distance from the level that is
used as a reference. If the decoration
is not visible, then the value of
this parameter is going to be equal to the upset. Once again, I'm just going to verify the values so you
can see how they function. And once that I have done this, I'm going to repeat
the same process on this other parameter. However, I'm going to make sure that the parameters that I use are based on the references related to this parameter. Now once I have done this, you're also going to
know this and I'm just going to assign
another parameter. However, this parameter is
going to be for the materials, which means that this
parameter will allow you to Adf values on the family types, but also it will allow you to change the materials
from the project at signer Mad. Name
of the parameters we name to be an even though they
are different parameters. And this is because all
the parameters actually appear on the family types
and other type of Is window. After doing this
I'm just going to make sure that this family
is working properly. I just simply open the
material editor even though I'm not going to assign
materials to this family. Because at the end, the materials
as well as the profiles are something that you
might want to create or it based on the project
that you're working on. However, the process of
creating these elements and parameters is the one thing
that is not going to change. So with all of this mean said, you're going to notice
they are able to create complex
families very quickly. They can be used on
different projects.
167. Revit 2021 Examples (Office Building) Part 1: So now we're going to create an office building that
it can be used for governmental offices or that it can be used for
private companies, which means that you can
add computer centers, call centers, and so on. So in order to do this,
we're going to create a project by using the
architectural template, which is easier to customize, doing the creation on a project, followed by
customizing the units, so we can use it for
the entire exercise. And now I'm just going
to create a grid. The grid that I'm going to be creating is
specifically in order to add columns later on once
we get to the structure, which means that the
grids is actually based also on the way that we are going to construct
the project, and also the creation and
the design of the basement, which we're going to use in order to place the parking lot. Now the creation of the grids and the design of the basement, it's also going to translate when we start the process
of placing the levels. Because on the levels, we are not only
going to be placing the standard levels with a name based on your
country or region, but as well, we are going to be creating a level for the roof, and also H for the bs. And as a quick signo, the access of this building is going to come from the south. However, the access for the entire site is actually going to come
from the west which means that the main door
is going to be created on the south elevation or
orientation of the project. While the entrance to
the site or entrance to the property is going
to be on the west. Now after we are done
with the levels, we're going to store the
process of placing the walls, just as we have done so far, which means that we're
going to be using the standard wall that
you have by default, and then we're going to modify the properties of this
wall to suit our needs. Now as you notice, the
use of the wall is going to be dependent on the structural
design of the project, which translates to the use that we're going to provide
for the walls, depending on the level, and also the area in which we're going to
place these walls. Now, in general, we're
going to create two walls, one for the basement,
another one for the remaining
of the building. But as well, we're
going to be creating a specific type of wall just for the elevator
or the lift. And when it comes to the walls, for the lift or the elevator, we are not going to be
creating one specific level or one specific reference
that we can use in order to constrain the height or the base for these walls. Instead of that,
we're going to be using the properties
alt in order to modify the base constraint and the constraint when it comes to the set for both
of these values. Now, the creation and design of the walls is also going
to imply that we're going to be designing and creating the layers that we're going
to be using for the walls. As well, we're going
to be able to assign which material we're going to be using for each
layer of the wall. Now with this in
mind, I'm going to be using a lot
throughout this project, the options to duplicate and families that we
already have available, families that we already have available within the
template that we selected.
168. Revit 2021 Examples (Office Building) Part 2: Now, while creating the floors, we are going to apply
the same concepts that we apply while
creating the walls, which means that we're also going to be creating
different floors, based on the floors that we
already have on the template. But then as well,
based on the use and also the area in which we're
going to place these floors, we're going to be assigning
different materials, and we're also going to be creating the floors
based on the area. Which they have to be placed. O in another words, you don't need to place
a structural floor on top of the soil. So this means that you won't
need to have this type of floor with metallic
reinforcements everywhere in the project, which also applies
to the basement, which as you notice, it will be a floor based on concrete. Now with the different floors, we have to take into account the future details that we're going to create
with this building. So this means they I'm going to be creating a
couple of floors, based on a way that we
can later on customize the floors in order to show
you how to create details. Such as in the case, for
example, when creating this, that it will work for the
axis of the building, so you can see how to change the elements in
order to create des. Now, quick advice
that I can give you in order to
optimize the speed in which you're going
to create elements in v. Is that you can
actually create, for example, one floor with all the details and layers
that are going to be using. So you can then use the option to duplicate
in order to change only the properties
that will make this different from
the original family. And before we're finished
with the floors, we're going to hide
this particular floor because of the structure
of the basement. And also because
we're going to modify this floor later on when
we get to the stairs. Now when creating
floor, as you remember, you will need to
take into account the expon direction of the
structure of the floor, which means the direction of the structural elements that
are added to the floor. So in this case, if we
change the epon direction, you are going to be able
to see on the section view how this is going to change the floor
that we created. Now, before we create the roof, we are going to open the south
elevation so we can open the roof plan in order to modify the bill range
from the property pallet. And ones that we have done this, we're going to create the roof with the following boundary. However, we're going to remove
these lobes for the roof. Now, something that you might have noticed is that we have created the walls for
the lift or elevator. However, we are not
going to create a roof specifically for that
section of the building. And that is because
we are going to be designing that independently, which means that we're going to be remodeling that later on. Now, in order to complete this
first part of the project, we're going to be creating
the ceiling based on the automatic ceiling
option that we have within R. Because
as you remember, this will actually
take into account the enclosement of the
walls that we already created in order
to provide for us a ceiling that we
can immediately use. And that's what we're going to make sure to select this type in order to get the
appearance that we're going to be
using for the ceiling. And last but not least, we're going to be adding a few
dimensions to the project, so we can verify the
actual distances and measurements
that we're going to be using when it
comes to the grid. So we can later on apply this to the elevations or
sections of the project in order to practice a
little bit more with the dimensions before we
annotate the entire project.
169. Revit 2021 Examples (Office Building) Part 3: And now we're going to continue with the project by adding the basic doors and windows that we're going to be
using for the project, which means adding
the emergency doors, and also the doors that we're going to be
using, for example, for a bathroom or
the service closet, pretty much the one they use in order to place them up and such. Now, this is going to be based
on the possible placement or coeion or specific
rooms or the placement for elements such as their
like the one that I can place next to the lift and also one that I can
use for emergencies. The door that is
going to be used in order to allow access
to the basement, which as you remember is going to be used as a parking lot. This also means that
the door is going to be specific for this
particular use. However, the generic door
that we have in revit is not necessarily the one that we can get from the manufacturer, or in other words, the company that is going to
provide the door. So this means that
we can place a door. In the meantime, we get
to modify the family in order to resemble the process that you have when
creating a project, which you have to present
to possible providers, which in return that
are going to go ahead and offer you
different solutions that you can use for the basement and also
for the lit or elevator. And the final family
that we're going to place on the
project is going to be actually the
e. So we're going to load an elevator or
lift to the project, and then we're going to
modify a little bit of properties that we're going to be using for this elevator. And once you place the elevator, we can even create a
section in order to copy this elevator to all the levels in which it's going
to be functional. However, as you notice on the representation
of the elevator, this one has actually
the box in every floor, which means that we are also going to modify this
family later on, so we can go ahead and keep using it the same way
that we're using it right now without repeating or having unnecessary elements. Now at this point
of the project, we're actually going to
be creating the corta. Now this is something
very important because through the corta wall, we're going to be
able to provide the office look that we're going to be using
throughout the project. We can create the
curtain wall as a single element for
the entire wall. But also we can
subdivide the element. Now we can do this based
on the floor plan, but as we, we're going to be able to do it
based on the floor. Now I'm not going to be doing this based on the floor plan. However, I'm going to be doing
this based on the level. Because depending on co region, you might be actually doing the quantification
based on the level. Based on the entire
court and wall, that is more up to you. Now, in my case,
what I'm going to do is actually
based on the level, which is actually contrary to
most countries or regions. And the reason for
this is so you can see the quantification tables
based on the levels, to see which one do
you like the most. And then as well, while
placing the curtain wall, you are going to
notice that I'm basing the curtain wall on the high for the ceiling of each level. This also include the corta wall for the other sides
of the building, except the first that we
created on the lobby.
170. Revit 2021 Examples (Office Building) Part 4: Once we place all
the cortin walls, including the one for
the elevator or left, we are going to
start the process of creating the grids
for the cortin wall. Now as you notice, we
can create the grids based on vertical values
and horizontal values. Now these values are going to be different depending
on the use of the cortin wall or depending on the elevation in which
they are placed. So for certain elevations, the vertical grid is
going to be 1.45, and the horizontal one
is going to be 280. And once you have done this, you are going to notice
a slight discrepancy on the vertical grid, which it can be
adjusted by changing the justification of
the vertical grid on the property s palette. And then as well
as you remember, if you go to the
architectural tap, you're going to be able
to place other grids. And as well, selecting a grid, we're going to be able to add or remove segments of the grid. And this is something that
we're going to repeat in the other c walls
that we just created. And then as well,
we are going to be using the option to
duplicate in order to make sure that we're
able to modify the grids for specific ct walls without
modifying the other ones. So we're going to create one for the e and the elevation of the building with a value for the vertical grid of 1.0 to fs. And then as well, we're going to change the justification, and also in some cases, the length of the
curtain wall in order to adjust it
to these new values. And if you notice, changing and modifying the grid based on the grid that we
have for the entire project. H. And once we have done this, even with the cort wall, for the lift or elevator, we're going to go ahead
and add the doors that we're going to be
using for this wall. And as you notice,
you are able to place one door specifically
for each panel. However, in this case, we're going to remove this
section of the for this corta, so we can add this family, which is corta, double glass. A. And now we're going to create the stairs
that we're going to be using in order to
connect the levels. So the first stair
that we're going to create is the sir
that we're going to be using in order to connect the levels from the
basement to the roof. And then as well, we're
going to also modify the floors and the ceilings
after creating the stairs. Now it's a quick signo, you need to be very
careful when it comes to creating the stairs because
of the actual height, and also the distance between
one level and the other. And also, this is the main stair that you
have on the project. So we are able to place
it as you normally would, which is normally surrounding
the elevator or lift. In this case, we're going to be creating next to the elevator or lift in order to create an independent structure
in case of an emergency. But more importantly,
because Revit creates additional
structure besides the risers and the
landings that can be a little bit confusing when
it comes to moving their. So I recommend that you use the dialogue that you get from
a once you're hovering a, and also the modifying tools, such as the alignment tool, which will allow you
to correctly place their using an
existing reference. And as you notice
with these stairs, we actually created one stair in order to connect the
basement to the lovey. And also we create another stair to connect the lovey
to the for 200. However, when it comes to connecting the roof
200 to the roof, we're actually going to be
using the options for i, which means that we're
going to be able to add more levels to the same. A. And before we
complete this stair, we're also going to go ahead and unhide the floor
that we hide before. In order to modify the profile, so we can add an
additional floor that we can use
specifically for their. And as a quick signer, once you get used
to using ravid, you will be able to draw
profiles by knowing the measurements
that you need to use in order to
create the profiles. So this means that
you won't need to use so much pig lines, which can also go ahead
and create an error because you might be selecting the railing or an
additional support. Now, the last thing
that we're going to change with the stairs is the properties that we have available when it comes
to the type of stair, the materials, the tread, the riser, and the landing. And once you change
the properties, we're going to be able to change all the remaining stairs to the type that
we just created.
171. Revit 2021 Examples (Office Building) Part 5: And now we're going
to start changing a few things with the project
as we created so far. In this case where we're
going to be changing a little bit is the nor
elevation of the project. So if you see on the
north elevation, you have the emergency exit, and you also have the
windows that we created for a service closet and
also for the bathroom. However in this case,
we have a design, or if we're going to be actually placing an
emergency stair. However, in most
countries or region, you actually need to have
for office buildings, an emergency exit that
includes all the floors. Depending on the area
of the building, you might actually need
even more than one. So in this case, we are going to consider that in
your country region, you are going to actually need an additional emergency
exit for every floor. So we are going to
combine all the emergency exits in one place, and we are going to
place an emergency stair that connects all the remaining
floors while taking into account percussions
such as debris and also the interruption
of the circulation based on the emergency exit
that we already created. This means they're going
to be making changes, but also they were going
to be moving the stair. Now, the changes
that I'm creating, they are also based on other
elements for considerations, such as, for example,
the plumbing. Now I can easily move the
patrons one next to the other, so they can share the same wall, which is not bad when you
think about the plumbing. However, you also have to take into account that the
higher the building, you will have regulations
when it comes to a bomb. So because of this,
you have to take into account how much water the system is going to provide naturally and how much is
going to come from a pump. So just to give you an idea, if we place all the
plumbing on the same wall, we might encounter a few
issues like the maintenance. If something gets broken
on the first floor, you quite possibly will have to stop everything on
the remaining floors. So this leads to a few issues when it
comes to the plumbing. The plumbing in most
cases is even built independently for certain floors in order to prevent
this from happening. So because of this
is not actually necessary to have all the
plumbing on the same wall. As well, doing this will also increase the thickness
of that wall. And as you remember,
the level below the bathrooms or the restrooms
is actually the basement. So you have to take
into account how you're going to be able to move
that plumbing to the system, the are going to be
designing in order to get that water to the main
plumbing for the site, which is something that
is going to be a little bit different based on
the country or region, even though it's actually
fairly standard in most cases. In here, I'm taking
into account, I'm going to be able to
create a register for one restaurant or patron and another one for the other
restroom or patron. Then as well, I'm
going to be able to keep the privacy
for both genders. This is also going to become very important
when it comes to the internal distribution and also the structure that I'm
going to be placing later on, which as you notice,
I'll be using 15 centimeters in each side of the main grid of the project. In this case, I'm also
going to be using this in order to place
the emergency stair. Now that I have
placed this stair. There is one tip that
I'm going to give you when it comes to the
placement of the landing, which is the fact that you can change the height of this stair, so the system will go
ahead and allow you to continue this stair until you get to the level
that you want. Now as well, you can do this
without changing the level, but I recommend you doing
that for the use of the railings and also so the properties that you
can change on the sir. Won't be able to create
a major conflict when it comes to the changes that you
can do to these properties. Now these changes are
also going to include the thickness of the run and
the design of the landing. And once you have finished, please erase the railing. Now as you notice, I'm
changing the type of family that are going to
be using for this stair, because this stair will
actually be a metallic sir with a metallic structure that we're going to be
designing later on. And one final thing
that I'm going to do is change a little bit the
section that we're using, so we can see the stair
that we just created. That way we can make sure that this sir is properly
placed on the project. Now, one of the last
things that we're going to create is the ramp
for the project. Now this ramp is going
to be created as a handicap access to the main
interests of the project. Now, depending on your
country or region, this might be designed
a little bit different. However, I'm taking into account a basic width
that would allow a wheelchair to turn 90 degrees
and also a slope of 10%. Now, in some cases, over yet, in some countries or regions, this might be
between 8% and 12%. So in my case, I'm using a middle ground in order
to define this slope. And this also works
as a quit reminder of how we are able to
modify the boundaries of the ram in order to create the ram and also
to make sure that we're able to create
the full length that we need in order to keep the
slopes that we choose. And the final part that
we're going to be doing for this section of the exercise is the railings of the project. So we are going to be the
railing for the ramp. But in return, we're
going to be creating additional railings
that will protect the ends of this project
for any accident. Now as you remember,
the first option that you have in order to
create a railing is from path which means
that you will have the option to sketch a path
for a particular railing, and from the properties palette, you will be able to select the level, as well,
automatically, the level in which the
railing is going to be placed is the same one
that you're working on, which in this case is the lovey. And then as well, I'm going
to be using an upset of 7.5 centimeters in order to create a specific love for the railing in this
section of the project. And then as well
as you remember, you're able to place a
railing on a stair or a ramp, which is an option
that we're going to be using with this sir that we
created for emergencies. So once you click on this
option and select this stair, automatically, revit is going to create your railing based
on the sir that we created. And the result you can see
once you open the treaty view. And the last railing that we're going to create is specifically for this section on the
level 200 with the same set, and then as well, I'm
going to make sure that the path stays only
within this area. Now when you see
the treaty view, you're going to be able to notice the project that
we have up to this point. And then as well, you are going to be able to see
that we can change the properties of the
railing by changing the families that we can
use within the railings. We can also duplicate
the families in order to make sure that we can modify the families
independently. Like, for example,
this glazed panel. However, we're actually
going to a bit better, which is actually creating families that we can
use on the railing. So you can see how you can create families
for the railings.