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Autodesk Revit From Beginner to Professional Part 1 (Creating a project)

teacher avatar C. Thi Team, Work hard for what you Want!

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      2:54

    • 2.

      User Interface

      18:11

    • 3.

      Opening a New Project

      3:19

    • 4.

      Saving the Project

      7:07

    • 5.

      Opening an Existing Project

      1:46

    • 6.

      Project Units

      4:57

    • 7.

      Creating a Template

      4:42

    • 8.

      The ViewCube

      4:34

    • 9.

      The Options on the ViewCube

      9:39

    • 10.

      The Navigation Wheels

      7:22

    • 11.

      The Zoom

      4:59

    • 12.

      The Draw Panel

      23:36

    • 13.

      The Snaps

      13:01

    • 14.

      Controls and Shape Handles

      2:39

    • 15.

      Introduction to Family Systems and Family Types

      7:55

    • 16.

      Standard Selection

      2:53

    • 17.

      Select All Instances

      2:06

    • 18.

      The Selection Box

      2:32

    • 19.

      The Undo and the Redo

      1:58

    • 20.

      The Modify Panel part 1

      13:43

    • 21.

      The Modify Panel part 2

      12:15

    • 22.

      Using Recent Commands

      2:46

    • 23.

      Click and Drag

      2:14

    • 24.

      The Automatic Dimensions

      4:06

    • 25.

      The Measure Tools

      6:27

    • 26.

      Using the existing Views of the Projects

      7:29

    • 27.

      Using the Status Bar to Change the Views

      8:29

    • 28.

      Understanding the Boundaries of The View

      4:15

    • 29.

      Understanding the Boundaries of The View in older Templates

      11:05

    • 30.

      Opening Views Using Annotations

      1:52

    • 31.

      Placing the Grids

      11:31

    • 32.

      Editing the Grids

      2:59

    • 33.

      Placing the Levels

      10:58

    • 34.

      Creating Plan Views Using the Levels

      4:26

    • 35.

      The Importance of the Grids and the Levels on the Projects

      6:31

    • 36.

      Placing the Walls

      9:06

    • 37.

      Wall Properties

      3:05

    • 38.

      The Slanted Cross Section Definition

      7:20

    • 39.

      Wall Layers

      7:02

    • 40.

      The Stacked Wall Family System

      5:18

    • 41.

      Wrapping Options

      4:33

    • 42.

      Editing the Wall Profile

      4:54

    • 43.

      Attaching and Detaching the Walls

      3:54

    • 44.

      The Tapered Cross Section Definition

      7:40

    • 45.

      The Tapered Cross Section Definition using the Type Properties Window

      8:55

    • 46.

      Placing a Floor

      8:18

    • 47.

      The Span Direction

      2:18

    • 48.

      Floor Properties

      5:22

    • 49.

      Using the Floors as a Host

      2:28

    • 50.

      The Slope Arrow

      9:17

    • 51.

      Placing a Roof

      4:37

    • 52.

      Editing the Roofs

      2:54

    • 53.

      Changing the Slope on the Roof

      2:30

    • 54.

      Creating Complex Roofs

      6:51

    • 55.

      Roof by Extrusion

      7:52

    • 56.

      Using the Boundary Lines and the Slope Arrow

      2:57

    • 57.

      The Overhang

      5:58

    • 58.

      Align Eaves

      5:44

    • 59.

      Join and Unjoin Roof

      6:55

    • 60.

      Using Multiple Views

      4:44

    • 61.

      The Ceiling Plan

      2:57

    • 62.

      Placing a Ceiling

      7:42

    • 63.

      Editing the Ceilings

      3:07

    • 64.

      The View Range

      11:12

    • 65.

      Starting the Project (Exercise Using Revit 2024)

      14:21

    • 66.

      Placing the Walls (Exercise Using Revit 2024)

      36:00

    • 67.

      Placing the Floors (Exercise Using Revit 2024)

      27:42

    • 68.

      Placing the Roofs (Exercise Using Revit 2024)

      12:09

    • 69.

      Placing the Ceilings (Exercise Using Revit 2024)

      10:55

    • 70.

      Placing The Components

      10:39

    • 71.

      Changing the Host of the Components

      4:17

    • 72.

      Changing the Orientation on Doors and Windows

      5:44

    • 73.

      Loading other Families

      4:52

    • 74.

      Filtering your selection Using the Properties Palette

      1:37

    • 75.

      The Filter

      7:54

    • 76.

      The Match Type Properties

      2:09

    • 77.

      Hide and Unhide

      6:59

    • 78.

      The Dimension

      14:20

    • 79.

      The Clipboard Panel

      5:47

    • 80.

      Placing a Curtain Wall

      4:00

    • 81.

      Editing the Curtain Walls

      5:00

    • 82.

      Adding and Removing Elements from the Curtain Wall

      4:22

    • 83.

      Editing the Grid Using the Properties

      2:17

    • 84.

      Editing the Curtain Wall Using the Type Properties Window

      8:36

    • 85.

      Configure Grid Layout

      1:57

    • 86.

      Working with Curtain Walls

      5:00

    • 87.

      Using other Properties of the Curtain Walls

      4:52

    • 88.

      Placing a Stair

      6:33

    • 89.

      Stair Components (The Runs)

      5:27

    • 90.

      Stair Properties

      5:36

    • 91.

      Run Properties

      4:00

    • 92.

      Stair Components (The Landings and The Supports)

      5:33

    • 93.

      Multistory Stair

      4:48

    • 94.

      Convert to Sketch Based

      8:08

    • 95.

      The Openings

      8:40

    • 96.

      Dormer Opening

      2:24

    • 97.

      Placing a Ramp

      3:09

    • 98.

      Ramp Properties

      1:34

    • 99.

      Ramp Components

      3:37

    • 100.

      Editing the Family Type (Ramp)

      7:54

    • 101.

      Placing a Railing

      2:33

    • 102.

      Adding Railings to Existing Elements

      4:30

    • 103.

      Using a Host to Edit the Railings

      4:36

    • 104.

      Railing Properties

      3:42

    • 105.

      Rail Structure (Non Continuos)

      2:32

    • 106.

      Baluster Placement (The Main Pattern)

      7:09

    • 107.

      Baluster Placement (Baluster Per Tread)

      2:02

    • 108.

      Baluster Placement (The Posts)

      4:26

    • 109.

      Placing the Components (Exercise Using Revit 2024)

      26:07

    • 110.

      Placing the Curtain Walls (Exercise Using Revit 2024)

      12:27

    • 111.

      Placing the Stairs (Exercise Using Revit 2024)

      24:20

    • 112.

      Creating a Family

      4:49

    • 113.

      Solid Forms

      16:51

    • 114.

      Void Forms

      3:37

    • 115.

      Editing Shapes

      3:21

    • 116.

      Saving the Family

      5:52

    • 117.

      Loading a Family to a Project

      7:18

    • 118.

      Creating Parameters

      10:29

    • 119.

      Join and Cut Geometry

      5:29

    • 120.

      Using Parameters with Geometry

      5:44

    • 121.

      Creating Reference Planes

      12:39

    • 122.

      Using Constrains

      9:14

    • 123.

      Importing References or Files

      9:02

    • 124.

      Importing Families to other Families

      8:17

    • 125.

      Creating Default Family Types

      5:25

    • 126.

      Instance Parameters

      5:14

    • 127.

      Creating Group

      9:09

    • 128.

      The Arrays

      13:27

    • 129.

      Components Model in Place

      11:40

    • 130.

      The Formulas (Introduction)

      6:52

    • 131.

      Using Parameters on The Formulas

      7:05

    • 132.

      Using Abbreviations on The Formulas

      6:30

    • 133.

      Using The Formulas to edit Parameters Values

      8:27

    • 134.

      Using Conditionals

      7:10

    • 135.

      The Mass (Introduction)

      9:10

    • 136.

      Drawing Surfaces

      7:28

    • 137.

      Using the Drawings to Create Forms

      6:58

    • 138.

      The Form Element Panel

      8:00

    • 139.

      Join and Cut Geometry (Mass)

      7:32

    • 140.

      Changing the Host on the Mass

      7:06

    • 141.

      Constraining the Mass

      9:42

    • 142.

      Creating a Mass Using the Family Editor

      11:55

    • 143.

      Using Parameters on the Mass

      11:24

    • 144.

      Using The Mass

      9:51

    • 145.

      Updating The Mass

      7:50

    • 146.

      Purge Unused

      5:41

    • 147.

      Importing 3D Files

      9:58

    • 148.

      Creating a Toposolid

      7:11

    • 149.

      Editing Points on the Toposolid

      9:41

    • 150.

      Adding Split Lines

      5:47

    • 151.

      Editing a Toposolid using a Mass

      6:52

    • 152.

      Using Sub Divide

      9:58

    • 153.

      Creating the Site Using Existing Files

      10:22

    • 154.

      The Graded Region

      4:18

    • 155.

      Contour Display

      8:05

    • 156.

      The Site Components

      8:05

    • 157.

      The Parking Components

      4:44

    • 158.

      Family Categories and Parameters

      5:30

    • 159.

      Placing Callouts

      9:47

    • 160.

      Editing Callouts

      4:23

    • 161.

      Placing a Detail Section

      4:53

    • 162.

      Placing a Drafting View

      7:05

    • 163.

      The Filled Region

      12:57

    • 164.

      Related Tags

      4:29

    • 165.

      The Masking Region

      2:40

    • 166.

      Revit 2024 Examples (Families Column #1)

      37:29

    • 167.

      Revit 2021 Examples (Office Building) Part 1

      23:04

    • 168.

      Revit 2021 Examples (Office Building) Part 2

      34:26

    • 169.

      Revit 2021 Examples (Office Building) Part 3

      31:06

    • 170.

      Revit 2021 Examples (Office Building) Part 4

      40:26

    • 171.

      Revit 2021 Examples (Office Building) Part 5

      30:48

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About This Class

Uploading new lessons for November 2024. Also you may also like:

Introduction.

Revit has a design aimed mainly at the construction and administration of construction-related data such as the materials to be used in a wall or the capacities they have to support structural loads and with this course you will discover the advantages of designing in BIM (Building Information Modeling) in the current work environment with this BIM software developed by Autodesk.

The information stored in the walls, floors, ceilings, among others, are used in Revit for the tables used to budget a project which are called quantification tables. These are also use in order to review the information delivered by the suppliers of construction materials since Revit stores information such as kilowatts and others specific to a specialty.

Revit allows analytical studies of structures to identify areas of risk before starting with the structural calculations, as well as solar studies for architectural design.

Making use of the tools that the software has, we can make presentations for the projects carried out in Revit through videos and slides that can be presented to different people while working on an educational or work project.

During the course we will create a complete project from scratch using exercises that are always explained using an example that guides you step by step. To take this course you do not need previous knowledge of BIM or Revit. In addition, this course is created with the latest version of Revit, although there is no problem if you decide to follow the course with an earlier version of Revit you will be able to follow it perfectly.

The lessons on this course will be focused on:

Basic Concepts.

  • How to Create Projects and Templates.
  • Design Concepts.
  • Drawing Tools.
  • Modification Tools.
  • Selection and Copying Tools.

Editing Family Systems.

  • Start a Project using walls, floors, stairs, ceilings, among others.
  • Properties and Family Types.

Family Introduction.

  • How to Create Families.
  • How to use Parameters.
  • Formulas.

Mass.

  • How to Create a Mass.
  • How to use a Mass.

Environments in Revit.

  • Topography.
  • Use of Topography.
  • Site Components.

Meet Your Teacher

Teacher Profile Image

C. Thi Team

Work hard for what you Want!

Teacher

Hello, I'm from C.Thi.

I have been an architect for many years, through which I was able to learn with a wide variety of software and tools aimed at architectural design. I have also come to learn different ways to apply the knowledge acquired during the course of my life, such as the development of games and websites.

We look for creating a knowledge base for students and professionals alike with courses that we are creating for design and construction.

Autodesk Revit Part 1

Autodesk Revit Part 2

SketchUp Pro

Drawings and 3D Modeling using AutoCAD Architecture 2022

Drawing using AutoCAD 2022 (2D and 3D)

See full profile

Level: All Levels

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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.