SektchUp-AA Class1: Basic Plugins | Filip Design | Skillshare

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SektchUp-AA Class1: Basic Plugins

teacher avatar Filip Design

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.

      Trailer

      2:30

    • 2.

      Interface

      4:14

    • 3.

      Camera Movements

      6:07

    • 4.

      Line, Select and Remove

      11:14

    • 5.

      Move rotate scale

      10:18

    • 6.

      Rectangle arc

      12:00

    • 7.

      Push follow offset

      14:07

    • 8.

      Dimension and 3D text

      12:58

    • 9.

      Tags and outliner

      7:49

    • 10.

      Group and Componenet

      13:24

    • 11.

      Operations on Solids

      11:57

    • 12.

      Default Tray

      14:12

    • 13.

      Bend Plugin

      15:47

    • 14.

      Curviloft

      15:29

    • 15.

      Texture - SketchUV

      13:28

    • 16.

      Bezier Spline

      17:38

    • 17.

      1001bit tool

      36:17

    • 18.

      Sandbox

      6:38

    • 19.

      JoinPushPull

      26:35

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About This Class

Hello and welcome to training called SketchUp Advanced Architecture.

The training will be about one of the most popular 3D modeling software.

Title Advanced Architecture tells us that we will learn about advanced architectural solutions together with organic shapes. If we talk about complex shapes, we need to mention additional plugins. The Verity of plugins on the market makes Sketchup one of the most powerful software to create any structure. The key here is to know which plugin is used and how it works in different situations. With this in mind, this course was actually created.

I will show you free plugins together with the paid ones that will be useful in your daily work not only to speed up the modeling process but also to create amazing and complex shapes. To ensure that everything is clear and we are always at the same level this training is divided into a few parts. The first one is where you will find the basics of Sketchup. It is dedicated to everyone who wants to start his first steps into Sketchup software.

  • We will start from the interface and we will go through all options one by one. After that, you will get all the necessary knowledge to start working with plugins and create amazing shapes.
  • In the next part, you will learn how all of the plugins work. In the beginning, we will start with the simple ones so it will be easier to understand how to use any plugins during your modeling process. Step by step I will explain to you why they are so important in normal work and how they can improve the speed of your modeling process.
  • Then we will move to that one where shapes are quite complicated and require more work to do. Without those plugin modeling, more complex shapes will be almost impossible to do. Of course, more advanced plugins mean more options and more possibilities but also a lot of knowledge is required to understand how to use them.

After completing this course, you will be able to design each building by yourself from beginning to end, starting from creating its concept to the final 3D modeling.

And remember If you publish any construction on your social media after finishing this course, always add the hashtag  #SketchupAA.

It will be easier for all of us to find your work. 

Meet Your Teacher

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Filip Design

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Related Skills

Design Graphic Design
Level: All Levels

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Transcripts

1. Trailer: Hello, hello and welcome to training called Sketch up Advanced Architecture. The training will be about one of the most popular three D modeling software title. Advanced Architecture tells us that we will learn about advanced architectural solutions together with organic shapes. If we talk about complex shapes, we need to mention additional plug ins. The variety of plugins on the market makes sketch up one of the most powerful software to create any structure. The key here is to know which plug in is used and how it works in different situations. With this in mind, course was actually created, I will show you free plug ins together with the paid ones that will be useful in your daily work. Not only to speed up the modeling process, but also to create amazing and complex shapes to ensure that everything is clear and we are always at the same level. This training is divided into a few parts. The first one is where you will find the basics of sketch up. It is dedicated to everyone who wants to start his first steps into sketch up software. We will start from the interface and we will go through all options one by one. After that, you will get all the necessary knowledge to start working with plug ins and create amazing shapes. In the next part, you will learn how all of the plug ins work. In the beginning, we will start with the simple ones, so it will be easier to understand how to use any plug ins during your modeling process. Step by step, I will explain to you why they are so important in normal work and how they can improve the speed of your modeling process. Then we will move to that one where shapes are quite complicated and require more work to do. Without those plug in modeling more complex shapes will be almost impossible to do. Of course, more advanced plug ins mean more options and more possibilities, but also a lot of knowledge is required to understand how to use them. After completing this course, you will be able to design each building by yourself from beginning to end, starting from creating its concept to the final three D modeling. Remember if you publish any construction on your social media after finishing this course, always add the hashtag has sketch. It will be easier for all of us to find your work. 2. Interface: To be sure that we are all on the same level of sketch up. So I will start with the interface. As you can see on the left side we have the main icon for the modeling. On the top we have the standard icon view tag section and on the right side we have additional options that could be he mostly during modeling. If you don't see any of those icons, you can right click on the top right and you can turn on large tool set. This is the icon on the left side, the section which are here standard icons. Then we have the tax to fast switch between different type of view. To turn on the default in the window, we have Deft, Dray or Shot. Depends if we have to turn off. Okay, let's be back again to tools. On the left side, we have for modeling. On the top we have plus for the new model, we can start the new model. From here, we can open existing one, we can save our model, we can cut anything to copy, paste, and standard those options. Then we have the step back, as and forward, so do we can repeat operation. Then we can print anything mainly in the view and we have the model info. We have a lot of options here. I will describe all of them later during the course. But now we will focus with the units in the units as a format. In this course, I will use decimal as our Deft units for the length, millimeters, area, volume meters as a display precision. I will recommend to use 0 millimeters. It means that it is not important for us the value after the dot. Then we can switch between the view, we have isolation. I only tell you that we have two different types of isolation, perspective and parallel. We can switch between the view with those icons. If we have the perspective, you will notice that we can see the perspective behind some element. If we turn on parallel projection, it's means that the view is parallel to camera. And it's mean that behind elements there won't be perspective very fast. We will switch between those two options, okay. The next one are about the tax. I will also tell more in the following lessons. We have the section, we can just make some sections and default first info about the model, the next materials. Working with component styles, we can change, for example, the thickness of the lines, backgrounds, mostly I use default options, then we have the tax stop, so we can manage the tax here, then we can turn of the shadows. I only can mention that if we have very complex model turning shadows, can be very round consumption for sketch up. Then we have the scenes and instructor. Okay, this is everything that you should know about the interface in the sketch up. 3. Camera Movements: Now it's time for camera movement in Sketch Up, we can use both mouse and keyboard, or both at the same time, mostly when you open or start working Sketch Up, the first option is select. It's means that you can select anything on the workspace. You can see that we have the building here and you would like to move around. To do this, we can use the middle mouse bottom. The orbit function will be automatically selected and now we can orbit. It's means that we can rotate anything in the scene left, right, and of course top and the bottom. This is mostly used function in sketch up to rotate anything that we have. The next one is the pan. It means that we can move left, right, up and down. We can turn on pan from this icon. Or we can also use the keyboard and we need to hit shift on the keyboard and middle mouse button. It's means that we have the pan. Then we can just move right, top and down. Then we have the icon for zoom in. We have the option to, we can also use Z on the keyboard and left. Then you can see that we can zoom in. Zoom out to any place on the sketch up. This is also quite interesting and very useful. For example, if we switch to orbit, we can zoom in them. We will zoom in to the place where we have the cursor already. This is how the zoom works with the orbit. If we have a icon, we will use the middle wheel on the mouse, it's always zoom to the center of the scene. We have also the zoom window. It's means that we can select any elements that we'd like to zoom in. And with the left button, we can move very fast camera to the place where we would like to zoom in. Of course then we can use the button on the mouth to zoom in. Zoom out or we can zoom extent select as icon and hold the model will be center. This is also very useful, especially if you zoom in. Then you can hit shift to zoom extent. If you will lose camera the very fast way, you back to your previous view as a zoom extent or even with the previous camera view, there is also the icon that will change the view to the previous one. There is also option to simulate the view from the person we have the with the camera. We hit this option and we select the position we need to set the direction, maybe to the right side. As you can see in the very fast way the camera has moved to this point, now we see anything from the human eye. There is also option to look around again, I will set the view from the person. Now I will look around to see what is going on around me. Also very nice option, especially if we would like to check during the interior design, how the room, for example, look like. Look around is not the one option. We can also walk again. We hit the person view. I will move a little camera up. Now we can hit the work and we can go step by step. Very useful, especially if we have some exterior project. And we would like to move, for example, from one position to the next. With the work, it is very easy to do. We can find, for example, any issue on our model or what also need to be done. This is how the work option work. Of course, there is also on the next cycle section plan. But about this, I will talk the following lessons. Just to sum up, mostly you will need to rotate. It's meant to orbit. In the view, you can rotate the object, the pan to move the left, right, top down. Then we have the zoom to zoom in, Zoom out. Then if you, for example, lose in some walls or something like this, which is very often you can zoom, Extents means that you can zoom out and see all the models in the center. This is how you use movement in Sketch up. 4. Line, Select and Remove: In this class, I will explain you how to draw a simple line in the sketch. Up. Do this. We have two options. We can use free hand or the simple line. We'll start with the freed. By selecting your mouse, clicking on the left button, you can draw any line you would like to have of. It is impossible to draw the straight line with the free hands. This is mostly recommend to mark area or for example to draw some text. Mainly you will use the line which give you possibility to draw the line from two points. First, we need to select the first points. After that, we need to move the cursor to the next localization and put the second point. After that, you will get the simple line as you can see. After that we can draw the next line. It's means that we have continue in the drawing. For example, I will put two more points. I will close the conter. As you can see, if we have the close counter and it is place in plane in the same axis, them sketch up will automatically close it and make the surface as you can see the surface, this planar, it's means that it's lie on one plane. When you draw a line, the simple straight line, you will notice that sometimes it became visible with some color, red, blue, or green. This is because Sketch Up will tell you that the line that we are going to draw will be parle to the axis. As you can see, we have axis red, green, and blue. It is very easy to follow one of those axis. First you need to select some point and then follow the axis. And the sketch up automatically draw a line in the same direction as the axis. Sometimes you will have to also rotate the camera, for example, the blue one is to the top. I will just rotate it. And now you can see that if we'll move a pencil up, the line will be automatically snapped to the blue direction. This is also very useful and very good work. There is also the simple way to do this. You can hit the right button on your keyboard, the right arrow. You will draw the line only in the same direction as red axis. Top or up arrow will be the blue axis, and the left arrow will be the green one. So this will be also very interesting and we'll use those short cuts very often because this will speed up your work, especially if you will draw a lot of different models in sketch up, because in architecture mostly we use 90 degrees between the lines. You can also, in a very fast way, find the characteristic points. For example, the beginning end and the middle. If you will move the pencil to the center of the line, you will automatically be snapped to the middle point. From now, you can draw additional lines that start directly from the middle. This is also very nice. Now we will focus with the selecting, because this is also very interesting, I will select the black arrow, and this is select. If I would like to select any line, I click on it with a mouse button. If I will select the next one, the previous one will be unselected. If I will hold control on keyboard, I can select more lines if I would like to, for example, select the middle one, I need to hit the shift, and then you will notice that we have the symbol plus, minus. And now I can select any of those lines. If I have a, all the lines connected together in one point, in one common point, I can, for example, double click on the first line and you will notice that Sketch up automatically will select, hold the contour, all the lines that are connected together. Very useful and very nice feature. Unfortunately, sometimes we can have additional lines that we would like to do select. Unfortunately, in this situation, if I will hit the first line and double click on it, sketch up will automatically select all of them. Now I manually have to select. This one that I would like to remove. Unfortunately, if we have thousands of those line, this will be problematic. The same situation is with the line and the surface. If I will hit double click on the line, Sketch Up will select the first line and the surface that is connected. If I will click three times, Sketch Up will select the line surface and all the connected lines. This is also very nice. Unfortunately, if I will, for example, have the connection between those line and surface. You will notice that after a click three times, Sketch Up will select everything which is very common and unfortunately very often problematic. Because now you need to manually dielect those lines that you don't need. The next cool feature is selecting with the trap for example, there is a situation that I would like to select. For example, two lines together. Normally I need to hit the left mouth button and create the rectangle as a trap. For example, I will start it from the left top corner and I will go to the right side. As you can see, only one line has been selected. This is because from the left point to the right, I need to select everything and all the lines that are inside the rectangle will be selected. Of course, there could be a situation that we have additional line, for example. There could be a problem with the selecting. This is why we have the reverse option. It means that if we start to draw the rectangle from the right top corner to the left side, you will notice that the rectangle is right now visible as dot line. This means that everything that is cut through this rectangle also will be selected. You don't need to select everything from the beginning to the end. You can only, for example, select cut through some elements and Sketch up will automatically know that this will also need to be selected together with the other elements. The next, also very useful feature is the rubber. It is some racing tool. By clicking on the edge, you can remove it without any problem. You can also do this with the surface, with the object. Anything that you would like to remove, you need to use the race tool. This is, for example, how you can remove the edges. In the close model, for example, you can see we have a lot of edges surfaces. For example, I will remove the one edges. This is what will happen. The sketch Apata remove also the surface and make the whole or gap. This is because we don't have the necessary edges. We can control Z on keyboard to repeat the function. Or control Y to redo or to repeat the last function again. This one that was before remove will be repeat again. There is also one tips for the rubber. If you will hit the shift on the keyboard, you can remove the edges and of course the surface will be stay even. We don't have the visible the edges. We can also select the surface, but as you can see, it is impossible to select individual edges. Even with the trap selection, we still only select the surface. We cannot choose the edges that sometimes quite useful if you'd like to unhide edges, we can do this from the view. There is also option to recreate the lines again, we have two ways to do this. The first of course, we can use the pencil and draw the line again in the same position, in the same place. But this is also dead time consumpting, especially if we have a lot of edges. We can also select both of them and write, click and hide them. This is also very useful in a very fast way. As you can see, we can repeat the function, repeat the line again. And we can select them and use it, for example, to build another surface. So this is how you can work with a racing tour in the sketch up. 5. Move rotate scale: Okay, in this lesson, we'll start with the move parts in the sketch up environment. For example, I will draw the line. Now I will select the move tool. Okay, this is quite easy to understand. When we hit M on the keyboard, we have the option enabled. Now if I will select one point, can move it, because the second point is stick to the same position. I will change the angle of my edges. I can also use the keyboards to move in one axis and to lock only to those X. This is how we can use the move for the edge. If I will select the middle one, I will automatically select whole edges and now I can move the position. The different situation is with the surface because if we select the surface, I can move or hold the conter, the surface and the edges and at the same time. But if I will sell only one edges, you can see that I can move it by extending the surface even I will change the position in some axis this time. In the red one, you can also see that all my edges on the left and right sides will change the angle. By selecting only one point, I can change also the position and surface. Now I have fred model and I will select one surface. And the same with the move tool, I can move it around. If I will select the point and move it, I will get the line inside. This is because Sketch Up will always try to divide the surface to the planar one. This is why we have the additional line inside. Moving in Sketch up has also another cool feature. For example, I will start with the Ron, the line. I will select it. I will select also the move tool. Now I will move to the right side. What is more, I will put some value here. For example, it will be 100,000 millimeters. This is what happened. He has been moved by this value to the right. The next one is when I hit the control, it will copy the elements. Next I will put some distance, for example, 500. This will be too much. I will change it to 2000, also with the control. Now sketch up, just move this edge, copy it, and move it by 2000 elements. If I hit x ten, it's means that it will be copied ten times in sketch up. We can also the split in a similar way. I will first draw the first line. Now I will move to, I will copy the first with the control, I will move it to the same position as before. Okay, as you can see it's quite hard. So I can hold the shift my keyboard, it will be lock one axis. Now I select the position, I have the distance Now I will set the ten. What you can see, I have inside nine lines. The distance between them are the same as above. Its mean that 2,000 millimeters sketch up nine edges because 101 is the last one. As you can see, this is also quite interesting and useful. The similar situation is with rotate. First I will just draw the control. Now I will select the rotate and I will put the rotation in the middle of the square. With adding the angle, I can rotate it. Now I will try to rotate the square, but the rotation point will be outside, maybe something like this. Now, I also set the angle to rotate the square. If I will hit the control, I can copy. It means that I have additional figure of course. Can add the x 20. And this will be rotated 20 times because some of them are cover. This is why we don't have 20 squares but some of them are on the top of the other. If you will manually count it, there will be 20 pieces. The next one is culling. This is mostly used to change the proportion of the dimension. After that, we have some points and we can rescale the object in different direction. For example, here, left, right. I will select only one edges and as you can see, the top is the scale. Of course, I can hit the control and I have the rescaling in two directions. It's something like the mirror, one the normal with the control. We have the mirror with the control shift. We have the e propos for all the edges and all of them are rescale, with the same scale. It's also very interesting, of course, if I will select the whole model, I get the points. I can re scale in different axis. For example, left, right, also with the control to mirror or with the control and shift to have the proportion for all the edges with the scaling, we can also very often make a mistake, especially if we select all the elements, and we will just choose wrong the points. And you can see that the scaling is not proportional, it's a different direction. For example, sometimes elements could be covered behind another one in future, this could be problematic, especially that we won't be able to back again to the same scale. The best way is to always use the points that are set in the middle because then we can be sure that everything is rescaled in correct way with the proportion. Okay, Now we will work with the Xs. Okay? First I will rescale the top of the freid, and we have one wall under some angle. Okay? Right now I will click right on the axis. And I will first need to select the center point. I will choose this point on the edges. Now I need to put the direction for the red one. I'd like to also put it in the same direction as before. And we need to put the green one. Green one will be something like this. Now I'm sure that the blue one is also in the same direction as my edges from the free model. If I would like to draw any rectangle, for example, on the blue planar plane, you can see that it's on the angle that I set for my axis. So it is very easy to use the axis in the sketch up and to change it. Right click on the axis, we can just set the move, we can, for example, move the red one by some value. The next option is of course, the reset. Here we have the move. We can also move for the rotation. We can select the Reset to reset to the default position. This is what I suggest to always to use the axis with the default position At the end of your work. Then we have the option to align view. It means that the view will be perpendicular to the blue axis. This is also sometimes very useful. It's means that we have the view from the top. The next option is to hide the axis. Sometimes, for example, maybe there will be necessary to hide it right now. If you would like to unhide the axis, it is impossible. From the right click, we need to go to the view and turn on the axis again. This is how you can work with the axis. In this lesson, I show you also how to move and copy elements. Please practice this because this is one of the most important things in the sketch up. This is one of the key features and power tool that you'd like to use very often. 6. Rectangle arc: The next feature that you'd probably use in Sketchup is rectangle, arc and circle. We'll start with the first one with the rectangle. You can choose it by this icon or also there is a shortcut on your keyboard. If you only hit the R on the keyboard, you will get also this function enabled. First, we need to select the first point. Before that we need to select the correct planner. I will choose the blue one. We hit the Most button and select first point and the second one. Of course, you can see that we have inside the diagonal line which is with the d. Of course the rectangle as the fat is close. This is why we have also the surface. Okay. The next is the square, the same. I select the rectangle, I said the first point and I need to find the point that will give me the diagonal under the 49 degree. After that I will get the information that there is the square. Okay? As you can see, it's small box and here we have the square. Now I'm sure that this figure is exactly the score. There is also option to start the draw rectangle from the middle point. To do this first we need to hit the control on the keyboard. After that, you can see that now we can draw the figure from the center point. Of course, if you hit Control again, then again we'll just start with the first point and with the second one. Of course, each control has its own dimensions. As you can see, something about 500,000 millimeters and the same we can draw with the manual value. First, I will start with the point, the second point, so you can see that we have some dimension. Now, I will put from the keyboard 500,000 The 200,000 as you can see, we have the dimension manually put on the drawing. Of course, if I will just draw the second rectangle and they will be connected together, then I have some additional. It means that the surface has been connected, but because I have the conter inside, I can manually select them individually. After I will remove some edges, the surface will be connected right now. As you can see in the final, we have the one surface. We can also draw the rectangle under some angle. For example, first we need to set the first line and choose the angle for it. For example, I don't know 44 degree. Now you can see that I need to draw the second edge. The second edge will give me the second side of the rectangle. I can do it manually or put some value after that. You can see that we have draw the rectangle under some angle. Personally, I don't use from this function, I prefer to draw on the planar surface and then use the rotation. Now I'm going to talk about creating the circle in the sketch. Up, creating the circle is quite easy because we started from the middle point. After we will use the push and pull function to add the thickness, you will notice that we have the very sharp edges. This is because Sketchup is not a Nurb software. It's based only on the lines and edges. This is why we have not enough edges for the really smooth conter. Okay, if we hit in geometry, we will try to add the circle again, but this time we will also increase the number of the edges. I'm going to repeat the function with the middle point. I can draw the circle right now, holding control and hit the plus on the keyboard, I can increase the number of the edges. As a default, we have 18 or 19 sides, but this is not enough. I will increase this value. Right now you can see again. The default value is not too much. Again, we will hit the circle and we'll increase the size to something about 36. And after push and pull, you'll notice that the circle is now really smooth. This is what we would like to get. Of course, we can also put higher value, or we can also increase this to something like 45, for example. And this is what we will get after selecting the edges. We have the segments 45, of course, we can increase it to almost 999. It is obvious that for me, it is impossible to add this value of them, so I can put it manually in the segment. Right now, you can see that we have 900 segments. After making push and pull, you can see that the circle is very, very smooth. You can probably ask why we cannot add the default something about 900. This is because if we will turn on the hidden geometry, you can notice that there is a lot of edges. With so many edges in the model, it is hard to select anything. For example, with the lowest value, I can select the lines with the higher value. You can see that first we need to zoom very, very close. After that we have 1,000 sometimes of edges. In this one we have 900. Sometimes it could be problematic, especially if we have a lot of models with so many edges, then our sketch up could be slower. This is because it's very Ram consumption. This is why we should avoid so many edges, of course, by selecting the surface that, for example, I would like to use. It's also problematic because we have a lot of them. For example, on the left side, we can see that this is very easier to manage and to work with such a surface and edges also create the polygon. Of course, this is function which I not use a lot. This is because it's very similar to circle, but at the beginning it has a devoted only six segments. It's easier to create polygon with this function. This is the mind difference between circle and the polygon. For example, for the circle we have something about 18 sides always the sides are repeated from the last value that we put, the polygon, mostly start with the lower values. This is why it is easier to draw it. For example, if I will hit this icon at the beginning, I have something about the six edges or something like this. This is what we finally get in the polygon. Some simple figure in the sketch up. We have also possible to draw the arc. We have many different options to draw the arc in a different way. The first one is the simple first first point. The second point angle of the angle, we can put with the manual value or also set the second point with the pencil. After that, we have the arc. This is quite easy. Now we have the second arc with two points, the first point and the second point. Of course, with the pencil we set the bulk. Of course, this is something like a radius, but this function is also very interesting, especially if we have the rectangle and we would like to add the radius first, we need to select the first point and the second point on the second edge. After that, we need to set the radius. And of course we can remove the surface and the edges. And finally, we have the radius on the edges. Of course, there is also option to draw the radius with the tangent for both edges. I will try again to draw the rectangle. Then we will go with the arc. Select the first point. The second point we need to search until our edges will became the purple. After that, if we double click the mouse, you will notice that Sketch up will automatically remove the rest and add the radius for our edges. And the next type is the three point arc. We said the first point, the middle point of the arc, and the last one we have. Normally, I don't use this function, I prefer both before. The next one is the pi, the first point, the radius, after we said the radius, we also need to put the last point after you add the last point. For example, here you will also notice that we have the conor and the conor is close, so it means that we have also the surface. Sometimes this is very useful, especially that you need the surface and you don't need to add additional lines to close. The pi is mostly useful, especially if you need the surface inside. We have to the same edges and the arc and surface planner inside. Okay, in this lesson, you find out everything about the basic and primary, the figure. You must know that in the sketch up more complex objects, we just start to build exactly from the basic one, from rectangle, arc or the circle. This is what you need to understand how this works in the sketch up. 7. Push follow offset: Now the feature that make Sketch up as a unique software. This is the tools from this group. The first one is push and pull. To use push and pull first we need to have some close contours. I will start with the square and then I will select push and pull. After select the surface and moving the cursor, the mouse, you will notice that we have read model. This is what sketch up such a unit and interesting tool because in a very fast way, we can create free object. Of course, when you hit the control on keyboard them, you have the push and pull, but in result you have the second similar object. The control will also divide elements on two different or more models. For example, if you hold control, you can divide the elements or you can move the elements inside by changing the dimension. What you can also notice right now that some of the surface has different color, the blue one. This is because in sketch up each object, each surface has front and the back. The front is the white color, the blue one is the back. I can select all the surfaces and select reverse faces. Right now we have every white color even. You will draw the simple rectangle from the one side. There will be white side and the blue one which is for the back. You must remember that every time you finished your work, your model, all the faces should have the white color, which means that they are in the front. This is because sometimes when you later export to some render software, front, air and back are very important and by applying material, sometimes there could be an issue. Sometimes push and pull function can also speed up your work. For example, I will just use the push and pull, and I will put the distance 2,000 millimeters. And then I will draw another contour. And I will select push and pull. And double click on it. Will move, push and pull, up to 2,000 millimeters. This is because the last value that we put manually was 2000. And now every time I will double click on push and pull on the contour, I will also have the same dimension until I will add the new one manually, or also with the mouse. This is also very intuitive and nice, especially that this will very speed up your work. Now as example, I will show you how to build the ground with the wall. I will start with the ground and the second rectangle, the middle one for the wall. Of course, right now dimensions are not important. I would like to only show you and present the workflow. Right now, you can see that we have two different surfaces. This control outside will be used for the wall. Of course, right now I have work connected with the ground. So remember to hit the control on keyboard to have a different surface. Now I can just move the wall inside. Sometimes you will notice that instead of moving the surface, the wall, there will be the edge inside that want to divide the object. This is because sometimes you also need to hit again the control on your keyboard and to switch between those two options. Now for example, you will be able to move the wall inside dividing it. If you want to divide, because you want to have the separated object, the also you need to hit the control again. It depends what you would like to received as a final object. Here on the bottom, you have also the information that control is the function together between creating a new face, new surface or just to move the existing one. I will also draw the door and maybe two windows, right just here. Okay, now if I will go to the push and pool and I would like to remove. The door. So I will select the surface with the push and pull, you will notice that we have to extend the surface inside or outside. Of course, this is not the result that we would like to achieve because I would like to remove any surface that is inside the door to put the door model later. To do this, I need to select the surface and I need to snap it to the edge where it should end. For example, to this one sketch up automatically, we'll get the information that right now there will be the zero thickness for the surface. So it is just to remove. The same situation will be with the window, but because windows has the same thickness as my door. So I can double click on it and sketch up will automatically remove it. Because you know that the windows will get the same value, the same distance of depth as the door, it will be easier to remove it. The next feature is the follow me. It is something like extrude on the path. We have the lines which create the path and we have some contour. Now I would like to sweep this contour on my how to do this. First I need to select the contour which is tangent to the path. It has one point common. By selecting the follow up and selecting contour them, I select the path one by one. After that sketch up will extrude my contour according to the path. As you can see, we need to one by one select the lines at the end. We hit the Moth button and we have Fred model. Of course, right now you can also notice that we need to reverse the faces in this situation so I can select the surface and the right click and select reverse faces. Now it's correct, we have the white color. Of course, we can also speed up this function. I will just remove it. To speed up, first we need to select all the path that you would like to use. I will select all the lights, then I select Follow me. And I hit the contour sketch up automatically to try to extrude the contour in all selected lines. And the same you need to select surface and reverse faces with the reverse faces. This is course common situation. It's mostly depends what you have. From the beginning. I will select the contour and I will select reverse faces. At the beginning, I should see the white color. I select the path, follow me contour. And you will notice that right now we have correct position or the freedom model. Very often, there will be an issue with creating the follow me. This is because the most problematic is always the path. It must be with the radius, with the tangent. If you cannot do the follow me, probably something with the path is wrong and you need to fix it, okay? The next example with the follow, for example, we have some contour here and I would like to sweep it around, for example, roof. To do this, I need to select the, follow me the contour and the first edges. Then I need to select the next one. The next one, the last one until I will come close to the end. What you will see at the end, the sketch up will try to close follow me, which is also very nice because it's five and with very, very good results. This is how you can do, for example, follow me on the roof. There is also option to speed up this feature by, for example, selecting the contour, selecting the edge. And hit the art on the keyboard for fast. Automatically find the connection by the sketch up and it will also try to follow me. This is also very good and easy. This is how you can use the Follow me to extrude anything in accordance to the path. Now the next, also really cool feature is the offset. I will start to draw the rectangle and I will select the offset. The offset. This means that I would like to automatically select all the edges and move them by some value. For example, as a distance I will put here 2,000 millimeters. This means that each edge is moved from another one by 2000. Very useful tool. Of course, we have automatically separated surface. I can do a lot of offsets, for example, inside them, I can push and pull all of them. Of course, you'll probably notice that some of them are with the reverse faces. We select everything right click with reverse faces, this is what happens. Some of them will add again the back. This is because in the previous selection they were in the correct position. They were in the front to the camera. It's mean that again, I need to select all those first faces only with the blue color here, here, and the backside here, right? Kick on it and select reverse faces. Now as you can see, we are in a correct way. Now I will show you some tips and tricks for the offset. For example, I will start with the conor. I will add the radius on one edges. This edge will be the radius. Then I will push and pull everything. Now I'd like to make the offset. Of course the offset normally you can do on the planar surface here where we have the radius. It is impossible. And this is what you can do to force sketch up. To do this, first we need to go to view and hidden geometry. This is what we finally have. We have the lines, because as I mentioned before, everything in the sketchup is built on the lines. We have the lines also on the radius. And now we can create the offset by double click. We can repeat the last offset that we made here, here on each of the surface. The next option what we can do is of course the push and pull. And just to push all of those offsets and by double click we will same dimension for the pushing pull as before. This is how you can do offset and push pull on the Dus. As you can see, it's also very smart and easy tool just to repeat. The push pull is used to move forward. The contour, the follow me is to move or extrude the contour in accordance to the path that we have. The offset is to move old edges that lie on the same surface. 8. Dimension and 3D text: In this lex, I will explain to you how to tape other options from this column. We will start with the drawing a line with length 1,000 millimeters. Very often, there will be situation that would like to receive the second line from the starting position, the same as some elements before. For example, I would like to drone in the same position, the second line for example. As you can see, it's very hard to move down to find a similar point. This is sketch up something that sometimes could take a lot of time. This is what why we can use the tape to create the reference line, I will select the green Xs. I will move it and snap to the point where I have the beginning of my line. And click with the mouse. And now you can see that we have some references. Now it will be much easier to start drawn from this reference line. I will draw the line to the right side with dimension 2,000 millimeters, okay? As you can see right now we have two lines, one with 1,000 the second one with two. Okay? Now I would like to draw the rectangle with shorter side with 1,000 millimeter, the same as the edge as you can see. If I will try to snap my rectangle to the edge, it's okay, but it will be covered. If I would like to put it up, it will be problematic. As you can see, I need to move the camera, so on and so on. To fix this issue, I can of course draw the second reference lines starting from the green axis or from my previous reference line. Now you can see that we have two reference lines, and very easy I can start to draw the rectangle between those lines. Thanks to that, I will also be sure that my shorter line will have the same length of the shorter edge. It will be 1,000 millimeters the tape, you can also use check the length. For example, I will select the first point and the second one. And as you can see we have the box with the value of 2,000 millimeters. Of course, we can also check the distance between two edges. I will select the first point and the second one. This is something about 1,500 Erie. Of course, you again have the reference line. Sometimes if you have too much reference line, it is not so good. We can turn it off by holding the control on the keyboard. After holding the control, you will notice that the reference line will disappear. And we can, without any problems, check dimension between some points. This is also very nice and easy to use. The tape is one of those tools that will probably use a lot because we can count different type of length value and so on and so on. Of course, as you could see, the value is in a very small box. In this situation, the better will be used the dimension that will give us the value for all the time. So this is the second option. Right now you can see that we have the value by selecting only the edges. For example, in the top value, you can see that the value is covered by the line. We can right on it and set the text position outside, or we can center, or we can also put it on the opposite point. With the added text, we can add the value we can add or remove, for example, the unit. Of course, if you will change the value, nothing will happen. The edge will not change the dimensions. I suggest not to change it. To change the value, you can also add on some additional nodes, but value should be always stay the same to an issue in the future. Now there could be a situation that you would like to increase the value of some edges for your model. Of course, this is to the model, it is very easy because you can only select, for example, the edge and move it with the move tool to the right side. With this, you will increase. It will increase your rectangle, but there is also a chance to do it also with the tape, which is also very easy to do. First we select the tape, I would like to select the first point in the second one, of course we have 2000 miters, so we'll change it to 2,000 millimeters, 1000-2 thousand. Now we have a question. If you would like to recite the model, we will apply now. We will check the dimension. The shorter edge is now 2000. This is what we'd like to get to the part for the elements. Unfortunately, if you will also check the total length for longer edge, you will notice that there is 4,000 instead of two. This is because we re scale with the tape, hold the model twice because from 2,000 meters, 1000-2 thousand is twice. Sketch up everything, count two times to avoid the situation. First we need to select surface and the edges. With the right click, we need to create the group about the group and components. I will speak more in the next lessons, but right now I can tell you that the group connects everything together. What is more? And this one is treated as a 111. If we double click on it, then we will enter into the group. How? I know that because everything outside is gray. What is more? We have this contour around now I know that I'm inside the components inside growth. Now I can resize it with the tape. I will select everything because now I can again select elements or surface. I will tape one edge with 2,000 millimeters. And now there is the question. If I want to resize only grow or components sketch. Don't know exactly if this is grow or components. He asked about both of them. Now I click yes, this is what happened right now. Now the shorter edge of my rectangle is 2,000 millimeters, the shorter edge is 1,000 The second one is 2,000 millimeters. So this is what we would like to get. At the beginning, we only rescale the object, not hold the model, okay? The next one is protractor. If we have some angle, we can count it with the tool. So I have, for example, some edge and now I can check the angle between them. By selecting the first and the second point. I have the angle in the bottom right corner also very useful. The next one is the text also option to count the dimensions. For example, I will put it on the line, on the edges and I have the value the same. I can check with the area. And what is more important, If I will rotate the camera, I always see the text. This is because it's always parallel to the screen and it's also located in three D environment. This is very useful, especially if you need to rotate the camera. You can be sure that text will be always readable. This is also very nice tool as a length checker. The next option is for creating the X. This is what I speak about before. We can create or define the new Xs as you can see. Now we can draw in different surface, in a different planar surface. This is also very good tool. I always recommend also after you finish your work to set the access to the default one which is located in 000 because you don't have any issue after import access into either model or render engine or software. Now, free text where you can place free text, we just put the title here, the sketch up. We can select the phone, the type of the phone, the align, left, center, or right. Of course, after place it, we can place the text directly to our scene. It is very easy to use very speed up because you don't need to draw manually or the letters. Of course, as a default, we have this set as a group. I will again go to place the free detect and we can also select the form field and extrude that with some value. This wind will also have the surface between the edges in each letter and we have extruded surf like push and pull for 25 millimeters. We have the fully Fred model right now. Now as you can see, it's also the group I will add directly inside. I can, for example, use push and pull to increase the extrude value. Or maybe I can use the tape to resize everything. Right now, the high is 25 millimeters, 75 for the end. Right now I will just select everything I will enter inside the group. To select the surface surface, I will use the tape and I will increase the value to 200 millimeters. Sketch up, we'll ask if we would like to use for whole group or component. Now we have the new side for each letter. This is also how you can combine and use, for example, the tape with the free text and so on. This is very easy function. Good to understand how it's work because this is the only one method how to create the fred text in sketch up. 9. Tags and outliner: In this part we will talk about managing the models, the ports in the scene, in the environment. So to do this we can use two options, Tax and Outliner. Both of them you will find on the right side in the default. In some way they are similar but they both has unique options feature that can be used separately. So probably some of you will only use the tax, other will use the outliner to turn on the tax and out liner. You can do it from the window. We can also change the position, but the default tax and outliner should be at the bottom. Okay. I will explain you how they work and we'll start with the Outliner. First, I will create the cube with the push pull simple figure. I will make it as a group. Okay, now you can see that we have the group in the outliner. I will turn it on or off. Also, I will rename it to one next, I will create the tube First the sketch and push pull again. I will create the group. I will rename it. Now I will select both of them, because right now you can see that each of them can be select individual from the outliner. But we'll select both of them and I will copy it five times. Now as you can see we have more than two models as you can see. Also we have 1.2 numbers. I will select all and make the group. As you can see, we have the rope right now. Okay. The next is that I will copy the group also five times up. Now you can see that we have a lot of groups to collapse them. I need to select each of them individually, or I can use the shortcut from here and select Collapse All, Or we can expand it and sort by name. So it depends what you need right now, we'll collapse. What is more? I will select one group and I will make the mirror flip along red. And the same with the second one. Okay, Now it's time for the trick. Right now I would like to make, to disappear, for example, all the cubes from this group. Normally, it is impossible to select them. I need to go inside the group and select them into individually. It will take a lot of time, especially that we can have a lot of thousands of the elements itself to do this quicker, we can go, for example, to second group because I know that this is the first, second, third, fourth, and up to six in this group. I will select all the one. It means that all the cue from this list, and I can right click and select the height. As you can see right now, everything which is one in this group has been disappeared. This is what you would like to get. To turn it on again, I can select all the ones, the cubes, and with the one button, I can make them visible. This is how it's work. Very fast way. I can select some of the elements and I can, for example, hide it, replace, change the texture and so on and so on. Quick, it is okay. Now the tax I select, hold the group and I will add the tack. This will be one and I will change the color to something like orange. I can color by tack or select by tack. Right now, I will go to the info and I will set this rope to tack one. Now as you can, we have one color for all the objects. What we can do is copy again and again. We'll have right now, three groups. Of course, I need to add the group two and group three. I have the different colors. I'll select the second one and set it to T two and the last one to tree. Now as you can see in the tax I can also make it visible or un visible. I can for example change color. What are the min difference between tax and out? Outliner is mostly used for details, for small details. For example, if you have some mechanical parts, for example, the screw nuts can be easier select with the outliner. But for example, if we have a huge exterior scene where we have the three house people, cars, it is easier to use the tax. This is the mind difference. The tax we use only for the huge objects, for the detail, we can use the outliner because it's easier to manage them and select the parts from the list just here. I always recommend to use the tax, especially the tax because with the tax it will be easier for you to switch on or switch off the visibility of some objects. Sometimes the round consumption will be less if you have also less objects in your see what is more? We have the surge bar for example. I would like to search the tax free in the list. I put the free and you can say we have only one tax with the free. If I will do the same with the outliner and I will put for example, one First what I need to do is to expand or the three. Now as you can see, we have all the one object, but as you can see we have a lot of them because we have a lot of objects. This is why outlined as I mentioned before is most useful details and tax issues only for the huge objects. As I mentioned, I always try to use the tax and I recommend also for you to always use them because it will be easier to manage the scene. 10. Group and Componenet: Okay, in this class, it's time for creating group and components and difference between them before I use those options a few times. And now it's time to explain how it's exactly work. First, I will add free text as a group, as components to better visualize the difference between them. Okay, first I will create the simple cup with the push and pull. Now I will copy it. Both are the same and one will be for grow, the second for the component. Now I select hold the model by triple click on the mouse. With the right mouse button, I will create as a group. But before that I will just copy it and stick together. Now as you can see, if I will change anything, both of them will be changing. This is because now it's read as one object. I can even remove the edge insides and we'll get one objects combined from two different. To avoid the situation we have option to create the group. I will select all the surface together with the edges. It's mean that I will connect together to have only one object instead. After selecting and right click, we will make a group. Now this object is treated as a, it's me right now. If I will copy it and move it right sides still, I have two different elements. To modify anything I need to go inside by double click on it, open the grope, and now I can modify anything. What is more? The first object will be the same without any modification as it was original. Okay, what is more? I even can create the new shape on the grope and I can move it to the right and it's still treat as different elements. If I would like to, for example, add this cut out, I need to open the grope it. I need to, for example, make push and pull and remove also this wall. This is how we can modify any group or any elements. Now I will remove everything and I will back to the beginning. This is how we work with the group. With the components, there is a different way of work and different destination. Okay, first we have the cube. As before, in the components, we select everything right click and make components. Instead of right, we can also make components with this icon. First I will put some definition and description. I will maybe something like box and description will be one. We can hit the Create. Now we have the first component, Now I will just copy these components. But before that we can modify it by entering with double leak. Now I will copy it three times. As you can see, we have four components for box, but they are treated like a clone. It means that if I will modify the first one, the modification will also appear on the rest. What is mortise? No matter which one I will choose. For example, it could be ferret. If I will add modification, this modification will be again, create on all of them. This is how the components work and what is the mind difference between components On drop for example, if you would like to make some of the cube as a unique, we can write, click on it and select the option, Make Uniq. This time if I will make some modification on the first one, you will see that modification will be on each part of Uniq because unique is unique and there won't be any clone option added to this box. Now I will remove all the components and we have only the first one, this one also appear in the components in the Foray. To turn it on, we need to go Windows default Y components. Here we have the box in the list, list for the models, or we can also add it to the library. In the library we have a lot of different components that we can use for our project. Okay, I'll be back to my standard one and we can always add a lot of components from the library or those one that we made before. Okay. Now I will also add some additional options that you can use during prepare components. But first I will create some surface and I will connect them together. Reverse faces, of course, for the first one. And I will also rotate by some angle the surface and I will put it directly on those before. Okay, I will select all the surfaces and I will connect them. Now I will create the components with the cube. It will be simple cube. Click on it and we'll make the components definition. And I will put the okay. Now if I will try to put the cue from the list, as you can see, I can add it and it will be always in the same position as it was set in original. Now I will move those cubes. I will create again the cube. I will select all the surfaces with edges and make components. Now I will switch to glue to to any after heat. Okay, Create. Right now. If I will add it to the scene, you will notice that this time the box will try to stick to the surface. This is very helpful, especially if you want to stick those options together. For example, to put the window on the wall. This is quite nice feature Again, I will create cube at this time with some offset and push and pull. And I will remove the center. I will make the components. I will select the glue to any and cut opening right now if I will add to the surface, you will notice that all the openings will also removed from the surfaces. To better view the options, you can add the weakness to the surfaces. Now, every time opening will be also cut through on any objects that we place elements, those window on it. Very useful if you want to add the window to the wall. Okay. But there are also a few more functions. Glue to only horizontal surface, only two vertical surface and sloped. So it means that only two surfaces that are under some angle. And there is also option to set the compass in the standard. We have a compass in some position, and of course we can switch this position, for example, to the middle one. And it will be easier for us to search this position, because as you can see, we have always the point where the axis is located. Sometimes it will be easier for us to stick or to draw something, for example, from the center of the surface. Always try to put the axis on the object in the area that are most important for you. Okay, now I will draw the surface. By creating components, I will set always face camera and shadow face sand. This means that right now, it is, no matter how I rotate the camera, the surface will be always position parallel to the screen. This is useful, especially if you, for example, want to add some texture with the tree and the tree will be always set to the camera. Of course, this rotation you can see that is in accordance to the left edges. This is because we have located there, the axis. Now I will change the axis, for example, to the middle one. To the middle area. There will be information if I would like to update the position of the axis. Yes, we will click Yes. Now you can see that the face is always rotated in accordance to the middle where we have the axis. So I will draw the line on the left side this position was before and as you can see right now, it doesn't work. I will go on the middle. And now you can see that the surface is rotated in accordance to the middle point. Okay, There was one more options to shadow face. This is only visible if we will tune on the shadows in the shadow. Stop. We need to tune on it. Now we have the shadows. No matter how I rotate the camera, the face is always located to the camera. Unfortunately, the shadow, the shadows is always the same. Its drop depends from the sun setting. We can fix that, for example, by again adding the surface. I will add the surface. And now I will create the components and will set always face camera and shadow face to turn off. This is what will happen if I rotate. The camera phase will rotate. And the same the shadow will change, which is more naturally, this is how it should work in a correct way. Shadows should change or rotate together with the phases. Of course, we have some more function like advanced attribute price size or for example, shortcut to website where we can buy and those elements, those attributes are used, especially if you use some additional plugins for some cost calculation. Then you can just take all the options from attributes, from each objects and, for example, have some results or for example, during creating the report. 11. Operations on Solids: This time operation on solids sketch Ups. We have a few options that we can use to work with the solids. To have this option enable, we need to write, click and select Solid Tools. Okay, First we will prepare Square. The first one will copy the next one. The I will put A as object, a and B as object. Now I will add the reference line and we will make a group. The first group and the second group. This is our basic elements. Now we'll try to make some, a preview of the operation that we can use. I will just copy those elements together, but this time A and B will get the common area, the same space. This is A plus B or A and B. Okay? And we will put it here. This is A and B because this is the common area. The next reference lines again, I will just copy those two. Group explode and I will just remove those elements. Now I will also copy the text here. We have only A and B area. The next example, I will just move it up, Explode. This time I will just remove the middle area. This time we have A plus B and we'll put it inside. As you can see, this is A and B is the smaller one. The smaller area A plus B, it's A both of the square connected together. The next reference lines, I will copy it again to the right side. We will explode it. Now with the rubber, I will just remove those elements and those inside. And the same in the opposite direction. Here we can put a minus on the opposite direction. There will be B minus A in both of those examples. Some parts has been removed. The next reference lines and the copy again, the square. Okay? And to the right side. And I will remove those elements. I will just copy those. Remove the parts, now I will just copy the square. Now we have A minus B minus A for this square and A for this one. Okay? So as you can see, we have more equation now. The next reference lines. And the same situation, but with different configurations. So I will just copy those elements then I will just copy this one, okay? And Copy this one here. I will move it to the left, and as you can see, we have three different block. This is what kind of operation we can do in sketch up. This is for better visualization. Each of those operations has its own unique names. At the beginning, we have A B, A B, and the first operation is B. This is intersect. I will also put those names, here it is. Intersect when we have both elements, some parts from the a and some parts from the B. Okay? When we have together a plus B, this operation is called union. I will also put it here. This is the next icon. If we have operation where something is removed, okay, maybe I will put it closer. We have this operation subtract. I will also put this name on the space. If we have operation where something has been removed and the opposite block as one, it's called trim from B, for example, we remove the A and we have A as a solid without any operation. When we have some removes also the common parts. And this one is called split. Now in the, the space, I will show you better how this work with the solids. Okay? Now, I will just change the camera to better view. It will be perspective. We'll start with the first block. I will put it here, then we will move the second one. I will put them together to have the common area. And we'll just use push and pull on the first one. And the same on the second one path. It will be bigger to better view what's going on. Okay. The first option is Intersect. Of course, I will just copy as a back up both of them to be sure that we always use the same block. Okay? Intersect is the first one. I will select those options and I will select first and second block. What we get, we have A and B together. The next one, I will just move the solid up the union's mean connection. We will connect A plus B first, second. As you can see, we have connected block together. And what is more even, I will go inside those blocks, you will see that all the surface inside has been removed. Very useful. The next one is subtract. It means that we remove some parts. First, I will just move the blocks up the left and to the right side. I will select the subtract. First one will be A minus B. I will select the block that I would like to remove. My base the same in the opposite direction. I remove which one? I would like to remove the base. This is what we get. Final. This is subtract. Okay. The next one is M. Again, I will just move those solids up to the right side and the trim. First I select those ones that will stay the same without any operation. And this is okay. And the same in the opposite side. Which one I would like to have without any operation. It is A. From B, we just remove the A. This is how the trim works. And of course, the last operation is split. We will move the solids up and move the right side. We have the split To the right, I will move to the left, A, we have a minus B minus A and common area. This is how all of them works. There is also one option at the beginning, I will move, this is outer shell. It's means that all edges that are inside will be removed. Also sometimes very useful option, but also it makes always many problems to do. This means that we have everything in connection because we have only Aua edges. This is how those operations work, practice them because it is good to understand and to remember how each of them works. 12. Default Tray: The last part from the introduction, I will tell you how to use the rest of the bookmarks from the default ray. Okay. First of all, if I have selected object and I would like to get more information, I can go to the first bookmark info here. What we can do is to give to the object we can put some instance information and type. This is good for calculation, for cost calculation. There is also information about the volume, of course, some fast option, for example, to turn on turn of the object. Unfortunately, as you can see, now it's disappears. It's problem, we have to turn it on. If you go to the view and hidden geometry, nothing will happen. This is because we have the grope. It's mean that we need to turn on hidden objects. After that, we can again turn on visibility, Then we can lock objects. It is obvious that we cannot use any additional object operation for the object we need to unlock it. We have option to cast and receive the shadows. Those two options are useful, especially if we use the VA. For example, we would like to remove the shadow, drop shadows from some objects. This is where you can turn it on and turn it off. The next option materials. Of course, we have a lot of materials that we can apply to our objects, any different colors with the Pint bucket, when you click out on the keyboard, you can take the color from existing object and for example, apply to another one. Of course, there is some library where you have already predefined texture, you can apply to any of them. Of course, there is also possibility to lot our custom texture. You must remember that high resolution will be high ground consumption from your computer, use normal texture and only high details for objects that are close to camera. The components we talked about earlier, there is the style in the style, we can only change the view in the view port. We have also a lot of options where we can some additional object and customize those settings. Maybe somebody would like, for example, to work with the black background. The next we have the shadows, we can off the shadows. Of course, we can set the time date we can make. That object will be lighter or darker, it depends. We can also use the sun for the shedding. It means that the position of the sun will drop the shadow in the correct direction. We can of course, display the shadows on faces ground, for example, from. So it depends what we would like to get. Also interesting function. There is also option that we can use geolocalization example. We can set some location GPS and we'll get the correct shadows from those plays. The next we have the scenes mostly are used for creating the camera shot or for animation. For example, I will set up objects from this point of view and I will add the scene, for example, the next view and at the scene, and if I double click on the scene, I will move to the previews or to the next scene, to the next camera position. Sometimes it could be useful, especially if you use some additional rendering engine, Text outliner described before the foc, So we can put the distance fo, for example if you would like to cover what is behind some elements then we can use the distance is also option to change the background color for this for sometimes some of you probably maybe they need such a function in Sketch Up. Then we have the match photo and soften edges. I will start with the soften edges. As I mentioned before, the sketch up is program where all the solids are based on the edges. Of course, mostly we'll get the sharp edges on the elements. The soften edges is the software that we can. Remove or add the sharpness to our elements. For example, as you can see right now I have the tube with a lot of sharp edges. This is what I can do right now is to increase the degrees and to remove the sharp edges between the surfaces. This is what we can do is move normals and of course soften co, planar. So right now you can see that I remove all the sharp edges by increasing the degrees. This is also very useful in the hidden geometry. You can see that we still have the edges. We can still choose them for some additional operation. This is what we can do with the soften edges. Okay, let's back to the match photo. Match photo is the tool inside the sketch up that allowed you to import some reference image by hitting this plus and at the image from your computer, you will get the reference screen on your sketch up environment. Now you can try to redraw the buildings or any other construction directly from the image. This is very useful and helpful especially if you have a task to redraw something. First of all, we have option to the grid. It can be on or auto. Then we have different styles. We can, for example, to turn on only some of the plane with the grid is of course useful to keep the scale to understand, for example, which edges or which we are working just now. Of course, there is also a possibility to put more planes at the same time. Sometimes it is useful, sometimes it depends of the spicing. It means that we set here the distance, the grid between small. Now the main thing that we need to do is to set the axis in the correct position. As I mentioned many times, the blue ones go up. Then we have the green and red. We have two lines, for red and for green, because we need to set it to get the correct perspective. First, I will connect the red one first to the edge and the second one, it is good to have the view for the edges so it will be easier. Okay, this is set setting for the red one and the green one must be set perpendicular to the red. Of course, there is 90 degrees and the same we need to do for damage. I will set the green on the left hand on the right side. Now you can see that we have the planes between those axis lines and it will be easier for us later to draw anything on it. It is good to spend some time to put those lines really in a correct directions because this will get impact on your final drawing. As you can see, the blue one is as a result, because we have the red and green axis in the correct position. After setting the correct axis, the next step is to create the correct scale. Because, for example, I will put the person here. As you can see, there is something wrong with the scale because the person is too small. Right now, I'm not sure what should be the scale because there is no any information on the screen. But here I have some set, I can check the dimension for it. Right now this is 12,000 millimeters, but I know from the experience that seats like this should have 3,000 millimeters long. I will set with the measurement tool again the distance and I will manually put 3,000 and sketch will ask if I would like to resize the hall model. Of course I agree with that. And now you can see if I will make again the dimension. I have 3,000 this is why it is good to have high quality image. Because if you have good quality of image, it will be easier for you to find. Now we can start drone. I will start with the roof and rectangle. Right now as you can see, it's quite hard to find where it ends, but I will put something here the same with the side wall, of course with the keyboard row. You can switch the plane. It should be located here, something like this. Of course, the push and pull, I will move this block to this edge. Then you can continue until you finish all the model. Of course, it will take some time. Of course, it is obvious that sometimes you need to rotate the camera, for example, to start modeling from back, from left to right from the bottom. So it depends, this is why we have the new scene. If we will rotate the camera, then we have the buildings. If you would like to back to see our reference, we can only double click on it and sketch up will automatically reposition the camera. This is why it is good to have different type of reference from different camera angle. We'll get more scenes, more possibility, more references. It will be easier for us to redraw the building or the existing elements from the scratch. This is how to use this tool. I use it very often. It's very intuitive, very easy. Of course, redraw always take a lot of the last icons on the left side. On the left men is going to the fred warehouse, to the extension warehouse to plug ins. Then we can turn on the layouts, additional software for the drawing. There is also option to manage the extension that we have installed on the sketch up. I use those large tools on the left side, but maybe somebody would like to use the horizontal one. There is option that we can turn off the large tool set and we can this time turn on the getting started. This is the same tool bar but with the different positions. It depends. Maybe you would like to have the white space for working and all the tools located up. This is also very easy. We need to snap those options up, then we have it on the top. Maybe some of you prefer to work with those options I will use in discourse, the large tool set. 13. Bend Plugin: In the following lesson, we'll start to create some architecture like this one on the screen, but we'll use two different types of band plugins. As you can see, based on some experience on my previous lessons, create architecture like this one will be almost impossible without using additional plugins Lesson we will start mostly with the first very basic shapes. For example, right now I will create the first arc. I will select it and I will copy it to the right side. And I will rotate it with the green axis. Now we can move it back and collect them. Now I will select both of them and I will make copy. And I will put it ten times. It's mean that sketch up ten times will make the copy of the selection. After that I will select everything. And with the offsets, 50 millimeters should be okay. Now, I will just close the conter from this side, from the opposite. Let's remove camera. Maybe I will just try to put on the straight line. I will remove this one and I will do the same on the left side. I will extend both lines. We can do it with moving, but this will be quite problematic, harder. I will just extend both lines individual something like this, that I will remove the rest of the line. And with the push I will 500 millimeters. Now we can select everything and we can create the component. Now I would like to bend this shape. To do this first I would like to put the shape that I would like to receive at the end. My final shape will be something like this one of course, I need to tell sketch up what is my basic shape. The first one of this will be the straight lines. It must be placed on the red axis. This is why we started to drawn from the zero axis. Now I need to first at shape Bender from the plugin warehousing sketch up. First we need to select our components. Then we need to activate the plugin. We need to select the straight line, because this is our first shape. We select that one on the red axis, then we set the target shape. This time I will select my Arc, okay? As you can see by clicking Sketch Up will make some calculation and we have the final results. And of course, we can change and see the different results by hitting up and down arrow on the keyboard or Home button on the keyboard. Also by hitting them, we can switch between different type of variation. Maybe I will choose this one that is on the top, and I will accept it by hitting the Enter also on the keyboard. This one should be okay for me. This is our final shape. Now I will just move this shape to the new position. As you can see, the extreme points are located also on the line, the same as it was on the straight part. Now. I will move it here. I will rotate it also in this direction and to the top on the green axis. I will also move it to have the points exactly on the red axis. Because sometimes this could be very helpful, especially during calculation, during selection, sum options with our plugins, I will just copy this shape right side. Remember to use the correct keyboard arrow to move it in a red axis. Now I will just make the mirror by flip along red one. And I will close the shapes to each other. Okay? As you can see, we have some nice solids right now. I will copy it. I will select both of them with the copy and ten times, or maybe 20, it's also not enough, So I will just remove them and I will copy it 40 times. This value should be correct for us, and 40 times. Right now I can select everything together and I will make a copy and we'll make the components. Okay. Now I will try to repeat the same methods with the bend one. What I can do is to create the circle because I would like to bend it along the circle. For example, over 180 degree. First, we need to start drawing with the straight line. Maybe I will just move the solids, the redux. Now I will start to draw the straight line from the center of this line. I will try to find the circle. To do this, of course you can see it will be quite hard. The best option would be to temporarily hide the solids. Now I will just try to find the center. I will just draw the line, the circle. Maybe the second line for the limits. Now the circle. Because we need to have only half of the circle, I will just draw the additional lines. I will remove the conter. We have the strike lane and arc. Now I will unhide my solids. We will try to repeat the functions. First we sell components, then we activate the plugin. Select the strike lane. Before we select the circle, I advise to save the file again. We select the components activate. Now with the active flagging, we select the strike lane and arc. We need to wait for the conflation. What you will probably notice that the sketch up will freeze after a few minutes. It will automatically crash. This is because for more complex shapes, shape Bender is not the good solution to make the correct bend. Will use the second plug in, which is called True Bend. Of course, I will demonstrate how the true band works. I will just create the simple shape and of course the component. Always, if you would like to bend something, you need to create the component. Okay, we have the selected one. Now I will just select the solids and true bend. And you can see that plug in automatically find the correct place where I would like to make the bend. With the mouse. You can choose how much you would like to bend your figure. Of course, you can do it manually with the mouse or you can put some value. Of course, as you can see right now, we have the sharp edges. This is because we also need to select Soften again, we select Components. We have the red dots to give us information where bend will be done by heating. Right click. We can select Soften. And now we can see that we have the final solids with the soft edges, the same we will try to do with our more complex solids. We select the components through bend. As you can see, we have the correct line for the bend. Of course, with the mouse, we can just select how much we would like to bend this figure solids and it will be done in the correct position. Unfortunately, sometimes catch up and this plaquing cannot recognize the correct directions. For example, maybe in your situation because you have longer solids, plaquing will automatically detect the different edges for the band, one which is of course the correct. To do this, we need to select the line, we need to enter into the components and the paste in place the line. This will help you to solve the problem with wrong side bend right now because we have the strike lane inside the components sketch up will automatically detect the correct edges to bend in a correct way. Of course, in the previous example we could use the mouse for the bend. Of course, this shape is more complex and what you can do is select the red line and from the keyboard put the value 180 for the bend. After that, you need to wait. Sometimes it depends from your computer to make the calculation by sketch up. After a very short time, you should see the results in your workspace. As you can see right now, we have the results. This is what we would like to get. Now I can copy it. I can flip it along green axis. I will put, I will just make them close to each other. As you can see, we have the results from the beginning preview. This is how you can bend anything in the sketch up in different way. Always remember to save your work before you decided to simulate. This is because very often sketch up will probably crash during the calculation. Because sometimes shapes could have some issue, some problems you'll have to fix. Maybe surface or something like this. Or maybe the structure will be too big or too small for the calculation. So it depends, always remember to save your project before adding any placings to sketch up. This is how to use Bend in Sketch up. 14. Curviloft: Okay guys, in this part we are going to talk about the curve loft and how to create more curve surface. I will start with the circle. We'll increase the segments even more. I think that 64 should be okay. Now I will remove the surface. We need to rotate this circle. First I will create the first line and move it up. Maybe more, four wave, come on. Okay, then we need to rotate it. We select our curve. Of course, before that we need to also rotate the circle. I will draw one more line. Now I need to rotate the circle along the lower line by 90 degree. Now I will just remove the line insight. We can rotate by this line up with the control to copy, maybe one more time. We'll use three contours, also with the control. Okay, We have three contours. The fourth one will be removed, the same line because we'll not use them anymore. Okay, We have three contours and now I would like to make the surface between them. The best options is the Curve Loft, plug in and Loft by splay. After click on it, we have the surface. Of course, right now I have read the same control, but you can use different one. For example, you can connect direct angle together with the circle. Now we have the surface. Unfortunately, this surface don't look really good. I will just remove them and we'll go with all the options one by one. Okay, I need again to remove the line selle of them. And we have the surface. The first function is to close. We can close all contours together. The next we have the spine method. Spline methods allow you to choose different methods on the connection between surface. In the conor for example, we have here two surfaces that are connected in the contour. Different method will give you different results how the surface will be connected together. For example, here there is no tangency. Any smooth, we have only connection in the contour, for example. We can also close it and we will get something similar to the rectangle. Okay? The next methods will give you a different smooth between the connection, for example, there could be tangency, more curvature, and so on. And so it depends what you really need. You can choose between different methods to get the different results. It depends how smooth would you like to get the connection, the transition between two surface on the connected point. This is how you can use the spline method. When you click somewhere outside the model, you will get the surface. The segments will give you more grid. The more grid then you will get more smooth and more perfection on the model. Unfortunately, you need to remember that more lines then the model will be more heavy. And you put, for example, only one as a value will get only sharp edges. Because you need more segments, the more segments give you more smoothness. But you will get more heavy models. The simplify is also very useful, especially if you have different contours from white sites. For example, circle from the opposite side, for example, rectangle. The simplify will give you the better results on the connections between surface. In the section point. The same with interpolation. The points will be better stick together with the interpolation. Simplifying interpolation, you can adjust, especially if you have very complex contours. Then we have the matching. Matching also give you adjust options for the lines because I have the same vertex point on each section. This is why I get the similar numbers of the lines. This is why sketch up know how to connect all the lines together, but if you have different value, you can switch between matching points to get the better results of it. Depends what condition you have, how many different sections. Section is also complex. The next one is geometry. We can only build, for example, the model. And as a result, we will get only the lines and vertex, the lines surfaces, the lines and the additional lines that will be hidden, that are between bigger grid. Of course, everything together, together with the surface. It depends what you really need. And then you can choose in the geometry section, we can, for example, go back, go forward, exit from the tool. Then we can go to the raster results. And of course, we can accept it. There is also option, for example, by clicking on some section on some surface to adjust it individually. For example, here we can change the, matching the geometry. For example, we can add more segments. As you can see, the parts will get more segments because for example, in the future we'll need to make some additional modification. The rest one will get lower. This could be also very useful in some situations. After click the sketch up will try to generate the surface. Sometimes it could take longer or faster. It also depends when you move the surface. You will notice that the surface is one solid. The counters, the sections could be removed all the time even if you select the surface. Right now, we have also selected all the lines vertical and horizontal. For example, we can use them with the profile builder to profile some additional profiles and add it to the selected lines. I will just change the value we can select with the path. This is what you will get. We need to wait. The more in the more segments you will set, the longer will take, for example, for the profile builder to build all the lines. When we zoom in, you will notice that we have the surface and the profiles and we can of course, add the glass material for the surface. As a result, we will get something like the tube with the profiles and glass inside. As you can see, it's look really nice and fast to build in the sketch up. But of course this is not the only one solution that you can use, the curve loft, for example, right now we have more complex surface. We'll select the first one. And the second we can accept it, we accept the spline. And right now we have the surface between two different contours. By clicking on the surface, there is also option to rotate the lines to rotate the splines. As you can see, this is how the final results will look like if you need to add some rotation. This is the method you as a result, we will get the rotated surface. Okay. The next, also very interesting examples, We have two different lines. One lines has some circle in sides. Circle is not in the center of both lines. We can add surface because it's not the symmetric, we have edges, the different lines in different locations. For example, right now we can manually adjust some of the guides, The lines by selected, we can move it and manually set the grid. Sometimes this could be very useful because if you will add some additional modification for the surface, it is better to get the proper guide setting, especially if you will apply later materials. Of course, as you can see, we have also the surface together with the lines and we can use both of them. The next example, we have two sections with one guide. This guide will force sketch up to create the surface with this shape. This is how you can build this surface. The first we can choose loft, a long path. First we need to select the guide, this line that will force the shape. We click okay. Now we need to select both section, the surface, first one, the second one, and we click Apply. We have built the surface, and as you can see, the shape of the line force to create the surface, to create the special shape for the surface of. Here we have the methods to different methods to also force, for example, some symmetry for the sketch up. It depends what surface. Finally you would like to get. You can switch between those three methods to get different results. This example, we can also choose the different matching. We will see that the guides will change because it depends from the different methods the sketch up will try to, but the guides in a direction, in a different way. Of course, there is no any additional surface on the opposite side of the rectangle. This is why the changes are not big enough. The last function is to create the skin surface between different types of edges, different types of shapes. The most important is that all the edges need to be stick together is also very important. All the edges will match together. After that, when you hit the skin, you will get the surface between all the edges together. Very often, function will not work. This is because sometimes it will be almost impossible to build such a surface between edges. Edges could be complex if you have to complex edges. From the mathematical point of view, it will be very hard to build surface between them. Of course, there is one thing that we can change is the direction of the lines by heating with these options, by clicking outside, we have the built surface of always remember to reverse the faces to be sure that they are directed in the correct way to the camera because when you apply the material sometimes could be issued. This is how to use Clot. 15. Texture - SketchUV: Okay, this time we are going to work with texturing. Unfortunately, sketch up is very simple program and very often there is a problem with the texture. This is how the chair will look like right now without any texture. As you can see, we have applied, we have applied. Unfortunately, as you can see, the wood and the letter looks terrible. To fix that, we need to use some additional plug ins. This time we'll use the sketch sketch up. Uv is additional software, additional script, that give you some additional control how the texture will look like. Unfortunately, it's also not the perfect and depends how the model was built. Sometimes it will be very easy to use it, sometimes you will have to spend a lot of time, for example, like in this model that we have, I will select the object, I will apply the sketch UV texture, and I will apply material. And now by right click we can choose how the texture will look like. Right now we have the seamless texture. It's also will be much easier because there is no lines, the texture, everything is seamless without notice that something changed on the edges. Okay, I will remove any texture from this object and I will apply again the material and we will get some grid with the letter and numbers. This will give you the view how the texture will look like after applied. Of course the first option is the planar map, spherical map, Clindcal map, and they are set as a view. This means that they are always set correctly in accordance to the camera. The rest we have box tube and quad phase map. Okay, So we will start with the view. If we have one shot from the camera, this will give us a really nice result. As you can see, everything is set correctly vertical and horizontal. It means the texture that we later apply will also be looking good. Unfortunately, if you will rotate the model on the right and left side, it will give you some kind of mass. This is because sketch up on each side will apply the texture in accordance to the map if you will get different type of view, different type of shots. Unfortunately, this solution not a good idea. The best one will be box because the shapes is similar to the box. Of course, the box will be something natural. Unfortunately, as you can see, we have the problem with the direction of each surface. This is because somebody who modeled this object, it's from free warehouse, probably some kind of plugins. Sometimes different type of plugins can give you a lot of mess and problem and issue about applying the material because surface direction are in different way. What we can do right now is try to manually adjust the texture. As you can see, we can also try to use the quote. The quote is based on the surface normals probably that are used for creating the surface shapes. Of course, it's also not perfect, especially that there is the problem with the scale. This option will not give us the best effects. Let me go back again to the box map. There is also a possibility to select the path select tool. Unfortunately, this path will give us option to set where the texture will start. Unfortunately, this work only with the cylindrical map. With the cylindrical map, if you have, for example, some tube, you can set the line that will be the beginning of the texture. Unfortunately, in the box this is useless. We can also add some control points from where we can start to adjust the texture. And this is, we can do with the arrow on the keyboard and by hold also the shift control out depends which one you will click. Then with the control shift, you can transform the UVs. You can rotate it also by adding the arrow. Maybe I will start with the front, because this is the easier one. I will set it and I will try to adjust the size and I will transform it. I would like to have them strike in the horizontal line. As you can see, the sides look quite nice. Unfortunately, now it is a problem with selecting top and sides left and right. This is what we need to do is to convert these objects and select the materials based on the cutted surface, the smaller one. To do this, we need to select the surface in the mauve, we need to add one modificat is called triangulate. With the triangulate, we have more surface to control. Unfortunately, we need to select them carefully. It's quite a lot of them right now to select, but this is the only one solution. I will start with the right side. I will select both surface and with the keyboard right now, I will try to adjust it with the rotate transform and scale to have them in the correct place. Right now, the middle edge should connect with those one on the left side. Right now we need to adjust it. Of course, I will add the control points. Now it will be quite easier to transform, to rotate, and also to scale, because everything will start from this corner. As you can see, it will take some time to adjust. This one should be correct with the opposite one. We also need to select the surface and do the same by clicking on the keyboard. I need to adjust the dimension, the scale. Again, I can just set some control points. The corner from which I will start adjustments from this one will be easier for me. Now, the scale, of course, the perception to get the best results, it should look similar, like the opposite direction. There is still problem with the top. What I need to do is to select all the surface that we have on the top. Now, with the shift to add more or with the control to remove some of them, you need to be very carefully and you need to select only those one that you really need. Okay, let's check it. I will just transform the surface. And as you can see, there is a problem because I didn't select all of them right now. I need to go back a few times again. I need to select the surface one more time here, you must be very carefully now it should be all as I see. Let's check it. Sketch PV. Yes, now it's work. Perfect. Of course, again, I select the corner and I will try to adjust everything. Of course, the best results, as I mentioned before, is when we'll start from the D, the same as the lower one. But unfortunately, I would like to just a little speed up this because as you can see, it will take a lot of time. Of course, the left side also has been selected and changed again. We need to repeat adjust it again. This is why you need to be very careful, especially if you select the surface, there could be a situation that you will mark more than you really need. Okay, so left side. This is, this is how the texture will look like. What we need more is to select everything and save our UVs. Right now there is zero faces saved, because first we need to carefully select all the texture surface, and then we can select the sketch V, right click and save. We have some faces saved. Now what we can do is go into the texture and apply some material. This time I will select those one from the V ray library. As you can see, it look quite nice in the V ray. I will select this one and I will apply it. Okay. And as you can see, the texture is applied, but right now probably it will be again wrong. This is because after applied the material, we need to go again to sketch UV, we need to select load UVs. Now we are sure that our texture with this grid where we have numbers and letters again applied in the same way that we do it manually, as you can see in the final render, the letter right looks really nice and we have both sides. The left is with the UV, the right one is without it. You can see that this is what we should really get. As I mentioned, the method to apply which we should select the box, the tube, depends from the object, from the geometry. Sometimes it could be very fast. In another way, you will probably spend a lot of time. Unfortunately, each object that is close to the camera and those objects that needs to have really high detail in the render probably also need to have all surfaces texture with the sketch up UV first. 16. Bezier Spline: The next also very important places is the tool bar. This will give you possibility to draw a different baser splines. Very important line in the construction. First, I will create some background as a group to better display the classic Bezier curve. This is the classic Bezier. We start with the start point and end point, and the middle points to the shape for our mind Bezier tool. This is very easy and very useful lines. Of course, when you stop, use the mouse or you will hit somewhere outside, the line will disappear. After finished the lines, you must click double click on the mouse to see the results. Of course, you can move the control points in any direction to modify the shapes of the bezier. This line is very useful and probably you will have to use it very often if you'd like to go back to your control points. There is option to edit again. We have the possibility to make some modification in a very fast way. You can change the shape. We can also turn on the segments, or for example we can the bezier. We have two options to close it. We can close it with tangency on both ends. Or we can try to close it with simple way with the straight line between the ends. It depends what we need. We have two options and they are work very fast. There is also option to display the vertex as you can see. If we will zoom in, you can notice that the bezier is constructed from many lines. On each line we have the vertex point. The number of the lines is displayed in the default tray on the right side in the info window. For example, if you will select the bezier, again there is the segments number for 20. This means that we have 20 lines that are used to build the bezier. Okay, Now I will try to draw some lines for each of them. Add the construction, the first one and the second one. Now, in a very simple way with the bezier, we can create the corner. This is why at the beginning we said the start point point in the middle, we can add the shapes. This is how you can create nice transition. On the end, with the right click, you can select an exit tool. Instead of click with double mouse, you can exit from the drawing also with the right click. There is also a possibility to draw the Bezier on different plane, on different axis. I will draw the plane, for example, set into this direction. Now I will select the Bezier, and I will start to draw the Bezier on the plane. As a result, as you can see, we can modify the position of the control points. Every time we'll move it, we'll still be on the plane. We'll be always sure that all the modifications are made on the surface. But there is also option to modify in a different direction to do this. First we need to hit the control on the keyboard. Then we get the transparent small rectangle with different arrow on the keyboards, for example, with the right, we will move the control points in according to red axis when we hit up the arrow up on the keyboard. We'll move the blue axis after the left on the keyboard we'll move with the green axis. This is useful especially if you need to make some modification for the Bezier in the fred space in different direction. The next line from the ser tub is the poly line. This is a traditional poly line where we create the beginning and end of each line and those lines are connected with each other. We can draw a lot of lines by starting from the beginning up to the end. This is standard line. After headed, you can again change the position of each control points the same as before. When you hit the control on the keyboard, you can change the position of each control points on different axis. For example, up left, right. It depends what you need. The method for the modification is the same as for the classic Bezier line. The next very specific line is polyline divided for the animation. This is the line that is divided by the vertex, and the distance between vertex is determined by the methods that we choose at the beginning. For example, we start here and there is the method to choose how the distance will be calculated. For example, here we have the different options. We will start with the acceleration minimum to maximum. Of course, as a minimum we will set 2 millimeters as a maximum. It will be 50 millimeters after. Okay, we can start to draw the lines. Of course, to see the vertex in the edit style, we need to run the end points. And as a style, I suggest to use the hidden lines after that. If you will start to draw the line from the beginning to the end, you will notice there is a lot of vertex, the distance between vertex will be still change because it depends how many lines you will draw by double click, we will finish draw lines. Now if you will zoom in and we will check the distance between two first vertex, Again between the first two vertex, we have two minims. This is the value that we said at the beginning. If you will check the last two points, we have it here. If we will check the distance between those last points, the vertex will get 50 millimeters. This is also the value that we said at the beginning. This line could be sometimes useful, especially if you would like to add, for example, some additional model. Additional, for example, on this line with some plugins. And you would like to have it in each point with different distance between each of them. Sometimes this could be useful for some parametric modeling. Personally, I don't use this line. Of course we have different mode, four different distance between the vertex. Another useful lines, polyline are corners. This will give you some radius in the corner After heat this option, first we need to set the offset. I will put the 500 millimeters, and when you will start to draw the line in the corners, you will get the circle. Of course, with the control points you can change the position. This is how it looks like. Sometimes this line could be very useful. Okay, let's go to the next example. Then we have some control lines. Then we will use the uniform s plane. First we need to set some precision. The higher value will give you the shape modification. The final results will be more different than the control points. For example, we will set some control points with the high value. You can see that the original Bezier line is. Quite different, we can hit the parameters. This option is available only in some of the lines. By changing the value, we will change the precision. For example, if we'll set very small value, our lines will cover with the control points that we set at the beginning. The higher value, 90 for example, will modify and bend lines a lot. The next line is the cut plane. We also draw the straight lines. And we'll get the final lines on the outside of our control lines. Of course, there is options to increase the number of the vertex, the distance. Right now we have seven. This is precision seven. I will hit, for example, 20. You must remember always to put the letter. And you can see that now we have more vertex points. Our final curve will be less banded the, with the higher value. This could be also sometimes very useful if you would like to have some parts of the lines more bended than the rest one. By changing the precision, you can manually set the difference bend. Okay. The next one is point line, we'll get the safer on the corner. If you will draw the lines in each corner, you will get the sharp edges. Of course, the good solution will be to close the lines. Unfortunately, manually you will not be able to do this. You need to hit close loop. Of course, the close loop nicely is impossible to use for this line. The next example is the spiral. You can draw the spiral with the lines. The next one is the cubic Bezier curve, also with the straight line, you can create the B one. Also quite easy to use. Of course, we can change the control point position all the time. The next one is polyline divider, very simple to the line for animation, but this time we set the constant distance between the vertex points. This is the final results. We have the same distance between each vertex on the lines. Of course, also we can change the position for each control point. The next one is point line dog bone corners. This is where we said the radius for the corner, but we have it exactly in the corner to close the lines. Also we need to hit the right mouse button and there is options to close loop with line. This is only the one way you can close. As a result, you've got the contour and the surface, okay. The next very similar is the line which is called polyline bone corners, but this time the radius. Instead of corner, we have on the edge, one of the edge, because we can change it with the mouse the same, the radius, first the line. And you can see the circle is on each side of the line. By moving the mouse, we can change the side. Of course, in the same way, we can close the loop by right mouse button. As a result, we have also the control and surface. Okay, The last one is also spline will draw the line with the straight line. Of course, we can also change the precision here to have different shapes. There is still one way you can use the tool to convert the standard line, for example, to polyline segment. We'll set the number of segments, for example 100. And we have 100 vertex and we'll have also the control points. We can, we can very fast change the shapes of the lines with the control points. What is more, we can also convert the standard lines, for example, to cubic bier curve. In the same way, we can change the position of the control points as you can see. Sometimes it also could be very useful. Of course, as you can see, there is a lot of different types of bezier that we can create With this plugging. It is obvious that for you, it will be impossible to remember all of the options. Try to do each of these lines to have in mind that there exists some options to draw the different type of bezier, but the classic one will be the most useful. 17. 1001bit tool: There is also very popular plug in 1001 at tool. As you can see on the tool board, there is a lot of icon, a lot of options. Some of them are useful, some of them not so much. But I will describe all of them. How to first options is to get some information about the selected object. For example, we have the surface. We can, for example, count both points. And there is information from the first point to second. All the value, distance, angle. Everything that you need and everything that could in some way describe those two points are in the dialogue box. Okay, So the next option is to draw a point. We can draw a point on the surface from some references. First of all, we need to select the surface that we would like to use. Then we need to select the first reference point. As a standard, I will select the corner. I will move this point to the right side, and I will put 5,000 millimeters as a value. And the second value, 3,000 to the top, 3,000 should be enough. We will put it manually. Now you can see that we have the points located on our selected surface. For example, now I can choose the tool and check the dimension from point to point. And the first reference 5,000 The second one, 3,000 millimeters for distance. This is the best way to create a point on the surface with exact sum, manually set distance. The next option that in my opinion is missing in standard options in sketchup is finding the center of the circle. Normally, when we have the circle and the circle has not a lot segments, it's quite easy to find the middle because Sketch up automatically find it. We can, we can put the line, That's it. Unfortunately, when we have more segments, sometimes it could be more problematic. Finding, of course, we also need to put the line, this line can connect with other elements, then we need to remove it manually. There is really nice trick and nice options in this plugging to find the center. The third option, as you can see, is to find the center with selecting three points on the circle, 1, second, and third one. Automatically, you will notice that there will be the midpoint for the circle and we can use it. The next option is dividing command. For example, we have the line and we can divide it by applying some points. Options, number of segments, Fix with distance and divide each segment. All the options are quite easy to understand because we have the preview. First we need to select the line. And then choose the correct options, correct solution that will be best for us. Maybe for example this one. Then we select the options divide. As you can see, we have all the points on our line. Line is divided, but of course it's still treat as one. The next option is mostly used for something like assemble, because we can use this tool, the commands, for example, to move some elements and connect them together. First, we always need to select three points on elements that will be moved, and on the base one, also three points, as you can see, automatically has been moved and it fit perfect. The same with the second side, three points and its work as you can see, we don't need to manually move everything. But you can use the options. The next two functions are mostly used for people who use Tack in Sketch Up, for example. As you can see as a starter Tack is target, it's means that there is no any applied to the object right now. We can do it manually from the right windows or we can use the plugin can set working player After apply it, we need to set the current layer to, for example, to tube. And the smaller one will be to the box. Now if we will go to the bookmark tax, you will notice that we have new tag here, the box and the tube. I think that it's faster to create all these tacks with these extensions. There is one more quite interesting thing that for example, we can select both elements. We can make a growth, we can apply everything to the new Ta, even we have already tag for them individually. I select the group and I select Set Selective to add the tag. Right now, I will apply to the tag all the elements, the group and even separately. Right now you can see on the tag that if I will hide, everything will be height even if you select them individually, you will notice that also each of them have been moved to the tag one. This is very fast way that you can apply or move elements between different tags on your model. The next options allow you to create perpendicular edge to selected selected one. For example, I will select the first he, even the surface is bended. I'm sure that the line that I will draw with these options will be always perpendicular to the selected one. This is the fastest at the St way because you will be always sure that the line is perpendicular. There won't be any bend, which is something normal in the sketchup when you draw a line without the arrow on the keyboard. Okay, now we have the next function. This is some kind of draw faces from one objects to the plane. First, we need to draw a plane. After that, you will see that we have something like tracking by selecting some elements from our model. The sketch up will track this on the plane and we'll copy the shape. This is very, very useful. What is the most important, We can select, for example, whole model. As we can see right now with one click, I can make the projection for our surface. Now it's copy. Very useful, especially when we have building and we would like to tracking or copy sections of some site to flat plane. The next option is to create the planar surface. It's mean the flat based on the different dimension of a lot of edges. For example, as you can see, I have five edges here. Five wire frame with different distance, different length. And I will select all of them and based on them, I will try to build a surface. First, we need to select the commands draw faces. We need to select each of the points from. As you can see, we'll get the flat surface. Flat. It's means that there won't be any divided lines inside. What is more, you will notice that each edge has its own dimension. It is obvious that sketch up will need to calculate and probably not each corner will exactly line lie on the edge. But what is the most important? It will be connected with it. This is how you can build the surface on a different edges. Okay, the next options. The next option is also quite interesting because it is some improved version from the follow me. Normally in the follow me you can sweep everything but the profile. The section must be connected with the path, which is really problematic sometimes with these functions. We don't need to do it first. We need to select the path that we would like to add for our sweep. I will select all these lines. The next we need to select the options. This is very important when we select. And what Now we need to select the surface. The surface is very important to select. Then we need to select the reference point on our selected surface. Also, we need to select the reference point on our path. This is four things that we need to select to create this from. We can also rotate our sweep or our follow me profiles. First, we need to select the surface as before. But this time instead of selecting the point time, you select the edge. And as you can see, Sketchup automatically know how he should sweep and where there will be horizontal line on our model. Okay, I will also show you that sometimes the options with the sweep along the path, I can give you some issue and could bend some elements. For example, I will select again route along the path. I will select face point, second reference. As you can see, we have the sweep, we created X route along the path. But as you can see, it's in some way bended. If you plan to create some walking plane for the human, this bend will be, of course impossible to do. There is also the second options which is true, selected without twisting, which can create the sweep with the same sections. But the result will be without any bends and it will be more friendly, for example, for human, if you want to design some escalator, probably this option, this solution, will be better for you. Sometimes as you can see, there will be also some issue because, for example, the path is too complicated or for example, it's too short. We will need to fix it to get the smooth changes on the corner. Okay, So this is how we can sweep with the path along. Now we can go to another function, there is the pyramid. And there will be some tools to create the corner or the peak. First we select no trace the walls. And we can, for example, change the dimension for our pyramid. Or we can do it in the opposite way, so we can increase to the app. Of course, with this plug, inter is the problem to get the highest peak. As you can see, it's very problematic to rebuild the correct shape of the pyramid. The next options is extrude selected faces to target plane. Quite easy to understand. We select the surface, then we select, yes, we select surface, target surface. Right now, sketch up, we'll try to extrude and put the shape on our selected plane. This is how it's work. There is also a second options at the beginning. If there will be the pop up window with the question to trace the selected surface, then we hit no, We'll select the target plane. We will get the same result, but of course the original surface will be totally removed. Next, the traditional options to revolve something according to the axis. We have the shapes we choose. Revolve angle segments. How many segments? The scale? 10 is a standard scale, it means without any scale. And we hit create revolve surface. But first we need to select the axis from the bottom to the top. We select both ends. We have revolved surface is very useful to create the sphere because creating the sphere in sketchup is quite problematic, the opto much faster. The next command is called move selected vertex. Very often use if there is some broken or gap, we need to select the surface and the first point and we can move it to the second one. In a very fast way, we can connect both surface to remove the gap between. The next option is to add the fillet between two edges, the first second fillet reducing segments to add the corner. Of course, you need to watch out because the small triangle must be filled. Then you will be sure that edge or face is selected, the chamfer distance and we have the corner. The next option is extend edge. First we need to select the first edge that you would like to extend and target. He also very useful in the opposite direction. First the second edge to the first one. We have extended lines. Very useful comment. The next comment is for creating the offset. Very useful tool. We set the distance, okay? And we select the edges and decide where we want to make the offset. And I can do it for each edge individually, This is very useful functions. The next one is the slicer, the slicer will cut through, hold the model. First we need to select the surface, the reference point. Probably as a reference point you will choose some corner from the ground or from the top. Then we can add the manual value for the distance. After that have the slicer, it means that we have one line that cut through hold the model. Very useful comment. Next is the slope options. It means that, for example, we can move up one of the ends from the wire frame, from the edge with very smooth transition. Right now we have the sloop. All the options are in the preview. For example, I will just put some high. This is of course low value for my model. The move also will be very small, but I will select the reference point and the end point, as you can see, there is the very smooth transition. And as you can see, one end is move up by the value that we placed before in the Windows dialogue options. The next one is common. Four, create the scale very easy and better than original. From the sketch up, we can choose 13 different scale methods. It's quite easy to understand from the preview image. For example, this one we select three points. Now we have the scale. It's very easy to use if we need to fit some elements, for example, to our existing models. The next we have different type of array. It's mean that in a very fast way and easy, we can copy some elements along the path. I will choose the column, the tube. The first one is a liner array. Most of the functions should be easy to understand. From the preview, there is three options how to copy our elements. By adding some value, we can create the array. First, we need to select the reference point, for example, this one. And then we select the line, the start point, and the end point. After that, you can see that our object, our group, has been automatically copied a few times along our selected edge or line. Very useful comment. The next comment, which will be probably mostly used by people who had a lot of walls, is to create such element with only few clicks. This is why of the reason to use 1001 bit, especially if you want to speed up this sometimes boring. As you can see, I have the path here. The commands for adding the walls is located just here. By hitting it, we will get the small windows dialogue, where we can choose different type of walls, standard with the groove or with the ribs. We will start with the standard one and we can wall. And there is a lot of new functions. You can scroll it with the control and scroll with the mouse. The first is the alignment left, center, right. It depends how we want to draw the wall. Some additional settings or thickness, high end. We can click at the end, create the wall after that by clicking with two points, the first one and the last one. We can add the wall to our path. You can see it is really easy and probably much faster than standard tools. From the sketch, it is obvious that if you have walls, you will probably also have to add some hole. There is also options. We can create the wall opening, we need to set the dimension some types. And we can create openings directly on the wall with only one click. It is very useful. It's very speed up your work. There is also a common for adding the grooves for our model. I will select the walls. Here we have the cube and I will select all the walls. After that, we can start the command for grooves, some options for the dimension, Everything is described, and we can create the groove. I select the reference points sketch up, we'll ask if the edges should be soften, we can apply it. Now we have added the grooves for the walls, for the surface them to similar options. Create the columns we select type of columns build. And we need to add some dimension, everything he described here. By apply it, we can add the columns the same with the foundation. We select the type. After that we have the windows with the dimension and we can add it. What is more, We can add many of them at the same time. Also, very quick way to create such element with the plugins. The next options is to create the profiles. We can convert all the wire framing to the profiles, but here I recommend the profile builder pad extension, but for some easy replacement to change wires, this should be also enough. We said the type of profiles dimensions, we can select the customs shapes and after that we have applied the profile as you can see on the corners. Sometimes that could be a problem, but I don't think this will be visible from the far away. The next Create the stair. We can create the stair. All the dimensions we can set up just here and we need to place the direction, and we have the stairs applied. What is the most important, if you try to undo your last comment in Sketch up, you will see how the stairs has been built, step by step, elements by elements. Sometimes you can just move back. To have only some elements that you need. For example, you can see we have removed almost half of the elements from the stairs. The next similar options is to build standard escalator. First, we need to select all the settings types, and after that we set the direction and we can apply and add the escalator. Also quite interesting and easy to do. Of course, they are very common, There won't be some amazing shapes for them. The next also quite interesting options for the interior designers to add the frame for windows and doors. We will start with the build the walls with the plugins. This will be the straight wall. After that, we need to add the hole screw. We need to create the openings. Openings for the window, openings for the door. And now I need to close the gap with the surface. Of course, you need to reverse the site, but I will leave it as it is right now to show you how the frame will be look like. Okay, now we need to select the surface and we can create the frame dimensions and create Windows frame. As you can see, this is how it's look, of course because I didn't reverse the surface. This is why I have frame outside. But this is why I'd like to show you how it look the same situation with the door. Create the door frame. We said the dimensions and we can create the door frame as you can see. As a result, we have the same models on windows and doors. In the window, we need to remove only the surface that is inside. This is the one issue, but it's also very quick way to create such as elements. We have also already predefined some settings for creating different types of glass or frame. As you can see, you can choose some of them. There is a lot of examples here by the next. And we need to add some additional dimensions with creating frame. We can add it to our wall with only one click, for example, just here. As a result, you will see that Sketch up will build this extension will build some prices of the Windows frame. This is also very useful and very easy and fast to do. The next we have three different types of screen that we can convert any surface. The first one is we can create something similar. Two panels, we select surface them, we need to add panel divided, we set some dimension and we can create the frame. As you can see, this is the first results. We can use it as a window or for example, for shelves. The next one other different types of screen, we have different types of it. We can select different dimensions and creating openings. You can see that, for example, right now we have a lot of small holes in our walls. The last similar options is for creating the blinds on the window. We select the surface, then we can create horizontal lines for glass. Also, we need to set options, some settings for dimensions by click. Sketch Up will generate the result. There is also options to convert the surface and the wire frame or sketch on the surface into the profile. We select all the plane surface with the contours. And by creating the profiles on the plane, we can select some settings dimensions and we can apply it. Of course, always try to save your model before you start convert anything into profiles. Because if there is complex shapes, sketchup can crash. As you can see, this is the result on the corner sometimes. Some problems with the surface. We can also remove the surface that is inside and we will get only profiles alone. Also nice comments. Now, very popular comment for people who specialize in creating the roofs. I have the cube. I will select the top surface and there is option to automatically create the heap proof from a face. When we create it, we can apply some settings for the roof and we can create the heap proof. As you can see, the results is almost fantastic. After that, I can select one of the surface and we can create some additional objects, like for example, rafters, joints. We need to select the type and the dimension and we can create the joints. We need to put the directions. This is how it's look. It's also quite easy and very fast to do. There is also options to create the roof construction of rafters with a lot of settings we can apply to our selected surface. There is also options for metal decks, setting types and the direction that we need to set. And we have the metal decks applied to our surface and it looks almost fantastic, very fast. Only a few clicks to the roof. Probably very useful for person who also creates some construction for the roof house and the latter functions used mostly for landscape. As you can see, we have some shapes on the top and the surface on the bottom. The first function is to create some stump. We have selected face and the shapes, the con, after that, we set the angle dimensions and we have some stump applied to surface. The next options is quite similar, but this time we have the shapes drawn on the surface and the last functions also very similar. It is to create control by specified reference level and invert. After that, we need to wait sometimes quite long. I also recommend to say before apply these functions. After a few seconds, a few minutes, it really depends. We will get the high trace that can be used to build the landscape on our surface. Okay? And we are finished with 1001 bit pro. As you can see, there is a lot of icons, a lot of functions probably will. You will not be able to use all of them at the same time because there is a lot of them. First, we need to learn it and check how they work. In the following lessons, we'll probably use some of them to speed up some work, because as you could see, there is options to use. Instead this extension, we could use the standard tools, but of course, the time will be much longer. This is why this extensions was developed. Try to practice each functions, each commands, again to understand how it's work. 18. Sandbox: In this part, we will start with Sandbox tool. This is the plug in and it's already as a default in the sketch up. It is mostly used to create the landscape. To create and modify any landscape, first we need to create surface, but only the specific surface created with one of those two options. The first one is to create surface from contours. This means that first, we need to import any contours. We can do it from the Google Maps or any other software that has the map. Or for example, I will just try to draw some contours right now to simulate some landscape. Okay, So we have the contours, the four lines. I will just rotate it now. The most important is that each contoured must be in a different high position. After that, we can create the surface from the contours with this first option. And as you can see, Sketchup connect all surfaces. And we have surfaces between each edges that we draw manually, or for example, if we will load them from some maps application or from the Internet. Then we have the second option which is create the surface from the scratch, it's mean from the beginning. First I need to select the first dimension of the surface and the second one to the top. We have finally surfaces divided into few small rectangle or square to increase the number of the square which is mean that this will give me more detail because I have more points, more reference grid I can change in the bottom right corner, for example, with the 500, you can see that we have more squares, more points for modification. Of course, sometimes this could be useful because we can be more detailed. But on the other hand, having so many points will be problematic during any modification. Because we have more points, we need to be more pressed. The first tool that we can modify the surface is the smooth. We select the smooth, and by selecting the points, we can move it up or down. This is how you can change the shape of the surface. Of course, right now we have a very sharp edge. This is because the due for the brush for this smooth is so small we can increase the size in the right bottom corner, for example, to 8,000 And now you can see that we have selected more points. We can have more smooth gradients between each point. This is how we can modify the surface to create different landscape with really nice smooth sites. For example, we can also select the edge or point and then automatically sketch up. We'll select all the points that are close, of course, for the smooth transition. After that, we can make smooth with the right click. Of course, those one will be still sharp because we selected only a few points for modification. The next tool is the stamp. First we need to create some pattern. I will create some simple rectangle and I will place it above our surface. Now I need to first select the surface pattern, then select the landscape. And as you can see, I can right now move it up and down the pattern, the rectangle has been copied to the surface. We can move it up above. The opposite option is drape, but this will only the copy boundary of the pattern and move it to our landscape. Both of the tool could be useful, for example, if you would like to create the road on the landscape every time You can unhide hidden geometry and then we can see the grid. For example, right now we can add detail to each our grid. Then we will get more divided square. Sometimes this could be useful if you would like to focus on some area and we need to add more detail. For example, for smooth. Now with more details, we can modify more grids more points. Sometimes also it is necessary to flip some edge because for example, we would like to modify the opposite triangle. We would like to, for example, move it up or down. Flip edges will be also very useful in some situations. Okay, this is how the sound books work. It's very limited for landscape creation part, all the basic tool for the basic landscape modification should be enough. 19. JoinPushPull: Now we will start with one of the most important and one of the most useful plugin for sketch up joint push pull. It is more useful than standard option in the sketch up because it will give you a lot of variety of option, a lot of possibility easier and better to work with this extension. As you can see, we have a lot of icons here with some letters. All of these letters mean that some of the function is strictly connected with some process. The first one is the options to know visibility of each one. There is also icon for the documentation. We can pin the options, for example, only to one place documentation and more settings. Those settings are for more advanced people. We can change some dimension here. It is not recommended for the basic one because we can make that plugging can crush. The first options is normal joint push pull without any additional options. It is the simple way to make the push with the normal direction for each surface, for each point on the surface. This is the easiest way to create any of extrude with the options joint, push, pull, ficken surface. This will create the surface with condition that all surface will be connected together under direction which is and the normal one. Okay? So what is the normal direction? So as you can see here, we have the surface. I will just make the shot from the sides and with the parallel projection. Now each of this line, you can see that they have different angles. Because they have different angles, the normal lines will be always perpendicular to the bottom. For example, this is the line that is perpendicular to our surface. This is the correct direction. For the second line, we see that the angle is different. Also the angle for normal direction will be also different. And the last one with the same situation. This is the normal direction in which our joint push pull. We'll try to extrude our surface. Of course, we must know that our surface is also bent. This means that right now you can see the one direction, one side of the surface. Each of the normal, it goes perpendicular to the surface. But when we rotate the surface, we can see that we have another angle. It's mean that we will get also another normal direction. We can say that for each of these points we'll get different direction for our joint push pull trout. Of course, if we extrude by direction of normals, you can see that we have extruded the surface. The sketch of calculated. Unfortunately, when we zoom out the camera and if the extrude distance will be too high, there will be some issue on the surface. This is because the normal directions from some points cross with each other. Mostly this is depends how our main surface is created, how we design it. This cross could be on a short distance or on a longer one. Everything depends from the construction. As you can see, I can also extrude in the opposite direction and the situation is similar. After some distance, after some length, the normal also cross with each other. This is why we have the issue with the sorts. Of course, I can select three surfaces at the same time, and I can also make the trot for all of them with the same distance. Of course, you can see that here, all three surfaces, the normals cross together. This is why we have some different, some strange results. But this is how the joint push pull work. After create the trout, our surface get some thickness. I will add some distance here. Of course, the surface at the bottom, it's meant that the solid is close, of course, with some issue on the top of them. Now by the selecting the first options in joint push pole, when I hit the blue one with the J letter, you can see that we have some additional function. This means that this option will be more complex because we have more advanced things to do. The first button icon is the settings that I mentioned about it at the beginning. We can change more advanced options. The second one is to put the location of the tool bar. We can have it on the bottom, On the right side, it depends. Then we can turn on additional functions. Some of the function are useful, everything depends what you'd like to build. Each of icon has its own additional options that we can set during the construction. This is also nice to have more options to do. The first thing that we need to do is to face selection. We need to choose how joint push pull will select our elements. The first options is face by face. It's means that we select the face with the contours and we can select it to create the t. You will notice that sometimes catch up will display strange results. Of course, after you apply it, the result will be correct and you will get the final solid. As you can see here, we have some x root and the solid is built. The next one is by the surface. Of course, the surface is different between phase and the surface is When we turn on the hidden geometry with the hidden geometry, we will notice that each square is also divided by some line with face by face. We can also select individual phase by itself. When in phase selection we select the surface, then we only select the contours. To extrude, we can add the thickness for it. The third option is to select all connected phases. It means that all phases that are connected together will be selected. In this situation, it is obvious that everything will be selected automatically At once, I can add the thickness for everything. This is because I have connected all the contours together. The last options is faces with the same color also. In this situation, everything is white, so I can select it at once. Of course, I can select, for example, three triangles and I will apply the color for them. For example, the red one. Now, with the joint push pool, with the same material selected. You can see that right now, I can select all the surfaces that has color red on it. The next, we can specify value with the offset for the distance that we would like to extrude our surface. I will select the surface, for example, with face by face, I will move it up in the bottom right corner, you can see that we have offset value. We can change it by putting some numbers from the keyboard. On the keyboard, we can, for example, put 2000. Right now you can see that I can put any modification until. Double click on it to accept it I can for example, reverse some options. I can modify more options, but after clicking okay, everything will be applied. The same is when, for example, we'll hit Exit the Tool. It's also means that we accept this results and we add, added the trout. Right now will be hard to modify anything we need to move forward with the sketch up back button. Okay, the next option is the finishing. We have two options and we'll get two different results. As you can see, I have the tube here with two sections on it. With the joint push pool, I would like to add thickness for the middle one surface. Right now, I will select the first finishing options. With the options racing original faces. It means that add the thickness, but original faces will be also removed. This means that I have some solid but inside there is no close. I can also repeat function. But with keeping the surface, original surface on the same position as on the beginning. It's means that the middle one is right now closed. I can use it for example, as a future solid. This is how the finishing work with two different options just to choose. The next options is the borders. We select how the route will look like. The first one is the contour. It means that we'll extrude the contour and all the surfaces are connected together. The next option is grid. If we will make the trout, we'll as a result, get the grid. It means that each is extruded individually. We can select them also one by one. The last options is non, It means that we will get the extruded surface. It is some offset, but those surfaces are not connected together. Also, if we would like to create some additional surface, the options will be the best one them. In the joint push pool, we have options to extrude object as a group. This is the function to make it as a group. After that, as a result we will get the x root. But this x root is not connected with our baslids can move it far away. And as you can see, the original pass is still on the same position as it was the next options that we have. It is also called molding. It means that we will add the angle value for our extruded surfaces. Of course, with wrong angle, we will get also different and sometimes very strange results. This is because the normal directions also cross with each other, and by adding more angle, we will make that they will cross much more. The next min option is to set direction for the x route standard. There is set to no plane, this is why we can choose the x, Y as a direction. I will select joint push pool in the plane we have set to local. It mean that direction is the normal. But we can also change it, for example, to xyz axis to make this x route. For example, this is the X next y. And of course there is also, of course, we can also choose the custom plane. It's mean that we need to turn off the local and we need to set the custom in the custom options. We need to set the plane that you would like to use as our direction. For example, I will set perpendicular to the surface and you can see this is the result, it's mean that the Selected faces has been extruded in the same direction as our new plane. Okay, now there is this example. I will just make some extrude and I will divide the top right. Now I will select both surfaces. With the joint push pull, we can extrude both of them. For example, without the plane, with the local and with some offset. And right now, I will select the last options to build the pyramid. Right now, we can see that we can build the pyramid, It's also very interesting. I will just only reduce the offset, I will just move it a little down. And you can see that still we have the pyramid built. This function sometimes could be also very useful for build more advanced structure like for example, the pyramid. The next options for the joint push pull is the round push pull. The round push pull is also the offset used for creating the offset, but with the radius between the connected pass. As you can see right now, we have the offset, but there is also the radius between them. I need to turn on hidden geometry. You can see that we have a lot of segments. The more segments we will add, the more radius get and there will be better smoothness. Of course, with more segments, it is also hard to modify anything. The next examples, we have two surfaces. The angle between surfaces is counted between those two edges. And this is something about 47 degrees. Right now, I will start with round push pool. I will extrude them. Right now you can see that we have sharp edge by the joint angle. I can choose the degree toleration, where to add the radius between them. I can also increase the segments. When I set the minimum angle for corner with the 37 steel, I get the radius. But with the higher value, you will get the sharp edge. This value is some limitation in this example. The next option is vector push. Very easy to understand and easy to use. Mostly we select the surface and with the mouse we can set the direction for the extrude, and of course we can choose the xy axis. What is more interesting in these options, we can set the extruded surface to be flat. The last options here, when we hit it, extruded faces will be flat and it will be perpendicular to selected direction or axis. This is very easy and very useful. You will probably use functions quite a lot. The next also quite interesting is the normal push pull. Because we have a lot of options here, I have some solids, we will select the normal push pull with the hidden geometry. You will notice that there is a lot of, a lot of grids. I can select all of them. So it means that I can select hold the solids. We can add normal, push, pull. It means that direction will be the normal. And of course, you can see that we can extrude as a grid. So it means that each surface is individual and they are not connected with each other. I can also add tapering. It means that I can add some angle for the sites. It means that I can increase or decrease the top surface. If we talk about the borders, I have three options to choose, the contour. So it means that only those elements that are connected to H will be extruded grid. I will extruded as a grid as you can see on the screen right now. There is also options to non. It means that I will get only extruded surfaces and they will not be connected with any fingers. Also sometimes very useful options. Okay. As you can see what is more, I can add some randomization for distance. It means that some of them will be longer, the other one will be shorter. It is also sometimes very useful, and this is quite interesting function to get a different variety of the results. The next one is constant route push pull. There is a little difference between joint push pull and this root push pull. Joint push pull will give you different results for the extruded surface. I will show you. Let's start with the joint push pull here. As I mentioned at the beginning in this situation, the direction the normals will cross. This is why we get such a strange results. To solve this problem, we need to choose other options. It is called push pull. This is very simple extrude constant here. Also we can add tapering and borders. But as you can see, the results here is constant. And it's look much better with joint push pull, but only with the situation when we extrude under one direction. The last options is follow, push pull. This is similar to follow me, but of course is more complex. More advanced functions we follow the standard from sketchup is very limited. Okay, follow push pull. I would rather say that this is some kind of tool to rebuild the surface. For example, here we can just rebuild the top for our solid. As you can see, without any problems sketch up, we will find the highest peak here and we'll try to rebuild it. This is how we can rebuild anything. In this example, the follow push pool we can use in a different methods. For example, the top one is hard to rebuild because sketch up some points will do it correctly. But after that there is some issue. As you can see, again with cross normal direction the right sides without any problem, we can rebuild function. Of course, the last option is to rebuild this cutoff. As you can see with the mouse, we can set the dimension. There is also the snap, we can find the correct value. If not, there is also options that we can try to draw the line manually. For example, from this corner to the right side, something like this. Right now we will try to use this line to rebuild the wall. Follow this will be quite hard to snap. The best result will be to start to draw from the beginning and until last point. Now you can see that we just rebuilt all the surfaces itself with the rubber. We can remove all unnecessary edges and we have the rebuild it cube. So this is how to use the joint pool. Try to practice a lot, because this tool, this plugging, will be used a lot in the next exercise.