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.