navigate site menu

Start learning with our library of video tutorials taught by experts. Get started

Up and Running with 3D in AutoCAD 2013

Up and Running with 3D in AutoCAD 2013

with Scott Onstott

 


If you're comfortable with 2D drawing in AutoCAD 2013 and ready to start creating and designing three-dimensional models, this workshop from AutoCAD expert and author Scott Onstott is for you. Learn about 3D navigation and wireframing; surface, solid, and mesh modeling techniques; designing and assigning materials; placing natural and artificial lights; and configuring both direct and global illumination rendering parameters to create photorealistic renderings. With the 3D techniques from this course, you can prepare to bring your designs one step closer to reality.
Topics include:
  • 3D views, perspectives, and tools in AutoCAD
  • Controlling the visual style
  • Working with tiled viewports
  • Composing perspective views
  • Drawing in 3D
  • Modeling an Ionic column
  • Documenting 3D models
  • Creating dynamic slideshows, animations, and renderings

show more

author
Scott Onstott
subject
Rendering, video2brain, CAD, 3D Drawing
software
AutoCAD 2013
level
Beginner
duration
2h 37m
released
Jul 19, 2012

Share this course

Ready to join? get started


Keep up with news, tips, and latest courses.

submit Course details submit clicked more info

Please wait...

Search the closed captioning text for this course by entering the keyword you’d like to search, or browse the closed captioning text by selecting the chapter name below and choosing the video title you’d like to review.



Introduction
Welcome
00:04 Welcome to the getting started with 3D and AutoCAD 2013 workshop with me Scott Onstott.
00:10 I am an educator and trainer specializing in AutoCAD and other design software.
00:14 In addition to teaching AutoCAD I am also the author of AutoCAD 2013 and AutoCAD LT
00:19 2013 Essentials. Enhancing architectural drawings and
00:24 models with Photoshop, and several other books.
00:27 Getting started with 3D and Autocad is a basic workshop for getting up to speed
00:31 with 3D modeling. It was designed for those already
00:35 comfortable with 2D drawing who now want to graduate to creating and designing
00:38 three-dimensional models. Traditional drafting techniques have
00:43 limited artists to representing models as 2D projections, but now a new wave of
00:47 software packages, and AutoCad in particular, have allowed us to gradually
00:50 move one step closer to reality with 3D design.
00:56 This course will teach you the basics for how to get the most out of AutoCad's
00:59 powerful 3D tools. You will first learn how to navigate in
01:03 3D space, and learn a number of tools that make working in 3D on a 2D screen easier.
01:09 Then you will model a complex form to meet specific modeling challenges.
01:14 In this case a classical architectural ionic column.
01:18 Next you will learn how to document 3D models as 2D drawings.
01:21 By having Autocad automatically generate 2D projections for you.
01:26 Finally you will learn how to create dynamic slide shows, animations, and
01:30 photorealistic renderings of 3D models. This course is for anyone interested in
01:35 graduating from 2D to 3D design in Autocad.
01:38 So if you're interested in exploring modeling in Autocad, from the basics of
01:41 navigating through space, to modeling complex forms with solids and surfaces.
01:47 This course is for you, so let's get started.
01:49
59:59 (music playing)
Collapse this transcript
1. Navigating in 3D
3D views, perspectives, and tools in AutoCAD
00:02 One of the challenges of working in 3D is visualizing where things are in the third
00:05 dimension of depth. It can only be projected on to a flat 2D screen.
00:11 In this lesson you will learn the difference between parallel and
00:14 perspective projection. You will also learn how to change your
00:17 point of view. Using preset views, the view cube an the
00:20 navigation bar interfaces. Open the Cathedral One Project file, an
00:26 then click here to open the View Controls menu.
00:30 It contains a list of preset views, an they're categorized in two groups.
00:35 These orthogonal views and the isometric views.
00:40 The word isometric literally means same measure.
00:47 And it refers to the fact that all three coordinate axis appear equally foreshortened.
00:55 You can see this here in parallel projection, where all three axis are equal.
01:01 If we change to perspective projection, we get a subtley different, but very
01:06 important change. If we were to trace the lines that are
01:11 parallel to the coordinate axes off into the distance.
01:15 They would have eventually converge at a vanishing point.
01:19 If we trace these edges here in the red direction off into the distance, they too
01:23 would converge. And similarly, these vertical lines would
01:28 converge at some point far below the screen in the green direction.
01:33 So what we're looking at here is a three point perspective.
01:38 This is the way that our eyes naturally see things because objects that are
01:41 further away from us seem to get smaller. And so, I would choose perspective
01:47 projection if I'm trying to present a design in the way that it naturally looks
01:51 in the real world. However, when I'm working in AutoCAD, I
01:56 often prefer to use parallel projection. This way everything shows it's actual
02:05 size and nothing is foreshortened. If we switch to the front view again,
02:10 you'll see that in parallel projection it's like an elevation drawing.
02:18 If I switch to perspective, it might look more realistic, but it's much harder to
02:23 work here and snap to different points. I'll go back to parallel projection.
02:34 Then I'll open this Adjacent menu, which is called the View Port Controls menu
02:38 I'll choose View Cube to toggle this interface on.
02:44 Here we can go to different points of view by clicking on many of these
02:48 different interface elements. I'll click on this bar to go midway
02:53 between the front and top views. And I can click on the word Top to go
02:58 into that precise orthogonal view. You can also click on these corner pieces
03:07 to go into isometric views, you can drag this ring left and right to rotate the plan.
03:18 You can also use this tiny menu in the corner to change your projection type.
03:23 This is parallel. This is perspective, which is very subtly different.
03:31 And then there is perspective with ortho faces.
03:35 So this is kind of like a hybrid mode that gives you perspective when you're
03:38 looking at it here in an isometric view. Or if you go to an orthographic view like
03:44 the right face, it will switch to parallel projection.
03:50 There's also a menu here which allows you to change the coordinate system.
03:54 And right now it says WCS, which means World Coordinate System.
03:59 You can create a new UCS from this menu if you like.
04:02 The WCS is the Default Coordinate System, and the UCS is a User Configurable
04:06 Coordinate System. It can be useful to reorient or move the
04:11 origin point of the UCS when working with 3D models, there are also arrows.
04:16 Around the viewcube. And if you click on the arrow, it will
04:19 rotate 90 degrees. Notice, also, that there are arrows out
04:24 here that allow you to rotate the plan. If you click on the Home symbol, it will
04:29 take you back to whichever view is defined as the Home view.
04:34 To define a particular view as the home view, go to it.
04:38 And then right-click on this symbol and choose set current view as home.
04:43 Next, let's go back here to the View Port Controls menu, and turn on the navigation bar.
04:54 The navigation bar has steering wheel, pen, different zoom controls here in this
05:00 fly out menu. And it also has different orbiting tools
05:06 located here. Let's try Orbit first.
05:11 This allows you to drag and rotate the view in a freehand kind of way.
05:17 Press Enter to end the command. A shortcut for that is to hold down the
05:21 Shift key, and drag the mouse wheel, it does the same thing.
05:27 There's also a free orbit variation and this allows you to orbit so that the
05:32 vertical lines no longer stay vertical. And you can get, sort of, all mixed up,
05:38 upside down and backwards, here, if you're in the free orbit variation, here.
05:46 I'll go back and say, Zoom Previous. Finally, there's continuous orbit.
05:54 And the way that this works, is you click and drag, and let go.
05:59 And the model will continuously orbit around and around.
06:03 This can be good for a presentation. It depends on how quickly you drag.
06:08 If I drag very quickly, it will orbit too fast.
06:13 So you have to be careful about how you drag and how quickly you release the
06:18 mouse I'll use the view cube to go back to a isometric viewpoint.
06:25 In this lesson you learned how to change projection types from parallel to
06:28 perspective and back again. And how to view the model from all angles
06:32 using preset views, the view cube, and the navigation bar.
06:36
Collapse this transcript
Controlling the visual style
00:02 In this video, you will review the standard visual styles and learn how to
00:05 create your own to display 3D objects with your chosen visual cues.
00:10 To represent 3D surfaces on a 2D screen, one needs visual cues to determine which
00:15 surfaces obscure other surfaces in the dimension of depth.
00:20 Open the Cathedral 2 project file. And then click here to open the Visual
00:26 Style Controls menu. I'll switch to the Wire Frame Visual Style.
00:34 And this is hard to interpret because of the complexity of this model.
00:38 There are so many intersecting lines. I can't tell what's what.
00:43 If we go to the 2D wire frame style, it automatically changes the projection type
00:48 to parallel. You can verify that over here on this menu.
00:55 I'll change it back to perspective. Notice that when I do, it automatically
00:59 changes me to the wire frame visual style.
01:01 Let's try shaded. Now we see the surfaces, and we can make
01:07 better sense of this geometry. You can see shaded with edges for a
01:13 little bit more information. Hidden is more like a wire frame view.
01:22 But with the surface information in black.
01:27 Shades of grey is just a big darker with shaded edges.
01:32 Conceptual shows a faint tint in blue. The realistic style would display
01:46 materials if any were assigned to the model, which they're not at this time.
01:54 Sketchy is an interesting style, it represents the lines with these jittery edges.
02:01 There's also X-ray which allows you to see through the model.
02:10 Let's say we want to create our own visual style.
02:14 I'll go to Sketchy and then click on the View tab.
02:18 You can click here to open this Visual Styles menu on the Visual Styles panel.
02:25 And you see these same styles as thumbnails.
02:31 Here you can choose to open the Visual Styles Manager.
02:35 And this is where you can find all the parameters that control these visual styles.
02:40 I'll click on the sketchy style. And then let's change the face style from
02:47 none to realistic. That gives us some surface quality.
02:52 I'll also scroll down, and under Edge settings, I'll change the color to blue.
02:59 Keep scrolling down. And change the line extensions to three.
03:10 This will reduce these little extensions back a bit.
03:15 Change jitter to low. It's not quite so sketchy.
03:23 I'll change the crease angle to a lower number so that we get more creases.
03:27 I'll use 4 degrees. And then the halo gap creates kind of a
03:33 drop shadow effect. I'll use a 2% halo gap.
03:42 Okay, that's kind of interesting. Now you can also use the tools here on
03:46 the panel to change your current Visual Style.
03:53 I'll click here to turn on the X-ray effect.
03:56 Notice that it says current now, rather than Sketchy, because I've overridden the
04:01 parameters that are defined. In the Visual Styles manager.
04:07 So, by adjusting the Visual Style parameters you can display 3D models with
04:11 a variety of visual cues. There is no one way or right way to do this.
04:16 So, feel free to experiment.
04:18
Collapse this transcript
Working with tiled viewports
00:02 To fully visualize an object in 3D, you need to orbit around it in a single view port.
00:07 In this lesson, you will learn how to view all sides of an object at once, by
00:11 using multiple tiled view ports. In addition, you will see how you can
00:15 start a command in one view port. And end it in another to take advantage
00:20 of the expanded spatial picture depicted in tiled view ports.
00:26 Go ahead and open the cathedral three project file.
00:30 On the view tab in the model Viewports panel, open the Viewport Configuration
00:35 flyout menu. This lists a bunch of potential different
00:40 arrangements for tiled viewports. Let's try four equal.
00:45 This divides the screen into these four separate viewports.
00:51 Only one viewport can be active at any given time.
00:56 You can see which one is active by a thicker border around it.
01:02 You can also determine that by the position of the cursor.
01:06 I can see it here in this view port. But if I move up here, I don't see it.
01:10 Just click in a viewport to activate it. And then you can work in there.
01:16 Each view port has its own view cube. For example, over here, I'll click on the top.
01:22 And then I'll rotate this, zoom in. And change the visual style to wire frame.
01:32 Over here, in this view port. I'll choose northwest isometric.
01:43 And I'll change the visual style to hidden.
01:45 Over here, I'll choose the front view. And I'll change the visual style to
01:54 shaded with edges. I'll just zoom out a bit by rotating the
02:00 mouse wheel. So, you can configure each viewport how
02:04 you like it. Now, let's say I wanted to work here, in
02:08 the front viewport and I'd like to see this full screen.
02:13 Click on this plus symbol, here in the Viewport Controls menu.
02:17 And choose maximize view port. Now it fills the screen.
02:23 If I want to go back, I can click Restore.
02:26 A shortcut for this is simply to double click this plus icon in any viewport.
02:28 Let's say I want to work in this viewport.
02:38 I can click in it and work in it over here.
02:41 Or if I want to see this full screen, I can double-click on the plus symbol.
02:47 And that takes me full screen in that particular viewport.
02:50 To go back, I can double-click the minus symbol.
02:53 And then I'll see my four tiled viewports.
02:58 So, let's say you want to draw a line. Go to the Home tab, click the Line tool
03:03 and let's say you want to start it from some point that you can see in one view
03:07 port down here. I'll snap to this end point.
03:16 And suppose for sake of argument, that I want to draw it over here on the ground.
03:20 But I can't see where that's going to snap, because of the complexity of the model.
03:26 I could just come over here into this viewport.
03:28 Click to make that viewport active. And you can see that the Line command is
03:32 still in progress. I can then zoom in here and snap it to
03:38 another point. And thus, complete the line command.
03:43 So you can use the different viewports to help you see all the different sides of
03:47 the object at once. If you're working with four tiled
03:52 viewports each viewport takes a quarter of the screen.
03:56 And so you don't have that much room to work.
03:59 You can combine adjacent viewports if you want.
04:03 Go back to the View tab and click Join. Then click on two adjacent viewports, and
04:09 they're joined together. So in this way, you can configure the
04:14 tiles however you want. You can choose them from this Flyout
04:18 menu, you can join adjacent viewports, and you know how to maximize and minimize
04:23 viewports, to make them full screen, and to go back to your tiled viewports.
04:31 So now that you've learned the mechanics of working with tiled view ports, you can
04:35 now visualize objects from all sides at once.
04:38
Collapse this transcript
Composing perspective views
00:02 Here you will use a camera to fine tune a perspective view.
00:05 Use a steering wheel to navigate in perspective.
00:08 And save where you end up with a named view.
00:11 Perspective was developed in the Renaissance to represent three dimensions
00:15 on two dimensional surfaces. Objects in perspective diminish in size
00:19 according to their distance from the observer.
00:22 And this approximates human vision. AutoCAD can create prospective
00:25 projections automatically. Open the Cathedral Four Project file, and
00:30 then go up here and click on the View Controls menu, and select Perspective.
00:39 Hold down the shift key and drag the Mouse Wheel to orbit.
00:42 If you look carefully, you'll see that there is an object in here.
00:49 I'd like to get inside the building and take a look at it.
00:53 Roll the mouse wheel, and you'll zoom in. Drag the mouse wheel to pan.Navigating in
01:03 perspective using zoom and pan, is very awkward, because you can't really control
01:10 where you are. Now I can see that this is a vase, but if
01:17 I'd like to compose a view of this, we need a different way of approaching it.
01:22 So let's go ahead and go back out of the model by clicking on the corner of the
01:25 view cube. Next, type Camera, and press Enter.
01:33 You're prompted to specify a camera location, click some arbitrary point over
01:38 here somewhere. Then it says Specify Target Location.
01:44 Click another point and make sure that snap is off, and click it right about here.
01:51 Press Enter to complete the command. In the end you have a camera symbol that
01:58 shows the direction that the camera is pointing in.
02:02 Select the camera then you will see a Preview window appear.
02:07 Now the camera is on the ground plane and that's why we are seeing this, horizontal
02:11 line and all the geometry above it. So, we should move the camera up if we
02:17 want to get into this particular corridor.
02:21 We should figure out how high it is above the ground first.
02:24 So press Escape to deselect the Camera and the Preview window.
02:31 Zoom in here, and on the Home tab, click the Measure tool in the Utilities panel.
02:39 Turn on Snap and snap to a point right here.
02:44 And then snap to the point directly below it on the ground.
02:47 The distance is about 29 feet. So if we wanted the camera to be at eye
02:53 level, it would be about five feet above that, so around 34 feet.
02:59 Let's keep that in mind press Escape to exit out of that command.
03:03 Re-select the Camera and go ahead and position the mouse over this blue axis.
03:05 When it's highlighted, click, and then you can slide the camera up.
03:21 Notice what's happening in the camera preview as I do this.
03:25 The camera is moving up, alright. But it's pointing at its target point,
03:29 which is still on the ground. So this isn't exactly how we want to move
03:33 the camera. Press Escape, to cancel out of that.
03:40 You could, alternatively, move the target location in much the same way.
03:46 But again, that's not what we want either.
03:49 Press Escape. There's a grip in between the camera and
03:52 the target, right here, which says camera and target location.
03:57 And that's what we want. Click and you can move it up.
04:00 Type 34 Feet and press Enter. So we should be at the correct level now.
04:09 Next click on this plane to select it, so you can move the camera in two directions
04:13 at once. Move it in to the corridor.
04:20 I don't want to snap, so I'm going to go down to the Status bar and toggle off
04:23 Objects Snap. And then I'll move it over here so that
04:28 it's positioned in front of the corridor as best as I can determine.
04:31 And then I'll change the visual style to shaded with edges so I can see that a
04:36 little better so in this way you can fine-tune the perspective by moving the
04:40 camera object. Hold down Shift and orbit, and come
04:47 around here, so you can see the camera plane represented here.
04:55 It also has a Grip. This allows you to change the Lens length
04:59 of effective field of view. This is helpful in an architectural
05:04 interior to have a wider angle lens so you can see more of the interior all at once.
05:12 I'll expand that field of view and then press Escape.
05:16 Next I'd like to look through that camera.
05:19 To do so, type V for view and press Enter.
05:24 You'll see that the camera is here under model views.
05:28 Double-click to make it active and then click Okay, and you'll actually be
05:32 looking through that camera lens. The next thing I want to do is walk
05:37 forward through the corridor. To do that we'll use a steering wheel.
05:41 And you can launch that here from the navigation bar.
05:45 I'll click right here. And you'll see that there's this
05:48 interface element attached to the cursor. It moves wherever I go.
05:54 I'll position it right about here. And then drag over the walk command.
06:00 As I am dragging, you will see that we have a blue circle down here and the way
06:04 that this works is the distance you drag away from that circle, is the direction
06:08 you are going to go in and if you drag really far, you are going to walk really fast.
06:14 If you drag backwards away from that circle you are going to back up, if you
06:18 drag in one direction, you're going to turn that way.
06:23 You see? So it's very intuitive.
06:27 This is called first-person navigation, and it's very much like video games,
06:31 where you can just drag in the direction you want to go in.
06:40 You can also use up, down. Drag over this and you can move your
06:45 camera target line up and down. If you want you can also look.
06:52 This is changing the camera target, so you can move it all around and look at
06:58 whatever you want to focus on, and when you're satisfied with the particular view
07:03 you can exit from the steering wheel, type V Enter, to go back into the View
07:09 Manager, and create a new view. I'll call this Camera Two.
07:20 And click Okay. Okay again.
07:24 Notice that when I did the steering wheel, it didn't move the camera along
07:31 with me. So it's necessary to save a new view
07:35 after you use the steering wheel. I'll just go ahead and click on an
07:42 isometric viewpoint and switch into Wireframe Visual style, and you can see
07:47 that there are indeed two different camera objects in the model representing
07:53 these two saved views. So in this lesson you learned how to use
08:01 a camera to control perspective, a steering wheel to navigate and views to
08:06 save compelling compositions.
08:10
Collapse this transcript
2. Drawing in 3D
Changing the elevation of the drawing plane
00:02 In this lesson, you will learn how to move the familiar 2D drawing plane so you
00:05 can draw at different 3D elevations. This can be done either with the Elev
00:10 command or by relocating the origin point of the user coordinate system.
00:16 And we'll try both approaches. Go ahead and open the Concept1 project
00:20 file to begin. Position the cursor over this cylinder
00:24 and rotate the mouse wheel to zoom in. Verify that Object Snap is not running
00:31 down here on the Status Bar. And then click the Rectangle tool over
00:36 here on the Draw panel. Try to draw a rectangle on top of the
00:41 cylinder by clicking two points, you don't see anything.
00:46 Hold down the Shift key and drag the mouse wheel, so you can see underneath.
00:51 What actually happened, was you drew the rectangle underneath the cylinder on the
00:55 current XY plane. I'll rotate back up.
01:02 It would be possible to draw on top of the cylinder, if we were able to move the
01:07 XY plane up, so that it was on top of this surface.
01:12 But to do that, we have to know how high we need to move it.
01:16 So, go ahead and click on the cylinder, right -click, and choose Properties.
01:24 Right here, this piece of geometry has a height of one foot six.
01:29 Let's keep that in mind, press Escape to deselect.
01:33 Then type ELEV for the Elev command and press Enter.
01:39 It says, Specify new default elevation. I'll type in one foot six.
01:45 Enter. And now it says, Specify new default thickness.
01:49 I'll type in one foot six again, and press Enter.
01:54 Now, use the Rectangle tool and draw a rectangle on top of the cylinder.
02:02 This time it worked. The Elev command allowed us to change the
02:07 elevation of the Drawing plane at a set increment above the ground plane.
02:14 But if you noticed, we also set the thickness.
02:17 And that didn't seem to do anything here. It has no effect on polylines.
02:22 However, if you go ahead and draw a line, you'll see that it does have an effect.
02:31 The thickness property makes the line have a thickness in the Z direction.
02:36 You see, this object is drawn at a height of one foot six.
02:42 And it also has a thickness of one foot six.
02:46 I can select this line segment and change it's thickness property right here.
02:51 I'll set that back to zero. Escape.
02:55 The thickness property is really an ancient feature in AutoCAD, I would
02:59 recommend avoiding it. If you want to create an object like
03:03 this, it's better to extrude the line, rather than change its thickness property.
03:09 So let me just go back and reset Elev back to zero.
03:13 I'll type ELEV, Enter. Zero, Enter.
03:18 Zero, Enter. Now, suppose I want to draw an object on
03:22 top of this red surface, but I don't want to figure out how high that is above the
03:26 ground plane. There's a quicker way to set the height
03:32 of the XY plane. And that is to click on this UCS icon.
03:38 And then hover the cursor over this origin point.
03:41 And choose Move Origin only. Then turn on running Object Snap.
03:47 And snap to a point on top of the red surface.
03:53 I'll zoom in there. Press Escape to deselect.
04:01 Can you see how the XY plane is now on top of that surface?
04:07 Now, go ahead and change the current layer to layer five, so we have a
04:10 contrasting color to work here. And then draw a circle to turn off
04:17 running objects now. And try to draw it on top of the surface.
04:24 It works beautifully. It's drawn at the current elevation of
04:28 the XY plane which was set interactively by moving the origin point of the UCS icon.
04:36 In some cases, you'll need to make a truly 3D object that moves outside of the
04:41 XY plane. For example, let's say you want to draw a
04:46 poly line from this corner of the box. So, I'll turn on running Object Snap and
04:53 I'll snap right here. And then, I want that to go onto the top
04:57 of this cone. I'll click right here, and then, I want
05:01 it to go to the corner of the wall here. So, I'll click right here.
05:06 It didn't seem to work. You see, it's all in the same current XY plane.
05:15 That's because the Polyline tool is really a two-dimensional object, it has
05:20 to exist in the current XY plane. I will just raise that, if you want to
05:27 create a two-dimensional Poly, you type 3D Poly and then press Enter.
05:34 I will click here, up here and down here. And now, I have a truly three-dimensional object.
05:45 It goes outside of the XY plane. Let me just get rid of that.
05:51 Line Objects can go in three-dimensions also.
05:54 I'll just go ahead and draw a line from here to here.
05:59 To here, and the difference is, is that these are two separate objects.
06:03 There's two separate pieces here, and they just have three-dimensional start
06:07 and end coordinates. Escape, if I join these two segments
06:12 together, by typing join enter. And then select two lines and press Enter.
06:21 You are left with a 3D Polyline automatically.
06:27 Objects like this line or the 3D Poly are called wire Frame objects, because they
06:31 don't define any surface like these other objects do.
06:35 So in this lesson, you've learned how to change the elevation of the 2D drawing
06:40 plane with the Elev command. And by moving the origin point of the
06:44 user coordinate system. You also learned how to use Object Snap
06:49 to create 3D Wireframe objects.
06:52
Collapse this transcript
Specifying 3D coordinates
00:02 In this lesson you will learn about 3D coordinates.
00:04 And how to separate coordinate entry using what are called point filters.
00:09 Point filters allow you to draw objects relative to other object's coordinates.
00:14 Open the Concept2 project file. And zoom into this red object.
00:21 Draw a line, and snap its first point right here on this corner.
00:27 Let's specify the next point using 3D Cartesian coordinates.
00:32 I'll start by entering the at symbol to indicate that I want to input relative coordinates.
00:37 That is, they're relative to the last point that I selected.
00:42 If you don't type at, you'll be inputting absolute coordinates.
00:47 So those are going to be relative to the origin point of the coordinate system itself.
00:54 So usually when you're entering coordinate data, you're going to preface
00:57 it with the at symbol. I'll go ahead and input the x coordinate
01:03 of 24, comma, to say that I'm moving on to the y coordinate.
01:09 Now let's say that will be zero. And then comma again to say that I'm
01:14 moving on to the z coordinate, and I'll type 12, Enter, Enter.
01:20 So we've drawn a line that is 24 units in the x direction.
01:25 That's this red direction. And you can see that either on the cursor
01:30 itself or on the UCS icon. The mnemonic is RGB equals XYZ.
01:39 Now, let's look at this in the top view. I'll zoom in.
01:45 You can see here that the line goes horizontally here.
01:49 It has no value in the y coordinate. And let's look at it in the front view.
01:56 It goes up, in the z direction. So if you remember, the coordinate was 24
02:05 units over, zero units in the y direction, and 12 units up in the z direction.
02:12 So that specified that point. Now, there are many occasions where you
02:16 simply want to draw a line relative to another object.
02:21 And you don't really want to worry about the coordinates.
02:25 For this you can use point filters. For example, let's say we want to draw a
02:31 line from this same start point, and we want to draw it up vertically just as
02:37 tall as the cone is high. So instead of querying information about
02:44 the cone and learning the coordinates, and possibly writing them down, and then
02:48 inputting them, which is very tedious. It's much more efficient to use a point
02:53 filter to do this work for you. So let's think about it.
02:58 We want to filter out the coordinates. And we want to separate them.
03:02 So we know the x y coordinates of the point that we want to specify.
03:06 That's going to be directly above this point.
03:07 So I'm going to type in point xy. This tells AutoCad that we're specifying
03:08 a point filter, and we're going to use the x and y coordinates of the picked point.
03:24 So, I'll type Enter. And then I'll pick this same point again.
03:29 Now the command line says Need Z. We've successfully separated the
03:36 coordinates out, you see. Now, we still need to input the missing coordinate.
03:42 And we'll do that simply by clicking on the top of this cone.
03:45 Press Enter to end the line command. So I've successfully drawn a line
03:50 straight up, just as tall as the cone is high.
03:55 Let's try this again. Let's say this time, I want to draw a
04:00 line from this corner point on this red object.
04:05 And I want to draw it in this direction. And I want it to stop right about here,
04:11 lining up with the center of this cylinder.
04:16 If I snap it directly to the center of the cylinder, well then we go from point
04:20 to point, and that's not my intention. So, I'll go undo.
04:25 Let's try this again. We'll draw the line from this point.
04:32 And I want to specify the coordinates of this point in the x z plane.
04:40 And if you look at the cursor or the UCS icon, you can imagine how that plane looks.
04:47 It's running on the front face of the red object, if you will.
04:52 You can also see that over here on the view cube.
04:56 So on the command line, I'm going to type point, x, z, Enter.
05:02 And then I'm going to click right here on the center of this object.
05:08 So I used the cursor to specify those two dimensions, and now AutoCAD is asking me
05:13 for the missing dimension. It says need y.
05:17 So I'm going to specify that by clicking back on this original point.
05:23 And then press Enter to end the line command.
05:28 So point filters work by separating the entry into two different phases.
05:33 In the first phase, you're asked to pick the point on the screen.
05:37 And in the second phase, you're asked to either input that with a number, or you
05:41 can pick another point, to specify the missing dimension.
05:45 So, in this lesson, you learned how to use point filters to separate how you
05:49 enter coordinates in different dimensions.
05:53 In this way, you can snap objects relative to specific dimensions of other objects.
05:58
Collapse this transcript
Manually rotating the UCS
00:02 In this video, you will learn how to rotate and align the User Coordinate
00:05 System, using the UCS Command, and the UCS icon.
00:09 Open the Concept3 project file and then type UCS, Enter.
00:16 The default option is to specify the origin of UCS.
00:20 That's why we have the UCS icon attached to the cursor.
00:25 Click some arbitrary point over here to set a new origin, and then press Enter
00:31 for the accept default option. Now, I've succeeded in moving the origin
00:37 point, so what does that really mean? Well, if I want to use absolute
00:41 coordinates, they're all relative to the origin point.
00:45 I could type L, Enter to draw a line. And then I could start the line at the
00:51 origin point by typing 0,0. Enter.
00:57 As you can see, I'm drawing a line directly from that origin.
01:01 I'll just snap it over here, and press Enter.
01:05 You can also move the origin point by selecting the UCS icon itself, hovering
01:10 the cursor over the origin point, and choosing Move Origin Only.
01:15 And you can snap it to a specific location.
01:22 I'll press Escape to deselect. It's also useful to rotate the User
01:26 Coordinate System. Type UCS, Enter.
01:32 And suppose we want to rotate it about the x-axis.
01:36 Click the x, Option. And then, press Enter to accept the
01:42 default rotation angle of 90 degrees. Now, the xy plane is parallel to this
01:49 front face. So if I go ahead and draw an object, say
01:54 a rectangle. It will be drawn in that plane, as you
01:59 can see here as I orbit. While the xy plane is in that
02:04 orientation, I'll draw another rectangle, but this time I'll snap its first corner
02:14 point here at the corner of this wall. You see the difference?
02:23 I'm still drawing in that plane, but I've shifted the z-coordinate by snapping
02:30 specifically to this endpoint. You can also Move and Align the UCS icon,
02:37 all at one time. Click the UCS icon, cover the cursor over
02:42 the Origin and chose Move and Align. Now this works differently.
02:49 Surfaces that you move the cursor over highlight.
02:52 I'll click right here to move the origin point and align the xy plane.
03:00 Parallel to this surface. Press Escape to deselect.
03:06 Then I'll draw a circle right here. And you can see when your orbit that that
03:13 is indeed on that surface. Next, let's move the UCS from where it is
03:21 here, just by saying Move Origin Only. And we'll snap it in this corner point, here.
03:31 Next, I'll click this grip at the end of the x-axis.
03:35 I'll choose Rotate Around Y Axis. And you see what we have here?
03:43 I can then click over here to reorient the coordinate system.
03:49 If you get confused as to where you are in space, you can always go back to the
03:53 original coordinate system, which is called the world coordinate system or WCS.
04:00 And you can do that by typing UCS, Enter. And then just press Enter again, because
04:06 it's the default option world. UCS icon goes down in the lower left
04:12 corner of the screen. And you can also identify that you're in
04:18 the WCS up here on this menu, at the bottom of the ViewCube interface.
04:25 This also allows you to create a new UCS. Essentially, all that does is it types in
04:31 UCS, Enter for you. So that you launch the UCS command.
04:36 Another useful option of the UCS command is called Object.
04:41 If we use that option, and then click on an object, the UCS will automatically
04:48 move on that object and align to it. So now, I can go ahead and draw some lines.
04:56 I'll turn on Ortho. And just go ahead and show you that these
05:03 lines are going to be either parallel or perpendicular to the object that I
05:08 aligned the UCS to. So in this video, you learned many
05:13 different ways how to manually adjust the UCS using grips on its icon and with the
05:18 UCS command.
05:21
Collapse this transcript
Dynamically changing the UCS
00:02 In this lesson you will learn how to use AutoCAD's Dynamic UCS mode to
00:05 conveniently draw objects on the surfaces of other objects.
00:09 Open the Concept 4 project file, and then go down to the Status bar and click this
00:15 icon to allow Dynamic UCS. Then draw an object.
00:21 Click the Rectangle tool on the Draw panel.
00:24 Position the cursor over this wall, and notice that the axes change so that the
00:29 red and green axes are now oriented with respect to this surface.
00:36 Click two points to draw a rectangle, and then orbit by holding down Shift and
00:40 dragging the mouse wheel. And you'll see that the rectangle is
00:45 indeed on that surface. Zoom into this pyramid, click the Circle
00:52 tool, hover the cursor over this surface, and click two points.
00:59 You'll see that the circle is flush with that face.
01:02 So Dynamic UCS really does two things. It moves the origin point of the UCS to
01:08 the surface, and it also reorients the UCS to be aligned with the surface.
01:16 This also works in 3D. Let's change to the 3D Basics Workspace.
01:23 And then create a box off to the side here some place.
01:31 Place another box on top ot it, simply by drawing it on top of the surface.
01:38 If you want a box to come off of the side, you can just start drawing it there.
01:43 So this is very intuitive, and it's great for conceptual modeling.
01:49 So in this lesson, you learned how to enable Dynamic UCS mode, to have AutoCAD
01:53 automatically and temporarily align the user coordinate system with the surface
01:56 of whichever object you move the cursor over.
02:01
Collapse this transcript
Using 3D transformation gizmos and subobject selection
00:02 In this lesson, you will learn how to transform objects in 3D using the Move,
00:05 Rotate and Scale gizmos. You will also learn how to select parts
00:09 of 3D objects, called sub-objects and transform them using gizmos as well.
00:15 Open the Concept Five project file, and select this cylinder.
00:21 (audio playing) It has a number of grips that allow you
00:22 to change the form of the object. Click the top grip to change the height.
00:28 (audio playing) Click the bottom grip to pull the bottom face up or down.
00:32 (audio playing) Click any of these side grips to change (audio playing) the radius.
00:39 (audio playing) And you can click this square grip in the middle (audio playing) to move the
00:42 object in two dimensions. (audio playing) In the 3D Basics workspace,
00:47 there's a selection panel. And in the selection panel there's a
00:52 flyout that says No Gizmo. Open that (audio playing) flyout and choose Move Gizmo.
00:59 (audio playing) The Move Gizmo appears here.
01:01 And it's a complex user interface element.
01:05 If you position the cursor over an axis, you'll see a line in that color.
01:11 If you click on the axis, (audio playing) you can then move the object in that direction.
01:19 (audio playing) If you hover the cursor over one of these
01:22 planes, you'll see it highlight. If you click there, (audio playing) you can then
01:28 move the object in two dimensions at once.
01:31 (audio playing)
01:39 So this provides an intuitive way to move objects around in space.
01:45 (audio playing) Notice that when I orbit with an object
01:47 selected, everything else is hidden. (audio playing)
01:52 This allows you to focus on (audio playing) what you're working on.
01:57 Go up here and change (audio playing) the flyout to Rotate Gizmo next.
02:02 The Rotate Gizmo next has three rings corresponding to the three axes.
02:07 If you click the blue ring, you can rotate around the z-axis.
02:12 If you click the red ring, of course it rotates (audio playing) around the x-axis.
02:16 You can do this interactively or you can type in a number.
02:21 I'll rotate this 90 degrees. I'll type 90, Enter.
02:25 I'll click the blue ring (audio playing) and rotate it.
02:29 Now this time, I'll hold down the Ctrl key and then click.
02:33 What happens is, I leave a copy behind. (audio playing)
02:41 Now these white lines are drawn at the intersection of the two objects, but
02:44 they're not really there. It's just a display artifact.
02:49 If I move one of these objects out (audio playing) of the way, those white lines
02:52 will disappear. (audio playing) I'll go back to the move gizmo
02:56 and slide this along the x-axis. You'll see that those white lines are gone.
03:05 (audio playing) Similarly with the move gizmo, you can create (audio playing) a copy by starting
03:09 to move (audio playing) and then holding down the Ctrl key.
03:13 When you click again to complete the move (audio playing) the original is left behind.
03:20 Press Esc to deselect. (audio playing) The scale gizmo (audio playing) allows
03:27 you to uniformly scale objects, click on any one of its three axes to scale the
03:33 object down or up. Again, you can use numbers if you want to
03:39 be precise. I'll type 0.5, Enter, so that the object
03:44 is now 50% of the original size. Press Esc to deselect.
03:53 Now let's take a look at this pyramid object.
03:56 There's another flyout next to the Gizmo flyout called No Filter.
04:01 (audio playing) Open that and select Vertex.
04:04 (audio playing) Then click the apex of the pyramid.
04:06 (audio playing) And you'll see the scale gizmo up there.
04:08 I'm (audio playing) going to change that to the move gizmo (audio playing) and then I'll move
04:14 that apex up. (audio playing) And you see what's happening?
04:20 I'm changing the form of the object by moving one of its sub-objects, namely,
04:25 the top vertex. (audio playing)
04:29 Let's try selecting an edge sub-object. I'll press Esc to deselect the vertex,
04:37 and then click down here (audio playing) to select this particular edge.
04:43 I can then move that (audio playing) in the green direction, and I change the form of the object.
04:50 (audio playing) So, this is really the gateway to
04:53 tremendous modeling power because you can select particular sub-objects and then
04:59 transform them using the Move, Rotate, or Scale Gizmos.
05:05 I'll change to another (audio playing) sub-object level.
05:09 This time, I'll select a face and I'll press Esc to deselect the edge.
05:15 And then I'll click on this face. (audio playing)
05:18 What happens if I were to (audio playing) scale that?
05:21 I'll use the Scale (audio playing) Gizmo and I'll scale that down.
05:26 (audio playing) The whole object remains connected to it.
05:29 So as I scale that down, we get a dramatically different form.
05:33 So in this video you learned how to move, rotate, and scale 3D objects and their
05:39 sub-objects, using Gizmo's.
05:43
Collapse this transcript
3. Modeling an Ionic Column
Drawing spirals
00:02 In this video you will use a lisp program, to draw an archimedian spiral,
00:05 that mimics the shape of the scrolls at the top of an ionic column capital.
00:12 You will learn how to convert the spiral from a complex polyline into a spline,
00:17 and then rebuild the spline to greatly simplify the object.
00:22 Open the Column 1 Project file, and type OP for Options then press Enter.
00:28 Go to the Files tab, and expand the support file search path.
00:34 Click Add, and then Browse. Navigate through your file system to
00:43 locate the project files. Inside the chapter folder, there's a sub
00:49 folder called Geom Curves. Which contains the lisp program.
00:56 Click OK. We need to let AutoCAD know where this
01:00 information is through the options. Click OK again and now let's go ahead and
01:06 look at that file in the Visual LISP Integrated Development Environment.
01:12 Type VLIDE and press Enter. This launches a seperate program within AutoCAD.
01:21 Click the Open icon and navigate to the Geom Curves sub-folder.
01:28 Then change the files of type drop-down to LISP source files.
01:33 Select Geom Curve and click Open. This opens a window containing the entire program.
01:39 I'll maximize it. And you can read through it.
01:45 It was designed by Eugeny Kalney in 2002. And it contains a description, permission
01:49 to use this software here as long as this notice is included.
01:57 And if you scroll down much further you will see the actual source code.
02:01 Don't worry, we don't need to know anything about programming to use this.
02:06 Click this icon right here to load this window into Autocad.
02:11 This makes the program available. Then you can close the visual Lisp
02:15 Integrated Development Environment. And right here it says type Geon Curve or
02:20 G Curve to start the command. I'll type GCURV enter, and that now opens
02:27 this program, and we can go ahead and select, Geom spiral, and then archimedes.
02:37 Click OK. Specify the center point of this cure at
02:41 some arbitrary point over here after the sign.
02:45 Then it says input parameter value 50, press Enter to accept that default.
02:51 Here its says input step type 12 and press Enter.
02:55 Now it says input n for the number of points.
03:01 Accept the default of 750 and press Enter.
03:04 The Archimedian spiral is drawn. Zoom in.
03:11 Select the object. And it has 750 points, if you can believe it.
03:17 We will need to simplify this if we're going to use it as the basis of a 3D model.
03:22 Or we'd end up with too much complexity. Go to the Properties palette.
03:28 And you'll see that right now this is a poly line.
03:30 Type P Edit, Enter. There's an option within this command
03:36 called Spline. Normally it would curve the poly line
03:39 between the points. But because we have so many points, no
03:43 change is really visible on the screen. Press Enter again.
03:47 But nevertheless, this step is necessary for what follows.
03:53 I want to convert this object into a Spline, but I need to use the Spline
03:57 option of the P-Edit command in order to do that.
04:02 Next, type Spline Edit. Press Enter, and select the spline.
04:12 This converts the object into a spline. Press Enter again to end the command.
04:19 Select the object, and go over to the Properties palette again.
04:23 You'll see that it is now a spline. The reason I want to do this is because
04:28 there's a command called rebuild, which allows you to simplify spline objects,
04:33 and we use that next. Simply type rebuild, and press Enter.
04:41 Here we can change the number of control vertices in the spline, it started with 751.
04:47 Let's change that value to 100 and click OK.
04:53 Then select the object again, and you can see that it's much simpler and it
04:58 retains the same curvature, more or less. This is much more suitable for use in a
05:04 3D model. I'll press Escape to deselect.
05:09 Now I want to make a copy of this object in the exact same position.
05:14 So I'll click Copy, select the object, Enter, and for the base point I'll just
05:18 type in the @ symbol, and press Enter. And for the second point, again I will
05:25 just type in the @ symbol, and press Enter.
05:28 Press Enter again to end the copy command.
05:32 So this is essentially a trick that allows you to copy the object in place,
05:36 by copying it from at to at. Then I'll go ahead and rotate the last
05:42 object created. I'll type L enter, enter, specify the
05:47 base point. By using the Endpoint Object Snap and
05:51 Snapping right here, and then I'm going to type 90 to rotate that spiral 90 degrees.
06:00 Zoom in here, and let's just adjust the shape of this curve.
06:03 I don't like it how it's coming to a cusp or sharp point.
06:07 I'll select this line and use its control vertices to reshape it.
06:14 I'll just zoom in here and change some of the locations of these points.
06:22 Just to reshape the curve. There's no real right way to do this, you
06:26 just want to go ahead and select these objects and reshape them so that you have
06:30 a better looking curve in the middle. Perhaps I will remove a vertex here to
06:40 simplify it. Again remove another vertex and that's
06:46 starting to look better. Maybe I'll move this up a little bit so
06:52 that we have a smoother shape at the center of this spiral.
06:57 Then draw a line from this end point here.
07:03 Turn on ortho, and draw it across like that, horizontally.
07:10 And then trim this part of the spiral away, and erase, align.
07:18 Then rotate both objects 90 degrees so that they look like this.
07:28 Next, move the objects on top of the sketch.
07:37 I'll turn off ortho so I can move that right about there.
07:41 And it looks pretty good. It's not a perfect representation, but
07:45 the sketch is really going to be used as a rough inspiration for the model that we
07:49 will be building. I'll move this up just a little bit, and
07:55 then let's go ahead and adjust this image.
07:59 I don't need to see the rest of these other borders, so I'm going to click on
08:03 the image and choose Create Clipping Boundary.
08:09 And then press Enter and click two points surrounding the column in question to
08:14 clip that image away. Perhaps I'll also fade the image by
08:20 dragging this slider. Then we can see the red spiral a little
08:26 bit more clearly. Finally, push Escape to deselect.
08:30 In this video you have learned how to load and run a Lisp program to draw an
08:34 Archimedean spiral. In addition, you've positioned the spiral
08:39 with respect to a scanned drawing which will inspire your continued 3D modeling efforts.
08:47
Collapse this transcript
Creating the volutes
00:02 In this lesson you will duplicate spirals onto two layers, and then extrude a
00:05 spiral bar relief form. In addition, you will position closed 2D
00:10 boundaries in 3D space. And loft a 3D value form between a series
00:15 of cross sections. Open the column 2 project file and zoom in.
00:23 I'm anticipating needing to create two sets of spirals.
00:27 Because I want to extrude a bar relief form here along the edge of the spiral.
00:32 And I need to represent this inner material of the volute.
00:36 So I'd like to duplicate these two objects.
00:41 Click Copy, select the two spirals, press Enter, and then copy it from this end
00:47 point and place it back on the same point.
00:52 Press Enter to end the Copy command. Now you have four objects, select two of
00:58 them by clicking one at a time on each spiral and then change their layer to
01:03 layer 2. Press Escape to deselect.
01:06 Toggle off layer 2 for now. Leave layer 0 as the current layer and
01:12 draw a line representing the central axis of the column, which is about here.
01:21 Use Ortho to draw that line vertically. While you're at it, also draw another
01:28 line from this point, perpendicular to the central axis.
01:33 Set layer one current, and draw a line from this endpoint.
01:39 Perpendicular to the axis, and again down low.
01:44 Draw another line connecting these dots, to create a closed form.
01:49 Then type join, and select this little line segment, these two, and these two
01:56 spirals, enter I'll orbit. And then, let's switch to the 3D modeling
02:05 work space, and use the extrude button here on the modelling panel.
02:12 Select this object, press enter Zoom in, and extrude it up, just a short distance,
02:19 about like this to create this baw relief form.
02:26 And then change the visual style to shade it with edges so you can see it.
02:33 So far so good. Now let's toggle off Layer 1 But first
02:37 set layer two current. Turn it on, set layer two current, go
02:43 back and turn off layer one. Okay.
02:47 Now I'll go back to the top view, and maybe rotate it back the way it was originally.
02:56 Now for this spiral, I don't need this inner portion, so I'll select this and
03:00 delete it. I'll go ahead and draw a line from here
03:05 over to the central axis, and then draw another line and snap it to the nearest
03:10 point, which is any point along the edge, right about here At the top of this
03:15 curve, an draw the line perpendicular to the central axis.
03:23 Then draw another line, connecting these two dots.
03:28 Use the trim command. Type: t r enter, enter, an then click
03:31 here, to get rid of the spiral. Use the Join command to join these yellow
03:38 objects together in a single closed form. Then orbit all the way around, like this.
03:49 Now, this white line represents the half of the distance that I want to extrude.
03:53 The volute, ultimately, but first, I want to rotate this down in 3D.
03:58 So I'm going to select it. Make sure rotate gizmo is selected over here.
04:04 Position the cursor over this grip, so that the rotate gizmo jumps over there.
04:09 Click the green ring, move the mouse down, with Ortho on, and click, and
04:14 you've just rotated it in 3-D. Press Escape to deselect.
04:22 Go ahead and copy, type CO, Enter, and copy this yellow object down from the
04:28 end-point of the white line. Straight down to the bottom, Enter.
04:34 Now for clarity I think I'm going to orbit underneath.
04:38 And perhaps I'll just move this white axis over, so that it's on the end of the
04:42 yellow line. So now you can see that they're connected spacially.
04:49 This one's right below that one. Then Copy these 2 objects down again the
04:55 same distance. So now we have 3 cross sections, then
05:01 let's move the coordinates system up here by selecting its origin point, moving it
05:10 right here. Let's make this, middle cross-section smaller.
05:22 I'll scale it down, from this point, a factor of 0.7.
05:25 Scale, this object, enter, from this point.
05:33 0.7. There we go.
05:35 I'll look in the top view, and now I need to turn off the image layer, cause its
05:39 obscuring what's underneath it. I'll go over here and open a layer drop
05:47 down, and let's toggle off the image layer.
05:51 And then I'll move this middle cross section over Not so much that it sticks
05:56 out, but right about here. And I'll orbit so you can see what I've done.
06:04 Now let's go ahead and create a three dimensional form.
06:07 Go to the Solid tab. Open this fly out here under Sweep and
06:12 choose Loft. Loft allows you to create a surface
06:16 between cross sections. Select the first, second, and third cross
06:21 sections to create the loft. Press Enter, Enter.
06:27 You can refine the shape by selecting the object that results.
06:32 And using this multi-function grip menu. Right now it's smooth fit.
06:38 Other choices include ruled, which means it goes straight straight.
06:43 Or normal to all sections. Or normal to start or end.
06:44 Or just the start and end. I'll choose normal to all sections so
06:47 that the surface is perpendicular. To the top face.
06:59 And down here, it's perpendicular to this face.
07:04 And down here, it's perpendicular to the bottom face.
07:07 Normal refers to perpendicular vector, to a surface.
07:12 I'll press escape. And then, let's toggle on layer.
07:16 One, so I'm going to go back to the home tab, under layers, and toggle that back on.
07:24 And I need a copy of this underneath, so I need to rotate the user coordinate
07:29 system to mirror this object down below. I'll type UCS, Enter, click X, Enter.
07:39 Now the XY plane is on this surface. I'll type MI for mirror, select this red
07:47 object, Enter, and then I'm going to click right here.
07:53 Move the mouse over, click again and press Enter to mirror that bar relief
07:58 form on the other side of the volute. So, in this lesson you learned how to
08:06 prepare an extrusion and a loft by careful positioning of closed 2D boundaries.
08:12 You created a low bar relief extrusion and a deep 3D volume using the Loft command.
08:18
Collapse this transcript
Extruding and sweeping the abacus
00:02 In this video, you will extrude the abacus which will ultimately become the
00:06 top most portion of the column and then you will sweep a profile creating a
00:11 transition between the abacus and the volutes, open the column 3 project file
00:15 and go into the top view by clicking on the view cube Rotate the plan if
00:19 necessary, and zoom into the sketch. This is the abacus this top square
00:28 object, and then this is the transition between the abacus and the volutes below.
00:36 Go to the Layers panel, open the Layer Drop Down, turn off layer 1 and set layer
00:43 3 current. Then draw a rectangle, starting over here
00:49 at this corner point. Then hold down shift and right-click and
00:56 choose nearest snap to a point that's on this central axis point about like this
01:02 to represent this half-portion of the abacus.
01:09 Then draw a temporary line down from the mid-point, and then orbit by holding down
01:13 shift and dragging the mouse wheel, so that you can be sure of where you're
01:18 snapping in 3D. Click a point here that's perpendicular
01:23 to the yellow volute surface and press enter.
01:25 Next turn off Layer 2, and turn off the image, go back into the top view and
01:34 rotate the view. Okay, so right here we have a line, and
01:42 everything here is on the same plane. Draw a circle from the end of the line up here.
01:53 It's also the mid-point of the rectangle, and snap it to the mid-point of the line,
01:58 like this. Then draw another circle in much the same
02:03 way, down below. Draw another temporary line across the
02:09 circle from its left quadrant point across like that.
02:14 Then trim, type TR, enter, and click these different portions of the circles
02:19 to trim them away. In the end, you want to be left with two
02:26 arcs, like that. This represents this transiton between
02:31 the abacus and the volutes below. Move it over, some distance such that you
02:38 have a gap here. And then erase the temporary lines.
02:46 Orbit And the next thing we need to do is mirror this rectangle over to the other side.
02:55 So type MI Enter, select the rectangle, Enter.
03:01 Select the end of this central axis. Move the cursor over with Ortho on, click Enter.
03:08 So now we have a representation of the entire abacus.
03:13 Now, I'd like the abacus to be a square, because it's going to sit on top of this
03:17 round column. One way you can draw a square is with the
03:23 polygon tool, and it works in the XY plane.
03:27 So I'd like to draw a square but not in the current XY place.
03:31 So before I go ahead and draw that, I'm going to rotate the user coordinate
03:36 center, type UCS > Enter, and then type X > Enter.
03:41 And press Enter again to accept the default rotation angle of 90 degrees.
03:47 Now, the XY plane is on this surface here.
03:51 You can look at the cursor and see the green and the red lines, that represents
03:55 the XY plane. Now, we can use the polygon tool, type
04:02 four, enter, and then use its edge option click right here, and right over here, to
04:08 draw the square along that edge. The next thing we need to do is rotate
04:19 this profile curve 45 degrees, type RO Enter, select Both arcs, Enter.
04:28 Click this end point and type 45 Enter. So now it's in the correct orientation to
04:37 represent a mitered joint. But this particular profile curve, is
04:44 going to b e down. The same distance it is from the corner.
04:51 So to represent that, let's go ahead and offset this existing rectangle here.
04:57 I'm going to type O for offset, Enter. Zoom in, set the offset distance
05:03 graphically by clicking these two points here and here.
05:09 Select this object to offset, and then click inside and press Enter.
05:14 So now we have two rectangles. Next, move these two arcs from this end
05:21 point down to this end point. So now that's looking good.
05:29 I think we're ready to create our three dimensional objects.
05:33 These are separate arcs. So before we use them as a profile, it
05:37 would make sense to join them together. Type Join, Enter select them both, press Enter.
05:46 Go to the Surface tab, because this is an open object.
05:50 When we sweep it, it will generate a surface.
05:54 Click Sweep, select the Profile > Enter. Use the Alignment Option, it says, the
06:01 line sweep object perpendicular to path before sweep.
06:06 No, we already rotated it. It's in the right position right now,
06:11 then click the Sweet Path, which is this inner rectangle and the surface is generated.
06:18 Next go to the Solid tab, and choose Extrude.
06:24 Select the larger rectangle, Enter. And then snap to this end point to create
06:30 this abacus. Now let's see how this relates to the
06:37 other geometry in the model. Go to the Home Tab, open the Layers
06:43 panel, open the Layer Drop Down and turn on layers 2 and layers 1, click Outside
06:50 and Orbit. You can see that the green objects are
06:55 too low. They need to move up a bit in order to be
06:59 centered on the volutes and the bas-relief objects.
07:05 So, let's move them. Type M Enter, make a window to select
07:09 those green objects, enter. Grab them from the midpoint right here.
07:17 We get warned that one of the surfaces associated with this, is not selected, so
07:23 I'll click Continue. We didn't select the Arcs which define
07:29 the sweep curve, but that's okay. Now, I want to move this up, and I want
07:36 to snap it in the y direction to this end point here on these white lines.
07:42 But if I click right here, it's just going to move them over there.
07:45 And that's not what I want. So I'm going to type in a point filter
07:50 0.XZ, because I want to specify those two coordinates by clicking the cursor.
07:58 So, press enter and then click back at the same midpoint where you started to
08:02 specify the X and Z coordinates. And then it says, need Y, click on this
08:08 endpoint to specify just the Y coordinate.
08:13 And now the green objects have moved up, and everything looks great.
08:19 In this lesson, you swept a surface and extruded a solid while manipulating the
08:23 user coordinate system in order to create the objects where they were needed.
08:29 You also used a point filter to specify a transformation in a specific direction.
08:33
Collapse this transcript
Revolving profiles
00:02 In this lesson you will model some of the finer details in the ionic colum capital,
00:05 by revolving profiles. Open the column for project file.
00:11 Go to the Layers panel and toggle on the Image layer.
00:15 Go to t he top view Draw a line along the right edge of the column sketch.
00:26 Use Ortho, so that the line is vertical. Draw another line along this transition
00:33 between these objects, and another one right here.
00:39 Draw a third horizontal line, but this time snap it to the corner of the yellow object.
00:47 Turn it to make sure that that is snapped correctly.
00:50 Go back to the top view, and zoom in. If you look closely at the sketch, it
00:59 looks like it goes up and then it has a bevel, and then it goes up again.
01:05 So if we imagine that starting here, it would go up, out, and in.
01:12 So let's say that it ends right about here.
01:16 I'll draw another line. Turn off object snap, and draw it right
01:22 about here going up. Now imagine this object is curved.
01:30 You can see that here in these arcs. So if it starts here, it's going to curve
01:35 out, about to here maybe I will draw a line up representing where that's going
01:40 to end. Then Turn off the image layer and set
01:49 Layer 4 current. Orbit, and draw another line.
01:59 Turn on Snap, and draw from this endpoint down to this endpoint below.
02:07 This represents the central axis of the column, and the midpoint of this line is
02:12 the column's center line. Let's turn off layers one and two now.
02:18 Next, let's rotate the user coordinate system about the x axis.
02:23 Type UCS, Enter. X, Enter.
02:25 And then Enter again to accept the default rotation of 90 degrees.
02:40 Then draw a circle from the mid-point of this cyan line, coming from the center
02:45 line of the column. Then go into what was called the Top
02:52 View, but is now called the Back View in the current UCS.
02:59 Zoom in over here, make sure Snap is off. And click right about here to represent
03:07 this largest circle. And then Orbit it to see what you have.
03:13 Go ahead and copy this circle, use Snap and copy it from this point to go
03:22 perpendicular to this line and perpendicular to this line, Enter.
03:38 We can now delete these three, white lines.
03:43 But the next thing we need to do is make these two circles smaller.
03:49 Select the middle circle, click its grip, switch back to the back view, zoom in
03:57 here, and turn off Snap. And click right about here, Escape.
04:04 Select this circle, grab its grip and click here, Escape.
04:15 Then we can erase these three lines. So we're left with three concentric circles.
04:22 Next, we will draw in the profile shape. So if you remember this top area has a
04:33 curved profile. Let's go ahead and draw a line using snap.
04:38 And snap it to the quadrant of this circle, to the quadrant of this circle.
04:47 So this curve is going to bow out a little bit.
04:52 So we can visualize that more easily, let's draw another line, and I'll just go
04:57 ahead and use Ortho, click some arbitrary point right about there, and then I'll
05:03 snap back to there. So we have essentially a plane here that
05:09 we're going to be drawing this curve in, defined by these three lines.
05:14 Click Spline, start it here, continue it to this point, an end it right there, Enter.
05:25 Select the spline, position the cursor over this middle grip And then hover the
05:31 cursor over the red axis and move it back.
05:38 I'm using the Move gizmo to do this. Press Esc to deselect, and then orbit so
05:45 you can easily select these lines. And then press the delete key to get rid
05:53 of them. Now over here, we have a more complex
05:59 profile that we will start by just drawing a line connecting the quadrants.
06:07 Then we will draw a line From here, use Ortho, draw a short segment about that long.
06:17 And copy it, from its end point, and place it over here.
06:24 Draw a line connecting the end points, and then erase the original line.
06:31 Type Join. And select these three line segments to
06:35 join them into a single poly line. So there's our profile sheet.
06:43 Next go to the surface tab, and choose Revolve.
06:47 Select this profile, Enter. And then we need to acquire the central axis.
06:55 So with center snap running, you'll see that we have center snaps appearing here.
07:00 I'll click here, acquire another center snap, and click on that point to
07:05 determine the axis of revolution Then I'll press Enter to accept the default
07:11 360 degree resolution. Let's do that again.
07:17 Revolve, This Profile, Enter. From one center point to another, But
07:25 this time let's only revolve it 45 degrees.
07:31 Enter. So in this lesson you have learned how to
07:34 lay out profiles in 3D, and revolve them to generate surfaces.
07:40
Collapse this transcript
Sculpting surfaces
00:02 Here you will draw an ellipse over a sketch and revolve half of it to form a
00:05 3D surface. Then you will move it into position and
00:09 sculpt a NURBS surface to add additional surface detail to the column capital.
00:14 Open the Column 5 project file, go to the Layers panel (audio playing) and toggle on
00:18 (audio playing) the Image layer. Set layer five current.
00:24 Go to the top view and zoom in. (audio playing) Let's focus on making this
00:30 elliptical object. Go up to the Draw panel (audio playing) and open
00:35 the Ellipse flyout and choose the Axis End method.
00:39 Turn off Snap. Click the lower point here.
00:44 And then click some upper point, maybe about here.
00:47 (audio playing) Click a point over here (audio playing) to
00:50 represent the width. Then turn off the image layer (audio playing) and orbit.
01:01 We probably need to move the ellipse to line it up perfectly with this central
01:05 axis line. Move, (audio playing) select the ellipse, turn on
01:11 Object Snap, grab it from the quadrant point and snap it on the end of the line there.
01:19 Then draw (audio playing) a temporary line from (audio playing) quadrant to quadrant (audio playing) and
01:23 then trim off half of the ellipse. (audio playing)
01:29 Erase the temporary line. Go to the Surface tab and revolve the
01:34 elliptical arc, from end point to end point, (audio playing) and then press Enter to
01:40 accept the 360 degree rotation. (audio playing)
01:46 Next we need to move this surface up so that it intersects with the blue surface,
01:49 so we can see the relationship there. We'll use the Rotate command to do this.
01:56 Remember the Rotate command rotates objects around the z-axis, so we need to
02:00 change the UCS before we rotate this object.
02:04 Type UCS, Enter, x, Enter, Enter to rotate the UCS about the x-axis 90 degrees.
02:15 Now the z-axis is parallel with the column's central axis.
02:21 Type RO for rotate, select (audio playing) this surface, press Enter.
02:27 Click a point here at the center (audio playing) and you're warned because removing the
02:32 surface independently of its defining curve.
02:37 That's okay. Click Continue.
02:39 (audio playing) Turn off Ortho and you can see how the
02:42 surface is being rotated. Type 90 and press Enter.
02:49 So we got it closer, but I'd like to rotate it back.
02:54 A distance that's half as wide as this is in arc measure.
02:58 This is a 45 degree arc surface. So if we rotate it back 22.5 degrees, it
03:04 should be right in the center. (audio playing)
03:09 So let's do that. RO, Enter.
03:11 P for previous, Enter, Enter. Specify the base point at one if these
03:18 center snaps and type negative 22.5, Enter.
03:23 So, now its centered perfectly. Go ahead and select the blue object.
03:30 Go to the Home (audio playing) tab. On the selection panel (audio playing) choose the
03:34 rotate (audio playing) gizmo. Make sure Snap is off and Ortho is off.
03:41 Click the red ring, we are warned that we are rotating this independently of its
03:46 defining curve, that's okay. I'm going to say do not show this message
03:50 again and continue. I'll rotate it about like that, and press Esc.
03:58 Next, I want to sculpt this surface here to give more detail.
04:05 So, I'm going to select it and go to the Surface tab.
04:10 Choose Convert to NURBS. NURBS surfaces give you more control.
04:15 You can actually sculpt them by moving their control vertices, known as CVs.
04:22 Click Show CV, select the surface, and press Enter.
04:28 We see a few CVs here in the middle. I'd like to rebuild the surface so it has
04:33 more CVs. Click Rebuild, select the surface, and
04:38 you get this dialog box. Every NURBS surface has two directions, U
04:44 and V that are on the surface itself. And it's hard to keep straight which is which.
04:51 So let's try 12 in U and 6 in V. Click Preview.
05:01 Now we have 12 in this direction and six in the other direction.
05:05 That's not what I want. Press Esc.
05:09 (audio playing) Change this to 6.
05:11 And change this to 12. Click (audio playing) preview.
05:16 Now we have 12 going across this long direction thats better.
05:22 Now we have 6 going that way. Press Enter.
05:27 Now I'd like to sculpt the surface by moving individual CVs.
05:30 I'll select the surface to activate it. Then I'm going to hold down the Shift key
05:38 and click on multiple (audio playing) CVs here. I might need to orbit while I'm doing
05:45 this because the rotate Gizmo is in the way.
05:48 Actually, I'm going to go back to the Home tab, on the Selection panel, and
05:52 change this to the Move Gizmo. Then I'm going to go ahead and hold down
05:58 Shift and click on these four CVs To highlight them all.
06:05 I'm continuously holding down the Shift key (audio playing) so that I can select multiple CV's.
06:13 Now I'm going to position the cursor over this blue axis and click, and move it up.
06:19 Look at what's happening. (audio playing)
06:22 I'm sculpting the surface (audio playing) This is going to add some additional
06:26 detail which should be interesting on the column capital.
06:30 I'll press Esc to deselect. Go back to the surface tab and click hide
06:35 c v. Now we need to array this around.
06:41 So go to the Home tab. Open the Array Flyout on the Modify panel
06:46 and choose Polar Array. Select the blue object and the surface
06:50 object and press Enter. Turn on Object Snap and click one of the
06:56 center points. Change the number of items to eight.
07:02 Press Tab. We don't need this to be associative.
07:06 So make sure this is unchecked. And click Close Array.
07:10 That looks great. However, it seems like it might be a
07:16 little bit large. Let's scale it down a bit.
07:21 I'll turn off the green layer. And then go ahead and choose scale,
07:29 select everything on the screen hold down Shift and deselect that central access line.
07:39 Press Enter. Click the midpoint of the axis.
07:42 And let's scale it down by 0.08. Let's turn on the other layers and see
07:49 how it looks. I'll turn on Layers 1, 2 and 3.
07:58 (audio playing) It looks good. Let's go ahead and conclude by mirroring
08:03 this volute to other side. Type MI.
08:07 Enter. (audio playing)
08:10 Orbit. (audio playing)
08:11 Select crossing windows here to get the bar relief red objects and the yellow objects.
08:19 Enter. Click any one of these center points.
08:27 (audio playing) Turn on Ortho.
08:31 (audio playing) Click again and press enter.
08:40 Now we have completed the detail in the column capital.
08:46 In this lesson, you learned how to convert a regular surface into a NURBS surface.
08:51 You rebuilt the NURBS surface, and turned on its CV's so you could sculpt it by
08:54 repositioning its CV's. In the end you arrayed the detailed
08:59 object to complete the column capital.
09:01
Collapse this transcript
Extruding the tapered column shaft and subtracting the flutes
00:02 In this lesson you will model the fluted column shaft, as shown in this sketch.
00:06 Open the Column Six Project file, and zoom into the underside of the column
00:10 capital, orbit until you can see this cyan line, which is at the center line of
00:15 the column. Go to the home tab and click on the Line tool.
00:22 Draw a line from the mid-point of this cyan line.
00:27 Zoom out and orbit. And draw the line down to the bottom of
00:31 the fluted shaft. About here.
00:35 Enter. Zoom back into the underside of the
00:38 capital here. In order to create this column we need to
00:44 have a circle. And that's going to be represented here
00:48 by this circle on this cyan object. So I'd like to create a circle on this
00:55 magenta layer. To do so, I need to rotate the User
00:59 Coordinate System so that the xy plane will be parallel to this circle.
01:05 Type USC Enter. X, Enter, Enter.
01:11 Then click the Circle tool. Hold down shift, and right-click, and
01:17 choose Center to override any running object snaps.
01:21 Then position the cursor right here, and click.
01:26 Click right here again to snap to the quadrant of the cyan object.
01:31 Now we have a magenta object that's coincedent with the lower edge of this
01:36 cyan element. However we can't see it very easily.
01:41 Let's turn off Layer four. Then go to the Solid tab and click Extrude.
01:52 Select the magenta circle and press Enter.
01:59 You can see in the sketch that the base of the column is a little bit wider.
02:04 Than we have here. So let's use the taper angle option.
02:07 Type 0.5 degrees and press Enter. It's tapering the shaft alright, but it's
02:15 in the wrong direction. Let's use taper angle again, and type
02:20 negative .5 Enter. Now that looks about right.
02:26 Click at this end point to complete the shaft.
02:31 Then zoom into the base and draw a circle starting at this quadrant point.
02:38 This will represent the flute that we will cut away from the volume of the column.
02:44 Looking at the tooltip, I think a value of about a hundred would be right, so
02:50 type 100, Enter. Then use extrude again, select the
02:55 circle, and press Enter. Let's extrude it all the way along the shaft.
03:01 Over here I'm going to orbit to get a better look.
03:07 I'll extrude it just about to here, not all the way to the end.
03:12 I want to leave a bit of a gap. Next I want to terminate this flute with
03:19 a hemisphere. So, I'll draw another circle centered
03:26 here, going to this quadrant point. To get a better look at that circle, I'm
03:33 going to move it forward a short distance.
03:36 Move, Enter, L for Last, Enter, Enter to exit Select Objects mode.
03:43 And then move it forward a bit. Then draw a line across its diameter and
03:50 trim away half of the circle. Then use revolve, select these two
03:58 objects and press Enter. Click these two end points to specify the
04:05 axis of rotation, and then type 180 for a half circle and press Enter.
04:13 Then move the hemisphere from its end point and snap it to the quadrant here of
04:18 the cylinder. So now we're left with two separate objects.
04:25 To join them together, let's use the Boolean Union tool here.
04:31 This is named after the mathematician George Bool, who discovered these operations.
04:38 I'll select the cylinder and the hemisphere and press Enter.
04:41 Now we have a single object. I'll erase this vertical line as well.
04:47 If you look closely you'll see that there's a gap between this object and the shaft.
04:53 That's because of the taper angle. We need to rotate this flute object.
04:59 So that's it fully embedded in the shaft. To do that, I will rotate it.
05:06 And the rotate command rotates about the z axis.
05:10 So I need to rotate the UCS again. Type UCS, Enter.
05:17 Y, Enter, Enter. Then ro for rotate.
05:22 Select this flute object and click here as the center of rotation.
05:29 Use the reference option. Click at the base again and go up here
05:35 all the way to the end of the column. Orbit around so you can get a better look.
05:44 Click right here at the center point, and then click here on the quadrant of the shaft.
05:51 Now exactly half of the flute is embedded in the shaft.
05:59 I'll come back here to the base again, and zoom in.
06:03 I'd like to make an array of flutes all the way around the circumference of the shaft.
06:10 To do that I need to reset the UCS back to where it was previously.
06:14 Type UCS Enter, P Enter. Then go to the Home tab, open the array
06:22 Flyout, and choose Polar array. Select the flute object, Enter, specify
06:29 the center point down here, change the number of items to 32.
06:36 Make sure associative is not selected, and click close array.
06:44 Now we need to subtract all the flutes from the column.
06:48 To do that, go to the solid tab, choose subtract, and then zoom in.
06:56 The way that subtract works is there are two phases.
07:00 In the first phase you select the object which you wish to remain after the
07:04 subtraction is complete. So in this case I'll select the shaft and
07:10 press Enter. Now I need to select all of the flutes.
07:16 A quick way of doing that is to select everything here with a crossing window,
07:22 and then to zoom in, hold down Shift, and click on the shaft itself to remove it
07:28 from the selection, and then press Enter. All of those objects are subtracted from
07:39 the shaft. If you look up here at the top, you'll
07:42 see that the tops are terminated in these hemispheres.
07:48 Let's go ahead and go back to the Home tab and toggle back on Layer Four.
07:54 In this lesson, you learned how to extrude an object at a taper angle and
08:00 how to use bullion tools such as union and subtract to model the fluided column shaft.
08:09
Collapse this transcript
Modeling the base by revolving a profile
00:02 In this lesson you will model the base of the column.
00:05 Open the Column 7 project file. This object has rotational symmetry.
00:11 So the approach will be to sketch one side of it.
00:15 This will be the profile. And then we will revolve the profile to
00:18 create the surface of the base. Go in to the top view, and zoom in to the
00:25 base area. This appears to be composed of three arcs.
00:34 Let's approximate that by drawing a circle.
00:39 I'm just going to estimate it here by Clicking where I think the center of the
00:43 circle might be, and then I'll click again to represent that curve.
00:52 Then use Copy, and copy the circle that you just drew from its top quadrant down,
00:57 and then copy a third circle down below. Now if you don't think your circles are
01:04 quite large enough, you can scale them all together.
01:09 Click Scale, select all three, Enter, and scale them from the top quadrant.
01:17 Then use the Reference option. Click the first point of the reference
01:23 line at the same point here at the top quadrant.
01:27 Click the second point of the reference line here at the bottom quadrant, and now
01:31 you have the ability to scale them all interactively.
01:36 I'll zoom in here and click right about here.
01:39 So now, I have 3 circle that line up pretty well with the sketch.
01:46 I'll draw a line through all of their diameters, like this.
01:52 And then, TR for trim, press Enter, Enter to select all edges as cutting edges, and
01:57 then trim away these opposite arcs. Select the line and press delete.
02:03 Then move the lower arc over, using Ortho, until it's matching up more or
02:07 less with the sketch. Now this arc, doesn't really fit here, so
02:15 Let's adjust the Arc that we have. Select it, grab its grip and attach it to
02:27 the end point of this semicircle, then grab the midpoint grip and snap it here
02:32 to the center. Press Esc twice to deselect Orbit, and
02:41 draw a line from the end point here of the central axis.
02:52 Draw that out horizontally. I can't be sure if these are going to
02:56 line up because I just eyeballed the circle on the sketch.
03:00 So to be precise, we need to move it back.
03:05 Sometimes when things are really close like that, it's helpful if you move the
03:09 object well out of the way at first. And then use move again, choose P for
03:16 Previous, reselect the objects, and move them back perpendicular so that you can
03:21 be certain that It lines up precisely. Precise profiles are necessary to create
03:29 surfaces in 3D. Go ahead and trim away this line.
03:37 Now we're left with a series of arcs and a line.
03:41 Let's join them together into a single polyline.
03:44 Type join enter, and select all of those two dimensional objects.
03:50 Press Enter, and then just to verify, you can position the cursor over it, and now
03:55 it says polyline in the tooltip. Next go to the Surface tab.
04:01 Click revolve, select the profile and press enter.
04:07 Then click the end point here at the base of the column shaft.
04:10 Zoom out and click down here using ortho. Then press enter to accept the default
04:19 rotation angle of 360 degrees It looks good.
04:24 Now let's turn off the sketch. Type im for image and press enter.
04:35 Right click on ionic order and say detach.
04:41 Closer the External References palette. And take a look at the completed project.
04:48 So, in this lesson, you drew the base profile, and revolved it to complete the
04:51 column model. Congratulations on completing this project.
04:55
Collapse this transcript
4. Documenting 3D Models
Creating 2D projections from a 3D model
00:02 In this lesson, you will generate 2D top, front, and side view drawings of a 3D
00:06 mechanical part. In addition, you will project an
00:10 isometric drawing as well. Open the MechanicalPart1 project file.
00:15 This is a model of a three-dimensional solid object.
00:23 We're tasked with creating a series of 2D drawings that represent this
00:26 three-dimensional form. Click on Layout1.
00:30 A viewport is automatically created when you first go to the Layout.
00:37 We actually don't need this viewport. Select it, and press the Delete key.
00:43 Let's change the paper size. Right-click on Layout 1 and choose Page
00:47 Setup Manager. Click Modify.
00:52 Change the paper size to 17 by 11 inches, so that it's oriented in Landscape
01:00 Orientation here. Select monochrome as the plot style table
01:08 and check Display plot styles. Click OK.
01:14 And Close. So we have a larger piece of paper, but
01:18 there's nothing on it yet. Let's go ahead and open the Layer
01:25 Properties Manager and create a new layer called Titleblock.
01:31 Give that layer the color, white. Make it Current.
01:39 Change its Lineweight to something thicker, perhaps 0.7 millimeters.
01:48 Go ahead and draw a rectangle. Inside the dash lines, which indicate the
01:53 limits of the plot device. Type x, Enter for EXPLODE, and explode
01:59 the rectangle, turning it into lines. OFFSET, and then type 3, Enter for 3 inches.
02:09 And offset this line to the left, this line down, and this line up.
02:15 Enter. TR for TRIM, press Enter again and trim
02:20 away those lines. So you have a titleblock.
02:26 Now it's time to project 2D drawings from the 3D model.
02:30 Go to the Layout tab and click the Base tool here on the Create View panel.
02:39 You have two choices. You can create this base 2D drawing
02:43 either from the model in model Space in AutoCAD or from a 3D model in Autodesk Inventor.
02:52 Select the first option. And then, click a point down here to
02:57 locate the base projection. Press Enter, move the cursor up and it
03:02 automatically will create a top view for you.
03:06 Click there. Move the cursor to the right relative to
03:10 the base drawing and you'll get a side view.
03:14 Click a point to locate that drawing. Now if you move the cursor around, you'll
03:20 see that different views are suggested depending on the relationship to the base drawing.
03:30 Click up here to create an isometric projection.
03:34 And then press Enter. Zoom in.
03:39 And take a closer look. Let's zoom in to the isometric.
03:42 Make sure that Show Lineweight is on, so you can see the representation of the
03:49 line thickness here. This is a bit thinner than this line for example.
03:57 Go to the Layer Properties Manager. Notice that we have four new layers that
04:04 are prefaced with the letters MD, this stands for model documentation.
04:10 We have a set of hidden layers and a set visible layers.
04:15 The hidden layers are both regular and narrow.
04:18 And you can see that the lineweights have been pre-assigned for you.
04:23 Toggle off Narrow and this little line disappeared.
04:28 Toggle off Hidden and all those dashed lines disappear.
04:34 I think I'll leave MD_Hidden on. But I'll leave MD_Hidden Narrow off.
04:40 Also, the visible lines are on a separate layer.
04:42 We'll need to keep that on. And MD_Visible Narrow refers to some of
04:47 these lines down here that show the faceting on this curved object.
04:54 And turn that on and off. Think it looks better with that off.
05:02 So in this lesson, you learned how to create a base projection of a 3D model in
05:05 a layout. And then, automatically create
05:09 orthographic and isometric projections from it.
05:12
Collapse this transcript
Adjusting projections
00:02 In this lesson you will learn how to adjust the properties of drawing views,
00:05 created with AutoCad's model documentation features.
00:09 You will also create new detailed and sectioned drawings from existing 2D projects.
00:15 Go ahead and select this isometric drawing.
00:18 There's a multifunction grip here, click to open a menu of scales.
00:24 Let's try one to one scale. This is quite a bit larger.
00:27 I'm going to move it over, so there's still room on the sheet.
00:31 I'll turn off, Ortho, to allow me to do that, an I'll also turn off Object Snap,
00:35 so I can click right here. I'll re-select this drawing, an then
00:42 click edit view. In the appearance panel, you can change
00:49 the, way that the objects are displayed, by opening this flyout.
00:54 Let's try shaded with visible and hidden lines.
00:59 I think this drawing is too big for this particular sheet, so I'll change the
01:02 scale back here in this drop down to 1:2. Click okay.
01:10 And then use the move command by typing m enter.
01:14 Select the object and move it over here. So that's kind of in line with this top
01:20 view and above this blank space. Next in the create view panel, click the
01:27 section tool. Select the top view and zoom in, Attached
01:32 to the cursor is the letter A and an arrow.
01:40 Turn on Object Snap Tracking, and Object Snap.
01:45 Position the cursor right here over this midpoint, and track upward.
01:51 Click a point to locate the start point of the section line.
01:57 Turn on Ortho and click another point down here.
02:02 Press enter, and then move the mouse over to the right.
02:08 This is a new section drawing that's cut through the model at that aa line.
02:15 I'll click right here to locate it. Then press enter.
02:20 Text is automatically created down here. These are fields that are linked to these
02:25 letters here. However the drawing is rotated.
02:30 I'd like to rotate it 90 degrees. I'll select it, click its grip, and press
02:36 the Spacebar twice to move to the rotate of the grip editing command.
02:44 And then click down below to rotate the drawing.
02:47 Next, I'm just going to move this up with the move tool so we have a little bit
02:51 more room on the screen down below. Then I'll select this text.
02:57 And use its M text location grip to move that up.
03:05 Press escape to deselect. Over here, in this blank space, I'd like
03:10 to create a detailed drawing of this condition at the top of this object.
03:18 I'll click Detail, select this view, zoom in, specify a center point, right about here.
03:30 Move the mouse out from that center point and you'll see.
03:36 The letter B up here with arrows pointing to it in a circle.
03:41 This is the area that we're going to detail.
03:44 I'll click right here, to locate letter B, and then click over here to locate the
03:50 detail view. Press Enter Select this text, and move it up.
04:01 Press Escape. So I've laid out the section in detailed drawings.
04:07 Now, let's go to model space, and make a change to the model.
04:15 Let's say I want to cut away a part of this circle, and enlarge it.
04:20 To do so I need to change the orientation of the user coordinate system.
04:24 Type UCS, Enter, X, Enter, Enter, then type C for circle, Enter.
04:34 Snap to the center point here, turn off Show line weight and turn off object snap.
04:46 Click a point down here. It looks like a value of about 1.11 would work.
04:51 So I'll type in 1.11, Enter, then I'll go to the Solid tab, and choose Extrude.
05:05 I'll extrude this object back, a short distance, then click Subtract.
05:13 Select the mechanical part first. Press enter.
05:17 Select this white object, and press Enter.
05:20 We've subtracted its volume from the solid part.
05:26 Now let's go ahead and see if that is updated in the model documentation.
05:32 Go back to layout one. In after a moment everything is
05:37 automatically updated. Take a look over here.
05:41 There's now a dash line here and this is cut out.
05:46 Over here in the section we also see that new relationship.
05:50 It represent here in the isometric drawing.
05:56 And the detail drawing also shows this new condition, so all of these drawings
06:02 are linked back to the original 3D model in modelSpace.
06:08 In this lesson, you learned how to edit a view, and change its display properties
06:12 and scale. In addition you created a section in
06:15 detail drawing from existing 2D projections of the 3D model.
06:20 You also altered the 3D model and saw each one of the model documentation views
06:24 automatically update.
06:26
Collapse this transcript
Dimensioning 3D models on 2D projections
00:02 In this video, you will add dimensions to 2D drawings that were projected from a 3D model.
00:07 Then you will alter the 3D model and use the annotation monitor to alert you if
00:10 any associations have been broken. You will then re-associate any
00:16 orphan-dimensioned objects, to maintain the veracity of the drawing.
00:20 Open the Mechanical Part 3 project file, and go to the Annotate Tab.
00:27 Select the Linear Dimension tool from the Flyout and Zoom In to the front view.
00:35 Make sure object snap is on and snap to these two end points.
00:41 Place the dimension object somewhere above the hole.
00:44 Let's go ahead and open the Flyout and choose Radius.
00:51 Click on this Inner Radius, and locate a dimension object, do that again over here.
01:00 And then, up here in the top view, let's do this one more time on this whole.
01:08 Okay, now that we've added some dimensions, let's turn on the Annotation
01:14 Monitor which is located down here on the Status Bar.
01:21 This is going to alert us if any of our dimensions become disassociated from the
01:26 drawing views that they're connected to. Switch to the model Tab, let's make a
01:33 change to the 3D model. Suppose we want to enlarge this hole, I'd
01:40 like to draw a circle on this top surface.
01:46 We need to change the UCS. Type UCS > Enter > Enter.
01:52 This will reset the UCS back to the world coordinate system, so that the x,y plane
01:58 is on this surface. Then type C Enter for circle, and snap to
02:04 this top center point. Create a circle of some arbitrary radius
02:10 that's larger than the whole. Then type EXT for extrude > Enter.
02:18 Select the circle, and press Enter. Move the cursor down some short distance.
02:25 Click and the extrude command is complete.
02:29 Go to the Solid Tab, and click the Subtract tool on the Boolean panel.
02:34 Then select the Mechanical Part and press Enter, because that's the piece that we
02:39 want to have remain. Then select the White Object and press
02:45 Enter, and it is subtracted from the volume of the mechanical part.
02:51 You can better visualize that here by changing the visual style to shaded with edges.
02:57 So, we have enlarged the whole slightly. Go back to Layout 1, you will see that
03:03 the drawings automatically update, but we get notification down here that one
03:08 annotation has become disassociated due to recent changes to the drawing views.
03:16 You can either delete the disassociated annotation by clicking here, or you can
03:22 zoom in up here, and click this exclamation point symbol, choose
03:27 Reassociate, and then click on the outer circle.
03:35 The radius value automatically updates as it's reassociated with this now larger hole.
03:43 Note that down here, this didn't change, it stayed associated to the inner diameter.
03:49 Of course, if you wanted to, you could select the dimension object and move its
03:53 grips to represent the larger radius value out here.
04:00 However, it becomes disassociated, so you can reassociate it with this point, and
04:06 this point, and the dimension is complete.
04:12 So in this lesson, you learned how to use the Annotation Monitor to alert you if
04:16 any dimensions assigned to projected views, lost their associations with the
04:20 3D model. After making a change to the model, you
04:24 reassociated dimensions, so that their values display true measurements.
04:30
Collapse this transcript
5. Creating Dynamic Slideshows, Animations, and Renderings
Creating animated slideshows
00:02 In this lesson, you will save a number of cinematic views and play them all in
00:05 sequence using the show motion feature. This type of animated slideshow can add a
00:10 compelling element to on-screen presentations.
00:15 Open the motion 1 project file and orbit around the model to get a sense of this house.
00:23 The entrance to the house is actually back here, and I'd like to start by
00:27 placing a camera in this hallway, and walking down the hallway.
00:33 To do that let's orbit the model, so we can get a top down view of the central
00:39 hallway, more or less like this, then type camera, Enter.
00:47 Click the camera right about here. And then click its target right about
00:52 here, and press Enter. Select the camera object.
01:00 In architectural interiors it's always a good idea to increase the field of view,
01:04 so you can see more of the space. To do this, click this grip and widen the
01:09 field of view somewhat, like this. Then position the cursor over this middle
01:16 grip so you can move the camera and target locations together.
01:21 Click on the blue access and move the camera up.
01:27 In the camera preview window change the visual style to shaded with edges.
01:35 Then come back to the drawing window and click on the green access.
01:39 To move the camera and target inside the hallway.
01:46 I'll locate it right about here. Press Escape to deselect.
01:52 Next, type V, Enter, and double-click on camera one to look through its lens, and
01:58 click Okay. Change the visual style to Shaded With Edges.
02:07 I'd like to make some adjustments to this view.
02:10 To do that click the steering wheel tool in the navigation bar.
02:14 Use pan, and pan down. And use walk to either walk backward or
02:24 walk forward here, and position the camera right about here so you can see
02:28 some of this low high wall and you are more or less in the center of the hallway.
02:37 Maybe I'll pan over a little bit to the right, close the steering wheel, type V
02:42 for View, and press Enter. Let's get rid of camera one and create a
02:49 new one. Right click on camera one and choose delete.
02:54 Then click new. For the view name type C1 Change the view
03:01 type from 'still' to 'cinematic.' Then go to shot properties.
03:09 By default, the movement type is set to 'zoom in.' Let's see how this looks by
03:13 clicking preview. So we're zooming into this location,
03:21 however the motion starts from outside the house and goes through the window.
03:26 I want to avoid that. We can do that by decreasing the distance
03:30 during this transition. I'll change this to 150, and click
03:35 preview again That looks great. Now click okay, and okay again.
03:44 Now lets create another view. Click steering wheel and then walk forward.
03:53 Use up down and drag down. Until you can see this partial height
03:58 wall here. Walk forward a bit, and then maybe, look
04:04 up or down so you can just see that railing at the bottom of the drawing window.
04:15 Close the steering wheel. Type V Enter.
04:20 Create a New View, called C2. Change the View Type to Cinematic.
04:28 Go to Shop Properties. And again this, we'll use Zoom In, with a
04:33 shorter distance. Let's try 150 again and see how that looks.
04:38 Preview, now that looks ok except it starts too low.
04:44 So let's cancel out, let's go back to the steering wheel and pull the view up a
04:50 ways, let's also look down a little bit. Maybe I need to back up.
05:04 There we go. Now I can see this railing.
05:07 I'll close the steering wheel. Go back to V Enter.
05:11 Create a new view called C2. Change the type to cinematic, go to the
05:17 shot properties tab, change the distance to 150 and click preview.
05:24 Okay that looks much better. I'll say Okay, and Okay again.
05:31 For the next view, I want to use the steering wheel to move up here by walking.
05:40 I'm going to look to the left. So I'm going to drag, all the way over
05:44 here, and then try that again, to drag some more.
05:50 I'll use pan, to drag over a bit to the right.
05:57 I'll look down a bit, and maybe move the camera down as well.
06:07 Close the steering wheel and save another view.
06:12 This time I'll call it C3 Make the view type cinematic, go to shot properties.
06:20 And this time I don't want to simply zoom in.
06:23 I'm going to change the movement type to look.
06:29 I want to end up where I am now, so I'll change this to ending point An then I
06:34 want the look transition, to turn, 90 degrees to the left.
06:40 So I'll type in 90 here, and leave this set to degrees left.
06:46 Click Preview, and that looks good. Okay, okay again.
06:56 Let's create one more view down in the kitchen.
07:00 Use the steering wheel and walk forward. Go down, and then look to the left a bit.
07:14 Okay. Save another view.
07:16 Call it C4. And let's try this with a zoom-in
07:22 transition with a distance of 150. Preview.
07:31 And that looks good. Okay, and okay again.
07:38 Let's take a look at how all of these transitions appear, when played back in sequence.
07:44 Click the show motion tool here on the navigation bar.
07:50 This opens a user interface element here at the bottom of the screen, an it's sort
07:53 of interfering with the command line, so I'm going to drag the command line up out
07:56 of the way. Now you can play an individual transition
08:01 here, by clicking on the play button of a particular view.
08:06 I'll go to C1, and we can see how that looks.
08:12 I'll go to C4 and click Play. If you want to play them all in sequence
08:19 Come down here and click Play All. And immediately after you click that, you
08:25 can click this X to close the interface. And then you can just watch as the
08:30 cinematic views are played back in sequence.
08:39 So in this video, you learned how to save cinematic views and configure their movements.
08:44 You also played back a series of cinematic view using show motion to
08:47 create a compelling onscreen presentation.
08:51
Collapse this transcript
Animating camera motion
00:02 In this lesson you will learn how to animate a camera's motion along a path.
00:06 You will create a video from this moving camera, to impart a spatial sense in an
00:09 architectural interior. Open the Motion To project file.
00:16 There's an object here which is a spline. Select it and orbit, and observe that the
00:21 spline is a three dimensional object. It represents the path a camera will take
00:27 while moving through this space. Before you can animate a camera along a
00:33 path, you first have to create a still camera.
00:37 So type v for view, and press Enter. Click New and give it a name.
00:45 I'll call it A1 to indicate an animated camera.
00:50 But paradoxically the view type should be still.
00:54 Click OK. And OK again.
00:57 The camera that I just created Is what I'm looking through right now.
01:01 So if I zoom out and orbit, you'll see the camera is right here.
01:08 Now, the position of this camera doesn't matter because in a moment it's going to
01:12 be moved over here to the start of the path, and then we'll see it move along
01:17 the path. Revealing the interior of the space.
01:24 To do this type anipath, for Animation Path.
01:31 Here in the camera area, click this button to select the Motion Path.
01:37 Then click on the spline. We need to name this, and I'll just
01:42 accept the default name of Path1, and click Okay.
01:46 Let's do a preview. It's way too fast.
01:52 I can hardly tell what's going on. I'll close this window.
01:57 An over here let's increase the duration. It's only one second right now.
02:03 Let's say that it's ten seconds. Do another preview.
02:09 Still it's, way too fast, but we're getting a sense of what's happening.
02:15 I notice here that the end of the path is kind of looking at this window and part
02:19 of the wall. This is kind of an awkward place to end
02:23 the video. So lets go ahead and cancel and cancel
02:27 out of this command as well. Then zoom in and orbit until you can see
02:33 the end of this spline path. Select the spline, and you'll see two
02:39 grips down there. Let's get closer to it.
02:42 Position the Cursor over one of the grips, and choose Stretch Fit Point.
02:46 Move it back, right about here. And then move this back as well, say
02:49 Stretch Fit Point. And move it back, about like that.
03:02 So now the camera will end up right here. And hopefully we'll see more of this
03:07 seating group. Maybe I'll move it over, as well, in the
03:10 green direction, so we make more of a turn.
03:13 Press Escape. And then ani path again.
03:18 Anipath. Reselect the path, OK.
03:21 Change the duration. Let's see how it looks at 45 seconds.
03:32 Click Preview. This motion is slower and it's more
03:39 appropriate for an architectural interior.
03:51 Okay, I like how that ends much better. You can drag the preview out of the way.
03:57 And you can scrub the time slider down here, and as you do, notice that the
04:01 camera is moving down here along the path.
04:11 Close the preview window, and let's say that we're satisfied with this motion We
04:15 would then choose a format. I'll choose avi, and a resolution.
04:23 I'll select the visual style as shaded. And then click okay.
04:34 We're prompted to save a file name, avi1.avi.
04:37 I'll click Save. It's outputting the video.
04:38 When it's done we'll be able to look at the AVI file and we could send it to
04:46 someone who doesn't use AutoCAD for example.
04:54 This is a way you can share a walkthrough of an architectural interior with a client.
05:02 When the animation is done, go ahead and double-click on AVI1 to view it.
05:34 So in this lesson. You learned how to use the any path
05:37 command to output a video of a camera moving along a spline path.
05:41
Collapse this transcript
Assigning and editing materials
00:02 Materials describe how surfaces interact with light in renderings.
00:06 Examples include wood, granite, carpet and so on.
00:10 In this lesson you will load a number of materials from the Autodesk Library into
00:14 the current drawing, and then you will assign them to specific layers.
00:19 Open the Rendering One project file, and here in the 3D modeling workspace, go to
00:24 the Render tab. In the Materials panel, click the
00:29 Materials Browser. At the top of this palette, we have a
00:35 list of all of the materials which are currently loaded into the drawing, and
00:38 there's only one. It's called Global.
00:41 In fact every drawing has a generic global material.
00:46 Down below we have the AutoDesk library, and you can scroll through it.
00:52 Let's Open up Fabric and click on Leather.
00:56 Right here I'd like to use this Creased Black Leather, on the sofas in the living room.
01:01 Click this Up Arrow to add the material to the document, an then it appears in
01:05 the list here, in the upper area. Expand Flooring and click on Carpet.
01:14 Scroll through the list until you find a carpet pattern that you like.
01:18 You can make different selections than I am.
01:21 I'm just going to go ahead an add, this Loop, Light Brown Carpet, to the drawing.
01:27 And then I'll go to, Flooring Tile, an choose this Square Dark Gray pattern.
01:36 An then Flooring Wood, an I'll scroll down an take a look at some of these samples.
01:43 I like this Beechwood Grove. I'll add it to the document.
01:47 You can come up here and double-click on a Material, and this will open up the
01:51 Materials Editor. Here you can change the Finish.
01:56 I'm going to change this to, Unfinished, so it's not shiny.
02:04 I'll Close that. The change that I just made, affects only
02:07 the material that's in the current drawing.
02:10 It doesn't alter the material that, which in the Library.
02:14 Go down to Glass and choose Glazing, and load Clear.
02:23 And then under Metal, choose Steel. And we need a steel material for the
02:27 frame of the sofa and chairs in the living room.
02:32 I don't want it to be too shiny, so I'm going to look for thumbnail here that is
02:35 a little more matte than it's appearance. Here's Stainless Brushed.
02:41 I'll load that into the drawing. Scrolling down I'll choose Stone Granite,
02:46 and load Gray Speckled. This will be the counter top material.
02:54 Then I'll go to Wall Paint Matte, and load Beige, for the walls and Cool Light
03:00 for the ceiling. Then I'll click on Wood, and scroll down
03:08 here and find something that appeals to me.
03:12 This will be for the window frame. I'll use this Birch Solid Stained No Gloss.
03:20 OK, we've loaded a number of materials into the drawing.
03:27 Hopefully, we haven't forgotten something, maybe we have.
03:30 It's no problem if you do, you can always come back and load additional materials later.
03:36 Expand the Materials slide out, and choose Attach By Layer.
03:40 The way that this dialog box works, is you have a listing of all the materials
03:43 which are currently loaded into the drawing, on the left, and you have a
03:47 listing of all the Layers in the drawing, on the right.
03:53 Your job is to connect the two, by dragging across this interface.
03:57 So for the Walls, for example, I want to use the Beige paint.
04:02 So I'll drag this Swatch across here, and drop it here.
04:07 Floor 1 is going to be this staircase here, that will be some kind of carpet.
04:18 Here's Loop-lightbrown. The Counter is going to be Stone.
04:28 I think it's a Granite, Gray Speckled. The Stove I think is behind us, so we
04:34 don't need to worry about it. And Furniture, I think it's upstairs, we
04:40 don't see it in this particular view. We do see a bit of the stools here, so
04:47 let's load in this Birch on the stools Layer.
04:53 Stone, I think refers to the base of the fireplace over here.
05:00 I'll use this Grey Speckled Marble for that.
05:03 And then Metal, this will be the Stainless Brushed.
05:11 And of course Glass, this blue Layer over here, is going to be the Clear material.
05:23 Doors will be the Wood, the Seat Frame will be the Stainless Brushed.
05:32 The Seat Cushion, is going to be the Creased Black Leather.
05:40 The Table Legs are Stainless Brushed, and the Glass Tabletop of course is the Clear material.
05:54 Down here we have Floor 2, which I believe is this Layer.
05:57 This is going to be a tile pattern of some kind, Square Dark Gray.
06:05 Floor 3 is over here, and it's a hardwood floor, Beachwood Grove, I'll drag that in here.
06:14 The fireplace here is going to be a black painted material, which I don't think we
06:19 have, we'll have to go back and load that in, in a moment.
06:25 The Ceiling is Cool White paint, and the equipment layer is the stove in the
06:29 kitchen, which we can't see, so I don't need to worry about that, at this
06:33 particular time. If you were going to make a rendering
06:38 looking back into the kitchen, you would then have to choose a material for that.
06:43 Let's go back to the Materials Browser, and choose Wall Paint matte, and load
06:49 Black into the current drawing. Close the Materials Browser.
06:56 Open the Material Slide Out. Go back to Attach by Layer.
07:02 There's the black material, and I'll scroll down here, and locate the
07:07 Fireplace Layer. OK, so I'm going to drag Black over to
07:12 the Fireplace, and click OK. Now everything on the screen has
07:18 different colors, than the original layer colors.
07:22 And we can get an even better approximation of what it would look like,
07:25 by choosing the Realistic Visual style. So in this lesson, you learned how to
07:31 load materials, and assign them by layer.
07:34
Collapse this transcript
Simulating sunlight
00:02 In this lesson you will simulate sunlight by turning on the sun and selecting a
00:05 location for the project on the earth. By choosing a date and time of day, the
00:10 position of the sun in the sky will then be calculated.
00:15 Open the Rendering Two Project File. Type V Enter.
00:20 And go into the C1 view by double-clicking it here.
00:25 Click OK, and then on the Render tab, click Sun Status to turn on the sun.
00:33 Here you get a warning that asks you to turn off the default lighting.
00:38 This is recommended. Because normally when you're working in
00:42 the model, and the sunlight is off, there are default lights which are used to
00:47 illuminate the surfaces. But now because we're making a more
00:52 realistic simulation, we should turn off the default lighting.
00:57 And display the sun only. Next we need to set the location of this
01:01 site on the Earth. To do that, click Set Location.
01:05 You can either import a file from Google Earth.
01:10 You can use Google Earth actively to locate the site.
01:15 Or you can enter the location values completely within Autocad.
01:20 Let's choose this last option, an then click Use Map.
01:24 You can choose your region here from this drop down list.
01:30 I'll choose North America. An then you can either choose your city
01:35 from this list, or you can click on the map.
01:39 I'll click right up here. And the cross here will jump to the
01:45 nearest big city because this is selected.
01:49 The city that is closest to that point is Vancouver BC.
01:53 I'll click OK. And now we're prompted that the timezone
01:58 has been automatically updated to Pacific time.
02:02 I'll accept the updated time zone, an then click OK.
02:07 The lighting changed very slightly, as the, latitude and longitude coordinates
02:11 were input. This affects the position of the sun in
02:15 the sky. You can then select a date and time up
02:18 here using these sliders. Let's say we want to get a look at this
02:23 building during summer solstice. So I'm going to drag this slider back to
02:31 around June 21st or 22nd. And then, I can drag the time of day.
02:40 To change the illumination in the interior.
02:42 You can see in the morning, the sun's going to be coming up behind our shoulder
02:46 on the left, and then as the afternoon progresses, it's going to go higher in
02:50 the sky, and the eves are going to shade the interior.
02:57 And then again in the afternoon the sun is going to be illuminating the wall
03:00 behind us, which we can't see from this particular viewpoint.
03:06 So I think it might be most interesting in this space if we did kind of a morning
03:09 view, where we have more sunlight coming in and illuminating these walls.
03:15 Because the sun would be up and behind us here on the left.
03:21 Go over here and turn on shadows, full shadows, and you'll get a rough idea of
03:26 how the shadows might look. You can also turn on the sky, background,
03:34 and illumination here. This will make a more realistic rendering
03:42 because illumination is diffusely scattered in the sky.
03:47 And by turning this on we will get a more accurate simulation.
03:52 So in this video you learned how to simulate the precise angle of solar illumination.
03:57 By specifying the site's location and choosing a time and date.
04:01
Collapse this transcript
Creating renderings
00:02 In this lesson you will create a series of test renderings to converge on an
00:05 increasingly realistic final image. You will learn how to specify advance
00:10 rendering settings, including exposure and global illumination, to produce the
00:14 highest quality results. Open the rendering three project file.
00:20 And then type v for view and press Enter. Double-click on C1 to go in to that
00:26 particular camera, and click OK. Before you do anything else, change the
00:33 visual style to wire frame. This will take the load off the graphics
00:39 card, so that the computer can focus entirely on calculating the rendering
00:43 rather than also having to try to display an approximation on the screen.
00:50 Go into the Lights panel and turn on Full Shadows.
00:54 And go into the Sun and Location panel and turn on Sky Background and Illumination.
01:02 Then click the teapot here in the Render panel.
01:05 The teapot is the symbol of computer graphics.
01:09 When you click the teapot, it opens a separate render window, and the rendering progresses.
01:15 At first, it starts out very coarse, and then it gets increasingly refined.
01:21 As the calculation continues. However, I can see that the rendering is
01:26 too dark, especially over here on the left.
01:29 That's because what's being rendered by default is only the direct illumination.
01:35 That is the light that's coming directly out of the sun and striking surfaces.
01:42 If this was an exterior model, the direct illumination might be all that we need.
01:47 However, in an architectural interior, we need to make some changes to the
01:52 rendering preferences to allow the light to bounce around inside the space, and
01:57 illuminate some of the walls which are dark.
02:02 Press Escape to cancel the rendering, and then type RPREF which stands for
02:07 rendering preferences, and press Enter. This opens the Advanced Render Settings
02:15 palette over here. The first change that we should make, is
02:20 to change the exposure type from automatic to logarithmic.
02:26 The logarithmic allows you to make changes, whereas automatic does not.
02:32 Then go up to the render panel and open its slideout.
02:36 Click Adjust Exposure. A rendering preview image is generated up
02:41 here, and this can take a moment. This will give you a very rough idea of
02:46 the general level of illumination in the interior.
02:51 By default, this exterior daylight option is set to Auto, and that means that
02:56 AutoCAD assumes that you're rendering an exterior.
03:01 This isn't the case here, so I'll change that to Off.
03:06 And then click OK. Then let's do another test render.
03:11 I'll click Render. It looks a bit brighter.
03:21 However, I'm not going to wait for this to complete.
03:24 I'm going to press Escape, because I can see already that over here it's too dark.
03:32 Go to Advanced Render Settings and scroll down.
03:35 In the Indirect Illumination Area, there's a category called Global Illumination.
03:44 This refers to light that is being bounced around the interior of the space,
03:47 like it would in the real world. To enable this feature, simply click the
03:53 light bulb icon, then go back and do another test render.
03:57 I can already see over here that it's much better, it's much brighter on this wall.
04:05 However, I'm seeing so much white here, that I think the rendering might be too
04:08 bright overall. I'll press Escape, then go back to Adjust
04:14 Exposure and wait for a new Preview image to render.
04:23 As I suspected, it's a bit too bright. Let's change the Brightness value.
04:30 To 50, perhaps that's too dark. Let's try 55 that looks to be a good
04:36 balance, between some bright areas here, in the window frames and some darker
04:42 areas, in this enclosed room. Okay.
04:50 Now, let's make another rendering. But this time, instead of waiting for the
04:53 whole screen to render, I'll open the render fly-out and choose to render region.
04:59 Then I'll drag a window across the screen here in the shape of a rectangle.
05:06 Now, that's the only area that is going to be calculated.
05:10 So it will save us some time. We can get a more realistic view of that rectangle.
05:16 And we don't have to wait for the entire screen to render.
05:23 Now down here this floor surface seems to be way too reflective.
05:27 I can see all of these windows reflected in the floor, almost like the floor is a mirror.
05:34 Let's make an adjustment to the material. Go to the materials browser and locate
05:40 that particular material. It's square dark grey in this case.
05:48 Double-click to open the Materials editor.
05:52 Open the reflectivity disclosure triangle.
05:58 And decrease the direct reflectivity from 66%, which is evidently too reflective,
06:05 down to about 3%. You can see in the thumbnail here that
06:11 now we can perceive the individual tiles. I'll close the materials editor and the
06:17 materials browser and make another render region down here in this area.
06:29 Okay. That's starting to look much better.
06:31 I can see the surface of the floor here, and some reflection in it.
06:36 I guess now, I'm ready to go ahead and commit to the time involved with
06:39 rendering the entire image. You should proceed in this way slowly by
06:44 doing a series of test renders until you are ready to commit to the time involved
06:48 in creating the photo realistic rendering.
06:54 I'll open this fly out and click render. When the rendering is complete you can
07:06 see how long the render time took here, and you can save the rendering by right
07:09 clicking, an choosing Save. You can save in a number of image formats.
07:18 I'll save this as a JPEG. (audio playing)
07:20 I'll call it rendering one. Click Save and then click OK.
07:30 In this lesson, you learned how to adjust exposure, and turn on Global Illumination
07:33 to produce a high quality rendering.
07:36
Collapse this transcript


Suggested courses to watch next:

Migrating from AutoCAD to Revit (2h 18m)
Paul F. Aubin


Are you sure you want to delete this bookmark?

cancel

Bookmark this Tutorial

Name

Description

{0} characters left

Tags

Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading
cancel

bookmark this course

{0} characters left Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading

Error:

go to playlists »

Create new playlist

name:
description:
save cancel

You must be a lynda.com member to watch this video.

Every course in the lynda.com library contains free videos that let you assess the quality of our tutorials before you subscribe—just click on the blue links to watch them. Become a member to access all 104,069 instructional videos.

get started learn more

If you are already an active lynda.com member, please log in to access the lynda.com library.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Access to lynda.com videos

Your organization has a limited access membership to the lynda.com library that allows access to only a specific, limited selection of courses.

You don't have access to this video.

You're logged in as an account administrator, but your membership is not active.

Contact a Training Solutions Advisor at 1 (888) 335-9632.

How to access this video.

If this course is one of your five classes, then your class currently isn't in session.

If you want to watch this video and it is not part of your class, upgrade your membership for unlimited access to the full library of 2,025 courses anytime, anywhere.

learn more upgrade

You can always watch the free content included in every course.

Questions? Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com.

You don't have access to this video.

You're logged in as an account administrator, but your membership is no longer active. You can still access reports and account information.

To reactivate your account, contact a Training Solutions Advisor at 1 1 (888) 335-9632.

Need help accessing this video?

You can't access this video from your master administrator account.

Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com for help accessing this video.

preview image of new course page

Try our new course pages

Explore our redesigned course pages, and tell us about your experience.

If you want to switch back to the old view, change your site preferences from the my account menu.

Try the new pages No, thanks

site feedback

Thanks for signing up.

We’ll send you a confirmation email shortly.


By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked