IntroductionWelcome | 00:04 | Hi! I'm George Maestri and welcome to
Google SketchUp 8 Essential Training.
| | 00:08 | In this course, we're going to look at
both Google SketchUp and SketchUp Pro.
| | 00:13 | Now SketchUp is Google's 3D modeling,
texturing, and rendering application.
| | 00:19 | SketchUp Pro adds a couple of advanced features.
| | 00:22 | In this course, we're going to learn
about SketchUp's unique interface which
| | 00:26 | is very easy to use.
| | 00:28 | After that, we're going to
build our own 3D models and objects.
| | 00:33 | Then we're going to add
color and texture to them.
| | 00:37 | After that we're going to look at how
SketchUp can geolocate objects anywhere on
| | 00:41 | Earth as well as integration with
Google Earth and other Google applications
| | 00:46 | such as Street View.
| | 00:48 | Then we're going to take a look at
SketchUp Pro where we can add interactivity
| | 00:51 | and create Smart Objects.
| | 00:53 | And finally, we're going to look at
import and export where we can take SketchUp
| | 00:58 | models and bring them into and out
of advanced 3D and CAD applications.
| | 01:03 | So now let's get started with
Google SketchUp 8 Essential Training.
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| Installing SketchUp | 00:00 | So before we actually can use SketchUp,
we need to download it and install it.
| | 00:05 | So I have a browser open here, and you
can find SketchUp at sketchup.google.com,
| | 00:13 | and it's all very
straightforward like any Google app;
| | 00:16 | you can just hit this
button here to download it.
| | 00:19 | So there're actually two versions of SketchUp.
| | 00:21 | There is regular SketchUp, which is
the free version, and then there's also
| | 00:27 | SketchUp Pro which we'll get to a little
bit later, and that has some additional
| | 00:32 | features that you may or may not need.
| | 00:34 | Now most people can get by with just SketchUp.
| | 00:37 | In fact, if you're just new to
SketchUp, you might just want to download
| | 00:40 | SketchUp and work through
the first part of the course.
| | 00:43 | And then when you get to SketchUp Pro,
decide whether or not you need to use it.
| | 00:47 | Now SketchUp Pro has a free eight-hour
license, so you can use it for eight hours.
| | 00:54 | And if you want to
purchase it, I believe it's $495.
| | 00:58 | So go ahead and if you haven't already,
download SketchUp and install it on your machine.
| | 01:05 | Once you do, go ahead and drag that to
your Desktop and you should be able to
| | 01:10 | open it up from here.
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| Starting SketchUp for the first time| 00:00 | Now when you first load SketchUp, you
will get a Splash Screen, and if you
| | 00:05 | haven't ever loaded it before, it's
going to ask you to choose a template.
| | 00:11 | So if we go to the Choose Template
option here, what it will ask you is how
| | 00:16 | do you want to work;
| | 00:16 | do you want to work in Feet and Inches,
do you want to work in Meters, do you
| | 00:20 | want a Simple Template, do you want
to use Architectural Design, and so on.
| | 00:24 | So, all of these templates can be
selected when you start SketchUp.
| | 00:29 | Now when you first start SketchUp,
I would suggest just going with the
| | 00:32 | default, Simple Template.
| | 00:34 | But if you feel like you want
to use something else, go ahead.
| | 00:37 | Now I'm going to try and do most of
the course using the Simple Template;
| | 00:41 | not too much different.
| | 00:43 | And once you select your template,
go ahead and start using SketchUp.
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| Using the exercise files| 00:00 | If you're a lynda.com premium subscriber,
or If you purchase the DVD, you won't
| | 00:06 | have a copy of the Exercise
Files to go along with this course.
| | 00:10 | So before we actually start the course,
I want you to make sure you drag the
| | 00:14 | Exercise Files to your Desktop, so that
way they're in the same place that I'm
| | 00:19 | using them, and I'm going to try and
access everything from the Desktop.
| | 00:23 | So let's take a look at the Exercise Files.
| | 00:26 | Inside this folder is one additional
folder for each chapter that we're using.
| | 00:33 | And so the Exercise Files for
that chapter will be located in the
| | 00:37 | appropriate folder.
| | 00:39 | So go ahead and a drag the Exercise
Files to your Desktop if you have them.
| | 00:44 | If you don't, then you should be
able to follow along with most of
| | 00:47 | the exercises.
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| Tips for Mac users| 00:00 | For those of you, who are using
SketchUp on Macintosh, you'll notice that
| | 00:05 | the interface is slightly different than the
Windows version we're using to teach the course.
| | 00:10 | So let's go over the differences,
so that way you can follow along.
| | 00:13 | Now the first thing I want to point out
is that the Preferences menu on the Mac
| | 00:17 | is actually located under the SketchUp menu.
| | 00:20 | So if you need to set preferences, go
under SketchUp>Preferences, and then you
| | 00:25 | can get to all of the
preferences you need to set.
| | 00:30 | Now another difference with the
Macintosh is that it has this permanent
| | 00:34 | toolbar along the top.
| | 00:36 | Now we can use this to select all of
our tools but it's not a complete toolbar.
| | 00:41 | Now in the Windows version we use
what's called the Large tool Set, and we can
| | 00:46 | actually duplicate this on the Mac by
going View>tool palettes>Large tool Set.
| | 00:52 | So go ahead and bring that up and keep that on
your screen, and that way you can follow along.
| | 00:58 | Now this toolbar along the top is
actually kind of handy because you can put
| | 01:02 | custom tools into it.
| | 01:04 | We can do that by going under View>
Customize toolbar and this brings up this
| | 01:10 | pulldown menu of all the
tools that we can use in SketchUp.
| | 01:14 | And if you want to bring a tool onto
this Custom toolbar, all you have to do
| | 01:18 | is select and drag it.
| | 01:19 | So, for example, if we want to take
Standard Views, all we have to do is
| | 01:22 | left-click and drag and just drop it
on that toolbar and we can create our
| | 01:28 | own custom tool sets.
| | 01:30 | Now this can be very, very handy if
you're using a lot of tools that you need
| | 01:35 | to get too quickly.
| | 01:36 | Now along the bottom we have a
couple of other options here.
| | 01:40 | One is called Use small size, and
all that does is it makes your icons a
| | 01:44 | little bit smaller.
| | 01:45 | So if you're working on a smaller
screen, this could be very handy.
| | 01:50 | Another one is how you want to show those tools;
| | 01:53 | do you want to show them as Icons
Only, Icons and Text, so it gives you a
| | 01:58 | description of what that icon
is, or just the Text itself.
| | 02:02 | Now I'm going to go ahead and put these
back to Icon Only and if you want, you
| | 02:06 | can go ahead and scroll through these tools.
| | 02:08 | And if you do find yourself using a
tool over and over, just go ahead and drag
| | 02:13 | it to the toolbar to make it easier to access.
| | 02:16 | So I'm going to go ahead and click Done here.
| | 02:19 | One more difference with the Mac
version of SketchUp is that the shortcut keys
| | 02:24 | are a little different.
| | 02:25 | So, for example, if you go to tools,
you'll notice that the Move tool
| | 02:29 | is actually Command+0.
| | 02:31 | Now when I use the Windows version,
I'm actually using the letter M for Move.
| | 02:36 | And this will work for the Mac version, but
you can use this alternate shortcut as well.
| | 02:42 | So just be aware that the shortcuts I
am using in Windows will apply to the
| | 02:45 | Mac version as well.
| | 02:47 | Now the other thing that I want to also
point out is that the Ctrl and Alt keys
| | 02:52 | on the Windows keyboard will be
replaced with the Option and Command keys.
| | 02:57 | So when I say to hit Ctrl, you
actually hit Option on the Mac.
| | 03:02 | And when I say hit Alt on the
Windows keyboard, you want to hit Command.
| | 03:07 | And we will also put up some screen
graphics to remind you of these keystrokes
| | 03:12 | as we go through the course.
| | 03:14 | So now that you know some of the
differences between the Mac and Windows
| | 03:17 | version, we're ready to actually
start diving into using SketchUp.
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1. Getting to Know the InterfaceInterface basics | 00:00 | When you first start SketchUp, the
default interface will appear and that's what
| | 00:04 | we're looking at right now.
| | 00:06 | So let's go ahead and take a quick
tour of the interface so you know where
| | 00:10 | everything is at as we start to use SketchUp.
| | 00:12 | The largest window in SketchUp is the 3D
Viewport, and that's this window right here.
| | 00:19 | Now this is a 3D interface.
| | 00:22 | So it's where we will actually build
everything that we are going to create
| | 00:26 | within SketchUp all of our models and
that sort of thing, and so we will be
| | 00:30 | navigating this in 3D.
| | 00:33 | Now along the bottom, we
have a number of things.
| | 00:36 | The first one I want to show you is the
Status Line, and this really is a little
| | 00:40 | bit of a help system.
| | 00:41 | So, as you select different tools, it will
actually guide you through how to use those tools.
| | 00:47 | So, for example, if I select the
Rectangle tool here, it will tell me to select
| | 00:51 | the first corner of that rectangle, and
then as I click and drag, it will tell
| | 00:56 | me to select where the opposite corner is.
| | 00:58 | So it's a step-by-step help system.
| | 01:00 | If you ever need to know how to use a
specific tool, check here first and you'll
| | 01:06 | probably get a nice hint that will help you.
| | 01:08 | So I'm going to go ahead and delete this.
| | 01:11 | Right next to this is a
more sophisticated help system;
| | 01:14 | it's called the Instructor.
| | 01:16 | So if I click on that little Question
Mark, you'll see the Instructor window
| | 01:20 | comes up, and this is a much more
robust help system and it'll give you all the
| | 01:25 | options for any tool that you select.
| | 01:28 | So, for example, if I selected the
Rectangle tool, it'll tell me exactly how to
| | 01:32 | use the Rectangle tool and this
is true for any tool that you have.
| | 01:35 | So if you want, you can keep this up
and it will be a very easy way to get to
| | 01:40 | know how to use each of the tools.
| | 01:41 | I'm going to go ahead and close this right now.
| | 01:47 | Along the bottom-right, we have the
Measurements box and this is where we
| | 01:51 | can type in accurate measurements if we
want to create things of very specific sizes.
| | 01:55 | Now along the other side, we
have three little icons here.
| | 01:59 | This one here is for Geo-location.
| | 02:01 | If you want to, you can actually
place your objects very specifically
| | 02:05 | anywhere on the Earth.
| | 02:06 | This is for Credits, so if you bring in
models from the 3D Warehouse, they may
| | 02:10 | come with credits to tell you who built
the model, and this is where we can log
| | 02:14 | into Google if we so want.
| | 02:16 | Now along the top, we have
our standard menu system.
| | 02:20 | So we have our File menu, and this is
where we can open and close scenes as well
| | 02:24 | as import, export objects and
we can also print from here.
| | 02:28 | We have an Edit menu and this is
where we can cut, copy, and paste.
| | 02:33 | But we can also group objects, we can hide
objects, we can also lock and unlock objects.
| | 02:38 | So there're a number of things
we can do in this menu as well.
| | 02:42 | The View menu has two functions;
| | 02:44 | one is to turn on and off toolbars
in your interface, and the other is to
| | 02:50 | configure how you view the 3D Viewport.
| | 02:53 | So, for example, we can turn on or
off Hidden Geometry, Planes, Cuts, Axes;
| | 02:58 | we can also turn on and off things
like Fog and Shadows, and we can also
| | 03:02 | customize our Edge Styles
as well as our Face Styles.
| | 03:07 | The Camera menu is where we actually can
control how we look at the 3D Viewport.
| | 03:13 | So we can orbit, pan, and
zoom to navigate our Viewport.
| | 03:17 | We can also change our Field of View, we
can zoom to a window, that sort of thing.
| | 03:22 | We can also change the Perspective, so
we can do Parallel Projection, Two-Point
| | 03:27 | Perspective, and we can also select
Standard Views such as Top and Bottom or the
| | 03:32 | graphic type views, and so on.
| | 03:34 | We have Draw tools.
| | 03:36 | Now these are 2D drawing tools, so
these are things like Lines, Rectangle,
| | 03:40 | Circles, those sorts of things.
| | 03:42 | We have our tools menu, and this is
where we have Move, Rotate, and Scale.
| | 03:47 | And this is also where we can
push and pull 2D objects into 3D.
| | 03:53 | And there're a number of other tools
here such as Tape Measures and Protractors
| | 03:57 | for more accurate measurements as
well as a number of other tools.
| | 04:00 | The Window menu just allows us to turn
on and off floating windows that give us
| | 04:05 | more control over the scene.
| | 04:07 | So, for example, we can turn on
things to control the shadows and the fog
| | 04:11 | that sort of thing.
| | 04:12 | If we wanted to select Materials in
a scene, we can turn that on and make
| | 04:16 | something stone-colored or
brick-colored or whatever.
| | 04:20 | And we'll get to these later on in the course.
| | 04:22 | And of course, there is a Help system.
| | 04:25 | Now we looked at the Status Line and
the Instructor, but there's also a full
| | 04:29 | help system that you can
access through Google as well.
| | 04:34 | So that's a brief tour
of the SketchUp interface.
| | 04:37 | So hopefully, you'll know where things
are at a little bit more clearly now.
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| Adding toolbars| 00:00 | One of the things you can do with
SketchUp is customize the interface;
| | 00:03 | you can turn on and off toolbars so
that you have them handy on the interface.
| | 00:08 | So let's take a look at how
do you work with toolbars.
| | 00:11 | So if we go under View, we'll see we
have a toolbars menu and we have a number
| | 00:16 | of different options.
| | 00:18 | Right now, we have the Getting Started
tool set up but if we uncheck that you'll
| | 00:23 | see that well now I don't have a toolbar.
| | 00:25 | Now if you've memorized all of your
keyboard shortcuts this could be a good way
| | 00:29 | to work, for most people probably not so much.
| | 00:32 | So let's go ahead and turn that back
on and let's take a look at some of
| | 00:37 | these other toolbars.
| | 00:38 | So if we go through here we have all
sorts of different toolbars to give us
| | 00:43 | different ways of working with SketchUp.
| | 00:45 | So, for example, if I turn on what's
called the Styles one, this will allow me
| | 00:50 | to turn on or off different view styles,
so, for example, what I can do Hidden
| | 00:54 | Line, I can do Wire-frame, I can
do Textures, those sorts of things.
| | 00:59 | These are things that are also just
within the menu system but they also put
| | 01:03 | them up as tools so it makes it easier.
| | 01:05 | Now if you want you can also turn on, say, for
example, one that helps you deal with shadows.
| | 01:10 | So each one of these can be added
or subtracted from the interface.
| | 01:16 | Now I'm going to go ahead and turn off
the Shadows and the Styles, I just wanted
| | 01:21 | to show you that they are in there.
| | 01:23 | And then there is another option here
along the bottom which is actually pretty
| | 01:28 | handy, and this is Large buttons.
| | 01:30 | So Right now, it defaults to
having these buttons as fairly large.
| | 01:34 | Now if you're on a laptop this may not
be so good, so if you want you can turn
| | 01:38 | those off, and it makes all of the
buttons smaller, which is nice if you're
| | 01:43 | working on a smaller screen such as a laptop.
| | 01:46 | But for the purpose of this course I'm
going to actually turn those back on, I
| | 01:49 | just wanted to show you that those were there.
| | 01:51 | Now one thing I am going to do is I'm
going to turn on a toolbar called the
| | 01:56 | Large tool Set, so let's
go ahead and turn this on.
| | 01:59 | And as you can see it has most of what
we have in this default toolbar, plus a
| | 02:05 | lot more, so it's
actually a more robust toolbar.
| | 02:08 | And actually I like to use this and I
think you should probably get used to
| | 02:11 | using it as well because it
does make SketchUp go a lot faster.
| | 02:15 | So I'm going to ahead and turn on my
Large tool Set and turn off my Getting
| | 02:21 | Started tool set, and that way I'll
have my full complement of tools as we work
| | 02:27 | through the course, and I'd suggest
that you also turn that on for your version
| | 02:31 | of SketchUp as well.
| | 02:33 | So once we have that turned on, let's
go ahead and move on through the course.
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| Navigating | 00:00 | The first thing we need to learn
within SketchUp is how to get around, how to
| | 00:05 | navigate in a 3D viewport
while looking at a 2D screen.
| | 00:09 | So if we look in our Camera menu you'll
notice we have three major options here;
| | 00:14 | we have Orbit, Pan, and Zoom.
| | 00:17 | And also notice that the keyboard
shortcuts are O, H, and Z. These are also
| | 00:23 | duplicated on the Large toolbar as
well, so we have Orbit, Pan, and Zoom.
| | 00:30 | So you can get to these in a number of
ways, you can get to them here on the
| | 00:34 | toolbar, you can get them here through
the menu, or you can get to them through
| | 00:39 | the keyboard shortcuts.
| | 00:41 | So let's go through these top to bottom
so that way you know how to use each of
| | 00:45 | them, and then we'll start
using them in combination.
| | 00:48 | So if I select Orbit or hit the O key,
you'll notice how my cursor changes to
| | 00:54 | this kind of double-arrow cursor,
and that means we're in the Orbit mode.
| | 00:58 | So if you left-click and move the
mouse up and down you'll notice that you're
| | 01:03 | orbiting vertically.
| | 01:05 | If you go left and right you orbit left
and right pretty intuitive, and if you
| | 01:10 | go in circles you can orbit in circles.
| | 01:12 | So we can just orbit around, if we
want to look at the back of this, of
| | 01:16 | these buildings we can look at them, or we
can -- really basically go wherever we want.
| | 01:21 | There's another tool called Pan and
that's the letter H, and if we select Pan it
| | 01:29 | goes to this hAnd and what we can do
with the hand is we can actually pan left
| | 01:34 | to right or up and down.
| | 01:37 | And it's really just a matter of moving
where our focus is in the scene, so it's
| | 01:42 | basically very similar to what
you'd see in something like Photoshop or
| | 01:45 | something like that.
| | 01:46 | It basically just pans where
you're looking at on the screen.
| | 01:50 | Next is Zoom, which is the letter Z,
and that brings up this little magnifying
| | 01:55 | glass and if we left-click and drag,
if we go left and right, if we go up and
| | 02:00 | down, it will zoom in and out.
| | 02:03 | Left and right doesn't really work,
this is an up and down kind of zoom thing.
| | 02:06 | So if we want to zoom out we can zoom out,
make this really tiny, or we can zoom
| | 02:11 | in if want to go in really, really close.
| | 02:13 | So if we want to use these in combination
we could, for example, pan over to something.
| | 02:19 | Let's say, we wanted to see this
bench, we could orbit so we can get a
| | 02:23 | little bit closer in, and then we can
zoom so that we can actually see this
| | 02:29 | bench that's in the yard.
| | 02:32 | Selecting each tool individually
sometimes could be cumbersome, we have to keep
| | 02:37 | going over here, or we have to use the
keyboard shortcuts and the O, H, and Z
| | 02:41 | keys are not really
located right next to each other.
| | 02:44 | So sometimes it's not as easy
to get to each of these tools.
| | 02:48 | So another way to do it is to go
out and get a three button mouse.
| | 02:53 | If you don't have one I'd highly suggest
you get a three-button mouse because it
| | 02:57 | makes navigation that much easier.
| | 03:00 | So when you use a three-button
mouse you can still use the Pan tool
| | 03:05 | and left-click and Pan.
| | 03:07 | If you have a middle mouse button, if
you middle click and hold notice how
| | 03:12 | it comes up to the Orbit tool, so you can
left-click and Pan, middle click and Orbit.
| | 03:21 | Now if your middle mouse button has a
scroll wheel which most of them do, you
| | 03:27 | can scroll in and out to zoom.
| | 03:31 | So with your index finger you can Pan,
middle finger Orbit, and then roll that
| | 03:39 | middle mouse button to Zoom.
| | 03:42 | And if you can do this, it makes
it much easier to navigate around
| | 03:46 | within SketchUp.
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| Changing perspective| 00:00 | In addition to Orbit, Pan, and Zoom
SketchUp has a couple of other ways
| | 00:04 | to control the camera.
| | 00:07 | So if we go to the Camera menu you'll
notice that we also have Field of View,
| | 00:12 | Zoom Window, and Zoom Extents.
| | 00:15 | Let's take a look at Zoom Window, so
I'm going to go ahead and select that and
| | 00:20 | notice how my cursor changes to a
little magnifying glass with a box around it.
| | 00:25 | And what this tells me is that all I
have to do is draw a box around what I want
| | 00:29 | to see and SketchUp will zoom
in to the box that I've created.
| | 00:34 | Now if we want we can go to Zoom Extents,
which is kind of the opposite of that.
| | 00:39 | What this does is it zooms out to
frame everything in the scene, it's kind of
| | 00:43 | like a frame all command.
| | 00:45 | So do Zoom Extents and everything
in the scene will be zoomed out to.
| | 00:50 | So again, we can Zoom Window, and go
into a very tight space, or we can Zoom
| | 00:57 | Extents, and also notice how Zoom
Extents is here as well on the toolbar.
| | 01:02 | So all we have to do is
press that and we've zoomed out.
| | 01:05 | Now another way to control your camera is
to control the perspective of your camera.
| | 01:10 | Now this can be one really important for
people who are trying to match a camera
| | 01:16 | in real life or who need
more perspective in a scene.
| | 01:19 | Let me show you how this works.
| | 01:20 | If we go into Camera we have what's
called Field of View, now what this does is
| | 01:26 | it changes the field of view of your camera.
| | 01:29 | So anybody who is familiar with
photography will understand that a wide-angle
| | 01:33 | lens has different
perspective than a telephoto lens.
| | 01:36 | So let's select Field of View and
notice how this magnifying glass comes up.
| | 01:41 | If we left-click and drag down the field of
view gets wider, if we drag up it gets shallower.
| | 01:49 | So basically we are changing
the perspective of the scene.
| | 01:53 | So you can see how this could be very
handy if you're, for example, in a tight
| | 01:57 | space and you want to see more of a
room and you want to kind of zoom around to
| | 02:00 | get more of a Fisheye lens type of effect.
| | 02:02 | One of the nice things about this is
that you can actually type in the Field of
| | 02:07 | View, so, for example, if I were to
type in 90, notice down here how this is
| | 02:11 | change to field of view in our measurements box.
| | 02:15 | If I type in 90 and hit Enter it will
give me a 90 degree field of view which is
| | 02:19 | a very wide camera.
| | 02:21 | Now if I want, I can also just type in
more shallow camera, so if I type in 20
| | 02:26 | and hit Enter it will give me
a much shallower perspective.
| | 02:30 | And for normal camera you're going to be
somewhere in the range of around 40-45,
| | 02:35 | somewhere in there, so I'm going to go
ahead and type in 45 and bring in the
| | 02:39 | camera back to a more normal type of camera.
| | 02:42 | So those are some more additional
camera controls and you can see how these can
| | 02:46 | really help you navigate and
see a scene more precisely.
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| Walking around | 00:00 | Another way to navigate your scenes in
SketchUp is to actually walk around your scenes.
| | 00:06 | SketchUp has a number of tools here in
the Camera menu called Position Camera,
| | 00:11 | Walk, and Look Around.
| | 00:13 | And these are also duplicated on the
big toolbar here as Position Camera,
| | 00:17 | Look Around, and Walk.
| | 00:19 | So the first thing you would do with this
form of navigation is to position your camera.
| | 00:24 | So if I select Position Camera it
brings up this little Man icon, and this tool
| | 00:30 | allows us to place the camera anywhere we want.
| | 00:32 | So, for example, if we wanted to place
him in the street looking at a building,
| | 00:36 | all I have to do is just
position him where I want.
| | 00:39 | So when I click on this it will go ahead
and position the camera where I clicked.
| | 00:44 | Now there is another value here
and that is, how high is the camera.
| | 00:49 | And in this case the camera
defaulted to 5 feet 2 inches.
| | 00:54 | So if we want we can change that, all
we have to do is click in there and go
| | 00:58 | say, for example, 6 feet 0 inches and
just hit Return, and it will go ahead
| | 01:04 | and lift up the camera.
| | 01:05 | So you have the ability to
raise or lower the camera.
| | 01:09 | Once you've positioned the camera,
the cursor will change to these two
| | 01:13 | eyeballs and that's activated the Look Around
tool, okay, which is the same as this tool here.
| | 01:20 | Now once we have Look Around activated,
all we have to do is left-click and drag
| | 01:26 | and we can look around.
| | 01:28 | So we can see what's on the street here,
and also this is nice because it kind
| | 01:34 | of gives us an eye-level view of
the buildings that we're working with.
| | 01:39 | Now in addition to looking around you
can also walk around, so there's this tool
| | 01:46 | here called Walk and we can go into
Camera and we can also select Walk, and this
| | 01:51 | allows us to reposition the camera by walking.
| | 01:55 | So all you have to do is left-click and
drag, and then you can start to navigate.
| | 01:59 | So it's almost like, almost like
navigating a video game or something like that.
| | 02:03 | Now how this works is when you click
it puts this little crosshairs on the
| | 02:08 | screen and so if you click to one
side of that crosshair you're going to go
| | 02:13 | that side, and if you click to the other
side you're going to go to that side as well.
| | 02:17 | So if I want to go turn around, and
then If I want to walk straight up into
| | 02:21 | this doorway I can just position this above
and I'll go ahead and move into that doorway.
| | 02:27 | So these views that we have are
really just ways to move the camera.
| | 02:32 | If we want, we can just get out of this
mode simply by using the standard camera tools.
| | 02:37 | So, for example, if I wanted to I
could Zoom Extents, and then I can just
| | 02:42 | Orbit and I can continue to navigate
However, I want, or If I position my
| | 02:48 | camera I can look around, or If I hit
Orbit or hit the O key or Orbit I can
| | 02:55 | just orbit as normal.
| | 02:57 | So these work interactively
with all of the other tools.
| | 03:01 | Typically these are grouped
together but they don't have to be.
| | 03:03 | You can use them, and mix &
match them with the other tools.
| | 03:07 | So this is really just another
way of navigating your scenes.
| | Collapse this transcript |
| Creating camera views | 00:00 | There is one more way to create
different types of views in SketchUp and that's
| | 00:04 | by using what are called Standard Views.
| | 00:07 | So under Camera we have a number of
Standard Views that are already set up for
| | 00:12 | you to create things such as, Top, Bottom,
Front, Back, Left, and Right type of views.
| | 00:17 | Now these are the standard views that
you would use in drafting, so a lot times
| | 00:20 | you do in Front view a Top view, a Side
view, and then the Perspective view, and
| | 00:25 | these allow us to actually get to those views.
| | 00:29 | If I were to select the Top view we
would see this scene from the top, and which
| | 00:33 | you basically just position the
camera over the scene and shoot down.
| | 00:38 | We can also do, for example, another
type of view let's do a Right view and
| | 00:42 | that shows the front of the houses and
so on, but really all this is doing is
| | 00:47 | just positioning your camera at that place.
| | 00:50 | So if we were to do, for example, a
Right view one of the things you'll notice
| | 00:54 | is that we still have perspective.
| | 00:57 | This is a true orthographic view.
| | 01:00 | It doesn't have that's kind of just
front on look that you would have in a
| | 01:05 | normal type of drafting or plan.
| | 01:07 | We can change that by selecting
Parallel Projection, instead of going
| | 01:11 | Perspective we'll go Parallel, and
when we do that it creates a true
| | 01:16 | orthographic viewport.
| | 01:17 | So this is a true right
side view of these townhouses.
| | 01:22 | Now once I have that turned on it sticks
there, so if I were to go to a Top view
| | 01:29 | I would see that in perspective as well.
| | 01:31 | And if I orbit you'll see that it
creates what's called an Isographic view which
| | 01:37 | is basically non-perspective type of view.
| | 01:41 | Now these views that we have, these
Standard Views, there is also a toolbar that
| | 01:45 | allows us to get to those very easily.
| | 01:49 | So if I go toolbars>Views you'll get
this Views toolbar and I can just select
| | 01:56 | each one of these and get whichever view I want.
| | 02:00 | This can float, or you can also dock this as
well and However, you want to use it, is fine.
| | 02:07 | Now that I have these use I can also
just rotate out these, or I can go back to
| | 02:11 | standard Perspective.
| | 02:14 | There is one more type of
perspective that's also kind of handy.
| | 02:18 | So I'm going to go ahead and
position this so I've got my horizon here.
| | 02:21 | I'm going to zoom out just a little
bit so I got it right about here, and
| | 02:24 | instead of just regular traditional
perspective we also then do what's called
| | 02:29 | Two-Point Perspective, and this is the
kind of the classic perspective that you
| | 02:34 | learned in grade school art class.
| | 02:36 | And what it does is it actually creates
a perspective from the horizon line and
| | 02:42 | basically that standard type of perspective.
| | 02:44 | Now this is kind of nice if you
want to create that sort of look for
| | 02:48 | presentation or something like that.
| | 02:50 | The difference between Two-Point and
regular perspective is that Two-Point
| | 02:55 | Perspective the lines are vertical.
| | 02:58 | So all of the vertical lines are
actually vertical in this and the only
| | 03:02 | perspective is left right.
| | 03:04 | Also notice that when you're in Two-Point
Perspective it actually shows up
| | 03:08 | here in the top left of your viewport, it
tells you that you're in Two-Point Perspective.
| | 03:14 | So if we want we can go ahead and turn that
off and just use regular type of perspective.
| | 03:20 | One more thing I want to show you
about views is that we can actually step
| | 03:25 | through different types of views.
| | 03:27 | One of the things that SketchUp doesn't
have is that it doesn't have that four
| | 03:30 | view pane, that a lot of drafting and 3D
programs have, but we can step through views.
| | 03:36 | So, for example, let's say I was taking
a look at this streetlight and working
| | 03:41 | on that and I wanted to
see the scene as a whole.
| | 03:44 | So I can zoom into this streetlight and
then maybe due, for example, a Zoom Extents.
| | 03:50 | And when I do that, SketchUp actually
remembers the sequence of views that I have.
| | 03:55 | So these two buttons here allow me to
go from the Previous and the Next camera
| | 04:01 | view, these are also in my Camera menu
as well, we have Previous and Next, but
| | 04:06 | much easier to get to
them from this toolbar here.
| | 04:08 | So if I go Previous, it shows me the
streetlight that I was working on, if I go
| | 04:14 | Next it does my Zoom Extents.
| | 04:16 | So this is a great way to
kind of step through your views.
| | 04:20 | So you can actually remember the
views that you had, so I can actually step
| | 04:25 | back to the point where;
| | 04:28 | so let's say I had this streetlight
here, and then I do, for example, a Right
| | 04:34 | viewport and zoom out and
do a Parallel Projection.
| | 04:40 | Then I can actually go back through all
of these and even change the perspective.
| | 04:45 | So I go from this to orthographic
back to regular perspective, and so on.
| | 04:49 | So you can see how handy this is in working.
| | 04:53 | So a lot of times what you'll do when
you will work is you'll zoom in close and
| | 04:56 | you'll set up your view, and
then you can zoom back out again.
| | 04:59 | So it's nice to know that SketchUp
actually remembers where you've been with
| | 05:03 | your camera and allows you to kind of go back.
| | 05:06 | So as you can see SketchUp has a
really wide array of tools for moving your
| | 05:11 | camera around and changing perspective.
| | Collapse this transcript |
| Shading faces and edges | 00:00 | Up until this point, we've been
changing the way we view scene just by changing
| | 00:04 | the camera position and the camera
perspective, but we also can change the
| | 00:09 | character of the scene, in other words
the way the lines look, the surfaces,
| | 00:13 | colors, textures that sort of thing
and we can do that through the View menu.
| | 00:18 | Now the View menu allows us to
turn on and off our toolbars.
| | 00:22 | We also can turn on and off all sorts of things.
| | 00:25 | So one of the things we can turn on
and off are our Axes so you can see how
| | 00:28 | those disappear and we can turn those back on.
| | 00:31 | We also can go to Shadows and Fog
which we'll get to, but the ones we want to
| | 00:35 | look at Right now, are Edge and Face Styles.
| | 00:39 | Now before I actually get into these,
let's do a little bit of SketchUp 101 and
| | 00:44 | I'll show you the difference
between a Face and an Edge.
| | 00:48 | So I'm just going to go ahead and zoom
in, so I can actually get one of these
| | 00:52 | houses in my viewport here.
| | 00:59 | And let's go ahead and activate the Select tool.
| | 01:02 | Now we haven't used this before, but
it's really a very simple tool, it just
| | 01:05 | allows us to select things in the scene.
| | 01:08 | So we can get it here, or you can just
hit the Spacebar to select an object.
| | 01:14 | So in this case, we're actually
going to select faces and edges.
| | 01:17 | So let's start with edges. An edge is a line.
| | 01:21 | So, for example, if I select this
line that defines the corner of the roof
| | 01:26 | here that's an edge.
| | 01:28 | The front of the roof is
an edge. This is an edge.
| | 01:32 | Edges are straight lines.
| | 01:34 | Faces are surfaces, they're planes.
| | 01:38 | This is a face, this is a
face, and this is also a face.
| | 01:42 | Now faces are planes, they're
bounded by edges and so we have edges as
| | 01:48 | lines, faces are surfaces.
| | 01:50 | So let's go ahead and just do a Zoom
Extents, get back out here and let's go
| | 01:55 | ahead and start playing with
some of these Edge and Face Styles.
| | 02:00 | So in our View menu, we have a
number of different Edge Styles.
| | 02:04 | By default, we have Edges turned on.
| | 02:07 | If we want, we can turn those off.
| | 02:10 | So if I turn off my edges, you can see how I
get a much more naturalistic sort of render.
| | 02:17 | You'll notice here I still have some
lines here, basically around the outsize of
| | 02:22 | the building and those
are what we call Profiles.
| | 02:26 | So if we turn those off as well, we'll
just get a very natural render of our
| | 02:32 | buildings and we can go
ahead and turn those back on.
| | 02:38 | So when you turn on Edges, it turns on
all the edges, and then the second type
| | 02:43 | of edge is called a Profile and what that does
is anything on the outside gets a darker line.
| | 02:51 | So notice how the top of this roof is a
darker line, while this interior line is lighter.
| | 02:56 | Now if I were to move this building
over this way, you would see that now this
| | 03:01 | line is light and that is dark.
| | 03:04 | So really what it does it shows you the
outside edge or the silhouette of the object.
| | 03:09 | So we can turn those on or off.
| | 03:12 | Now in addition to this, we
also have some other ones.
| | 03:16 | We have what are called Back Edges.
| | 03:18 | Now what this does is it turns on the
edges that you wouldn't normally see.
| | 03:22 | So when I turn on Back Edges, it kind
of gives me almost like a wireframe view,
| | 03:27 | or a ghosted view, so I can
actually see what's inside the buildings.
| | 03:33 | So this can be really handy if you want
to diagnose how something is constructed
| | 03:38 | and you want to see inside of objects
and kind of get a sense for how the whole
| | 03:42 | thing is constructed.
| | 03:45 | Now another one we can turn those
on or off, it's really just a toggle.
| | 03:49 | We also have what's called Depth Cue.
| | 03:52 | Now what Depth Cue does is it makes the
edges that are closed to you, dark and
| | 03:59 | the ones that are far away are
going to get lighter and lighter.
| | 04:04 | You can see this a little bit
better if you turn off Profiles.
| | 04:08 | So what happens is the edges here
closed to the camera, are very thick and the
| | 04:13 | ones further away are thinner.
| | 04:16 | So this gives you a sense of depth,
a sense of perspective as well.
| | 04:21 | And also when you have a more complex
scene, it will definitely give you the
| | 04:25 | better sense of the scale of the scene.
| | 04:28 | I'm going to go ahead and turn off Depth Cue.
| | 04:33 | Now the last one is Extension and
that's really just a drawing kind of tool.
| | 04:39 | So if we zoom inhere, you
may not be able to see this.
| | 04:43 | Now we can control this a
little bit more precisely.
| | 04:46 | We're not going to get into that right
now, we'll get into that a little bit
| | 04:49 | later, but what happens is
Extension basically is just a drawing style.
| | 04:53 | So what it does is it
overdraws the end of the line.
| | 04:56 | You can see it right here where it kind
of actually just goes beyond the corner
| | 05:00 | and that's just a style that some people like.
| | 05:03 | It's really just a graphic
kind of way of looking at things.
| | 05:07 | So I'm going to go ahead and Zoom
Extents Again, and then just reposition my
| | 05:11 | camera and let's take a look at the Face Styles.
| | 05:15 | Now Right now, we have it set to
Monochrome which basically just shows our faces
| | 05:21 | in a single solid color.
| | 05:23 | We can also go into a number of other ones.
| | 05:26 | We have X-ray, Wireframe,
Hidden Line, and so on.
| | 05:29 | So let's start with
Wireframe and work through those.
| | 05:31 | So when I turn on Wireframe what
happens is it basically takes away the shading
| | 05:37 | and it shows us our buildings in
wireframes, so it just shows the edges.
| | 05:44 | If I want, I can also turn on Hidden
Line and what that does is it hides
| | 05:50 | the back facing edges.
| | 05:52 | So it's like wireframe, but
without being able to see what's behind.
| | 05:56 | So it actually does hide the lines.
| | 05:59 | And this is actually
kind of a neat little style.
| | 06:01 | It gives you kind of a nice drawn look
without too much clutter and this is kind
| | 06:06 | of a nice presentation style.
| | 06:08 | You can also do what's called Shaded.
| | 06:11 | So when you Shaded, the actual colors
come out and you notice that now these
| | 06:16 | buildings and the grass and all
that actually have some color to them.
| | 06:21 | So this actually shows you color and
shading, and then we can go one step
| | 06:28 | further which is Shaded with Textures.
| | 06:32 | And when I do that, notice how it
turns on the roof tiles which are actually
| | 06:36 | a texture and also if you Notice the front
patios are also a stone texture on these buildings.
| | 06:44 | So, that's just another way to
see your scene in more detail.
| | 06:49 | So, for example, if you would have a
brick building, you could actually put a
| | 06:52 | brick texture and actually be able to see it.
| | 06:54 | Now I'm going to go ahead and put this
back to Monochrome, and then we're going
| | 06:58 | to do one more and that's X-ray.
| | 07:01 | What X-ray is, well this is what X-ray
is, and basically it's kind of half
| | 07:05 | shaded and half wireframe.
| | 07:08 | This is a really good way to kind of
see it's almost like a wireframe or hidden
| | 07:13 | line type of thing where you can see
how the object is constructed, but also
| | 07:20 | have a little bit of a sense as
to how it looks in shaded mode.
| | 07:24 | So now I'm going to go ahead and just
turn that off and let's just go ahead and
| | 07:30 | do a Zoom Extents so we can get back out here.
| | 07:32 | So as you can see you have a really
wide variety of looks that you can
| | 07:36 | create within SketchUp.
| | 07:38 | So you can turn on and off the lines,
change the shading, and you can really
| | 07:43 | vary things to have a really nice
look to your scene and all of these can
| | 07:47 | actually be brought into
graphic files and printed and put into
| | 07:51 | presentations, and so on.
| | 07:52 | So we have this flexibility, but
you also can use it down the road in
| | 07:56 | presentations and that sort of thing.
| | Collapse this transcript |
| Creating shadows and fog | 00:00 | In addition to edge and face styles we
also can add shadows and fog to our scenes.
| | 00:06 | Now we can also do those through the View menu.
| | 00:10 | Now there is toggle that turns
on Shadows and also turns on Fog.
| | 00:15 | Now you might not be able to see it
too much, but notice how the buildings on
| | 00:18 | the far end of the street are a little
bit dimmer than the ones here, but let's
| | 00:22 | go ahead and turn off Fog for now, we'll get
to that later, let's just work with Shadows.
| | 00:27 | So I'm going to toggle off Fog and
let's just start playing with Shadows.
| | 00:31 | There is two ways to work with shadows;
| | 00:34 | one is to just add the Shadows toolbar.
| | 00:37 | So we go into toolbars and we can add
a Shadows toolbar which allows us to
| | 00:41 | control shadows, but probably the
better way or the more robust way of doing
| | 00:46 | that is to use the shadow window.
| | 00:49 | So I'm going into Window>Shadows and
it brings up this floating window that I
| | 00:55 | can just put wherever I want in the scene.
| | 00:57 | Now this window has a number of options;
| | 01:00 | one is to change our time zone which is
our latitude and so this just tells you
| | 01:05 | where you are in
relation to Greenwich Mean Time.
| | 01:07 | Then we have the actual Time of day.
| | 01:11 | Now we can either type in the exact
time, or we can just use this slider and
| | 01:17 | this will give us the time of day and
we can show how these shadows change as
| | 01:23 | the sun moves across the sky.
| | 01:25 | Now notice how the shadows are longer
on this side in the morning which means
| | 01:30 | the sun is on the far side of the street.
| | 01:33 | And so that means that the street is
going east-west and then on this side we
| | 01:39 | notice that sun is closer to us, the
shadows are farther away and so this side
| | 01:43 | of the street is the west side of the street.
| | 01:46 | In addition to the time,
we can also change the Date.
| | 01:50 | So we can change it from October to
January and you can see how these shadows
| | 01:55 | change as we move through the year.
| | 01:58 | So I'm going to go ahead and get the
shadows so that they are kind of long.
| | 02:01 | So I'm going to put us around November,
December and let's go ahead and just
| | 02:05 | give us a nice long shadow, so we can
play with the actual character of the
| | 02:09 | shadows which are accessed here
through the Light and Dark menus.
| | 02:13 | So what this Light slider does is
it controls the intensity of the sun.
| | 02:18 | So if I bring it up you'll notice that
the sun gets brighter, if I bring it down
| | 02:23 | you'll notice that it gets darker.
| | 02:27 | So this is kind of the Brightness control
and the Darkness is how dark your shadows are.
| | 02:32 | So if I make my shadows really dark you
can see that my shadows get darker and
| | 02:37 | if I bring it up you'll see
that the shadows get lighter.
| | 02:40 | So we can actually use these to
control how the light looks in the scene.
| | 02:44 | So if I were to bring the Light up and
the Dark down you'll see that we actually
| | 02:50 | get a very high contrast kind of scene.
| | 02:53 | If we go the opposite if we turn
Light down and Dark up you get a much
| | 02:59 | brighter kind of day.
| | 03:01 | So we're actually removing dark and
we're kind of giving it more of a sunny
| | 03:05 | bounce light type of thing.
| | 03:06 | So you can really control how
the character of your light looks.
| | 03:11 | We can also toggle on Use sun for
shading and this allows us to Display whether
| | 03:16 | we want the shading, On the faces,
On the ground, or From edges.
| | 03:21 | So we wanted to go either On the faces,
okay so each one of these is a face,
| | 03:27 | but when you get to the end of this
street, for example, we actually have no
| | 03:31 | faces, but we actually have a ground
plane, so we can turn that on, so we could
| | 03:34 | have those kind of leak over into that ground
plane, or we could turn it off on that as well.
| | 03:40 | You can also have the
edges create shadows as well.
| | 03:45 | So that's the basics of shadows,
let's go ahead and now play with fog.
| | 03:50 | So I'm going to go ahead and under View
let's turn off our Shadows and turn on Fog.
| | 03:57 | We can control fog in much the same way that
we control shadows by using the Fog window.
| | 04:03 | So I go into Window select Fog
and it brings up my Fog controls.
| | 04:08 | Now these are much simpler than the shadow
controls, but let's go ahead and see how they work.
| | 04:13 | This interface is very simple,
you can turn on or off your fog.
| | 04:17 | So I'm turning it off, turning it back
on, and then we have two sliders here;
| | 04:22 | one controls how close the fog is, so
if I bring it closer you can see how it
| | 04:29 | gets a little bit fog here and
this controls the density of the fog.
| | 04:34 | Okay, so you can see if I bring both of
these down the model gets hidden by the
| | 04:39 | fog, and then I can control the Distance.
| | 04:45 | So basically these are kind of like
where does the fog start, so if I bring
| | 04:50 | these close together at the end of the
street that means that the fog starts
| | 04:54 | there and it ramps up.
| | 04:56 | So the distance from here to here is
basically how quickly does the fog take
| | 05:03 | effect, so this is kind of what's like,
this is zero fog, this is a 100% fog.
| | 05:08 | So if I move this further away then
the fog goes away, if I bring it in we'll
| | 05:12 | say we want to obscure just the end of
the street, and then we can dial in the
| | 05:17 | fog However, we want.
| | 05:19 | Now in addition to this you
can control the color of the fog.
| | 05:23 | By default, it's using the background color.
| | 05:26 | If I turn that off I can bring up a
Color Picker and I can make the fog
| | 05:31 | whatever color I want.
| | 05:33 | So I want Red fog I can do that,
or you can use the background color.
| | 05:38 | So shadows and fog are great ways to
add even more life and character to your
| | 05:44 | scene and so go ahead and experiment
with those and see what you can do.
| | Collapse this transcript |
| Creating Scenes| 00:00 | By now we've learned how to create all
sorts of different ways of looking at a
| | 00:04 | scene within SketchUp.
| | 00:06 | SketchUp allows us to save those
views into what it calls scenes.
| | 00:10 | We can get to that by going into
Window>Scenes and this brings up the
| | 00:16 | Scenes Editor window.
| | 00:18 | So what we can do is we can actually
create different views and then save them out.
| | 00:25 | So if I want this perspective view of
my townhouses, all I have to do is just
| | 00:29 | hit Plus and this will add it as a scene.
| | 00:32 | Now it gives me this little Warning!
| | 00:34 | I'm just going to go ahead and
click through this and say Create Scene.
| | 00:37 | Now what this does is it actually
creates a scene and it also creates up here a
| | 00:43 | little tab on top of my viewport.
| | 00:47 | So let's go ahead and do
another view of the scene.
| | 00:50 | So let's go into Camera
and let's just do a Top view.
| | 00:54 | In fact, let's make this an
orthographic view so I'm going to go ahead and do
| | 00:57 | Parallel Projection and
then zoom out a little bit.
| | 01:01 | So now I've got a nice top view of
those buildings, and so all I have to do is
| | 01:06 | just hit Add Scene Again, and then
Create Scene and now I have two tabs.
| | 01:13 | So if I select the first Tab I get my
Perspective view, if I get my second Tab I get my Top view.
| | 01:21 | So these can be very handy for
creating stock views that you can switch
| | 01:26 | between very, very quickly.
| | 01:28 | So you can see how this can be very
handy in navigating complex scenes.
| | 01:34 | If I wanted to do something else I can
go into Scene 1 here, and let's say I
| | 01:37 | wanted to do kind of a zoom in or
something like that I can do that as well.
| | 01:43 | So we can create a third scene.
| | 01:44 | Let's say we want some sort of like a front
view and elevation view of these buildings.
| | 01:49 | And so again, I can just hit Plus
and Add Scene>Create Scene and there we go.
| | 01:56 | When I do this notice how it just
kind of puts that in the middle.
| | 02:01 | So if I want I can also right-click over
these and I can Move them Left or Right.
| | 02:07 | So, for example, if I wanted to Move
this one to the Right to get that, so we
| | 02:11 | have 1, 2, 3 we can do that.
| | 02:13 | So we can do 1, 2, and then 3.
| | 02:17 | Now these scenes can also be named, so
if I want to I can actually edit this.
| | 02:24 | I can right-click over this
and I can Rename the Scene.
| | 02:29 | We can see that right here and all I
have to do is type and say let's just
| | 02:33 | call that Top View.
| | 02:35 | So now I have a Top View.
| | 02:37 | Okay, so now I have Scene here and we
want we can rename the scene and we can
| | 02:43 | just actually go in here just type, for
example, Perspective, whatever we want
| | 02:48 | and that will go ahead and change that as well.
| | 02:51 | In addition to this, you can also change
the style of the scene, in other words,
| | 02:56 | the shadows, the fog, the shading, and so on.
| | 02:58 | So, for example, in this scene let's
say I wanted to actually turn on Shading
| | 03:05 | and maybe even turn on Shadows.
| | 03:07 | And so now I've a much more finely
rendered scene and so what I could do is I
| | 03:12 | can right-click over this and do Update Scene.
| | 03:16 | And what do we want to Update, let's
Update everything, and now here is where
| | 03:19 | this window kind of comes in
handy, this is this Warning!
| | 03:23 | What do you want to do to your styles changes?
| | 03:26 | Let's just go ahead and
Save this as a new style.
| | 03:29 | It is a new way of looking at the scene.
| | 03:31 | So once we do that it saves it, then
when we go to our Top View notice how it
| | 03:37 | changes this view as well, because
we haven't saved the style, we haven't
| | 03:41 | created what's called a style.
| | 03:43 | We'll get in a little more depth into
styles later, but for Right now, just
| | 03:48 | understand that a style is how all
of the view settings are configured.
| | 03:53 | So if you want shading or non-shading
wireframe that sort of stuff, that's all
| | 03:57 | contained in a style.
| | 03:59 | So for this one let's go ahead and
turn off Shading, in fact, let's just do a
| | 04:03 | Hidden Line, so we have kind
of more of a top elevation.
| | 04:07 | And then let's go ahead and do Update
Scene again, and this time I want to Save
| | 04:12 | this as a new style.
| | 04:13 | So now when I go to the Perspective
it changes the style, shows me the
| | 04:18 | shading of the textures.
| | 04:20 | When I go to the Top View
it gives me that other one.
| | 04:24 | So if I go to Scene 3 I still haven't
saved the style for it, so it's just going
| | 04:28 | to go to a default style, so let's go
ahead and just give it something else.
| | 04:32 | Let's just do Monochrome for this and
just do Update Scene>Update and we want to
| | 04:37 | Save this as a new style.
| | 04:39 | So now what we've done is we created
three styles and save them into a scene.
| | 04:44 | So as we go from scene to scene now not
only are we changing the camera position
| | 04:49 | and perspective, we're also changing
the shading, the edge options and so on,
| | 04:55 | and we're changing the style of the scene.
| | 04:58 | So you can see how scenes are very
handy for not only organizing the way your
| | 05:02 | cameras look at the scene, but also
the style and texture of your scenes.
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| Setting preferences| 00:00 | Another thing we need to mention
about the SketchUp Interface is the
| | 00:03 | Preferences window.
| | 00:05 | So let's go into Window and let's go
into Preferences and this is where you can
| | 00:10 | really control how SketchUp works.
| | 00:14 | Let's just go through some of the basics here.
| | 00:16 | If we go to the top under Applications,
we can set our Default Image Editor.
| | 00:21 | So, for example, if you wanted to use
Photoshop, you would just select it here.
| | 00:26 | Under Compatibility, we have different
ways to change the mouse wheel style as
| | 00:31 | well as how to highlight components and groups.
| | 00:35 | Under Drawing, we have different
types of click styles, as well as whether
| | 00:40 | or not you want to display
crosshairs and also some options on how to use
| | 00:44 | the Push/Pull tool.
| | 00:45 | For Extensions, now this is actually
kind of important, if you have additional
| | 00:50 | extensions you want to bring into
SketchUp such as utilities that sort of thing,
| | 00:55 | you can click them on or off here.
| | 00:58 | Later, we are going to be
using the Sandbox tools.
| | 01:00 | So I'm going to go ahead and click that on.
| | 01:03 | Now, under Files, this is really
just where to look for files initially.
| | 01:08 | So, if you have a specific texture
directory or materials directory, you can
| | 01:13 | set that, so that way everybody can point
to the same server, and that sort of thing.
| | 01:19 | Under General, do you want it to
create backups? Do you Auto-save?
| | 01:22 | That can be very important that can
help you in case of a failure of your
| | 01:26 | computer or something like that.
| | 01:28 | You can also have it check models for
problems and automatically fix those if
| | 01:33 | those problems are found.
| | 01:36 | The next one is for display.
| | 01:38 | This is just how it uses OpenGL to
control how it displays and I usually check
| | 01:43 | everything On to make sure I have
fast feedback and this will work for most
| | 01:48 | fast graphics cards.
| | 01:49 | Now, this is where you
can set your shortcut keys.
| | 01:52 | We're going to leave all of our
shortcuts to default, but you can actually
| | 01:56 | change and add your own
shortcuts if you want them.
| | 02:01 | This one is which template
do you use when you start up.
| | 02:04 | Now do you want to use feet,
or Inches, that sort of thing?
| | 02:07 | This is where you would set it, and also
what sort of workspace do you want to use?
| | 02:13 | Do you want to use large or small tool buttons?
| | 02:15 | Now I'm going to keep these at large.
| | 02:18 | So those are some of the basics of
the Preferences window and as you work
| | 02:22 | through SketchUp you may have to change
Preferences from time to time, so now,
| | 02:25 | at least you know where everything is at.
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|
|
2. Manipulating ObjectsSelecting and moving objects | 00:00 | Now, let's go ahead, and start
manipulating objects within SketchUp.
| | 00:05 | We're first going to be working
with the Select and Move tools.
| | 00:10 | You can find them here under the tools palette.
| | 00:12 | We have Select and Move.
| | 00:14 | You can also find them here on the toolbar.
| | 00:18 | We have Select here as well as Move.
| | 00:22 | Now, the first thing we're
going to work with is Select.
| | 00:25 | One thing that's really important is
that the hotkey for Select is the Spacebar.
| | 00:30 | Now, this is one you really should
remember because as you work with SketchUp
| | 00:34 | you're going to be selecting a lot of
objects and the Spacebar is a great way to
| | 00:38 | reselect something, so you're maybe in
the middle of an operation or rotating or
| | 00:42 | moving something around and you want to
get to another object, just reflexively
| | 00:46 | tap the Spacebar to select.
| | 00:49 | So I'm going to go ahead and activate
the Select tool and then just left-click
| | 00:54 | on an object to select it.
| | 00:56 | So I've selected the chair, and I can
select the table, I can select the couch.
| | 01:01 | If I want to deselect something, all
I have to do is just click on nothing
| | 01:05 | and that will deselect.
| | 01:07 | If I want to Multiple Select Objects, all
I have to do is hold down the Shift key.
| | 01:12 | So I can select the chair.
| | 01:14 | So if I hold down the Shift key,
notice how the cursor changes to Plus,
| | 01:19 | Minus and I can left-click on the
table to select that and select the couch.
| | 01:25 | Now, if I want, I can also use this to deselect.
| | 01:28 | So if I hold down the Shift key and
select the table, I'm actually deselecting it.
| | 01:34 | So you can toggle that on
and off just by clicking on it.
| | 01:37 | So you can select or deselect.
| | 01:39 | Again, if you click outside,
it will deselect everything.
| | 01:42 | Now, if you want, you can also Multiple
Select Objects just by clicking and dragging.
| | 01:48 | So all I have to do is position my
cursor up above here somewhere, left-click
| | 01:52 | and drag, draw a box around
everything and it's selected.
| | 01:57 | You can also deselect in this way.
| | 02:00 | Hold down the Shift key and Again, left-click
and drag to draw a box and you can
| | 02:05 | deselect the objects as well.
| | 02:07 | Once you select objects you
want to do things with them.
| | 02:10 | So let's go ahead and use the Move tool
and show you how to move objects around.
| | 02:15 | So I'm going to go ahead and select this chair.
| | 02:18 | In fact, I'm going to go ahead and move
my Viewport a little bit, so we can see
| | 02:22 | this a little bit more clearly.
| | 02:24 | And once I do that, all I have to do is
activate the Move tool, or hit M on the
| | 02:30 | keyboard, and then just left-click on
the object and you can move it around.
| | 02:36 | Now one of the problems you have with
moving an object just randomly like this
| | 02:42 | is that you really don't
know where you're moving it.
| | 02:45 | We're actually working in 3D space.
| | 02:48 | So when I move an object, I don't
know if I'm moving it up, down, back and
| | 02:52 | forth, left or right, because we
actually have a flat 2D screen and we have to
| | 02:58 | manipulate 3D space.
| | 03:01 | One of the things I want you to know
about SketchUp is that it does have three
| | 03:06 | axes and let's go ahead
and take a look at these.
| | 03:08 | We have the red axis, the
green axis and the blue axis.
| | 03:15 | So anybody familiar with other types
of 3D programs would also know these as
| | 03:19 | the X, Y, and Z axis, or you could also call
it North, South, East, West and Up and Down.
| | 03:27 | But just note that we have
three axes for our 3D space.
| | 03:32 | And the reason I'm telling you this is
because I want you to know that we can
| | 03:36 | actually snap our Move tool to those axes.
| | 03:41 | When I select the chair, and I want
to move it, I'm going to select my Move
| | 03:45 | tool, let's say I want to
move it on a specific axis.
| | 03:49 | Well notice how as I kind of
move this around, it snaps.
| | 03:54 | So I can snap it to the blue axis, move
it up and down, or If I can find a way
| | 04:00 | to snap it to the green axis, I can
move it that way, or the red axis.
| | 04:06 | Now, sometimes you'll move the object
off of these axes, and it will be kind of
| | 04:10 | hard to get on to a specific axis.
| | 04:14 | So in this case the Shift key is your friend.
| | 04:18 | So when I hold down the Shift key,
watch what happens to this red line.
| | 04:23 | It gets double bold which means now I can
only move this object along that red axis.
| | 04:31 | If I let go over the Shift key, it'll
pop out, and let's say I can find the
| | 04:35 | green axis, and Again, if I hold down the
Shift key, I can move along that green axis.
| | 04:41 | Another way to find these axes is by
using the arrow keys on your keyboard.
| | 04:49 | So we have an Up Down, Left, and Right-arrow.
| | 04:52 | If I click and hold the left-arrow,
it will automatically snap to green.
| | 04:59 | I don't have to hold down the Shift key,
all I have to do is hold down the left-arrow.
| | 05:03 | Right-arrow is the red axis, and
then the up-arrow is the blue axis.
| | 05:13 | If you want you can also
select and move multiple objects.
| | 05:18 | So if I want, I can just rubber-band
select everything, and then just go ahead
| | 05:23 | and move those as well.
| | 05:25 | So if I want I can just move all these objects.
| | 05:29 | One nice thing about the Move
key is that it is also a Copy key.
| | 05:36 | So we can actually select an object
and copy it by using the Move key.
| | 05:42 | So all you have to do is hold down the Ctrl
key or on the Mac hold down the Option key.
| | 05:47 | So if I hold down Ctrl and drag, I get a copy.
| | 05:54 | So I can actually copy that chair,
or If I want, I can copy everything.
| | 05:59 | So I can select everything here, go to
the Move tool and then hold down the Ctrl
| | 06:05 | key, and then I can start
duplicating all of these objects.
| | 06:09 | So as you can see we can select
multiple objects, we can move them, and also by
| | 06:15 | holding down the Ctrl key,
we can copy objects as well.
| | 06:18 | So these tools are very useful and
you'll be using them a lot when you
| | 06:23 | use SketchUp.
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| Scaling and rotating objects | 00:00 | There are two additional ways to
manipulate objects within SketchUp and that's
| | 00:05 | by rotating and scaling those objects.
| | 00:09 | We can find the Rotate and Scale
tool under tools>Rotate, and Scale, and
| | 00:15 | the hotkeys are Q and S and there is also a
Rotate here, and a Scale here in the toolbox.
| | 00:22 | So we have Move, Rotate, and Scale.
| | 00:27 | So let's go ahead and play with Rotate first.
| | 00:30 | So I'm just going to go ahead and
select Rotate, and let's just go ahead and
| | 00:34 | just move this around and notice how
when you select the Rotate tool, this
| | 00:38 | little protractor kind of device comes
up, and this really just tells us how
| | 00:43 | we're going to rotate it.
| | 00:45 | So, for example, if I go over to this
chair, notice how it snaps to the surface.
| | 00:50 | So if I'm on the side of the chair,
it's going to rotate around the red axis.
| | 00:55 | If I go to say the front of the chair,
it will rotate around the green axis,
| | 01:02 | because that axis is perpendicular to that face.
| | 01:05 | If I find something that's on the top,
it'll rotate around the vertical axis.
| | 01:12 | So all we need to do is select the
axis that we want and this is going
| | 01:16 | to require two clicks.
| | 01:19 | So what I do is I get my Protractor,
snap to the axis that I want, and then
| | 01:25 | click and let go and what this does is
it just allows you to pull out this line,
| | 01:33 | and then when you click the
second time, that's when you rotate.
| | 01:38 | So basically what you're doing
is you're kind of creating an arc.
| | 01:41 | Also notice that as you rotate,
it will snap to 90 and 180.
| | 01:48 | So if I wanted to rotate this 90 degrees
you can get the snap to 90.
| | 01:54 | If you want to rotate a specific
angle, you can always type that in.
| | 01:59 | Notice how here on the bottom it's
actually telling me the angle in this little
| | 02:04 | box in the bottom-right corner.
| | 02:06 | So if I want, let's say I wanted to
rotate it 45, all I have to do is type-in
| | 02:10 | the number 45 and hit Enter, and it will rotate.
| | 02:15 | So again, I can select this, left-click,
drag out a line and then rotate again.
| | 02:24 | If I want, I can type-in a number such as 45.
| | 02:28 | So let's go ahead and just move that back.
| | 02:30 | I am just going to go ahead and notice
how it will snap to 90, so I'm going to
| | 02:34 | go ahead and snap it back.
| | 02:36 | Just like with the Move tool you can
use the Rotate tool as a Copy tool.
| | 02:42 | So, for example, if I select this
couch, and activate the Rotate tool, I
| | 02:49 | can copy this couch.
| | 02:51 | So all I have to do is hold down the
Ctrl or the Option key depending on whether
| | 02:57 | you're on PC or Mac, and then
just hold down the Ctrl key.
| | 03:03 | As you hold down the Ctrl key, notice
how you have the Plus sign here and
| | 03:08 | then left-click and drag
and now I can copy that couch.
| | 03:12 | So if I rotate it around 90 degrees and then hit
the Move tool, I can create a second couch.
| | 03:20 | So as you can see copying while
rotating can also be very advantageous.
| | 03:26 | You can, for example, rotate something around;
| | 03:28 | you can also create arrays of things.
| | 03:31 | So if you wanted something to be in
like a fan shape or something, you can just
| | 03:34 | make successive copies of it.
| | 03:37 | Now, the next tool that we
want to use is the Scale tool.
| | 03:41 | So I'm just going to go ahead and select
this couch, and let's go ahead and scale it.
| | 03:46 | We can use the Scale tool here, or we can go
into tools, and just hit the S key for Scale.
| | 03:54 | So I'm going to go ahead and
activate the Scale, and notice how when you
| | 03:58 | activate this tool, all of
these little boxes come up.
| | 04:02 | So we have a bounding box around the
object, and then all of these little box
| | 04:07 | shaped handles, these will
tell you how it's going to scale.
| | 04:12 | So if you select ones that are in
the middle of an edge, you can scale
| | 04:16 | diagonally around the object, or If you
select the corners, this is uniform scale.
| | 04:25 | So this is just making it bigger and
smaller, it's not really stretching it.
| | 04:29 | And if I wanted to, I could
stretch it by doing this, and so on.
| | 04:36 | If I want to scale uniformly no matter
what, I can always hold down the Shift key.
| | 04:42 | In fact, if you look here along the
bottom here, it says Ctrl will always scale
| | 04:47 | around center, or Option on the
Mac, and Shift will toggle uniform.
| | 04:51 | So if I hold down the Shift
key it will scale uniformly.
| | 04:56 | If I let up on the Shift key, it'll
squash and stretch, hold down the Shift key,
| | 05:01 | it will scale uniformly.
| | 05:03 | Now if I hold down the Ctrl, or the
Option key, it will scale around the center.
| | 05:08 | Now the reason you may want to do this
is because if you scale uniformly around
| | 05:13 | the opposite point, it will
scale towards that corner.
| | 05:17 | But if I scale while holding down the
Ctrl or the Option key, it will scale
| | 05:23 | around the middle of the object.
| | 05:27 | So those are the basics of the Rotate
and Scale tool, and I'm sure you're going
| | 05:31 | to be using these a lot
as you work with SketchUp.
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| Manipulating faces and edges | 00:00 | Now that we understand how to move,
rotate, and scale objects we can also use
| | 00:06 | the Move, Rotate, and Scales tools to
reshape those objects and we'll do that by
| | 00:11 | moving, rotating, and scaling the faces
and edges which comprise those objects.
| | 00:18 | So let's go ahead and take
a look at how to do that.
| | 00:21 | So before we do that let's do a
quick refresher of faces and edges.
| | 00:27 | Remember that edges are lines.
| | 00:30 | So that's an edge, that's an edge,
that's an edge, and those lines define faces.
| | 00:37 | So this is a face, this
is a face, this is a face.
| | 00:41 | So faces are surfaces they're
plains and they're defined by edges.
| | 00:49 | So edges create plains which are of faces.
| | 00:53 | So we can manipulate
either one of these objects.
| | 00:57 | Let's go ahead and take a look at edges.
| | 00:59 | I'm going to select the
very top edge of this roof.
| | 01:03 | So basically the peak of this roof
and then all I have to do is move it.
| | 01:09 | So I'm going to select the Move tool
or hit M on the keyboard, and then I can
| | 01:14 | just left click and drag and it should
snap to the blue axis, but if not just
| | 01:20 | hold the Up Arrow and that will
force it to snap to the blue axis.
| | 01:25 | So now I've just increased the height
of my roof simply by moving that edge.
| | 01:32 | If I want I can select
multiple edges and move those as well.
| | 01:37 | So I can select this edge, this edge, this edge.
| | 01:41 | Now I'm holding down the Shift key here.
| | 01:45 | So let's go ahead and select all the
edges that are on this roof and Again, if I
| | 01:50 | want to move those as you can
see I can move the entire roof.
| | 01:54 | I'm going to go ahead and undo that
and now let's take a look at faces.
| | 02:00 | So if I want I can also move faces.
| | 02:03 | So, for example, if I were to select
this face here and hit the M key to move I
| | 02:10 | can Again, just move that as well to
reshape that or to extend that and actually
| | 02:17 | probably a more practical way to
use this will be on this steps.
| | 02:21 | So go ahead Again, hit Spacebar for select.
| | 02:24 | Select this face on the edge of the
steps and then hit the M key to go in to
| | 02:30 | Move mode, and then we can move that
and basically make the steps wider.
| | 02:36 | We can do the same for the front of the steps.
| | 02:39 | So I'm going to go ahead select that
face and then Again, go into the Move tool
| | 02:44 | or hit the M key, and then
I can move those as well.
| | 02:48 | Now if want I can select multiple faces.
| | 02:52 | So I can go in to Select mode here and
Shift+Select both for faces and then go
| | 02:59 | into Move and move both of
those, very, very simple.
| | 03:04 | Now we've just been using the Move
tool, but we can also use the Rotate
| | 03:09 | and Scale tool as well.
| | 03:11 | But many times Rotate and Scale don't
work well on square models like this.
| | 03:17 | But let's just go ahead and take a
look at how they work and it may apply
| | 03:21 | differently depending on the model.
| | 03:22 | So for Rotate just go ahead and just
select the face and select the Rotate tool.
| | 03:27 | So all I've to do is select that, Again,
drag it out, and then I can rotate.
| | 03:32 | And notice how the model is kind of
breaking up for this and this really isn't
| | 03:35 | something that you would want to rotate.
| | 03:37 | So I'm going to go ahead and Undo that
and let's go ahead and hit the Spacebar,
| | 03:41 | go to Select and make sure
we have that selected again.
| | 03:45 | Let's just go to Scale and see how that
works, and Again, this is just to show
| | 03:49 | you that you can scale faces.
| | 03:51 | So I don't think there is
particularly a face you want to scale, but it is
| | 03:54 | something we can do.
| | 03:55 | It just depends on how the model is built.
| | 03:58 | So those are some of the basic tools
for manipulating, rotating, moving, and
| | 04:03 | scaling parts of your model.
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| Advanced selection tools| 00:00 | Let's take a look at some
more advanced selection tools.
| | 00:04 | Up until this point we've just been
Shift+Selecting and just selecting our faces
| | 00:08 | and edges one at a time.
| | 00:10 | There are some additional tools that
SketchUp has that makes it easier to
| | 00:13 | select multiple faces.
| | 00:15 | So let's go ahead and take our house
and Again, I'm going to select the edge at
| | 00:21 | the very top of this roof.
| | 00:23 | When you select an edge in the Edit
menu an option will pop up at the bottom
| | 00:30 | that says Edge, and this
allows us to edit the edge.
| | 00:34 | So we have a number of options here,
but the one I'm looking at here is the
| | 00:37 | selection options, and we can select Connected
Faces, All Connected, or All on the same layer.
| | 00:44 | But actually I'm not going to use this
menu, because I want to show you another
| | 00:48 | way of getting to this.
| | 00:50 | So I want to make sure that this is
selected and instead of selecting the Edit
| | 00:54 | menu I'm going to right-click over it.
| | 00:58 | When I right-click notice
how we have our pop-up menu.
| | 01:02 | Now this is what's called
a context sensitive menu.
| | 01:05 | It will change depending
upon what you have selected.
| | 01:09 | In this case I want to scroll
down and look at the Select menu.
| | 01:14 | In this we have Connected Faces, All
Connected, and All on the same layer.
| | 01:18 | So let's take a look at how these work.
| | 01:21 | So when I do select Connected Faces
what it does is it will select those faces
| | 01:27 | that are on either side of the edge,
or In other words, those faces that are
| | 01:32 | connected to each other through that edge.
| | 01:35 | So in this case it selects either side of that
edge or the left and right side of that roof.
| | 01:40 | If I want I can select Multiple Edges.
| | 01:44 | So I select this, this, this, and this,
and then If I right-click and go select
| | 01:51 | Connected Faces, it will select the entire roof.
| | 01:55 | Now there is another option as well.
| | 01:58 | So Again, I'm just going to deselect
and reselect that top of the roof and then
| | 02:04 | right-click over that again.
| | 02:06 | In this case we have Select>All Connected.
| | 02:09 | Now what this does is it walks through
the entire model and it selects anything
| | 02:14 | that's remotely connected to that edge.
| | 02:17 | So if I select All Connected basically
what it does is it selects the entire house.
| | 02:22 | Well, not the entire house, because if
I move that away notice how it doesn't
| | 02:26 | select the windows or the doors.
| | 02:29 | That's because those are separate objects.
| | 02:31 | In fact, I just kind of hung those
on the side of the house almost like a
| | 02:35 | picture to just make it look like that.
| | 02:38 | So they're not directly connected to the house.
| | 02:41 | Now we have a very similar option for faces.
| | 02:44 | So if I select a face such as this one
on the side of the house, notice now we
| | 02:49 | have under the Edit menu,
we now we have one for faces.
| | 02:53 | This also shows up as a context sensitive menu.
| | 02:57 | So I'm going to make sure that this
Face is selected and then right-click over
| | 03:02 | it and notice now we have a Select menu,
very similar to what we had with Edges.
| | 03:07 | Now we have a few more options here.
| | 03:10 | So let's take a look at those.
| | 03:12 | The first one is Bounding Edges.
| | 03:15 | When I select Bounding Edges what it does is
it selects those edges that border the face.
| | 03:22 | So in this case it'd be these edges,
or If I were to select, for example, the
| | 03:26 | front portion of this roof, which is
actually more of a triangle shape and
| | 03:32 | selected the Bounding Edges, it
would just select that triangle.
| | 03:36 | So I'm going to go ahead and reselect
the side of this house and let's take a
| | 03:40 | look at the next one.
| | 03:41 | This one is called Connected Faces.
| | 03:44 | So Again, this is very
similar to what we have with edges.
| | 03:47 | If I select this, it will select
all faces that are connected to this.
| | 03:52 | So let's take a look at how
it works on the roof here.
| | 03:55 | If I select this roof, right-click,
Select>Connected Faces it will select any
| | 04:01 | face that is connected through an edge.
| | 04:04 | So it walks over this edge, selects
this face, it walks over this edge, select
| | 04:09 | this face, this edge.
| | 04:12 | Then even if we look underneath the
roof we'll see it walks over this edge and
| | 04:16 | it actually selects the
whole underside of the roof.
| | 04:19 | So, by doing that I can
actually just move my roof up and down.
| | 04:23 | So if I wanted to raise the roof of the
house I can do that by selecting those.
| | 04:28 | So I'm going to go ahead and
deselect, and let's go ahead and just
| | 04:32 | select another face here.
| | 04:34 | The next one I want to show you is Select
>All Connected, and this is pretty much
| | 04:39 | exactly the same as what we had with edges.
| | 04:41 | It will select the entire house and
anything that is remotely connected to that face.
| | 04:47 | So Again, almost exact same
operation as we had with the edge.
| | 04:51 | Now the last one I want to show you
is actually pretty cool and that is
| | 04:57 | Select by Material.
| | 04:58 | So let's go ahead and select this
roof Again, and right-click over this and
| | 05:03 | we're going to do All with the same Material.
| | 05:08 | So now I have different materials
on different parts of this house.
| | 05:11 | So, for example, the roof
has a roofing material on it.
| | 05:15 | So if I select all with that same
material, it'll select all of the roof
| | 05:20 | parts of the house.
| | 05:22 | We can do the same for the patio.
| | 05:24 | So, for example, if I select one
of the faces on the steps that has a
| | 05:28 | stoned material on it.
| | 05:30 | So if I right-click over that, select
All with same Material, it will select all
| | 05:35 | of the steps as well as the patio
which had that same material as well.
| | 05:39 | You can see how this can be handy
when you're adding materials to house.
| | 05:44 | So, for example, if you wanted to
change what the roof looked like you can
| | 05:47 | select all the materials on the roof
and then add maybe a tile or another type
| | 05:52 | of material to it and it
makes it very, very easy.
| | 05:56 | So as you can see these context
sensitive menus allow you to select your faces
| | 06:03 | and edges a lot more efficiently.
| | 06:05 | So get in the habit of using them.
| | 06:07 | They can become very handy for you.
| | Collapse this transcript |
|
|
3. DrawingLine tool fundamentals | 00:00 | Now let's go ahead and start creating
objects from scratch within SketchUp.
| | 00:05 | I'm going to start with the Line tool.
| | 00:07 | But before we do that let's go
ahead and clear out our scene.
| | 00:10 | I'm going to do File>New, and then I'm
going to hit my Spacebar to activate my
| | 00:16 | Select tool, select the person in
this scene and hit the Delete key.
| | 00:23 | Now that I have a clear scene
let's go ahead and start drawing.
| | 00:26 | The Line tool can be found here under Draw>Line.
| | 00:30 | You also remember the L key for line
is a great hotkey to know, or you can
| | 00:37 | activate it here from the toolbar.
| | 00:40 | Now when you activate the Line tool,
you get a little pencil icon here, and
| | 00:45 | all you have to do is place that pencil
where you want, left-click, and start dragging.
| | 00:51 | You'll notice how you can just start drawing.
| | 00:53 | So I can left-click again, lay down
another line, left-click, left-click, and
| | 01:00 | then If I want I can end it by just
placing this over that original endpoint ,
| | 01:06 | and you'll see that it actually
creates a plane or a face in SketchUp lingo.
| | 01:14 | That's pretty much the basic process.
| | 01:15 | You just-left click and lay down your lines.
| | 01:19 | Now I'm going to go ahead and go to my
Select tool, rubber band select all of
| | 01:23 | this, and delete it.
| | 01:25 | Now one of the things you have to be
aware of with that Line tool is that we are
| | 01:29 | drawing in a 3D space.
| | 01:31 | So if I were to draw something like this,
it might be a really wonderful shape,
| | 01:42 | but it's only a wonderful shape from this angle.
| | 01:45 | If I move my camera you'll realize
that, well, it's not exactly how I
| | 01:51 | pictured it on the screen.
| | 01:53 | So sometimes when you draw in 3D you
might not get the proper perspective you
| | 01:59 | need to actually place
the points where you want.
| | 02:02 | That's where snapping and
inferences come in very handy.
| | 02:07 | So let me show you about those.
| | 02:09 | Again, I'm going to activate the Select tool
and then just select everything and delete it.
| | 02:15 | So let's go ahead and see how snapping works.
| | 02:18 | I'm going to go back to the Line tool
and I'm going to Again, lay down my first
| | 02:24 | point, but now let's take a look at
how snapping works in inferencing.
| | 02:30 | This is very similar to how the Move tool works.
| | 02:33 | So as I come over to the Green Axis, notice
how it's snaps and that line becomes green.
| | 02:41 | So if I'm able to draw on this axis,
I will get something that's parallel.
| | 02:46 | Now every axis will snap.
| | 02:48 | So I can snap to the Red Axis, and if I
go up I can snap to the Blue Axis, and
| | 02:54 | this can really help you draw things accurately.
| | 02:58 | So I'm going to go ahead and snap this
to the Green Axis and lay down my point.
| | 03:03 | So now I have a line that's
parallel to that Green Axis.
| | 03:07 | If I wanted to, I could
draw and snap to another axis.
| | 03:11 | So if I snap to the Red Axis and lay
down that point you'll see that I have a
| | 03:18 | right angle, because those two axes
are add a right angle to each other.
| | 03:22 | And if I want I can keep going.
| | 03:24 | So I can snap to the Green Axis again,
and notice how as I come close to my
| | 03:31 | original point I get another type of
snap and that's this little dotted line.
| | 03:38 | In this case it's a dotted red line
and that tells me that I'm exactly
| | 03:44 | across from this point.
| | 03:46 | So this point here when I get to
that it actually snaps and that's what's
| | 03:51 | called an inference.
| | 03:53 | So what SketchUp is doing is it's
trying to inferior what I'm doing.
| | 03:58 | So it says, hey, here is a point.
| | 04:00 | Maybe you want to snap to this
so you can create a rectangle.
| | 04:04 | So if I snap to this then I know I'm
directly across from this other point and
| | 04:09 | when I draw that last line,
I do get the rectangle.
| | 04:13 | So let's take a look at that.
| | 04:15 | So that's pretty cool.
| | 04:17 | We don't have to snap on a flat plane,
we can also go in 3D, for example, if I
| | 04:23 | were to click on this endpoint and go
vertical I could draw a vertical line that
| | 04:28 | snapped to the Blue Axis.
| | 04:31 | Then I can go over on the Green Axis,
and Again, if you'll notice I'm snapping,
| | 04:36 | I'm inferring that it's right
here, and then draw down again.
| | 04:41 | So what I've done is I've drawn a
rectangle and now I have objects that are in 3D.
| | 04:47 | I have two planes at a wide angle to each other.
| | 04:50 | And if I want I can just keep going.
| | 04:52 | So I can snap to this endpoint, draw
over in red, and notice how I'll get
| | 04:58 | this inference here.
| | 05:00 | So I'm going to lay down my second point here
by left-clicking and then just snap to blue.
| | 05:06 | Now I am going to have the beginnings of a box.
| | 05:09 | So let's go ahead and finish that.
| | 05:10 | I'm going to select here, draw, wait
for the inference here, and so as you can
| | 05:17 | see we're starting a box.
| | 05:19 | So all I have to do now is just
connect this point with this point.
| | 05:24 | So I think this is really neat, because
what you can do is you can use one tool
| | 05:28 | and just by drawing lines we've
actually sketched out a complete object in 3D.
| | 05:34 | So this is really a very
powerful feature of SketchUp.
| | 05:38 | It's a simple tool, but
you can do a lot with it.
| | Collapse this transcript |
| Refining objects with the Line tool| 00:00 | Now that we understand the basics of the
Pencil tool and how to draw in both 2-D
| | 00:05 | and 3-D, we can also use that Pencil
tool to refine existing objects, in other
| | 00:11 | words draw on top of an
object that's already been created.
| | 00:15 | So I have this, a simple box that we've
created and if we want, we can use the
| | 00:20 | Pencil tool to draw on the actual box.
| | 00:24 | So in addition to being able to snap
to our axes, we can also snap to faces.
| | 00:30 | So I can actually draw on a face.
| | 00:32 | We can snap to edges.
| | 00:34 | Notice how when I get close to
this edge, it kind of follows that along.
| | 00:39 | Now there are also endpoints and
halfway between the endpoint somewhere around
| | 00:45 | here is the Midpoint.
| | 00:47 | So I can snap to any one of those
Faces, Edges, Endpoints, or Midpoint.
| | 00:51 | So I'm actually going to snap to this
Midpoint here and I'm going to left-click,
| | 00:57 | draw a line and if I want, let's
go ahead, and just cut this in half.
| | 01:01 | So I'm going to go straight down, snap
to the Midpoint on the opposite side,
| | 01:06 | and then click again.
| | 01:07 | Now what I've done is I've actually
divided this one face into two faces.
| | 01:13 | So if I hit my Spacebar, I can
select either face on either side.
| | 01:18 | Now if I select one of these faces
and hit the Delete key, you'll notice
| | 01:23 | I've created a hole, and if I want I can
use that hole as a place to extend my drawing.
| | 01:30 | Now one of the things I also want to
show you about the Line tool is that we can
| | 01:34 | type in specific dimensions.
| | 01:37 | So if I'm, for example, drawing a line
out this way, notice how in the bottom
| | 01:42 | corner here I get a length value.
| | 01:45 | So if I want, I could say well, I want
this to be 8 feet long, so all I have to
| | 01:49 | do is type 8 feet, hit Enter, and I
know that this is exactly 8 feet long.
| | 01:56 | So once I have that, then I can just use
that to draw the rest of that box here.
| | 02:01 | Now I have an 8 foot extension here, and
let's just go ahead and finish this off.
| | 02:06 | And Again, I'm just using snap and
inferencing to finish out this box.
| | 02:14 | So once I've done this, you'll see how
I've created the nice little extension to
| | 02:18 | my box and I have to kind
of trim it into this L shape.
| | 02:22 | But I also have these left over edges.
| | 02:24 | So if I go back to my Select tool by
hitting the Spacebar, I can actually
| | 02:30 | select that edge and just hit Delete,
and now this won't delete anything, but
| | 02:35 | the edge, it will actually leave this face here,
and it'll also give it kind of a nice clean look.
| | 02:41 | So I can do that Again, on the side, just left-click
to select and then hit the Delete key.
| | 02:46 | Now we also have what's called an
Eraser tool which will do the same thing.
| | 02:51 | So if we want, we can select Eraser and
then just position it over that and erase it.
| | 02:57 | So that's just that's just as
same as doing select and delete.
| | 02:59 | Now once I have this, I can
also draw directly on a face.
| | 03:05 | So, for example, if I were to draw,
say here, I could actually draw on
| | 03:11 | this face and just draw another box and I
could use that as a way to extend my object.
| | 03:27 | So as you can see by drawing on faces,
edges, midpoints, and using those, we can
| | 03:33 | actually add to-- and add
further complexity to our models.
| | Collapse this transcript |
| Using the Rectangle tool | 00:00 | Now let's take a look at the Rectangle tool.
| | 00:03 | It's probably a little bit easier to
draw boxes with this than the Line tool, so
| | 00:07 | let's start playing with it.
| | 00:09 | First thing I'm going to do is activate
the Select key by hitting the Spacebar,
| | 00:13 | select my person and hit Delete, and
then let's get to the Rectangle tool.
| | 00:18 | We can get to it under the
Draw menu>Rectangle, hotkey is R, or it's right over
| | 00:23 | here on the toolbar, you can
see it's just the rectangle.
| | 00:26 | So in order to use it, all you have to
do is just lay down two points, so you'll
| | 00:31 | left-click, lay down that first point,
and then you can click and drag to lay
| | 00:37 | the second point and that
just creates a rectangle.
| | 00:40 | With the Rectangle tool, you can
also do some snapping and inferencing.
| | 00:47 | So if I select my Rectangle tool, left-click
and drag, you'll notice how as
| | 00:53 | I get the certain parts, like right here,
notice how it's actually creating a square.
| | 01:00 | So when you get to the point where
it's almost square, it's going to snap to
| | 01:04 | that and tell you that you
have a square which is nice.
| | 01:08 | So if you go over this way, you can see it
also snaps to what's called a Golden Section.
| | 01:14 | Now the Golden Section is in 8:5 ratio
and it's something that's used a lot in
| | 01:19 | architecture, the Greeks used a lot,
it's a very pleasing ratio to the eye.
| | 01:24 | So if you want a Square or a Golden
Section, you can go ahead and snap to that
| | 01:28 | and lay down that type of rectangle as well.
| | 01:32 | Now an additional thing we can do
with rectangles is we can type in
| | 01:36 | specific dimensions.
| | 01:39 | So if I were to left-click and drag
and start to draw this out, notice how in
| | 01:44 | the Dimensions box down here on the
bottom right corner, it's actually telling
| | 01:48 | me how big that box is.
| | 01:50 | If I had a steady hand and a good eye,
I could probably just tap my mouse and
| | 01:56 | get exactly what I want, but I could
also just type in the numbers that I want.
| | 02:02 | So, for example, if I want a
6x8 box, I can just type 6, 8.
| | 02:06 | Now notice how that box came in really,
really small, that's because my units
| | 02:13 | are set to Feet and Inches.
| | 02:16 | In fact, we can get to this by going
into Window>Preferences, and if we go down
| | 02:22 | here to Template, this
will tell us what we're using.
| | 02:26 | Right now, we have a simple template of
Feet and Inches, and then we can also do
| | 02:30 | Meters, we can also do all sorts of
other ones, Architectural Design, and really
| | 02:37 | we have different types of templates,
but what we really want to look at is
| | 02:41 | whether we're working in feet,
inches, meters, that sort of thing.
| | 02:44 | So I'm just going to leave it at my
simple template with Feet and Inches, and
| | 02:47 | just know that that's there.
| | 02:49 | So when you're working in feet and
inches, you do need to type in the proper
| | 02:54 | feet and inches markers.
| | 02:55 | So I were to click and drag and I
wanted this to be 6 feet, and I have to
| | 03:02 | actually type in the foot marker which
is that single apostrophe, 8 feet,
| | 03:08 | and I hit Return, and then I get
my box exactly the size that I want.
| | 03:12 | I'm going to go ahead and hit the Spacebar,
and let's go ahead and delete all of this.
| | 03:18 | And let's go ahead and draw another box.
| | 03:22 | What I want to show you is
that we can draw in 3D as well.
| | 03:26 | So I'm going to go ahead and just
create a simple rectangle here and notice how
| | 03:32 | I can also snap to Endpoint
and start another rectangle.
| | 03:37 | So, for example, if I were to click here,
I could either snap on the same plane
| | 03:44 | and create a neighboring rectangle like this.
| | 03:47 | So when working with this Rectangle
tool, the tricky thing is getting it to
| | 03:51 | snap to the right axis.
| | 03:52 | So, for example, if I were to select
this Endpoint and this Endpoint and
| | 03:56 | then start dragging up, if I move the wrong
way, it's going to snap to something else.
| | 04:02 | So once I get that vertical axis, I'm
going to hold down the Shift key which is
| | 04:07 | a very important thing and
that will constrain it to that.
| | 04:10 | Now I have a vertical face as well.
| | 04:12 | Now once you have some form and shape to
our object, it's a little bit easier to snap.
| | 04:17 | So I snap here, snap here and then
just draw up and snap here and now I'm
| | 04:22 | starting to get the basics of my shape here.
| | 04:25 | So as you can see the Rectangle tool is very
handy tool, very easy way to build objects.
| | 04:31 | One thing to practice is to really get
used to how to snap a rectangle and make
| | 04:37 | liberal use of the Shift key to get
your rectangle locked into the axes that
| | 04:42 | you want.
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| Pushing and pulling faces into 3D | 00:00 | Let's take a look at the Push/Pull tool.
| | 00:02 | This is actually one of the more fun
and handy tools that you'll find in
| | 00:06 | SketchUp, and what it does is it takes a
flat face and it pulls it into a 3D object.
| | 00:14 | So it's kind of like an extrude tool.
| | 00:16 | So let's go ahead and get started.
| | 00:17 | I'm going to go ahead
and delete this person out.
| | 00:19 | I'm going to select them and hit the Delete key.
| | 00:22 | And then let's go ahead
and start with a rectangle.
| | 00:25 | So I'm just going to create a rectangle on my
ground plane here and let's get that centered.
| | 00:33 | Now the Push/Pull tool can be found in
two places, you can find it under the
| | 00:36 | tools menu, under Push/Pull, the hotkey is
P, or you can find it here on the toolbar.
| | 00:44 | So However, you select it, it is
fine, and it brings up the icon that
| | 00:48 | represents the Push/Pull tool.
| | 00:49 | Now all you have to do is hover over
the face, notice when I hover over this
| | 00:54 | face it highlights, and
then left-click and drag.
| | 00:57 | When I drag, I pull, and what I've done
is I have pulled that face into a 3D shape.
| | 01:05 | I can continue to use the Push/Pull tool,
just hit P and I can use it as a scaling tool.
| | 01:12 | So if I wanted to, I could scale up or
down all of these walls and so on and so
| | 01:18 | forth or another way to
use it is to add geometry.
| | 01:23 | So in that case you have to hold down
the Ctrl key and notice how the plus
| | 01:27 | sign comes up and then just left-click
and drag and this adds additional geometry.
| | 01:33 | Now once I have some divisions in my
object, I can use those as places to
| | 01:38 | push and pull as well.
| | 01:40 | So I don't always have to hit
Ctrl to add additional geometry.
| | 01:43 | So if I want, I can pull this out
and create maybe a little bit porch or
| | 01:48 | something like that, but if I go up
here this will size up and down that's
| | 01:52 | because it doesn't
really have any borders on it.
| | 01:54 | Now in addition to this, you can push
and pull by numbers, so let's go ahead
| | 02:00 | and make some stairs.
| | 02:02 | So I'm going to just take a line here
towards the bottom and just draw a line
| | 02:08 | across my edge here, and
then select this lower face.
| | 02:13 | Now if I want, I can select my Push/Pull tool,
hit the letter P, and then pull this out.
| | 02:19 | Now if I want, I can be very specific,
notice how the distance it's been pulled
| | 02:23 | out is indicated here.
| | 02:25 | So let's say I wanted to pull it out by 2 feet.
| | 02:27 | All I have to do is type in 2 feet, hit
Enter, and that will make it exactly 2 feet.
| | 02:34 | So if I want to make another step, all
I have to do is just draw a line here
| | 02:38 | from Midpoint to Midpoint and then
select this face and then go into the
| | 02:44 | Push/Pull tool again.
| | 02:46 | Now before I actually pull this face
out, remember the last time I actually
| | 02:49 | typed in the number 2 feet.
| | 02:51 | SketchUp actually remembers this, so
all I have to do now is double-click on
| | 02:55 | this, and it will repeat the last
operation, so, whenever I double-click, it'll
| | 03:01 | give me another 2 feet.
| | 03:02 | So even if I clicked on this wall,
it will make that wall 2 feet wider.
| | 03:08 | So that's kind of a handy thing to know, In fact,
I'm going to push this back a little bit here.
| | 03:12 | The Push/Pull tool can also be used to
create cavities and that sort of thing.
| | 03:17 | So I'm going to go ahead and create a
little doorway, so I'm going to select the
| | 03:19 | Rectangle tool and just draw on this
face something resembling a doorway.
| | 03:26 | Then I'm going to hit my Spacebar select
that face and then go into my Push/Pull
| | 03:32 | tool and I can push that in.
| | 03:35 | So that's kind of a good way to
create cavities, holes, that sort of thing.
| | 03:40 | I can also do it the opposite way.
| | 03:42 | So let's go up here, I am going to
create something like a patio, so I am going
| | 03:47 | to draw a rectangle here, select
the outside face, and Again, go to the
| | 03:52 | Push/Pull tool, and then I
can pull that up this way.
| | 03:56 | So you can see this is a very easy
way to interactively build stuff.
| | 04:01 | So we can just keep going with this.
| | 04:03 | We can select the Line tool and just
sketch out an outline here, so I'm just
| | 04:08 | drawing some lines to connect this,
and then just go ahead and use the Eraser
| | 04:16 | tool to delete these, click that, that and that.
| | 04:23 | And then just go and hit my Spacebar, go
into Select mode and then hit hole, and
| | 04:29 | now I've got the edge of a patio, okay.
| | 04:31 | So, you can see how it's very easy
to kind of sketch out your building.
| | 04:37 | So let's say we wanted to make a roof for this.
| | 04:39 | Let's just do one more little thing here.
| | 04:41 | So I'm going to select my Push/Pull tool,
hit Ctrl, and add some geometry here.
| | 04:48 | So now I'm going to go ahead and
select this face here and let's just pull
| | 04:52 | this out by say 18 inches, so I'm just
typing in the number 18, and then all I
| | 04:57 | have to do is double-click here and it adds
another 18, double-click here and one more time.
| | 05:04 | So now I have an 18 inch overhang on that roof.
| | 05:08 | So as you can see the Push/Pull tool is
highly interactive and it's a very easy
| | 05:12 | way to add and create
geometry within a SketchUp model.
| | 05:18 | So all we did here was we started
with a rectangle and just by pushing and
| | 05:21 | pulling faces, we've
created an interesting shape.
| | 05:24 | So go ahead and practice with the Push/Pull
tool, you'll find it's really fun
| | 05:28 | to play with.
| | Collapse this transcript |
| Creating circles and polygons | 00:00 | Up until this point we've been working
mostly with Rectangles and Boxes and that
| | 00:04 | sort of thing, but SketchUp also has
Circles and Polygonal tools as well.
| | 00:10 | There are two tools we want to look at today
and that's the Circle and the Polygon tool.
| | 00:16 | So those are under the Draw menu, we have
Circle hot key of C, Polygon with no hot key.
| | 00:23 | And these are also found
here are on the toolbars.
| | 00:27 | So let's go ahead and clear out our
scene, I am going to select this person and
| | 00:29 | hit Delete and then let's
activate the Circle tool.
| | 00:34 | When you do that notice how
it's just a pencil over circle,
| | 00:37 | pretty self-explanatory.
| | 00:38 | So all you have to do is left-click and drag
and left-click Again, and you have a Circle.
| | 00:44 | Okay, with the Circle tool you can type in
measurement, so you can type in a radius.
| | 00:52 | So if I want I can left-click and
drag and then just type in the radius.
| | 00:57 | So if I want a 2 foot circle I can
just type 2 feet and it will create that.
| | 01:03 | Also remember when you draw a circle it
will infer and snap when you're parallel
| | 01:09 | to the green, the red or the blue axis.
| | 01:12 | So if I want all the centers of this to
be concentric it helps me, it'll make an
| | 01:17 | inference for me in doing that.
| | 01:19 | Now let's take a look at the Polygon tool,
it's also very similar to the Circle tool.
| | 01:26 | So if we select the Polygon tool it will
go ahead and allow us to draw a polygon.
| | 01:33 | Now notice here on the bottom it says
Sides 6 that tells me we're going to draw
| | 01:39 | a 6 sided object or a hexagon.
| | 01:42 | So all I have to do is left-click and
drag, and then If I want as I drag I can
| | 01:49 | rotate this around to get this
oriented the way that I want and also drag for
| | 01:54 | size and then when I click
the second time it blocks it in.
| | 02:00 | So just like with the Circle I can
type in a radius, so if I want to I can
| | 02:05 | select this and let's say I want a 2
foot hexagon, I can do that as well.
| | 02:11 | The other thing about this is that we
can also change the number of sides,
| | 02:16 | let's say you don't want a hexagon,
you want a triangle or an octagon or
| | 02:20 | something like that.
| | 02:21 | So you can also change that.
| | 02:22 | Now in order to change that you have to
reselect the Polygon tool, this is a way
| | 02:26 | you get that number of side.
| | 02:28 | So I am going to hit spacebar, go
in to Select mode and then select my
| | 02:32 | Polygon tool again.
| | 02:34 | And now the number of sides comes up,
so let's go ahead and type in 8 sides and
| | 02:39 | enter and notice how that changes to an octagon.
| | 02:44 | So now all I have to do is drag that
out if I want I can type in the radius
| | 02:48 | However, I want and there is the
octagon, if I want a triangle Again, after
| | 02:53 | reselect the tool, select this and
let's say I want 3 sides, change this to a
| | 02:59 | triangle and now I can draw a
triangles, very-very simple.
| | 03:03 | Now you noticed how these
tools actually work very similarly.
| | 03:08 | In fact, they are pretty much the same tool.
| | 03:10 | I am going to go ahead and clear this
out because let's take a look at the
| | 03:14 | Circle tool again, when I click on the Circle
took notice it also gives me a number of sides.
| | 03:22 | So In fact, the Circle tool is just a
Polygon with a large number of sides, so I
| | 03:27 | wanted to I can actually reduce that,
I could say I want 6 sides and it'll go
| | 03:32 | ahead and make a hexagon and if I go
over here and select the Polygon tool, do
| | 03:40 | the same thing let's say I want 6
sides I could draw another hexagon.
| | 03:46 | You can say well you know that's
pretty much the same object, is there any
| | 03:49 | difference between those?
| | 03:51 | The difference comes in when you
actually extrude these into a 3-D shape, so I
| | 03:56 | am going to go to my Push Pull tool and
I'm going to pull my circle-based object
| | 04:04 | up, and then I'm going to go
ahead and pull the polygon one up.
| | 04:10 | And if you notice the difference is
that one has edges on the slides here and
| | 04:18 | this one doesn't and so that's the
difference is that this one will create hard
| | 04:24 | edges when it's extruded,
this one will create soft edges.
| | 04:28 | Now you'll notice this a little bit
more when you up the number of sides.
| | 04:33 | So let's go ahead and redraw this one more time.
| | 04:35 | I am going to go over to my circle
and I am going to put it back up to 24.
| | 04:40 | So with a 24 sided circle when I pull
this up you are going to have basically a
| | 04:47 | very cylindrical shape.
| | 04:50 | If I do the same thing with a polygon,
so let's type in 24 sides and Again, just
| | 04:58 | sweep out an object here, and then I'm
going to select my Pull tool, pull it up
| | 05:05 | you can see the difference.
| | 05:07 | So that's really why we have a
different Circle and Polygon tool.
| | 05:11 | Now this goes even further if I want to
push and pull a face I can do it on this
| | 05:18 | one here because I have
edges from which to pull.
| | 05:22 | I can't do it on this curved or smooth
surface that you get from the circle.
| | 05:28 | So that's the big difference, you
cannot extrude a smooth surface because it
| | 05:32 | doesn't have edges, it doesn't have flat plains.
| | 05:35 | On this one these are all flat so
it knows what direction to pull;
| | 05:40 | it will pull perpendicular to this.
| | 05:42 | With this face here there is no perpendicular.
| | 05:45 | You can pull the top one here because
Again, that's flat you can only push
| | 05:50 | and pull flat faces.
| | 05:52 | So those are some of the differences
between the Circle and the Polygon tool and
| | 05:58 | I'm sure you can find a number of
different ways to use these to create all
| | 06:02 | sorts of interesting objects.
| | Collapse this transcript |
| Creating arcs | 00:00 | Another way to draw curved or smooth
surfaces is by using the Arc tool and
| | 00:06 | Again, that's on the Draw, we have
Arc or the letter A and it's also here
| | 00:12 | under the Pencil tool.
| | 00:13 | So I am going to go ahead and clear out
screen, I am going to select that person
| | 00:16 | Delete and let's go ahead and activate
the Arc tool and when you do you can see
| | 00:21 | the icon changes a little bit.
| | 00:23 | So when use a Arc's tool there are 3
clicks, you anchor it first, then you draw
| | 00:30 | out the length and Again, you can
type in a number if you want to for this.
| | 00:35 | You click a second time, and then you
determine how big of an Arc you want.
| | 00:42 | And this is called the bulge.
| | 00:43 | So we set the length, and then we set how
deep of a bulge we have for that object.
| | 00:50 | And once I do I have my Arc.
| | 00:53 | Now if I want I can draw Again, and
the Arc tool actually will snap, so if I
| | 00:58 | want I can snap to this endpoint, this
endpoint, and then If I want I can snap
| | 01:05 | along the red axis and kind of bulge
this out the opposite direction and when I
| | 01:11 | do because these are all connected I do
get an actual face and if I want I can
| | 01:17 | actually pull that up and when I do
you'll see that this is actually a curved
| | 01:22 | surface here with two edges on either side.
| | 01:27 | So Again, is very similar to the Circle
tool in the way that it creates lines.
| | 01:34 | One handy way to use the Arc tool is
to kind of round off corners on objects.
| | 01:39 | So I am going to go ahead and select
all of this and delete it and let's just
| | 01:42 | create a very simple rectangle here.
| | 01:45 | I am going to zoom in on this a little
bit and let's select our Arc tool and if
| | 01:51 | I want I can snap two edges and go ahead
and start this on an edge, and then I'm
| | 02:01 | going to go and draw my
line over to the opposite edge.
| | 02:05 | Now notice this is actually really
handy thing is that this will snap up when
| | 02:09 | it's at 45 degrees, in other words when this is
equidistant on the side as it is on this
| | 02:15 | side it will snap and that can be very-
very handy because all I have to do now
| | 02:19 | is click that second time and then
just bring out the bulge until Again, it
| | 02:25 | highlights, notice how it's come
popping violent here and that means it's
| | 02:29 | tangent to the edge and when I do that
I now have an Arc that goes tangent to
| | 02:36 | this edge and tangent to that edge and
all I have to do now is just go to my
| | 02:41 | Select tool, select the outer edge
of this and then just hit Delete.
| | 02:46 | And once I hit the Delete key now
I have a curved edge, very cool.
| | 02:53 | So if I wanted to do that on the other
side I could just reselect the Arc tool,
| | 02:57 | go along this edge until I snap and
that tells me it's exactly opposite where
| | 03:02 | that tangent hit on the other side.
| | 03:04 | So I am going to lay down my first
point here by left-clicking, and then Again,
| | 03:08 | a snap when it gets purple on the edge
and then snap when it's tangent to edge,
| | 03:14 | and then I can delete.
| | 03:15 | If I want I can select and Delete, or
I can just use the Eraser tool, either
| | 03:19 | way works just fine.
| | 03:20 | So now that I have this I can extrude
it or whatever, or If I wanted to do
| | 03:27 | something even little bit different I
can take this Arc and go from opposite
| | 03:31 | side to opposite side and then bulge in
the middle as well and then go ahead and
| | 03:39 | select these faces and delete them and
now that I have this I can just Again,
| | 03:45 | pull that into a shape if I want, okay.
| | 03:49 | Those are some of the basics of the
Arc tool, I'm sure you can find this very
| | 03:54 | handy for rounding off corners or
making curved types of surfaces.
| | Collapse this transcript |
| Using the Offset tool to create outlines | 00:00 | Another way of adding detail to your
models is by using the Offset tool.
| | 00:06 | Now what this does is it creates an
offset of your edges to create another outline.
| | 00:11 | So it's a way to create
outlines insets that sort of thing.
| | 00:14 | So let's go ahead and clear out our
workspace here by selecting and deleting
| | 00:19 | that person and let's start with the Rectangle.
| | 00:23 | So I am going to go ahead and just draw
a simple rectangle and then get kind of
| | 00:26 | a top-down view of this and
let's take a look at the Offset tool.
| | 00:30 | The tool can be found under the tools
menu, Offset or the letter F and its right
| | 00:37 | here on the toolbar.
| | 00:39 | So when you select it, the icon
changes and all you have to do is
| | 00:44 | left-click within a face and drag and
you can create an outline, very-very
| | 00:50 | simple, very straight forward.
| | 00:53 | And then also you can create
measurements, so if I want to create say a 1 foot
| | 00:59 | inset I can just type that in and
it will go ahead and step to that.
| | 01:03 | Now once you have all of this extra
detail then you can use it to Push and Pull,
| | 01:08 | so, for example, I could push and
pull this into a more complex object.
| | 01:14 | Now one thing I want to show you about
the Push Pull tool is how it works with
| | 01:19 | convex or curved surfaces.
| | 01:22 | So I am going to go ahead and select all
of the stuff and delete it and let's go
| | 01:25 | ahead and create another shape.
| | 01:28 | So in this case I am
going to use the pencil tool.
| | 01:30 | So I am just going to go ahead and draw
a line here, but I want to create kind
| | 01:36 | of an inset here I am going to create
kind of a dent in my surface here, I am
| | 01:40 | going to hit space here.
| | 01:43 | And then at the top I want to create an Arc.
| | 01:45 | So I am going to go ahead and select
the Arc tool and make sure I drag that out
| | 01:50 | along the green axis and
there I have got a surface.
| | 01:54 | When I select the Offset tool, you will
see that yeah I can offset some of this.
| | 02:01 | So if I wanted to I could offset that,
but if you pull it too far you will
| | 02:06 | notice how the lines start to intersect
and overlap and that creates condition
| | 02:12 | that SketchUp really doesn't like.
| | 02:13 | So if I were to keep it here kind of close
to the edge here it wouldn't work just fine.
| | 02:19 | But if I go a little bit too far so
they start overlapping what happens is
| | 02:25 | SketchUp tries to make those into
surfaces but you're going to get things that
| | 02:31 | are overlapping and kind of
weird edges and that sort of thing.
| | 02:34 | So you have to be careful when you
use this sort of tool, not to get those
| | 02:40 | overlaps and sometimes if you're doing
things with very tight tolerances you may
| | 02:44 | get minor overlap, you just need to be careful.
| | 02:47 | So let's take a quick look at how to use
the Offset tool and more for practical way.
| | 02:52 | I going to go ahead and open file called
DecoHouse_00 and this is kind of a half
| | 02:58 | built Arc deco house.
| | 03:01 | And let's go ahead and add some
additional details to this house.
| | 03:05 | So we are going to go ahead
and start on the top edge here.
| | 03:10 | I want to create porch here and in
order to create a porch I need to kind of
| | 03:14 | create a wall or a bit of a railing
on the building here and we can use the
| | 03:19 | Offset tool in order to do that.
| | 03:22 | So I am going to go ahead and
select Offset, hover over that phase and
| | 03:26 | then create an offset.
| | 03:28 | How big of an offset well we can type
in that number, let's say I wanted 8 inch
| | 03:33 | offset I am just going to hit 8, hit enter.
| | 03:36 | Now if I were to pull the shape into an
actual wall, so if select that and pull
| | 03:43 | that up you will notice that I have
some additional detail right here that's
| | 03:47 | probably not one I want this to kind
of go straight up against that wall so I
| | 03:51 | need to come to fix that before I
actually pull that into the walls.
| | 03:55 | So I can do that very easily, all I
need to do is take my Pencil tool, zoom in
| | 04:00 | here from this endpoint and make sure I
am snapping along the red axis and just
| | 04:05 | kind of draw that line all the
way through and do that Again, here.
| | 04:11 | Then I can hit my spacebar, go ahead into
Select mode, select this line and delete it.
| | 04:17 | So now I have this straight up to the
edge here and let's go ahead and select
| | 04:22 | that phase and pull it up.
| | 04:24 | And let's go ahead and make that say a 3
foot wall so I am going to make that 36
| | 04:27 | inches and there we go, very-very simple.
| | 04:31 | Now let's do something that's a
little more complex, let's go ahead and
| | 04:35 | build some windows and the offset tool is
really handy for things like building windows.
| | 04:40 | So I want to make some windows along
the front part of this building here, so
| | 04:45 | each one of these little
sections I want to put a window in.
| | 04:49 | But in order to do that I need to
create enough detail to put that window in.
| | 04:53 | So, I am going to go ahead and go to my
Line tool and let's us just go ahead and
| | 04:57 | I am just going to start
by snapping to mid-points.
| | 04:59 | So what I am going to do is just draw a
ring of lines around middle part of this
| | 05:09 | from part of the building.
| | 05:09 | So Again, I am just connecting midpoints,
so go midpoint to midpoint, midpoint
| | 05:16 | to midpoint, midpoint to midpoint.
| | 05:19 | So now I have a line all
the way around that building.
| | 05:23 | I need another one for the top of
the window so this is going to be the
| | 05:26 | bottom part of my windows.
| | 05:27 | I am not worrying so much about where
those lines are we are going to go ahead
| | 05:32 | and move those into place later.
| | 05:33 | So let's just go ahead and repeat this
operation so I am just going midpoint to
| | 05:36 | midpoint here and I'm just Again,
sketching in the outline that I need to
| | 05:44 | create these windows.
| | 05:46 | So once I have all of this in
place then I can start working with the
| | 05:52 | detail that I've added.
| | 05:54 | So I am just going to go ahead and hold
down the Shift key and select these edges.
| | 06:01 | So once I have these edges selected then
I hit M for move, go into the Move tool
| | 06:08 | and then just drag those down.
| | 06:10 | So now I am kind of opening up the space
that I am going to be putting in Windows.
| | 06:15 | If I want I can do the same on the top
so I am going to hit spacebar, go back
| | 06:18 | into Select mode, Shift+Select hold
down the Shift key and then move or M for
| | 06:28 | move and then just move
those up along the blue axis.
| | 06:32 | So now I have a bunch of spaces here
each one of these is going to be a Windows.
| | 06:36 | So let's go ahead and start
using the Offset tool to do that.
| | 06:41 | So all I have to do is select a face, go
to my Offset tool and then offset that.
| | 06:48 | Now I need to figure out how
wide of a window frame do I want.
| | 06:52 | Let's go ahead and just type 2 for
2 inches and hit enter so I have a 2
| | 06:58 | inch window frame, kind of a thin window
frame but it should look good for this house.
| | 07:02 | And then all I have to do is select the
next one, go back to the Offset tool and
| | 07:07 | this time just like with the Push Pull
tool all I have to do is double-click and
| | 07:13 | it will Again, put in my 2 inch window frame.
| | 07:19 | So Again, so spacebar select, F for
offset Double-click, spacebar to select F
| | 07:29 | Double-click and we can just
do that all the way around.
| | 07:32 | So now I have space for all of these windows.
| | 07:34 | But then Again, I need to actually
create depth for the window frame.
| | 07:38 | So I can do that using the Push Pull tool.
| | 07:40 | So all I have to do is just hit P for
Push Pull, let's go ahead and push that in
| | 07:45 | for 2 inches, hit enter, same thing
double-click, double-click, double-click and
| | 07:51 | all I am doing is just double-
clicking on all of these and it should just
| | 07:55 | default to that 2 inches I
typed in, very-very simple.
| | 07:58 | So now if I want to actually make these
into holes, I can either do one of two
| | 08:03 | things I can keep the surfaces here
and make them clear glass by using a
| | 08:09 | Material which may be a good thing to do,
or If I just want to make them hollow
| | 08:14 | I can just select all of these and hit
the Delete key and that will go ahead and
| | 08:18 | just create those windows as holes.
| | 08:21 | So we have an option in doing either way.
| | 08:24 | So those are some of the ways to use
the Offset tool and as you can see it's a
| | 08:29 | very handy tool and I am sure
you'll be able to use it a lot.
| | Collapse this transcript |
| Using the Follow Me tool | 00:00 | Now let's take a look at the Follow Me tool.
| | 00:03 | This is very similar to an Extrude or
a Loft in other 3D programs and what it
| | 00:07 | does is it takes a face
and it lofts it along a path.
| | 00:12 | So I have a file here that's opened
and it has a couple of paths in it.
| | 00:16 | Now the first one is just, so that
we can understand how to use the tool.
| | 00:21 | Now the Follow Me tool can be found under
tools>Follow Me, or it is here, on the toolbox.
| | 00:29 | So how this works is that we have a path
here and that path is connected to a face.
| | 00:36 | So the end of this path is on in this face.
| | 00:40 | So what you need to do is select the
Follow Me tool, select the face and it
| | 00:46 | should allow you to bring
it out through the path.
| | 00:50 | So what I can do is I can just
extend it along that path and now I have a
| | 00:54 | surface that has followed that path.
| | 00:58 | So this next one I've kind of left the
end of this path open, so we can make
| | 01:03 | sure we know how to draw a
path for the Follow Me tool.
| | 01:07 | So I've got a couple of line
segments that I have already drawn.
| | 01:11 | Let's go ahead and select the Line tool.
| | 01:14 | Snap to Endpoint, and then I'm going
to go straight down so I'm going to hold
| | 01:18 | down the Shift key, so that we are on
the blue axis, and then It should snap to
| | 01:22 | the face of that plane.
| | 01:23 | So once I've snapped to the face of that
plain, I have what I need to create a Follow Me.
| | 01:29 | Now another way to do it is to Shift+select
all of your objects and your face,
| | 01:37 | then select the Follow Me tool, click
on that face, you can see how that face
| | 01:40 | highlights and it should
just pop right into place, okay?
| | 01:44 | So you can see there are a
lot of possibilities with this.
| | 01:47 | Let's go ahead and do something
that's a little bit more practical.
| | 01:50 | I'm going to go ahead and open up this
house called DecoHouse_01 and we just
| | 01:56 | want to do some stair railings, which is a
very common way to use the Follow Me tool.
| | 02:02 | So what I have is I have these
lines that are already drawn here.
| | 02:07 | So what I need to do is create a
circular outline, so that we can extrude
| | 02:10 | those into railings.
| | 02:13 | So we can do that by just using the Circle tool.
| | 02:16 | So I'm going to go ahead and zoom in
to where these hit the steps and just
| | 02:21 | take the Circle tool, snap it to that
Endpoint and pull it out and how big of
| | 02:27 | our railing do we want?
| | 02:28 | Well, let's go ahead and do this at
maybe 1.25, so an inch and a quarter.
| | 02:36 | And then once I select that, I can go
ahead and do this on the other endpoint
| | 02:40 | and it should snap to inch and a
quarter and inch and a quarter.
| | 02:45 | So now I have three circles and three outlines.
| | 02:51 | So now all I have to do is select the
Follow Me tool, put this over that circle,
| | 02:57 | left click and drag, and I should be
able to sweep out that railing. Here we go.
| | 03:04 | So let's do that one more time.
| | 03:05 | We are going to do it
right here. Select and drag.
| | 03:10 | Sometimes it gets stuck, so you need to
make sure you get all the way to the end there.
| | 03:14 | So there you go.
| | 03:15 | So as you can see, the Follow Me tool
is a great way to create extruded things,
| | 03:20 | such as pipes and those sorts of things.
| | Collapse this transcript |
| Softening round edges | 00:00 | Now let's take a look at how to
soften edges, in other words turn objects
| | 00:05 | into smooth surfaces.
| | 00:07 | We've done a little bit of that when
we looked at the difference between
| | 00:11 | the Circle and the Polygon tool, but we are
going to go a little bit deeper with this.
| | 00:15 | So let me go ahead and select this and
clear out our scene and we're going to go
| | 00:18 | ahead and draw a circle and a polygon.
| | 00:22 | So I'm going to go ahead
and select my Circle tool.
| | 00:25 | Make sure that I have 16 sides.
| | 00:27 | I want to make sure I've got a decent
number of sides to work with, type in the
| | 00:31 | number 16, hit Enter.
| | 00:34 | Then I'm going to go ahead and drag this out.
| | 00:35 | Let's go ahead and make this a 3 foot circle.
| | 00:39 | And let's do the same for polygon.
| | 00:41 | I'm going to go ahead and select my
Polygon and I want to type in 16 sides.
| | 00:45 | So, type in the number 16, hit Enter.
| | 00:49 | Left click and drag and let's go
ahead and type in 3 feet and Enter again.
| | 00:55 | So now I have two fairly identical objects.
| | 00:58 | The only difference is one
is a circle, one is a polygon.
| | 01:01 | So let's go ahead and use Push/Pull
tool to bring those up.
| | 01:05 | So I'm going to actually
extrude those about 6 feet each.
| | 01:08 | So let's go ahead and make these identical.
| | 01:11 | So these are basically identical
objects and the only difference is, this one
| | 01:16 | started as a circle, this
one started as a polygon.
| | 01:19 | As we've seen before this one has a
single continuous smooth face and this one
| | 01:26 | is a series of facets, or Individual faces.
| | 01:30 | But we can actually go between these.
| | 01:33 | Let me show you how this works.
| | 01:35 | We have a window here
called the Soften Edges window.
| | 01:41 | So let's go ahead and open that up
and that's just a little floater.
| | 01:44 | So what I need to do in order to get this
to light up, is I need to select an edge.
| | 01:48 | So as soon as I select that edge, it lights up.
| | 01:52 | What I can do is I can actually smooth that.
| | 01:56 | So once I get above the angle and actually
this angle is the angle between these two faces.
| | 02:01 | Once this is higher than that, it will
actually smooth out those faces, and
| | 02:07 | then I can see it has smoothed that one face.
| | 02:12 | If I want, I can select all of these
edges here and smooth those as well.
| | 02:18 | Let's go ahead and smooth those.
| | 02:20 | But notice here, when I smooth them,
what happens is that I still get a little
| | 02:26 | bit of faceting here.
| | 02:28 | So what I want to do is also select this
Smooth normals and that smoothes it out.
| | 02:33 | So see what happens when I turn this
off, you can kind of see the planes and
| | 02:38 | when I smooth the normals, it
smoothes the thing out entirely.
| | 02:44 | So now what I've done is I've actually
turned up a polygonly generated object
| | 02:48 | into a smooth surface as if
you had created it with a circle.
| | 02:53 | Now we can also go the opposite way.
| | 02:55 | So if I select this object here which
was created with a circle, I can unsmooth
| | 03:01 | the edges, but the trick here is I
can't select the edges because I don't see
| | 03:05 | them because we've made them disappear.
| | 03:08 | So there's a View option that we
can see here called Hidden Geometry.
| | 03:12 | I want to go ahead and toggle that on.
| | 03:16 | When I do, you can see that each one of
these I can see my hidden edges and so
| | 03:22 | what I can do is select those hidden
edges, go back into my Soften Edges window,
| | 03:32 | and then I can dial this down and unsoften them.
| | 03:38 | So now what I've done is
I've changed them around.
| | 03:40 | So this one started as a circle, but now
it has faceted edges or actually faces here.
| | 03:46 | And this one started as a
polygon, but now it's smooth.
| | 03:50 | So we can use this concept
in a lot of different things.
| | 03:53 | So I'm going to go ahead and let me
just show you one little example here.
| | 03:57 | We are going to open a
file here called DecoHouse_02.
| | 04:01 | This is that house that we were
playing with where we added in the windows.
| | 04:05 | And in order to add in the windows, we
needed edges, but in a typical identical
| | 04:11 | house this would be a smooth surface.
| | 04:14 | So we can use our knowledge now of
soften edges to make that happen.
| | 04:20 | So all I have to do is just go into
Select mode, select those edges, okay, go
| | 04:27 | Window>Soften Edges and then just
dial that up until they are soft.
| | 04:33 | Now notice how I selected a bunch of
edges and really this is where we can kind
| | 04:37 | of cheat this because as long as this
angle is more than 24 degrees, it won't soften.
| | 04:42 | So this is 90 and this is 24,
so it's not going to soften.
| | 04:46 | So when we look at that, we have
hard edges here and soft ones here.
| | 04:50 | We can do the same from the bottom as
well, so I can just select those and
| | 04:54 | Again, just dial them up, Smooth Normals,
we've got the smooth normals on this
| | 04:59 | one here, but we can do that. And there you go.
| | 05:02 | So as you can see, this is a really
handy way to create smooth round surfaces.
| | 05:09 | If you want, you can start with a
polygonal object and build it out the way you
| | 05:13 | want and then smooth it later.
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| Creating 3D text| 00:00 | SketchUp also allows you to create 3D
text, so if you want to create signs or
| | 00:05 | that sort of thing in
your scenes, you can do that.
| | 00:07 | We have a menu option here called 3D Text,
or you can select it here from the toolbar.
| | 00:13 | So all you have to do is click
on it and then enter your text.
| | 00:17 | Whatever we want to type, we can type, and
then we can select whatever font we want.
| | 00:24 | So let's use the Franklin
Gothic or something like that.
| | 00:27 | We can control the height.
| | 00:29 | So let's make it say 12 inches high,
or we can extrude it, which means how
| | 00:34 | deep do we want this;
| | 00:36 | let's make it 3 inches deep, 12
inches high and make sure inches is there.
| | 00:41 | And then do you want it Filled, do you
want it Extruded, that sort of thing.
| | 00:45 | And so all you have to do is
just press Place and there it is.
| | 00:49 | So if I wanted to rotate it into place,
all I have to do is do to my Rotate
| | 00:53 | tool, I can rotate it However, I want.
| | 00:57 | I can go to the end here, find a
vertical line here, and rotate it vertically.
| | 01:04 | I can just type 90, and so on.
| | 01:07 | So there is my text.
| | 01:10 | Now one of the things I do want to
point out is that the text is brought in
| | 01:14 | using what's called a group.
| | 01:15 | Now we haven't covered that yet, but
just know that the text itself cannot be
| | 01:20 | edited once you've brought it in.
| | 01:22 | So if you want to change your spelling,
or your font style, you have to recreate
| | 01:26 | it using the 3D Text tool.
| | 01:28 | But if you do want to edit something
like spacing, all you have to do is
| | 01:32 | double-click on this and that will open
it up, and then you can move things around.
| | 01:36 | So if I wanted to select all these
and hit the Move key, I can do that.
| | 01:42 | So just remember that the text comes
in as a group and we will be covering
| | 01:46 | groups a little bit later, so you'll
understand this a little bit more deeply.
| | 01:49 | But those are some of the basics
on how to use 3D Text in SketchUp.
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|
|
4. Measuring and LabelingUsing the Tape Measure tool| 00:00 | Many times when you're working in
SketchUp, you'll need to work too specific
| | 00:04 | dimensions and so this is where the Tape
Measure tool comes in very, very handy.
| | 00:09 | So let's take a look at how to use that.
| | 00:12 | The Tape Measure tool can be found
here under tools, the letter T is the
| | 00:16 | hotkey, or you can find it
using this icon on the toolbar.
| | 00:21 | It's really very simple to use.
| | 00:23 | You literally just click once and
click twice and you've made a measurement.
| | 00:27 | So, for example, if I wanted to
measure how high this person is, I could just
| | 00:31 | click here, drag up and then click at
the top of her head and then down here at
| | 00:38 | the bottom, we have approximately 5' 6 5/8".
| | 00:42 | Okay, so that's how tall that is.
| | 00:44 | Now also notice when I created that
second click, this dotted line comes up.
| | 00:50 | And what this does is it creates
actually a guideline that I can use to draw on.
| | 00:57 | So it is kind of nice little handy tool.
| | 01:00 | But let's go ahead and do something a
little bit more real world, so I am going
| | 01:03 | to go ahead and select this and
delete it, hit the Delete key.
| | 01:06 | Select the guideline and hit
Delete and as well select the person.
| | 01:10 | So let's go ahead and just
build the basics of a house.
| | 01:13 | We are going to start with a Rectangle
and I'm going to go ahead and sketch that
| | 01:18 | out and let's make it a 20', 30';
| | 01:23 | so a 20 by 30 foot base for this house.
| | 01:27 | So I'm going to go ahead hit Enter and
maybe zoom out a little bit, so I can see
| | 01:30 | what I've created, here we go.
| | 01:33 | And let's go ahead and use the Push/Pull
tool to bring this up and I'm going to
| | 01:37 | make it a 10 foot high outside wall. Okay.
| | 01:40 | So now I've got this box.
| | 01:42 | It's a 10' by 20' by 30' box.
| | 01:45 | So let's say we wanted to do a
little bump out here on this long wall.
| | 01:50 | Now if I wanted to, it would be very
easy to split that wall in half because all
| | 01:55 | I need to do is take this Pencil tool,
snap it to the Midpoint and I could cut
| | 02:00 | this in half and that would give me
two 15' sections from which to work.
| | 02:05 | But if I wanted something in another
dimension, I really couldn't just use the
| | 02:09 | regular snapping because I can only
snap to endpoints and midpoints, anything
| | 02:14 | else, it's not going to be of any help to me.
| | 02:17 | This is where the Tape Measure
tool comes in very, very handy.
| | 02:21 | So I'm going to go ahead and activate
this and then just go ahead and click on
| | 02:25 | an edge and you can see how I can draw
out a guideline, However, long I want.
| | 02:30 | So let's say I want to cut this in two-third.
| | 02:33 | So I wanted two 10' sections.
| | 02:35 | So all I have to do is type in 10',
hit Enter and now I have a guideline at
| | 02:40 | exactly 10' in from this wall.
| | 02:43 | I can do the same thing on the other
side, bring in this one, do 10', hit Enter
| | 02:49 | and now I have two 10' sections.
| | 02:52 | So if I wanted to, I could draw a line on
these and use that to create a division.
| | 02:59 | So if I wanted to bump out a wall or
something like that, let's go ahead and do that.
| | 03:03 | I am going to select my Push/Pull tool,
However, over this, left-click and drag
| | 03:08 | and then let's go ahead and just type
in 8', so we are going to make that an 8'
| | 03:12 | extension there, okay?
| | 03:13 | Now we can use guidelines
for other things as well.
| | 03:16 | It's very handy for
creating things like windows.
| | 03:19 | So let's say I wanted to
create a window on this large wall.
| | 03:23 | All I have to do is take my Tape Measure
tool and say okay well how high up do I
| | 03:27 | want that window to be and let's say we
want it, let's say 3' up, so I just type
| | 03:33 | in 3', and how far down, or we could
also go how tall is the window, but I'm
| | 03:40 | going to go how far down.
| | 03:41 | We are going to make it a 2' down from
the top of the building and then let's
| | 03:46 | make it a 5' in from each wall.
| | 03:48 | So we have actually a
fairly large picture window here.
| | 03:52 | So now I know exactly what my
dimensions are, exactly how far it is away from
| | 03:56 | each of those walls and because I've
typed in those dimensions, it makes it very
| | 03:59 | easy to take my Line tool and just draw that in.
| | 04:04 | So now that I have this drawn in, I can,
I use my Eraser and delete my guidelines.
| | 04:10 | So I can just select and delete all of
these guidelines., and then If I want, I
| | 04:16 | can go in and do more with the window.
| | 04:17 | I could do an inset here, maybe a 2"
inset and then select this face here and
| | 04:24 | pull it out maybe an inch or so.
| | 04:26 | And Again, I am just making a border
for this window, but it all started with
| | 04:30 | dimension lines that I
created using the Tape Measure tool.
| | 04:34 | So you can see how this tool
can be very handy in creating very
| | 04:38 | precise drawings.
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| Using the Protractor tool| 00:00 | We've seen how the Tape Measure tool
can measure distances but we also need to
| | 00:04 | measure angles as well and this is
where the protractor tool comes in handy.
| | 00:09 | You can find it under tools>Protractor
or here in the toolbox it's called the
| | 00:15 | Protractor tool and it looks
exactly like a little protractor.
| | 00:18 | And when you select it, this icon
comes up and notice how when I drag it over
| | 00:25 | any face it snaps to being parallel to
that phase, it's almost like the Rotate
| | 00:29 | tool and how works in that way.
| | 00:31 | So if I want I can use this to
create guides to draw anything I want.
| | 00:37 | So let's just do a real quick one here,
I can just go ahead and select here.
| | 00:42 | So what you have to do is click once,
drag out a line, click a second time and
| | 00:49 | this is where you set your angle and you
can see your angle down here in the box
| | 00:54 | in the bottom right-hand corner, and
then you click Again, and it creates a
| | 00:58 | guide at that angle.
| | 01:00 | Now I am going to go ahead and select
this and undo and let's go ahead and do
| | 01:03 | something that's a little more specific.
| | 01:05 | I want to put a roof on this house.
| | 01:08 | So let's go ahead and
start here and build a roof.
| | 01:10 | Now in order to do that I do need to
create a line from here to here so I have a
| | 01:15 | full extension here in order to extend the roof.
| | 01:19 | So I am going to go ahead and draw
that line in and now let's go ahead and
| | 01:22 | lay in our guidelines.
| | 01:25 | So for a roof you want to know exactly
what the pitch of the roof is and you
| | 01:29 | need to convert that to degrees.
| | 01:31 | For this roof I am going to use an 8,
12 pitch and my little chart tells me
| | 01:36 | that that's 33.75 degrees.
| | 01:39 | So I am going to go ahead and snap to the
corner of this building and drag out my angle.
| | 01:45 | Now I need to type in the number I know
that's the pitch of my roof 33.75 degrees and
| | 01:51 | hit enter and now it creates
a guideline with that angle.
| | 01:56 | Let's do this Again, on the opposite
side so I am going to snap make sure its
| | 02:00 | green, if you hold down the Shift
key it will force it to remember that
| | 02:05 | inference, and then I am going to go to
the endpoint on the opposite side of the
| | 02:10 | roof, left-click, drag, click and then
drag Again, to set that angle and Again,
| | 02:17 | I am just going to type in the number 33.75.
| | 02:18 | Now once I have that I have the
guidelines I need to build the gable and roof.
| | 02:28 | So its go-ahead and click on the
endpoint, click on the intersection and click
| | 02:35 | on the endpoint again.
| | 02:36 | So there I have got to start at my
roof and then all I have to do is hit the
| | 02:39 | Push Pull toll and pull that out and
make sure that that is 30 feet, so I am
| | 02:44 | going to type in 30 feet because
that's I know how wide my building is.
| | 02:48 | Okay that's a very simple roof, but
let's go ahead and go further with this
| | 02:52 | and make this roof a little bit more
complex, Obviously, we need a roof over
| | 02:56 | this extension here.
| | 02:58 | So let's go ahead and put another roof
on this, in this case we are going to
| | 03:02 | snap to red, so I want to make sure
that I'm on red, so you can just click
| | 03:06 | their, so click once click twice, sweep
out the angle and Again, same roof pitch
| | 03:13 | 33.75 and do right here
click, click, drag 33.75 okay.
| | 03:24 | So now I have what I need to create
this end of the roof so Again, just select
| | 03:29 | my line tool draw it out,
in case that's the end.
| | 03:34 | Now if I wanted to I could use a Push
Pull tool, but what that's going to do
| | 03:38 | here, let me show you why
I don't want to use that.
| | 03:42 | What it does is it actually
intersects in a way that I don't want it to
| | 03:46 | intersect because what I am doing is
I am pushing this geometry through the
| | 03:49 | other geometry, I don't want that, I
really want this to be a clean line, all I
| | 03:54 | need to do here is just draw a line.
| | 03:56 | So I can just select my line tool, draw
make sure I'm snapping to the red axis
| | 04:02 | and then when you get to the front
face of that roof it will tell you it's on
| | 04:05 | the face so I am snapping to the red axis,
and then I snapped to the face, click
| | 04:09 | the second time and that's the peak of
my roof, so then I just take my Line tool
| | 04:14 | connect that and that, select my
Line tool Again, connect that and that.
| | 04:22 | And now I have pretty decent roof.
| | 04:26 | So if I want I can go ahead
and erase these guidelines.
| | 04:30 | Now I want I can also go further
let's say instead of this Gable and roof
| | 04:34 | we wanted a hip roof.
| | 04:36 | Well we can do that as well and we can use
construction lines to help us with that as well.
| | 04:41 | But the first thing I want to do is
just go ahead and select my Line tool, and
| | 04:45 | then I want to infer
parallel to that edge and click.
| | 04:51 | So I know that this is 33.75 I
also know that this is the same.
| | 04:56 | So once I have that I can go to the
top of the roof, click here and what I've
| | 05:01 | done is have actually created a face
underneath here, if I view this in x-ray
| | 05:07 | mode you'll see that I've actually
created a third invisible face here.
| | 05:13 | So all we have to do to see that it
is just select and delete these outside
| | 05:19 | faces and then this roof will come up.
| | 05:22 | So I am going to go ahead and turn off x-ray
mode and you can see how now I've
| | 05:25 | got a nice roof line that actually
lines up with that front part of a roof.
| | 05:31 | Now we can do the same on the other
side if we want a hip roof, its going to be
| | 05:36 | a little bit of a different process,
but let's go ahead and go through this
| | 05:39 | because a lot of people do want
to create things like hip roofs.
| | 05:42 | So Again, I need to sweep out the
angle that represents the pitch of my roofs
| | 05:48 | so I want to make sure I snap to red
in this case, click, click Again, and
| | 05:52 | sweep and Again, I want to do 33.75 and
that gives me the angle from here, but
| | 06:00 | Again, this roof is slope so I would have no
idea how to translate this angle onto that roof.
| | 06:06 | So let me show you a little
trick with the line tool here.
| | 06:09 | If I click here and start going up
you'll see that it infers to the top of
| | 06:14 | the roof right here.
| | 06:16 | So once I do that I know I am
at the height that that roof is.
| | 06:21 | So if I click there, I know that the
top of this is the same height as the
| | 06:25 | roof, so if I go straight over now I have a
line here that will represent that same pitch.
| | 06:33 | So once I do that I get this extra
geometry, but I can certainly delete that,
| | 06:38 | all I have do is just delete all that,
and then I have a line here which
| | 06:42 | represents the pitch of the roof that I want.
| | 06:45 | So all I have to do is connect that
and Again, I have created that same
| | 06:49 | invisible face that I created before.
| | 06:51 | So all I have to do is just delete those
with erase tool or by selecting and deleting.
| | 06:56 | And let's go ahead and delete my
guideline and this line as well and that line.
| | 07:03 | So now I've got pretty
nice little hip roof there.
| | 07:06 | And I did it using the Protractor tool.
| | 07:10 | I'm sure you can use this tool along
with the tape measure tool to create
| | 07:13 | very precise models.
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| Creating text labels| 00:00 | There will be times when you'll need to
present the models that you've built in SketchUp.
| | 00:05 | In those cases you may need to add
labels to dimensions that sort of thing.
| | 00:10 | So let's take a look at the Text Label
tool and it's called Text in the tools
| | 00:16 | panel and it's this one right here.
| | 00:18 | And it's really a very simple tool.
| | 00:20 | All you have to do is just click where you
want to label, drag and then click again.
| | 00:28 | In this case it defaults to the
dimensions but we can type in whatever we want.
| | 00:33 | So let's say we want to type in the
materials and this is Fieldstone or
| | 00:37 | something like that.
| | 00:38 | All you have to do is do that and then just
click outside of that and you have a text label.
| | 00:44 | Now for one I can select
this and move it around.
| | 00:47 | But that's about all I can do.
| | 00:48 | You really can't change the
font or anything like that.
| | 00:49 | But Again, it's very, very simple.
| | 00:51 | So all you have to do is just type in
whatever you want and then just click off
| | 00:57 | of that and there is your label.
| | 01:00 | Okay, so as you can see you can use
this to label things in your drawing to
| | 01:04 | draw attention to them.
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| Using the Dimension tool| 00:00 | Another way to label drawings is
by using the Dimensioning tool.
| | 00:04 | And this is something you probably use
a lot in architecture or where you're
| | 00:08 | using a very specific dimension.
| | 00:11 | You can find the Dimensioning tool here
under Dimensions or here on the toolbar.
| | 00:17 | And Again, it's a very simple tool to use.
| | 00:19 | All you have to do is just select the
tool and then Dimension what you want.
| | 00:25 | So let's go ahead and
dimension this side of the chimney.
| | 00:26 | So I'm going to find this end point,
left click, drag, find the top endpoint,
| | 00:33 | left click Again, and now we are
just going to drag out our dimensions so
| | 00:36 | that we can see it. Okay, very simple.
| | 00:39 | We can do this again.
| | 00:40 | Let's go ahead and just click here;
| | 00:42 | left click, left click Again, and then drag.
| | 00:47 | So I can just go ahead and just
dimension this little part here.
| | 00:51 | Okay, very simple and so once you have
the dimensions in place you can adjust it
| | 01:00 | a little bit and basically what you
can do is you can adjust them up or down.
| | 01:04 | So if I want I can select the labels
and push them up or down to make it
| | 01:08 | more visually appealing.
| | 01:10 | As you can see this is a very handy
way to communicate more information about
| | 01:15 | the documents you are drawing in SketchUp.
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| Creating sections | 00:00 | Another tool that you'll find handy in
presentations is the Section Plane tool
| | 00:06 | and this allows you to
create sections of your drawings.
| | 00:09 | A lot of time you will have a building
or house and you want to see inside of it
| | 00:13 | or show how it's constructed and a
Section can really help with that.
| | 00:18 | So I'm just going to go ahead and zoom
out of this model here and give a little
| | 00:22 | bit of a top down view.
| | 00:25 | And let's go to the Section Plane tool.
| | 00:27 | Now it's not on the standard toolbar so
we have to get to it through the menu;
| | 00:31 | go tools>Section Plane and
then what pops up is this plane.
| | 00:37 | Now you can snap this to any plane in the model.
| | 00:43 | So in this case let's go ahead and just
snap it to the roof plane here and when
| | 00:48 | I do it creates a section.
| | 00:50 | Okay and actually what it does, it creates an
object called a Section Plane that I can select.
| | 00:56 | So if I select out of it it's orange, if
it's highlighted and it selected its blue.
| | 01:03 | So once I have that selected I can use
the Move tool, hit M on the keyboard or
| | 01:08 | just select it from the toolbar and I
can move that up or down, so I can figure
| | 01:14 | up where do I want my
section to be and I can do that.
| | 01:17 | So I'm going to go back to my Select
tool and deselect it if I wanted to do
| | 01:21 | a top-down section;
| | 01:22 | all I have to do is to Camera>
Standard Views>Top and then select Parallel
| | 01:28 | Projection and now I have a floor plan. Okay.
| | 01:31 | And if I want I can go back to my
Normal view, just turn off Parallel
| | 01:36 | Projection, go back to Perspective
and if I want I can select that Section
| | 01:40 | Plane and delete it.
| | 01:41 | And so if we want we can
do maybe a vertical section.
| | 01:45 | So let's do tools>Section Plane, and then I'm
going to snap to this outside wall right here.
| | 01:53 | So just go ahead and left click and
then select the plane, move and now I can
| | 02:01 | see a section from the side as well.
| | 02:05 | So as you can see the section is very
handy particularly when building complex
| | 02:10 | objects and it will allow you to see
inside of it and create sections through
| | 02:15 | those objects and so this will come in
very handy not only for visualization but
| | 02:19 | also for presentation as well.
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|
|
5. Working with ComponentsThe Component window | 00:00 | When you work with SketchUp a lot of
time you want to bring in a standard models
| | 00:05 | or also make your own standardized models.
| | 00:09 | Let's say, for example, you made a
window, you might want to duplicate that
| | 00:12 | window across the model or
across the entire project.
| | 00:16 | This is where we get into
the area called Components.
| | 00:21 | So let's go through a quick
tour of what components are.
| | 00:24 | We can find components here under
Window, Components and it's just a
| | 00:28 | floating window here.
| | 00:30 | And this window actually has
a number of different options.
| | 00:34 | The first thing it does is, it will
show you what components are in your scene
| | 00:39 | and we only have one thing in our
scene and that's Susan so that we know her
| | 00:43 | name and basically she is a component.
| | 00:47 | But it doesn't have to be just people.
| | 00:48 | It can be any number of things.
| | 00:51 | It can be furniture, it can be
building parts, and it can be anything.
| | 00:55 | So this Window has a number of options.
| | 00:58 | Let's first look at all the different
types of Components that we can have.
| | 01:02 | If I click here, you'll notice this
pulldown menu comes up and we have this
| | 01:08 | stuff that's in the model
which is what we're seeing now.
| | 01:11 | We only have one component
in this particular model.
| | 01:14 | If we pull it down and select Components
you will notice this Components Sampler
| | 01:18 | and all we have to do is double-click on
that and you'll notice all the sorts of
| | 01:22 | different components and this is
just a sampler that Google provides.
| | 01:26 | So you can just click and drag
any one of these into your scenes.
| | 01:30 | So, for example, if I need a Mailbox
and I am going to see if I can just click
| | 01:32 | on that and there is my Mailbox.
| | 01:35 | And all I have to do is just click
Again, and it's in the scene, same for
| | 01:39 | really anything else.
| | 01:40 | So you can just pick anything.
| | 01:41 | If you want to pick a car, you can put a
car in this scene and that's sort of stuff.
| | 01:46 | So actually it's just a
library of stuff that you can use.
| | 01:49 | So I'm going to go ahead and clear
out the scene here and let's go into
| | 01:51 | some more complex stuff.
| | 01:53 | So in addition to the Components Sampler,
we also have stuff for Architecture,
| | 01:58 | Landscape, Construction, that sort of stuff.
| | 02:01 | So if we want to go into Architectural
details, notice how it searches a thing
| | 02:06 | called the 3D Warehouse.
| | 02:07 | We'll get to that in just a bit, but
a lot of these components are actually
| | 02:12 | stored online so you will need to make sure
you're connected in order to see some of these.
| | 02:17 | We have everything from Walls,
Cabinets, Windows, just a whole variety of
| | 02:23 | different types of things.
| | 02:24 | Also other categories, so we have
Construction, for example, if we wanted to
| | 02:28 | do stuff that's Machinery, Wood Joists, all
sorts of different construction related objects.
| | 02:37 | Transportation, you can also bring in
all sorts of different transportation
| | 02:41 | vehicles Cars, Trailers, that sort
of thing and there is really a whole
| | 02:45 | warehouse of 3D objects that Google maintains.
| | 02:50 | And you can access a lot of
this through the Components window.
| | 02:53 | You can also access it
through the 3D Warehouse web site.
| | 02:57 | So, for example, if I wanted to see
all the doors I can just type the word
| | 03:01 | doors into the search box and
it will bring up 30,000 doors.
| | 03:06 | Okay, so you have a really wide
variety of doors and that sort of stuff.
| | 03:11 | Now this Components window also has a number
of other options, one is a View option here.
| | 03:17 | We can certainly see Small Thumbnails,
Large Thumbnails, Details, and so on.
| | 03:22 | There is also an Edit and a
Statistics, so I'm actually going back to the
| | 03:28 | Components that I have in my model.
| | 03:30 | Since I drag those other ones in notice
how they know show up as being in the model.
| | 03:37 | Okay so just remember that once you
drag something in, it will be in the model.
| | 03:40 | You can always delete it if you want.
| | 03:42 | But I am going to go ahead and select
Susan here or the person that's in the
| | 03:45 | scene and let's just take a look at some of
the other options that we have for Components.
| | 03:51 | So if we go into Edit you can actually
Glue these objects to any type of surface.
| | 03:58 | So, for example, if you have something
that always needs to be on a Horizontal
| | 04:01 | surface, you can glue it to that.
| | 04:04 | Something needs to be on a Vertical
surface say, for example, a window or a
| | 04:08 | picture frame or something like that,
you can stick it just a vertical surfaces
| | 04:12 | which is kind of cool., and then we also
have these two options here Always face
| | 04:16 | camera and Shadows faces sun.
| | 04:19 | I am going to go ahead and click
both of those off and actually when I do
| | 04:22 | that it actually brings in a second
object here, so I am just going to go
| | 04:26 | ahead and click on that.
| | 04:28 | When I turned off Always
face camera watch what happens.
| | 04:31 | My character now becomes a flat object.
| | 04:36 | Now if I turn this back on what happens
is it automatically rotates that so it
| | 04:43 | always faces the camera.
| | 04:45 | So this is a nice little trick you can do to
create a flat object that looks kind of 3D.
| | 04:50 | So if it always faces the camera it'll
look like kind of 3D but also it will
| | 04:56 | always face the camera no
matter where you put it.
| | 04:58 | So that's kind of nice.
| | 04:59 | And then the other one here is Shadows
always faces sun and that's just control
| | 05:03 | shadows., and then we also have
Statistics which is basically, how big is this
| | 05:08 | model that sort of stuff.
| | 05:11 | We also have each of Components so
All geometry or all Components in there.
| | 05:16 | So those are some of the
basics of the Components window.
| | 05:20 | Go ahead and just you know explore.
| | 05:22 | Bring in some objects
from the Components window.
| | 05:25 | Get use to how to use it because
it's a very, very handy window to use
| | 05:30 | within SketchUp.
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| Creating components | 00:00 | Now let's take a look at how
to create our own components.
| | 00:04 | We can do this very simply by just
modeling an object and creating our components.
| | 00:09 | So let's first of all just model something.
| | 00:12 | I'm going to go ahead and model a
simple window on this wall here.
| | 00:16 | So I'm just going to go ahead and zoom in and
let's just go ahead and just free hand this.
| | 00:21 | I'm just going to go
ahead and create a box here.
| | 00:26 | Let's go ahead and outline that say by 2"
that will give me a little bit of a window frame.
| | 00:30 | Then I'm going to go ahead and select
this face here, use Push/Pull and I'm
| | 00:36 | going to go ahead and pull that out
say by 1 inch and then go ahead and push
| | 00:42 | this in by another inch, so then I'm
going to go ahead and this face and delete it.
| | 00:48 | So that's probably the
simplest window we can build.
| | 00:51 | We built it very quickly here.
| | 00:53 | Now let's turn this into a component.
| | 00:57 | So we can do that just by selecting the window.
| | 01:00 | So I'm going to go ahead
into my Select tool, select it.
| | 01:04 | So now I've got just that window selected.
| | 01:07 | I'm going to go ahead and spin my
building around just make sure don't select
| | 01:10 | anything else and I haven't.
| | 01:12 | So I've just that window selected.
| | 01:14 | So in order to make a component,
you go to Edit>Make Component and the
| | 01:19 | hotkey for this is G. There is also an option
here or on the toolbox called Make Component.
| | 01:25 | So I'm going to hit G, select
the menu option, or hit this.
| | 01:28 | Now we can create a component.
| | 01:32 | We can give it a name.
| | 01:33 | Let's call this SmallWindow and we
can give it a description if we want.
| | 01:39 | We can also tell what to glue it to.
| | 01:42 | Let's just leave to any of this point.
| | 01:44 | And then do we want to cut out the opening?
| | 01:47 | In this case we do have an opening
that's cutout, so I'm going to go ahead and
| | 01:51 | leave that on and do we want to
replace the selection with the component?
| | 01:56 | Let's go ahead and do that.
| | 01:57 | So we are going to hit Create.
| | 01:59 | Well, it doesn't really do much, but
let's go into the Components window and
| | 02:03 | we'll see SmallWindow
which is what we've created.
| | 02:07 | So now I have a SmallWindow and
notice that when I select that, it actually
| | 02:11 | wants me to put one into the scene, so
all I have to do is just place it on one
| | 02:17 | of the faces on the building and left-click.
| | 02:20 | So if we want to put another
window in, just click on that and again.
| | 02:27 | So now I'm creating some windows.
| | 02:29 | Now I can do this for just about anything.
| | 02:31 | Let's go ahead and just do it for the
some of these preexisting objects here.
| | 02:35 | Let's go ahead and select
the objects that are this door.
| | 02:41 | Make sure I don't have anything else
selected here, because we don't want to
| | 02:45 | something on the opposite
wall or something like that.
| | 02:48 | Then all I have to do is do Make
Component, hit the letter G or do this and we
| | 02:52 | can call this say DoubleDoor and Again, we
want to make sure we cut opening, and so on.
| | 03:00 | Hit Create.
| | 03:01 | Notice how it comes up
immediately in that Components window.
| | 03:05 | So let's say we wanted to put a door
on the back of the house over here.
| | 03:08 | So just click on that door and
drop it in, there it is. Okay!
| | 03:14 | So you can see how handy this can get
with creating components and actually
| | 03:20 | creating standard objects.
| | 03:21 | So if you have a standard window that
you want to use, you can model it and then
| | 03:27 | just use it throughout the house.
| | 03:29 | Now you also have standard components.
| | 03:31 | So, for example, if you wanted a
window from a certain manufacturer, a lot of
| | 03:35 | the major manufacturers are uploading
their windows and doors and appliances to
| | 03:41 | the 3D warehouse and you
can bring those in as well.
| | 03:44 | So in this case, we've created a
window and a door, and made those into
| | 03:49 | components and we have made it very
easy to add those components to the model.
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| Using the 3D Warehouse| 00:00 | Another way to bring assets into
SketchUp is to use Google's 3D Warehouse and
| | 00:05 | let me show you how that works.
| | 00:07 | It's actually accessed through a browser.
| | 00:10 | So I'm going to go ahead and
minimize SketchUp and bring up my browser.
| | 00:14 | I already have it set to
sketchup.google.com/3dwarehouse.
| | 00:19 | When you bring this up, it'll actually
bring up a browsing window where you can
| | 00:24 | actually look at all the different
models that everybody else has uploaded.
| | 00:28 | So they have building collections.
| | 00:31 | We can to step through all of these.
| | 00:33 | You can actually go into this and see
different types of buildings that people have built.
| | 00:38 | We can go through Featured
Collections, Skate Parks, other types of
| | 00:44 | collections, Popular models.
| | 00:47 | So really any type of model you want,
you can basically just scroll through
| | 00:51 | those, and also just Recent
models that people have uploaded.
| | 00:57 | So if you want to get a little more specific
with that, you can actually do a text search.
| | 01:02 | So, for example, let's say I
wanted the Empire State building.
| | 01:07 | So all I have to do is type in
empire state, hit Enter and it'll bring up
| | 01:11 | several different Empire State buildings.
| | 01:14 | So a number of people have actually
modeled this and it's bringing up all the
| | 01:18 | different Empire State buildings that it has.
| | 01:20 | I'm going to select the one from the
Google 3D Warehouse, this is the one that
| | 01:25 | Google provides and so if you click
on this and this is true for any model.
| | 01:30 | You can take a look at the model, find
a map if it's a building where it is and
| | 01:35 | actually a street view of the building itself.
| | 01:38 | You can also have a little bit of
description of you know, why this building
| | 01:41 | is so important, or If it's an object
such as a chair or something, a little
| | 01:46 | bit about that as well.
| | 01:47 | Now once you have decided what
model you want, you can download that
| | 01:52 | directly into SketchUp.
| | 01:53 | So I'm going to hit Download model, and
then It gives us a couple of different
| | 01:57 | versions of this, I'm going to select
the highest version of SketchUp which is
| | 02:01 | SketchUp 6 and just download that.
| | 02:05 | So my browser is going to ask me do
I want to open this for SketchUp and
| | 02:08 | I'll say of course.
| | 02:09 | So what it's going to do is it's going
to start a new instance of SketchUp, so
| | 02:12 | I'm going to start using SketchUp, and
then It should bring up the building in
| | 02:17 | a brand-new version of SketchUp.
| | 02:20 | When I bring it up, it's gives me a
little bit of warning, it says, you know
| | 02:23 | this was created in version 6,
you're in SketchUp 8 and we can say OK, we
| | 02:27 | can also click don't show this message again,
but now here's my Empire State building.
| | 02:32 | So, I can zoom in and there it is, very
cool, so if I want, it's got some nice
| | 02:40 | textures, it is to scale, and there it is.
| | 02:45 | Now you can do this for anything.
| | 02:47 | It doesn't have to be entire building,
it can be components, it can be parts,
| | 02:51 | furniture, really almost anything
that's in the 3D Warehouse, you can bring
| | 02:56 | into SketchUp and use.
| | 02:58 | You can also upload your own models as well.
| | 03:00 | So there is sharing
between SketchUp users as well.
| | 03:04 | So I want you to go ahead and browse
the 3D Warehouse and just download a few
| | 03:07 | models just to see how it works and
you'll find it's very handy and there is
| | 03:11 | tons and tons of great assets out there.
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| Importing from Google Earth| 00:00 | There is one more way to find and
import models into SketchUp and that's
| | 00:04 | using Google Earth.
| | 00:06 | So let's take a look at how to do that.
| | 00:08 | I've got SketchUp open here, but I'm
going to go ahead and minimize it and I
| | 00:12 | already have Google Earth loaded.
| | 00:15 | Okay, now I'm not going to go through
too much about how to use Google Earth,
| | 00:18 | but the one thing that I want to make sure
that we have is that we toggle on 3D buildings.
| | 00:24 | Now I want to make sure we have
Photorealistic and Gray, Buildings as well.
| | 00:29 | So let's make sure that that's turned on and
then let's just go searching for a nice building.
| | 00:35 | So I'm just going to go
ahead and type in the city;
| | 00:38 | let's go ahead and type in Paris, and
we're going to go, take a trip to France.
| | 00:44 | And let's just go ahead and
find something worth uploading.
| | 00:47 | So there are lots of cool buildings
there and actually here's a very famous
| | 00:52 | structure here, the Eiffel Tower.
| | 00:55 | So let's go ahead and zoom in on that
and you'll notice that every building if
| | 01:02 | you hover over it, it will highlight and
if it highlights, you can left click on
| | 01:08 | it and it'll tell you a, about the
building, but also about the model.
| | 01:15 | Now people from all over the world are
contributing models to the 3D warehouse
| | 01:22 | and the best of these models are
picked and actually put into Google Earth.
| | 01:26 | So if we want, we can actually go
find this model in the 3D warehouse.
| | 01:32 | So all I have to do is just click on
this and it finds that particular Eiffel
| | 01:37 | Tower in the 3D warehouse and just like
we did with the Empire State Building,
| | 01:43 | we can download this into SketchUp.
| | 01:49 | And again, it's given me a warning;
| | 01:50 | this is created in SketchUp 7 and
we're using SketchUp 8. But here we go;
| | 01:56 | there it is and there is the Eiffel Tower.
| | 01:58 | Now the reason I got this because
I search for it in Google Earth.
| | 02:03 | One way that this can be handy is, let's
say, you're working on an architectural
| | 02:06 | project and you want to bring in the
buildings that surround your project, or
| | 02:12 | you can just go find your address on
Google Earth and if the buildings are
| | 02:16 | already there, you can bring those
in and it will save you a lot of time.
| | 02:20 | So go ahead and find some buildings
on Google Earth and bring them into
| | 02:23 | SketchUp and have some fun.
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| Using the Interact tool | 00:00 | Components in SketchUp can also have
interactivity applied to them and we can
| | 00:06 | access this using the Interact tool.
| | 00:10 | Let me show you where this is.
| | 00:12 | Under tools we have Interact and when I
select that, a little hand comes up and
| | 00:18 | if I'm over nothing, well, it's just a hand.
| | 00:20 | If I'm over an object, it will be
either no for I can't interact with this to
| | 00:26 | lighting up which says click to activate.
| | 00:29 | So if I left click over an active
object, we can interact with it, so I can
| | 00:34 | interact, for example, with the doors
of this cabinet or the top drawer, or we
| | 00:39 | can also interact with the dishwasher.
| | 00:43 | Now interactivity can open and
close things, which is great.
| | 00:46 | Let's say you're designing a
kitchen and you want to make sure that the
| | 00:49 | refrigerator door doesn't bang
into the wall or something like that.
| | 00:53 | If you have interactive components, you
can design the kitchen and interact with
| | 00:58 | all the objects within it and that
gives you a much better sense as to how the
| | 01:03 | kitchen will work as a whole.
| | 01:05 | Now interactivity isn't just
limited to opening and closing things;
| | 01:10 | you can also change color.
| | 01:11 | Let's say, I want to click on this man's shirt.
| | 01:14 | If I click on it, I can change color
and you can use this to see how different
| | 01:18 | colors will work in your room.
| | 01:20 | Let's say you had a couch and you
want to see what color works best.
| | 01:23 | Now all of this interactivity is built
into the components using SketchUp Pro
| | 01:30 | and this will be covered later in the course.
| | 01:33 | So if you have SketchUp Pro, you'll be
able to add interactivity, but anybody
| | 01:37 | with SketchUp even the free
version can interact with objects.
| | 01:42 | So go ahead and play with the Interact tool.
| | 01:44 | If you can, download some objects from
3D warehouse and interact with them and
| | 01:48 | you'll find that there's a wide
variety of ways to use this tool.
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| Using the Component Options window | 00:00 | Another way to work with components is
to use the Component Options window and
| | 00:05 | this gives us various components that
we can use to refine our components.
| | 00:10 | So let me show you how this works.
| | 00:12 | First of all, let's go
ahead and drag in a component.
| | 00:15 | I'm going to open up my Components
window, I'm going Window>Components, and if
| | 00:20 | we go to the components that are
In model, I can scroll down and find
| | 00:26 | Coffee_Table and I want to go ahead and
drag that coffee table into the scene.
| | 00:30 | I'll just go ahead and just
move that into place here.
| | 00:34 | Now once I've a component selected, I
want to open the Component Options window.
| | 00:40 | Now the contents of this window will
vary depending upon the attributes that the
| | 00:45 | person who created the
component applied to them.
| | 00:48 | So in this case, we created a coffee
table that has several different materials;
| | 00:54 | we have a price and a size.
| | 00:57 | So let's show you how this works.
| | 00:59 | For the material, I have three selections;
| | 01:02 | Bamboo, Cherry, and Ash.
| | 01:04 | So let's go ahead and select Bamboo and
hit Apply and notice how the color changes.
| | 01:09 | We can do that again;
| | 01:10 | we can change it to Ash colored, and so on.
| | 01:14 | Now also we have price, but price is calculated;
| | 01:18 | it's dependent upon the size of the tables.
| | 01:21 | So, for example, we have
Small, Medium, and Large.
| | 01:24 | So let's go ahead and make
this a Small table and hit Apply.
| | 01:29 | When I do, notice how the table shrinks in
size and also the price of the table goes down.
| | 01:35 | Now, if you're a manufacturer of
coffee tables, you would want to supply your
| | 01:40 | components in the
specific sizes that you supply.
| | 01:45 | You don't want somebody being able to
scale a coffee table as much as they want
| | 01:49 | because you might not be
able to manufacture that.
| | 01:51 | This will restrict people
to the sizes that you offer.
| | 01:55 | In fact, if I go to scale this, it
won't allow me to scale, because I've
| | 02:00 | constrained it to the small,
medium, and large size.
| | 02:02 | Now the same goes for really
anything in this room here.
| | 02:06 | If I select the sofa, I
have some very similar options;
| | 02:10 | I have Size, Color, and Price as well.
| | 02:13 | So I have a small couch, a large couch,
and a medium couch and we also have
| | 02:19 | different colors and also notice
how the price is also calculated.
| | 02:24 | Now we also have one for the carpet;
| | 02:26 | if I select the carpet, notice how we
can change the color of the carpet and
| | 02:31 | notice how the price and the area of
the carpet are actually grayed out.
| | 02:36 | That means it will show you how much
carpet you have as well as the price.
| | 02:40 | Now the price is tied to
how much carpet you have.
| | 02:43 | So if I select the Scale tool, I
can actually scale up the carpet.
| | 02:48 | Let's say I have a bigger room.
| | 02:49 | So if I have a bigger room, bigger
room means more area, more area means more
| | 02:54 | carpet higher price.
| | 02:55 | So this is actually calculating the
price of the carpet based upon the square
| | 03:00 | footage of the carpet
that you have in your scene.
| | 03:05 | Now this Again, can be very, very handy
for calculating costs and material lists
| | 03:09 | and that sort of thing and if you are a
manufacturer, it's great to give people
| | 03:13 | idea as to how much things will cost.
| | 03:15 | Now just like with interactive
components, the actual setup of these sorts of
| | 03:20 | screens happens in SketchUp Pro and
we'll be getting to those a little bit
| | 03:24 | later in this course.
| | 03:26 | But just be aware that if you do bring
in objects from the 3D warehouse, they
| | 03:31 | may actually have
component options that you can use.
| | 03:34 | So go ahead and open that window and
just see what's available for whatever it
| | 03:39 | is that you've brought
into your SketchUp scenes.
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|
|
6. Organizing ScenesGrouping objects | 00:00 | Now let's take a look at some other ways
to organize your assets within SketchUp.
| | 00:05 | The first we are going to
look at is called Groups.
| | 00:08 | Now grouping is very similar to
components except it doesn't go quite as deep
| | 00:12 | and in some ways this can be a
benefit because it's very simple to use.
| | 00:16 | Let me show you how this works.
| | 00:19 | Let's say we have these two houses here,
now if I wanted to I could select the
| | 00:23 | houses by selecting all the faces
and components that comprise them.
| | 00:28 | But if you notice that each house is a
bunch of separate objects that are kind
| | 00:32 | of just sitting there together, if I
wanted to get these into a more cohesive
| | 00:36 | organization I could use Group,
so let me show you how this works.
| | 00:40 | I am going to go ahead and just select
everything in this one house so I am just
| | 00:46 | going to go on to my Selection tool,
left-click and drag and make sure that I
| | 00:50 | have the entire house selected.
| | 00:53 | Now if you want you can see
that I've got it all selected.
| | 00:56 | Now we can group things in one of two
ways, under Edit you can do make group.
| | 01:02 | Another way to do this is to right-click
over this to bring up the
| | 01:06 | context-sensitive menu and when you do
that you'll scroll down and you'll find
| | 01:11 | this option here it says Make Group.
| | 01:13 | Same option just a different way of
getting to it, let's go ahead and click on it.
| | 01:17 | Notice how this puts a big box around the house.
| | 01:21 | Now if I click on the other house you
will notice that well it's just still
| | 01:25 | different parts, but if I click
on this it becomes just one object.
| | 01:31 | And this is great because this allows
us to move it around, if I clicked for my
| | 01:35 | Move tool I can move the entire house
very easily, or If I wanted to copy it I
| | 01:40 | can copy and paste or an even easier
way of copping it is to hold down the Ctrl
| | 01:45 | key, left click and drag and I
can just duplicate this house.
| | 01:49 | If I wanted to do some more to this
house I could, for example, flip the scale,
| | 01:55 | let's say I wanted this house to
have a balcony on the other side.
| | 01:59 | I can just use my Scale tool and just
scale the entire house, so I will have to
| | 02:03 | do is just grab this and scale it -1
in the opposite direction and then just
| | 02:09 | moved that back into place.
| | 02:11 | And so now what I am doing is I'm taking
the same house and just flipping it around.
| | 02:15 | Now I can do the same for this other
house let's just go ahead and get that
| | 02:19 | position so I can draw a box around it
and Again, just draw box around it make
| | 02:25 | sure you have everything selected and
either right-click or go into Edit>Make
| | 02:31 | Group and Again, we can just
move that, or we can copy and paste.
| | 02:37 | Now this time let's use copy and paste and
that will go ahead and allow me to paste this.
| | 02:43 | Notice how it turn on the color and
let's go ahead and turn our Face Style back
| | 02:49 | to Mono Chrome here.
| | 02:50 | And so now I have this house so Again,
it's very easy to work with Groups,
| | 02:56 | you can copy and paste you can move
them around and it's a great way to
| | 03:01 | organize your scenes.
| | 03:03 | Now let's say you how some objects that
are grouped and you wanted to go in and
| | 03:07 | modify something, let's say I have
this house here and we really didn't want
| | 03:11 | this window in here.
| | 03:12 | Well you can edit a group of very
simply you can double-click on it and it will
| | 03:17 | open it up, another way to get into it
is to select your group, go into Edit,
| | 03:23 | under Group all we have to do is to
Edit Group, so we either do Edit Group or
| | 03:29 | double-click on it, same things.
| | 03:31 | So when you double-click on a group
it opens it up and allows you to edit
| | 03:36 | whatever you want in there, so if I
wanted to move this around, if we wanted to
| | 03:40 | delete the window, let's say I wanted
to make this roofline a little bit higher
| | 03:44 | I could certainly move that up.
| | 03:47 | Whatever I want to do in this group I
can do it just by editing However, I want.
| | 03:52 | Now once I click off of that group
it closes it back and now it's done.
| | 03:59 | So if I want to go back into it I'd
have to double-click into it or click
| | 04:04 | outside of it to close that group.
| | 04:06 | You can also group group.
| | 04:08 | So let's say I wanted to have
all of these houses in one group.
| | 04:13 | So all I have to do is select
everything here and then right-click Make Group
| | 04:18 | and that creates one giant
group from all of my subgroups.
| | 04:23 | So now I have a group of groups.
| | 04:25 | So I can group group and I can do
hierarchies of user groups if I want to and I
| | 04:30 | can copy that let's say I wanted to
make the other side of the street, all I
| | 04:34 | have to do is just move that, hold down
the Ctrl key while doing Move and that
| | 04:40 | makes a copy of those houses, but if a
lot of flip those houses I have to use a
| | 04:44 | Scale tool and so just go ahead and
scale that 1, -1 and that should scale it in
| | 04:53 | the opposite direction and
then just move those into place.
| | 04:58 | Let's go ahead and see how
this works, there were go.
| | 05:01 | So now let's say I wanted to
rearrange or move these houses around, we can
| | 05:05 | also get rid of a group.
| | 05:06 | So you can get rid of a group by
doing Explode, so all I have to do is
| | 05:11 | right-click over it and hit
Explode and that bring it back down into
| | 05:15 | its component group.
| | 05:16 | Now if wanted to get rid of that group
as well I can just do Edit>Group>Explode
| | 05:22 | and Again, that gets rid of the group itself.
| | 05:25 | So you can group objects individually
you can also group groups, you can also
| | 05:30 | edit groups and go into a
group to change things around.
| | 05:33 | So Groups can be very powerful, very
simple, very easy to use and I'm sure
| | 05:38 | you'll find lots of good ways
to use them in your own projects.
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| Working with layers | 00:00 | Another way to organize objects
within SketchUp is to use layers.
| | 00:04 | So let's take a look at the layers menu
and see how layers work, and then In the
| | 00:10 | next lesson we will go through
and actually create our own layers.
| | 00:13 | Now you can find following
layers under Window>layers.
| | 00:18 | So when I open that up I get a layers
window and it has all the layers that I've
| | 00:24 | created for this particular scene.
| | 00:26 | So I have a layer for the Ground,
Houses, Miscellaneous and streetlights.
| | 00:32 | Now how layers works is we have what's
called an Active layer and this is where
| | 00:37 | this dot is, this dot tells me
that this is my Active layer.
| | 00:41 | When you draw new objects and you have
layers active, it will draw into that layer.
| | 00:48 | So if I drew a circle into this layer
it will go into the layer with the houses
| | 00:54 | and if no layers are available layer 0
will always be the catchall, layer 0 is
| | 01:00 | the default layer there is always
at least of layer 0 in the scene.
| | 01:05 | Now probably the most important thing
with layers is this Visibility Column,
| | 01:09 | this allows you to turn on and
off different types of layers.
| | 01:12 | So, for example, if I wanted to
turn off all the Ground planes I can do
| | 01:15 | that, turn off all the Houses, Streetlights
and so on I can turn them, or I can turn them on.
| | 01:22 | Now one of the most important things about
layers is that you cannot hide the Active layer.
| | 01:27 | This dot shows me which layer is active,
so if I am on the Houses and I want
| | 01:33 | to hide them by turning off Visibility you
will get an error, so just be aware of that.
| | 01:39 | And because of that I leave layer 0
empty and this way I can create all of my
| | 01:45 | other layers and if I want I can
turn everything in the scene off just by
| | 01:50 | turning off those layers, I do have
to have one layer active at all time.
| | 01:54 | So typically I make that layer 0 and that way
I can turn off everything else if I need to.
| | 02:00 | The next column here
indicates the color of that layer.
| | 02:05 | Right now, we're not seeing that color
because we have to go over here into this
| | 02:11 | little menu here and we have a
scroll down menu that says Color by layer.
| | 02:17 | When I select that it actually
applies these colors to my scene.
| | 02:23 | So I can actually look at the colors and no
which layer they are on. So, for example,;
| | 02:28 | if I wanted to change the Ground plane
from red I can just go ahead and click on
| | 02:33 | that and change it to
whatever other color I want.
| | 02:37 | Now this can be really handy in the
scene if you want to see exactly what layers
| | 02:42 | particular items are on.
| | 02:45 | This doesn't affect the actual shading this
is really just a visibility type of thing.
| | 02:50 | So if I turn this off it will
go back to the original shading.
| | 02:55 | Now I also have a Select All option
here and that will select all of my layers.
| | 03:01 | Another way to do
selection is to Select by layer.
| | 03:05 | So if I were to kind of zoom in a
little bit here and select part of the
| | 03:11 | sidewalk, I can right-click on this and
select all on the same layer and when I
| | 03:16 | do that it selects all of the
faces that are in the Ground plane.
| | 03:22 | So those are some of the basics
about working with the layers menu.
| | Collapse this transcript |
| Creating layers | 00:00 | Now that we understand a little bit
about layers let's go ahead and create our
| | 00:06 | own layers and layer this particular file.
| | 00:08 | We have a street of houses and let's
go ahead and put those into layers.
| | 00:13 | We are going to start by opening up
the layers Window, so I am going to go
| | 00:16 | Window>layers and By default,
all we have is a layer 0.
| | 00:22 | So let's go ahead and create a
layer and add some houses to that.
| | 00:26 | So we create a layer by hitting this
plus sign which adds a new layer and
| | 00:31 | when that happens, it
allows us to type in a name.
| | 00:34 | So let's create a layer for the houses.
| | 00:37 | So I am going to type in the word Houses,
hit Return and now I have a layer for these.
| | 00:42 | Now I need to add in each
individual house into this layer.
| | 00:47 | So let's go ahead and select this house
and if we right-click over this, we will
| | 00:52 | see we have Entity Info.
| | 00:54 | Now what this is is a window that
gives us actually a couple of pieces of
| | 00:59 | information about this group.
| | 01:01 | First of all it tells us that it is a
group, and then we have some options down
| | 01:06 | here which we will get to a little bit later.
| | 01:08 | But the thing that we're looking for
Right now, is the name of the layer that it
| | 01:12 | belongs to and this is actually just a
pulldown menu that increases with every
| | 01:18 | layer that you add in the layers window.
| | 01:21 | So I am going to go ahead and
select Houses and then just close it.
| | 01:25 | So now this house is part of this Houses
layer, if I turn that off the house goes away.
| | 01:33 | I can do this for the other houses on
the street, I can just Shift+Select them
| | 01:37 | so I am going to select all four
houses and Again, I am going to right-click
| | 01:42 | over them, Entity Info and this time I
have four groups but Again, the options
| | 01:48 | are the same all I have to do is
select houses and their part of that group
| | 01:53 | and I can just close that Entity window and
know all of the houses are part of this new layer.
| | 02:00 | Now if want I can continue on, let's go
ahead and create another new layer and
| | 02:05 | let's use this for let's say the Grass,
and then I am just going to go ahead and
| | 02:09 | select the plane that represents the
grass which is this plane right here and
| | 02:15 | Again, a right-click Entity Info and
now notice how the additional layer has
| | 02:22 | come into this pulldown list.
| | 02:24 | So let's go ahead and do that, Close
and let's do one more for this sidewalk,
| | 02:33 | select this group which is the
Sidewalk so I am just selecting the Sidewalk,
| | 02:39 | right-click Entity Info Sidewalk.
| | 02:43 | Now I've been doing this with just Group so
you can also do it with just faces or edges.
| | 02:50 | So the road all along the perimeter of
this row of houses is not grouped, it's
| | 02:56 | actually just individual faces, so I
were to right-click over this particular
| | 03:00 | phase and go Entity Info I
can add that to any layer.
| | 03:04 | In fact, let's go ahead and create one
more layer, let's create a layer called
| | 03:08 | Road, select this face, right-click
above it, Entity Info Road.
| | 03:15 | Now when I do that you can see how
when I hide it, it only hides the face it
| | 03:22 | doesn't hide the edges or anything else.
| | 03:24 | So probably the best thing to do with
this is select each and every face here so
| | 03:31 | I have got 3 main faces, then right-click
above them, select Bounding Edges and
| | 03:37 | that selects not only the faces but the
edges that bound them, right-click above
| | 03:42 | this whole selection, Entity Info>Road.
| | 03:47 | Now the reason this give me this
question mark here because they belong to
| | 03:50 | different layers, so let's go ahead
and just hit Road and now we've got
| | 03:55 | everything is part of that layer.
| | 03:58 | To sum up layers can be created in the
layers window in order to add an object
| | 04:05 | you need to right-click on
it and select Entity Info.
| | 04:08 | Now you can add groups, you
can also add faces and edges.
| | 04:12 | So hopefully this will give you a lot
of tools for creating and organizing
| | 04:17 | your scenes into layers.
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| Using the Outliner | 00:00 | Another way to look at an
organizer scene is using the Outliner.
| | 00:05 | So let's take a look at that.
| | 00:07 | It's under Window>Outliner and in this
particular scene well there is not really
| | 00:12 | much in it there's just one object and
that's this character named Susan and the
| | 00:18 | Outliner basically just
shows what's in the scene.
| | 00:21 | So if I select it here I can select the object.
| | 00:26 | As you build your scenes and make them
more complex the Outliner will become
| | 00:31 | a lot more important.
| | 00:32 | So let's go ahead and create some object and
show you how to add those into the Outliner.
| | 00:37 | I am going to go ahead and just create
a simple box, so I am just going to go
| | 00:40 | ahead and draw a box here, and then I
am going to select the Push Pull tool, or
| | 00:46 | I can hit the P key on the
keyboard and just pull that up into a box.
| | 00:51 | Now notice how when I have created all
of this geometry, it's in the scene but
| | 00:57 | it's not in the outliner, that's
because the outliner only deals with
| | 01:01 | components and groups.
| | 01:04 | So in order to make this show up in
the outliner I need to rubber-band select
| | 01:08 | everything and make sure I hit
Groups so I am going to go ahead and
| | 01:13 | right-click over this and do Make Group and
when I do you can see it shows up in my Outliner.
| | 01:21 | Now the name group is not a very
descriptive name so if I want I can change that.
| | 01:26 | So if I can do that by Right-clicking
over this I mean go back into the Entity
| | 01:31 | Info Window and the Entity Info Window
tells us what layer it's on in addition
| | 01:37 | to a number of other things.
| | 01:39 | But what we're really want to
do is just type in the name here.
| | 01:42 | So we can type in the word Box and so
now we know that this is a box and as soon
| | 01:47 | as we close this window it
changes, so now I have box.
| | 01:52 | Now if I want I can use this outliner
to select different things and makes it
| | 01:57 | very easy to select things by name, if
you can't find it in the scene look in
| | 02:01 | the outliner and you may be able to find it.
| | 02:03 | Now another thing you can do in the
Outliner is you can open and close
| | 02:07 | groups, now remember how when I have a grouped
object if I double-click on it I open that group.
| | 02:13 | I can do the same within the
Outliner, so if I go into the Outliner and
| | 02:17 | double-click on this notice you will
notice it opens that group, I can also
| | 02:21 | do the same for Susan, I can open her up and
go in and modify this particular object as well.
| | 02:29 | No notice there's a little bit of a
difference here, one of these objects that
| | 02:33 | we've grouped it actually has a solid
box and that's because this is a group.
| | 02:39 | Susan on the other hand is a component
and so it has a little cross inside the
| | 02:44 | box, or it's actually 4 boxes.
| | 02:47 | So this is the difference between this
is a component and that's a group and
| | 02:51 | that's how you can visually tell
the differences within the Outliner.
| | 02:55 | Now for one I can also duplicate the
object so I am going to select my Box
| | 03:01 | that's the M key to going to move and
then Ctrl+Click to duplicate that box and
| | 03:07 | I am going to do that one
more time Ctrl+Click+Drag.
| | 03:11 | So now I have three boxes, but also
notice that when I copied them it did
| | 03:15 | not change their name.
| | 03:17 | So each one of these we have to
rename if we want, so I can select one
| | 03:23 | right-click layer this one say BoxA,
Entity Info, BoxB, close select this one
| | 03:36 | right-click Entity Info, BoxC.
| | 03:38 | Now notice how these change now in the
Outliner so we now have A, B and C. Now
| | 03:44 | if I want I can also select all of
these just by Shift+Selecting them in the
| | 03:50 | Outliner and I can group them again.
| | 03:53 | So I am going to go Make Group and now
look what has happened here, I have a
| | 03:59 | group that contains additional groups.
| | 04:03 | So what we can do here is create a
hierarchy so I can have a larger groups of
| | 04:09 | objects containing individual groups as well.
| | 04:14 | So now I can if wanted to I could also
rename this group I can name this Boxes.
| | 04:20 | So now it has a descriptive name.
| | 04:24 | So I have this particular box and
I can also select any one of these.
| | 04:30 | So as you see this is very handy for
organizing complex scene, let's take a look
| | 04:36 | at a even more complex scene.
| | 04:38 | I am going to go ahead and open up a
file here called Street_modern_01 and this
| | 04:44 | is just another version of the
street that we have been working with.
| | 04:47 | Now if I go into the Outliner for
this you can see how I have a number of
| | 04:52 | different houses here as well as an
object for the graphs and the sidewalk and
| | 05:00 | so each house is a separate
group that shows up in the Outliner.
| | 05:05 | So if I want I can open up one of
these houses and notice how the house also
| | 05:10 | has subcomponents so you can have an
object that's a group but also have
| | 05:16 | components underneath, so if I wanted
to I could go into one of these windows
| | 05:20 | here double-click on it and
actually edited if I wanted to, or I can
| | 05:26 | double-click on the house.
| | 05:27 | If I want I can further organize the
scene by selecting all of the houses and
| | 05:33 | grouping them against, so right-click
Make Group and let's go ahead and
| | 05:37 | right-click Again, and Entity Info and
let's just call this Houses, close that.
| | 05:45 | So now I have basically Grass Houses
and Sidewalks I've got a much better
| | 05:51 | organization of my scene.
| | 05:53 | As your scenes get more and more
complex this Outliner is going to become a
| | 05:57 | lot more important.
| | 06:00 | If you have a very complicated
scene, this may be your main way of
| | 06:03 | navigating the scene;
| | 06:04 | because you'll have everything named
appropriately and that leads me to my next
| | 06:08 | point which is you need to have
descriptive names for everything in your scene.
| | 06:14 | If you group things and don't give
them the name it will just show up as the
| | 06:18 | word Group and so when you go into
your Outliner you may have 50 to 100
| | 06:22 | objects named Group.
| | 06:24 | But if you name them descriptively as
you go along, you will have a much better
| | 06:30 | overview of you scene when
you go into the Outliner.
| | 06:33 | So go ahead and play with the Outliner,
learn how to use it and I'm sure you'll
| | 06:37 | find it very handy when
working with complex scenes.
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| Hiding and unhiding objects | 00:01 | Another way to organize your scene
is by hiding and unhiding objects.
| | 00:05 | So I have this street still loaded up and
let's take a look at how hide and unhide works.
| | 00:11 | I'm going to go ahead and select one
of these houses, and under Edit, we have
| | 00:15 | two options here, Hide and Unhide.
| | 00:18 | You can also get to these
through the right-click menu.
| | 00:22 | So if I want to, I can right-click
and hide my object.
| | 00:26 | So when I do that, it looks like the
object disappears, but if I go into my
| | 00:32 | Outliner, you'll notice that this
particular house is actually just grayed out,
| | 00:37 | that means it's hidden.
| | 00:39 | If I select this, you'll notice how I
have got one, two, three, but I can't see
| | 00:45 | this particular house, but I know
it's there. For example, if I took this
| | 00:49 | house here and I hid it,
notice how it grays out.
| | 00:53 | Now if I want, I can unhide.
| | 00:57 | So we go into Edit and do Unhide and we
can either do Unhide>Selected which is
| | 01:03 | the object that I've selected in the Outliner.
| | 01:07 | We can do Unhide the Last hidden.
| | 01:09 | If I do that, it unhides the last two
that I have hidden, or I can Unhide>All.
| | 01:16 | So as you can see this can be very,
very handy for working with complex scenes.
| | 01:21 | Let's say you wanted to kind of zoom
in here and you wanted to work on some
| | 01:26 | space between the houses.
| | 01:27 | Well, if you just go ahead and hide
that particular object, you will have a lot
| | 01:32 | more room to work with and you won't
be accidentally selecting something that
| | 01:36 | you don't want to see.
| | 01:38 | Now you can also hide or unhide
individual faces within an object or house.
| | 01:45 | So, for example, if I was working
on this particular house, I could
| | 01:50 | double-click on this and zoom in.
| | 01:52 | Let's say I wanted to look inside this house.
| | 01:56 | So if I wanted to, I could go into the
sidewall here, right-click and hide that
| | 02:02 | wall and this gives me the freedom to
look inside that house without having
| | 02:08 | that wall in the way.
| | 02:10 | It's almost like Section tool, but
without the burden of a Section tool.
| | 02:15 | And if I want, then I can just do Unhide>Last
and it will go ahead and replace that wall.
| | 02:23 | So as you can see Hide and Unhide can
be very handy in modeling as well because
| | 02:28 | what you can do is you can hide parts
of a model such as faces or edges which
| | 02:33 | allow you to actually go inside and work
on the interior of a model which can be
| | 02:38 | very handy, particularly
with working with houses.
| | 02:42 | So those are some of the
basics of the Hide and Unhide tool.
| | 02:45 | I am sure you'll find it handy.
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| Locking and unlocking objects| 00:00 | Now let's take a look at one more tool
and that's called Lock and Unlock and
| | 00:06 | it's really very straightforward tool.
| | 00:08 | The Lock function allows you to lock an object,
so you can't move it, rotate it or scale it;
| | 00:13 | basically just kind of
freezes that object in place.
| | 00:17 | So if I were select one of these houses,
I can just go into Edit > Lock and when
| | 00:23 | you do that notice how it turns red.
| | 00:26 | Now there is another place you
can get to it and that's through the
| | 00:29 | context-sensitive menu.
| | 00:31 | So if I select this other house and I
right-click over it, you can see how I
| | 00:36 | have a Lock option here as well.
| | 00:38 | So now these two objects are locked and
you can tell because they are bright red
| | 00:43 | and then everything else is unlocked.
| | 00:47 | What Lock does is it
prevents us from moving an object.
| | 00:51 | So if I were to select the Move tool, I
can very easily move this house around
| | 00:57 | but if I were to try to move this
object it says Nothing selected, In fact, it
| | 01:02 | gives me an error message.
| | 01:03 | So this tells me that the object is locked.
| | 01:06 | Now another thing I want to show
is how it works in the Outliner.
| | 01:12 | So in the Outliner you can see that I
have two houses that are locked and you
| | 01:16 | can tell by the little
lock icon in the bottom right.
| | 01:20 | You can see how the actual boxes are
little grayed down and has a lock on it.
| | 01:24 | So if I want I can select
either one of these and I can unlock.
| | 01:29 | Now when you unlock you can
do it in a couple of ways.
| | 01:32 | One is you can right-click
over it and just do Unlock.
| | 01:37 | Another way is to use the Edit menu.
| | 01:39 | So if I select this house, go Edit >
Unlock, I can either do the Selected object
| | 01:46 | or unlock everything.
| | 01:50 | So those are some of the basics of Lock and
Unlock and you can see how handy they are.
| | 01:55 | Very handy when you're working with
complex scenes and you want to make sure
| | 01:59 | that you don't accidentally move some
objects while you're working on others.
| | Collapse this transcript |
|
|
7. Creating Textures and MaterialsUsing the Materials Browser on a Mac | 00:00 | In this chapter we are going to take a look
at textures and materials in Google SketchUp.
| | 00:05 | Now before we get started I want to show
you the differences between the Mac and
| | 00:10 | the Windows interface for the Materials window.
| | 00:14 | Now we can find this window here under
Window>Materials and when it comes up
| | 00:19 | you'll see it's a little bit different
on the Mac than it is on the PCs, so let
| | 00:23 | me just point it out some of the differences.
| | 00:25 | The big difference is that we
have all of these tabs along the top.
| | 00:30 | Now the first four tabs are color pickers.
| | 00:32 | So the first one is a color wheel
and we can just pick a color that way.
| | 00:37 | If we want we can select this
second one, which are sliders.
| | 00:40 | Now you can have a gray scale slider,
we can have RGB, HSB or CMYK sliders
| | 00:48 | However, you want to choose your colors.
| | 00:50 | We also have a Spectrum color picker.
| | 00:53 | Now if you're familiar with the Mac
and familiar with most of these color
| | 00:56 | pickers, and we also have crayons
which are just standard stock colors.
| | 01:01 | Now the tab that's most important is
this last one which is Textual PalLet's.
| | 01:06 | And if I click that you'll notice
that I have photographic and realistic
| | 01:10 | textures that we can create from
photographs and we can create ourselves.
| | 01:15 | So this gives us a pulldown menu
that we can use to select all sorts
| | 01:19 | of different textures.
| | 01:20 | Now if I scroll through here you can
see that we actually do have Crayons and
| | 01:24 | just standard colors but we also have
other ones which are, for example, Bricks
| | 01:29 | and Cladding if you want to put
brick on the outside of your building.
| | 01:32 | We have things like Carpet and Textiles.
| | 01:35 | We also have things like Roofing.
| | 01:38 | So all of these will give a much more
realistic look to your models and we can
| | 01:43 | apply textures very easily just by
selecting them and clicking on them and
| | 01:46 | notice how it comes up here in this window.
| | 01:49 | And once we've clicked on it notice
how our cursor changes to a paint bucket.
| | 01:54 | And all I have to do is position my
paint bucket over the face I want to color
| | 01:59 | and just left-click and you can see
that I'm actually filling this roof with
| | 02:03 | these roofing tiles.
| | 02:05 | Now one more difference between the Mac
and Windows versions is that, you don't
| | 02:10 | have a dedicated Eyedropper tool.
| | 02:12 | Now on the Mac if you want the
eyedropper a color all you have to do is hold
| | 02:17 | down the Command key.
| | 02:19 | So if I position my cursor over, for example,
this wall, you'll notice it's a paint bucket.
| | 02:24 | As soon as I touch Command it switches
to an eyedropper and all I have to do is
| | 02:29 | click on that and notice how my
color changes to that white color.
| | 02:33 | So if I position it over the roof, hold
down my Command key, it will pick up the
| | 02:37 | roofing tiles as well.
| | 02:40 | So those are some of the differences.
| | 02:41 | And just be aware of those as we go
through our subsequent lessons on how to
| | 02:46 | create our own materials in SketchUp.
| | Collapse this transcript |
| Applying materials | 00:00 | There are many times when you want to
add color and texture to your models and
| | 00:04 | this can be done through the Materials window.
| | 00:07 | Let's take a look at that.
| | 00:08 | So we're going into Window>Materials
and when I pull it up, I have the tab
| | 00:13 | of Colors, yours maybe a little bit different,
but let's take a look at what we have here.
| | 00:18 | Basically, in this case we have
a list of colors that we can use.
| | 00:22 | We also can add photographic textures.
| | 00:25 | So if I go up here, we have Bricks,
Carpet, scroll down a little bit further, we
| | 00:31 | have Roofing, Stone.
| | 00:33 | There are number of different
standard type of materials that we can use.
| | 00:37 | We can also create our own materials
and we'll get to that in a little bit.
| | 00:41 | Let's just go ahead and play
with the existing materials.
| | 00:44 | So I'm going to go to Colors and let's
scroll down and pick a color for our house.
| | 00:51 | So really you can pick any color.
| | 00:52 | I think I'm going to go with
this kind of light blue color.
| | 00:57 | When you select a color in the
Materials window, notice how a little
| | 01:00 | Paint Bucket comes up.
| | 01:02 | So all I have to do is left-click over a
face and it will paint that particular face.
| | 01:08 | Now if I want I can also select multiple faces.
| | 01:11 | So let's say I wanted to select the
front part of this house here and paint that.
| | 01:19 | So all I have to do is go here to
start painting with this paint, or I can
| | 01:23 | reselect the color here.
| | 01:25 | This is the color that's active at this point.
| | 01:27 | So If I want to, I just select that and
I'll go ahead and paint all of those as well.
| | 01:31 | Now if I want, I can use
my Multiple Selection tool.
| | 01:36 | So if I want to, I can select the face
here and Select>All Connected and just
| | 01:42 | paint everything that's connected to that face.
| | 01:45 | Now let's say I wanted to paint the
roof of the house, so let's go ahead and
| | 01:49 | select this one roof panel here, get
this into position and I'm going to
| | 01:56 | Shift+select all of these roofing panels.
| | 01:58 | Now let's go into Roofing
and pick a type of roof.
| | 02:04 | I think I'm just going to use
standard Asphalt Shingles and just go ahead
| | 02:08 | and put those on and notice how they come
on and they actually have the proper scale.
| | 02:12 | If I want, I can also add, let's say a
texture to the patio or to the stone step here.
| | 02:20 | So I'm going to go ahead and Shift+select
the faces that are part of this
| | 02:25 | entryway and this is just the stone
steps and let's go into Stone and select a
| | 02:31 | step for that and just go ahead and paint that.
| | 02:35 | So as you can see, I can add those in as well.
| | 02:41 | So as you can see adding
color and materials to a scene is
| | 02:45 | pretty straightforward.
| | 02:46 | You can use the Paint Bucket and just
do one face at a time, or you can see
| | 02:51 | select multiple faces
and paint them all at once.
| | 02:54 | So the workflow is really just depends
on how you want to do it, but as you can
| | 02:58 | see it's a very, very simple process.
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| Editing materials | 00:00 | Now that we understand how to apply
materials to our scenes, let's go ahead and
| | 00:05 | edit those materials.
| | 00:07 | Now I've taken the same house and I've
added a brick texture to it and let's go
| | 00:11 | ahead and work with that.
| | 00:12 | We can edit materials using
Window>Materials and we'll go back into our
| | 00:17 | Material Editor window.
| | 00:19 | If we want to work on a specific
material, we have to select it from the model.
| | 00:24 | So in this case, I'm going
to play with the brick wall.
| | 00:29 | So let's go ahead and do a Sample
Paint and then just hover over some of
| | 00:34 | those bricks and then just left click and
you'll see that it comes up here as my material.
| | 00:39 | I'm in the Select tab here, but if I
want to edit this, I'm going to go over
| | 00:43 | to the Edit tab and in this, we can
actually change a lot of things about the image.
| | 00:49 | Now the first thing we want to look
at is the actual scale of the texture;
| | 00:54 | when you scan in or bring in a
material, you have to tell it how big it is.
| | 01:00 | So how big are these bricks?
| | 01:02 | Well, in this case, Google is
telling me that it's using a texture
| | 01:07 | called Brick_Tumbled.jpg.
| | 01:09 | I want to make sure that you don't
click this box off here which is this
| | 01:13 | texture image, because when you do that,
it'll go ahead and erase the texture,
| | 01:18 | and then you have to go search your
hard disk to get it, so we don't want to do
| | 01:21 | that at this point.
| | 01:22 | So go ahead and make sure
that you don't click this off.
| | 01:24 | But let's go down to these two
options here which are the dimensions of the
| | 01:30 | image with these particular dimensions
are saying is that this image is three
| | 01:34 | feet across and 1'6" tall so
that's how big those bricks are.
| | 01:41 | Now if we want to change the scale of those
bricks, all we have to do is type in a number.
| | 01:45 | Let's say, we want this image to be,
say, 5 feet, so I am going to type 5 and
| | 01:50 | feet and when I type 5 feet, notice
how the brick texture gets bigger.
| | 01:57 | Also notice how these two are locked together.
| | 02:00 | So you can lock together the aspect ratio
here, either you can turn that on or off.
| | 02:06 | When it's on, it's a
chain that's locked together;
| | 02:10 | when it's off, that's broken.
| | 02:13 | If I break that then I can
change the aspect ratio of this.
| | 02:17 | So if I wanted the bricks to be really
narrow, I can say, put 1 foot bricks in
| | 02:21 | and then squish vertically, or I can
make them 10 feet, and then they'd stretch
| | 02:27 | vertically, but I really don't want to do that.
| | 02:29 | I want to just make it, say, 2
feet or so and put it back to normal.
| | 02:35 | Now another thing you can do is you can
actually change the color of the texture.
| | 02:41 | We have up here a color wheel and if I
just move this around, you can see how I
| | 02:46 | can actually change or tint the colors in this.
| | 02:50 | So this is just adding to the existing colors.
| | 02:52 | I can also go here and
make it brighter or darker.
| | 02:57 | Probably a more interesting way to
do this is to actually colorize the
| | 03:01 | texture and what this will do is go
ahead make it into grayscale and then
| | 03:05 | allow you to colorize this.
| | 03:07 | So this will probably give you a
little bit more accurate results.
| | 03:11 | So this is with Colorize on; with it off.
| | 03:14 | Again, what it's doing is just adding
that color to the existing colors, but
| | 03:18 | when you colorize it, it turns it
into a grayscale and then colorizes it.
| | 03:22 | Now if I want, I can also
colorize from existing colors.
| | 03:27 | So if I want, I can match the color of
an object in a model or match the color
| | 03:33 | of anything on the screen and both
of these work about the same way.
| | 03:37 | So if I select match color of anything
on the screen, it brings up an eyedropper
| | 03:40 | and I can put that over anything I want.
| | 03:43 | So let's say I wanted the pink of this eraser.
| | 03:45 | Just click on that and it'll find that
pink, or If I wanted to say the green of
| | 03:50 | the ground or the blue of
the sky, whatever I want.
| | 03:54 | And let's go ahead and I'm going to
select may be a gray from the roof, and then
| | 03:59 | I'm going to kind of dial up
back and turn off Colorize.
| | 04:01 | Now one more thing I
want to show you is Opacity.
| | 04:05 | We can also make materials opaque, so
all you have here is an opacity slider and
| | 04:12 | it defaults to 100 which is completely
opaque, but if I dial that down, notice
| | 04:17 | how this becomes more transparent.
| | 04:20 | When I dial this down, also notice how the
back walls are basically a different color.
| | 04:26 | So that's because you can actually
texture both sides of a polygon with
| | 04:31 | different textures, so I could have the
front be one material and I could have
| | 04:35 | the back be another material and
this is what we're seeing here.
| | 04:38 | So as I spin this around, you
can kind of just see through;
| | 04:42 | this is almost like an X-Ray view or
something, but that's just the basics of Opacity.
| | 04:47 | So this is opaque from the
front, but not from the back.
| | 04:50 | So these are some ways to edit and refine
the materials that you find within SketchUp.
| | 04:55 | Now remember, you can change the scale
of the texture, you can affect the color
| | 05:01 | as well as the Opacity.
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| Creating materials | 00:00 | There are many times when you will want to
create your own materials with your own texture.
| | 00:05 | So let's take a look at how to do that.
| | 00:07 | We're going to need something to texture,
so let's go ahead and create a simple box.
| | 00:12 | I'm going to select the Rectangle tool
and just sketch out just a reasonably
| | 00:16 | sized rectangle here, and just go
ahead and use the Pull tool, hit P to pull
| | 00:23 | that up into a box, just
a medium-sized box here.
| | 00:27 | Let's go ahead and create some
materials for it, so I'm going to open up the
| | 00:31 | Materials window here and let's go
ahead and create our own material.
| | 00:37 | So in order to do that I need to go
here to Create Material, this little
| | 00:41 | Plus sign here and just left click on
that and it brings up a Create Material window.
| | 00:48 | And notice how this is almost an exact
duplicate of the Edit Material window
| | 00:53 | that we had played with before.
| | 00:55 | So in this window you can set all
the parameters for your materials.
| | 00:58 | So let's say we wanted to create
something that was just a color.
| | 01:01 | So I can just type in a name for it
Color and I can just select the color on the
| | 01:07 | Color Wheel whatever color I want, and
change any other parameter and hit OK.
| | 01:13 | Now once I do that this particular
material now shows up in my Materials window.
| | 01:17 | If I go over to Select you'll see it's
here and if I select it I can just use
| | 01:22 | that and basically start painting.
| | 01:24 | Now if I wanted to do something a
little bit more complex I can create another
| | 01:29 | material, say something with the texture.
| | 01:31 | Now I have a wood texture sitting out
there, so I'm going to create a material
| | 01:36 | called Wood and instead of picking a
color I'm going to Use a texture image.
| | 01:42 | Now when I click on that it brings me
up into my browser, and then I can go
| | 01:47 | through my hard disc and find the
texture I want and there should be an
| | 01:52 | image called Woodpanel.
| | 01:54 | So let's go ahead and Open that up and
notice how it now shows up as the material.
| | 02:00 | And I'm going to leave everything at
default right now, but we can go back
| | 02:04 | and edit those later.
| | 02:05 | So I'm just going to select
OK and notice how this changes.
| | 02:08 | Now I can see my wood texture here,
it averages those colors to give me an
| | 02:13 | average color here, and then It also
tells me what the texture image is, and
| | 02:18 | then It just guesses as to
what the scale of the image is.
| | 02:22 | So let's go ahead and select this and
let's just paint two sides of this box.
| | 02:27 | Now when I do that notice how the
scale is kind of off, it's kind of tiling a
| | 02:35 | little bit too much.
| | 02:36 | Well I can fix that just
by changing the scale here.
| | 02:39 | So let's say I wanted to make this say
4 feet wide rather than 10 inches and if
| | 02:44 | I did that you can see how
this changes significantly.
| | 02:47 | We have a much better scale of that
texture, and if I want I can select this and
| | 02:52 | just start painting other faces of this box.
| | 02:56 | Now if I want I can go through and do
any other operation that we did before, I
| | 03:01 | could Colorize this, I could
add transparency, or Opacity.
| | 03:07 | I could do pretty much anything I wanted.
| | 03:09 | So the fundamentals of creating
material is almost exactly the same as
| | 03:13 | editing the material.
| | 03:14 | Let's go ahead and play with that
and create some of your own materials.
| | Collapse this transcript |
| Adjusting materials| 00:00 | There many times when you'll need to
position textures accurately on a model.
| | 00:07 | A lot of times just getting the scale
of the texture isn't enough, you'll need
| | 00:10 | to precisely place whatever it is
you're texturing on to your model exactly.
| | 00:16 | So let's take a look at how to do this.
| | 00:17 | First of all, we're going
to need something to texture.
| | 00:20 | So I'm going to create
almost a cube shaped box here.
| | 00:23 | So I'm just going to go ahead and
let's create one that say 6 feet by 6 feet,
| | 00:28 | and then I'm going to go ahead and pull that up.
| | 00:32 | And let's pull that up by 6 feet
so this way I have just a cube.
| | 00:35 | So let's go ahead and take a look at
this and let's create a material for it.
| | 00:41 | So I'm going to go into Window>
Materials and let's create a new material.
| | 00:45 | So I'm going into Create Material and
let's call this Box and I'm going to Use a
| | 00:52 | texture image here called WoodCrate.
| | 00:55 | Now what this is, is it's going to
make this box look a like a crate.
| | 00:59 | So I'm just going to go ahead and leave
these all the default and just press OK
| | 01:04 | and now I have my Box texture.
| | 01:06 | Now if I want I can apply this, so I'm
going to select it and just paint bucket
| | 01:11 | that onto my surface.
| | 01:15 | Obviously, this is not the size that I want;
| | 01:18 | actually I want this to be
pretty much the same as the cube.
| | 01:21 | So I want it to be 6 feet by 6 feet, so I'm
going to change the size of this to 6 feet.
| | 01:27 | And notice how it comes up pretty
close, but it's not adjusted properly.
| | 01:32 | My scene is here in the middle and
that's not really working for me, so I
| | 01:37 | need to be able to adjust this texture and
place it precisely in order for it to work.
| | 01:44 | We can do this on a face by face basis.
| | 01:47 | So I'm just going to go ahead and left-click
over this face and select it.
| | 01:51 | So if I right-click over this and
scroll down you'll notice I have Texture and
| | 01:56 | under this we have an option called
Position, and this is where we can actually
| | 02:01 | change the positioning of that texture.
| | 02:03 | So I'm going to go ahead into
Position and notice what happens.
| | 02:07 | What happens is it brings up this
semitransparent panel that allows me to adjust
| | 02:14 | where the texture is, so
actually I can move it around.
| | 02:18 | Now there are two ways of dealing with this;
| | 02:20 | one is if I right-click over this you'll
notice that I have a couple of options here.
| | 02:25 | I can Flip the texture, in other
words I can mirror it Up/Down, Left/Right.
| | 02:31 | I can Rotate it by specific degrees, so if
it's off by 90 degrees I can just rotate that.
| | 02:36 | And then also I have these
options called Fixed Pins.
| | 02:40 | So I'm going to leave Fixed Pins
on and let me show you what they do.
| | 02:44 | We have four specific pins here
and each one of these can adjust the
| | 02:50 | texture accordingly.
| | 02:52 | This Yellow one distorts it, in
other words it creates almost like a
| | 02:56 | distortion for perspective.
| | 02:58 | This Blue one shears it, so it goes
left, right, you can also use it to scale
| | 03:04 | the texture a little bit.
| | 03:06 | This one here bottom right is
rotation, so I can rotate that if I want;
| | 03:11 | and this one allows me just to move and pin it.
| | 03:15 | Another way to do is to Unfix the
Pins and what this does is just gives me
| | 03:19 | corner pinning which is probably
the easiest thing to do on this.
| | 03:23 | So all I've to do is select each one of
these and then notice how when I go over
| | 03:28 | the pin it highlights with the Blue
box and my cursor changes to an index
| | 03:32 | finger, so all I've to do is
select that, left-click, drag.
| | 03:36 | And basically what I'm doing is
I'm just dragging this to the corner.
| | 03:39 | Now once I've done that, all I've
to do is click off of that and you'll
| | 03:43 | notice that I have this pretty much in place,
and you can see now how this texture works.
| | 03:49 | It's basically the image of a box
and now that I've projected it on here
| | 03:53 | it looks pretty good.
| | 03:54 | So let's go ahead and do this again.
| | 03:55 | I'm going to select my material here in
my Materials Editor under and then just
| | 04:00 | paint bucket that on.
| | 04:01 | Now notice how this is Again, slightly off.
| | 04:05 | So select the face, right-click
Texture>Position.
| | 04:10 | Now I was in Corner pin mode before and
so let's just go ahead and just use that.
| | 04:20 | So once I've got those pinned,
click off and there we go.
| | 04:24 | So you can see how this can be very
handy for positioning textures, for this
| | 04:29 | particular case we can make this look
like a big giant crate, but you can use
| | 04:33 | this for labels or pretty
much anything that you want.
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| Applying bitmap images | 00:00 | Now let's take a look at how to apply
bitmap images to an object and this is
| | 00:06 | very similar to creating materials from
scratch and positioning those materials as well.
| | 00:12 | So let's go ahead and do a very
similar type of operation here.
| | 00:17 | I'm going to create a simple box and
we're going to apply material to it.
| | 00:24 | So before what we did was we created the
material and then applied it to the box
| | 00:30 | and then adjusted how the
material was mapped to the box.
| | 00:34 | We can do this almost in the opposite
order by importing the image itself.
| | 00:39 | So if we do File>Import we
can actually import image files.
| | 00:46 | So, for example, if I go into Targa
File you notice I have that WoodCrate
| | 00:52 | texture that we worked with before.
| | 00:54 | So if I select that I can Use this as an
image, as a texture, or as a Matched Photo.
| | 01:02 | In this case, we want to Use this as
a texture, so make sure you have that
| | 01:06 | click, and just hit Open.
| | 01:09 | When I do that what happens is the
texture comes in as an image and I can pin
| | 01:16 | that image to any face in the scene.
| | 01:19 | So what I want to do is select this and
drop it down so it fits the endpoint here.
| | 01:26 | So when I click on that it blocks that to
the endpoint, and then I can drag this up;
| | 01:32 | if I want I can drag it over, I
can drag it to each end or whatever.
| | 01:36 | I'm going to drag it so
that it locks here on the face.
| | 01:41 | And once it does that it's
automatically created my material.
| | 01:44 | So if I go into my Materials
window here you'll notice I have a
| | 01:49 | WoodCrate material.
| | 01:51 | Now if I want I can go, I can edit that,
it's already created a name for this
| | 01:57 | and that's just the name of the Targa File.
| | 01:59 | Now if I want I can go in and further
refine this, all I have to do is select
| | 02:04 | the face, right-click over this and
Position my texture as well, and then I can
| | 02:10 | just corner pin this just the
same way that I've done before.
| | 02:15 | So as you can see this is almost
exactly the same process we did before, but in
| | 02:19 | reverse, and some people like doing
materials this way, because it seems like
| | 02:24 | it's more direct, they can take a
picture and just stick it onto an object
| | 02:27 | rather than going through the
process of creating the material first.
| | 02:31 | So in some ways it's kind of six of one
and half a dozen of the other, whatever
| | 02:35 | workflow speaks best to you is what
you should use, but go ahead and practice
| | 02:39 | this and understand how it works.
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| Mapping curved objects | 00:00 | One issue that may crop up in
SketchUp is texturing curved surfaces.
| | 00:06 | Typically SketchUp likes to apply flat
images to flat surfaces, but if you have
| | 00:12 | a curved surface there are ways
to apply texture to those surfaces.
| | 00:17 | So let's go ahead and start
by creating a curved surface.
| | 00:20 | I'm going to go ahead and clear up my
scene and I'm going to take a Circle and
| | 00:25 | let's just create a two foot circle and
then select the top of this and use the
| | 00:32 | Push/Pull tool to pull out a five foot object.
| | 00:36 | So now I've a cylinder that's
two feet wide and five feet tall.
| | 00:40 | If I wanted to apply a texture to
this we could do it one of two ways.
| | 00:45 | Let's go ahead and start by Importing
an image here and I should have one of my
| | 00:51 | Chapter 7 folder called SoupLabel, and
make sure I have this selected as Use as
| | 00:55 | texture, click Open.
| | 00:58 | And when I do you'll see what the
issue is when I try and map a flat image
| | 01:04 | onto a curved surface.
| | 01:06 | You'll see that wrapping it around is
not as easy as you think it will be.
| | 01:10 | So if I click on this and scale it
what happens is that it only applies it to
| | 01:17 | that one face, here let me go ahead and
turn on View>Hidden Geometry and you'll
| | 01:22 | notice that this particular curved
surface is actually made up of a bunch of
| | 01:26 | flat faces that are smooth, but when I
applied the texture in that way it only
| | 01:32 | applied it to that one face.
| | 01:35 | I'm going to go ahead and
turn off Hidden Geometry.
| | 01:38 | Now there is another way to do it and
that's just by allowing SketchUp to kind
| | 01:43 | of figure it out by itself.
| | 01:45 | SketchUp will try to map a material to
a curved surface as best it can, and that's
| | 01:52 | usually the best way to let things
happen, it's probably the best workflow.
| | 01:57 | So I'm going to go into Window>
Materials and let's go ahead and Create a new
| | 02:02 | Material, let's just call it Label.
| | 02:06 | And for Texture I'm going to use a
texture image here, I'm going to use that
| | 02:09 | same image in my Chapter 7 folder
called SoupLabel, Open that up and hit OK.
| | 02:15 | And once I do I can select that and
just paint bucket that onto my surface.
| | 02:21 | If you Notice we've got
this a little bit better.
| | 02:24 | It's actually wrapping around which is
half a battle there, but our scale is off.
| | 02:30 | You notice that this is 1 foot, but we
actually have a 5 foot high material.
| | 02:35 | So what I can do is I can make this 5
feet wide, but that's still not wide enough.
| | 02:41 | So if I make it 10 feet wide then
that should do it and everything else
| | 02:47 | should fall into place.
| | 02:48 | And when we do that actually gives us a
10 foot high soup can, which will make a
| | 02:54 | nice advertisement or something like that,
but you can see how SketchUp will try
| | 03:00 | to apply a material to a curved surface.
| | 03:04 | Now this is kind of what depend on the
type of surface, simple surfaces like the
| | 03:08 | cylinders will probably be a lot
easier than more complex surfaces.
| | 03:13 | So your results may vary.
| | 03:15 | If you need to do a more complex
surface you may have to go to a third-party
| | 03:20 | texture Mapping tool which are
available for SketchUp, or you may need to do
| | 03:24 | your texturing in an outside application
such as, 3ds Max, Maya, or Blender, but
| | 03:31 | for basic surfaces you can kind of let
SketchUp figure it out by itself and it
| | 03:36 | should do pretty well.
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| Projecting maps on curved objects| 00:00 | Another way to put up material or texture
on to a curved surface is to project it.
| | 00:06 | We can do this by creating what's
called a projector screen and using that to
| | 00:11 | project the image, almost like a
slide projector onto the curved surface.
| | 00:15 | So in this case the curved surface I'm
going to use is this concave surface that
| | 00:19 | we've carved out of this object.
| | 00:21 | And let's go ahead and create a projector.
| | 00:23 | Now this will be a rectangle that's the
same size as the opening of this object,
| | 00:30 | so I'm just going to use my Line tool
and just kind of hangout with my Inference
| | 00:34 | tools here, so I'm going to go ahead
and make sure that I snapped to this and
| | 00:39 | I'm just holding down my Shift key here,
I'm just going to infer that and so I
| | 00:44 | know that that's at the start of this,
and then make sure I'll get my inference
| | 00:47 | here, and then again, just I want to
make sure I get the inference, and then I
| | 00:56 | can see it snaps to blue there and there.
| | 00:59 | And hopefully if I did this right, this
should be the same aspect ratio as this
| | 01:04 | opening, but it's close enough.
| | 01:06 | So again, I want to apply a
material to this curved surface.
| | 01:10 | So first thing I need to
do is create my material.
| | 01:13 | I'm going to do that just by importing an image.
| | 01:15 | I'm going to go ahead and do File>
Import, and we're going to find that same
| | 01:19 | SoupLabel that we used before, and I
want to make sure that I still have this
| | 01:23 | clicked as Use as texture.
| | 01:26 | Hit Open and then this will snap to any surface.
| | 01:30 | And remember how when you snap it to
curved surface it doesn't really work, but
| | 01:33 | it will snap to this flat plane
that we've created for the projector.
| | 01:37 | So I'm going to snap to the bottom
right and then just drag that up so that
| | 01:41 | I have that applied.
| | 01:44 | Now for one I could probably tweak
that a little bit more but for these
| | 01:46 | purposes it should be fine.
| | 01:48 | Now when I do that it creates
automatically a material as we've seen, so if I
| | 01:53 | select my paint bucket my materials
will come up and you'll notice here I have
| | 01:57 | this SoupLabel material.
| | 01:59 | If I apply it to that curved surface
you'll see that well, it's close, you can
| | 02:05 | see that it's not centered and I
don't have it exactly the way that I want.
| | 02:09 | Well, I can fix that by making this a projector.
| | 02:12 | So what I can do is I can select this
material, right-click over it and under
| | 02:17 | Texture use Projected, and what
that does is it now makes that image
| | 02:23 | projected from this surface.
| | 02:26 | So all I have to do is eyedropper this
off of the surface and then apply it.
| | 02:31 | So I can just hit Eyedropper, select it,
and then reapply it and it will project
| | 02:38 | exactly from where this is.
| | 02:41 | So that makes it very, very simple.
| | 02:43 | Now if I were to take the surface here
and move it, it would work just fine.
| | 02:48 | In other words, it's already stuck, but
if I were to eyedropper this Again, and
| | 02:53 | reapply this notice how it changes.
| | 02:56 | What it does is it projects
from that point where it is.
| | 02:59 | So if I undo this you'll see that it goes back
to where it was when I first had this position.
| | 03:05 | So the positioning is really important
when you first do this operation, but
| | 03:10 | once it's done it's kind of locked in,
and then you can move your projector off,
| | 03:15 | or you can even delete it.
| | 03:16 | So if I wanted to I can take this
object which really was just a helper object,
| | 03:20 | and just go ahead and delete that
and now my texture is applied properly.
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| Importing floor plans| 00:00 | One additional way to use materials and
textures is to use them as construction
| | 00:05 | guides, and this is particularly
important when you're working with Floor Plans.
| | 00:09 | You can actually bring a floor
plan into SketchUp and draw over it.
| | 00:13 | So let me show you how this works.
| | 00:15 | Let's go ahead and clear out our scene,
I'm going to go ahead and select Susan
| | 00:18 | here and delete her.
| | 00:19 | And then let's go ahead and
start building a Floor Plan.
| | 00:24 | So first thing I need to do is create a
space onto which to place that floor plan.
| | 00:29 | Now this needs to be roughly the
size of the image that you're using.
| | 00:34 | In this case I already know pretty
much how big my floor plan is, so I'm just
| | 00:38 | going to go ahead and draw it out.
| | 00:40 | And we're going to create a rectangle
that's 40 feet by 30 feet, so hit Enter
| | 00:49 | and I have a 40 by 30 feet
rectangle and that should be pretty close.
| | 00:54 | So I'll go ahead and move
that in a little bit here.
| | 00:58 | So once I have that I need to
place my floor plan on to it.
| | 01:03 | So I'm going to hit File>Import and I
should have a JPEG image here called
| | 01:10 | FloorPlan, it's in my Chapter 7 folder.
| | 01:14 | Make sure I have Use as texture selected and
hit Open, and this will bring my floor plan up.
| | 01:21 | Now all I have to do is just walk this
to the bottom corner endpoint here and
| | 01:27 | then stretch it out as much as I want.
| | 01:29 | Now once I do that I have it on this
plane but I'm not 100% sure that this is
| | 01:37 | exactly the right dimensions, because
I've got this 40 by 30 foot plane but I'm not
| | 01:43 | sure if this is exactly
the same size as what I need.
| | 01:47 | Now from the drawing I can tell that I
do have some specific dimensions, I know
| | 01:51 | that this bedroom is 10 by 12 feet and
the living room 17 by 12 approximately.
| | 01:57 | So let's go ahead and use the bedroom as
our guide to actually scale this to the
| | 02:01 | exact size that we need.
| | 02:04 | So in order to do that I need to
create -- well a rectangle that's the same
| | 02:08 | size as that bedroom.
| | 02:09 | So I'm going to go ahead and select my
Rectangle tool and create a rectangle
| | 02:14 | that's 12 feet by 10 feet, hit Enter,
so that should be the exact size.
| | 02:21 | But I need to place this over
the drawing and use it as a guide.
| | 02:26 | The best way to do it is to group it,
but I really don't need this center face
| | 02:31 | because that's going to
obscure what I'm looking at.
| | 02:33 | I'm going to just go ahead and delete
this and just keep the edges, and then
| | 02:37 | I'm going to select, my rubber-band
selecting all of the edges and then do
| | 02:42 | Edit>Make Group, and so now I
have a group that's just edges.
| | 02:46 | So now I can use the Move tool here and
move it in over my drawing and you can
| | 02:54 | see I'm pretty close, I'm within a
few percentages but it's a little big.
| | 02:59 | So I want to make sure that
I get this as close as I can.
| | 03:03 | Now sometimes you're not going to get
these exactly, but if you can get it
| | 03:06 | within 1% you should be okay.
| | 03:09 | Probably the easiest way to do it is
go into a Top view and make sure I have
| | 03:13 | Parallel Projection turned on, and
that way I get an exact view from the top.
| | 03:19 | So once I'm looking straight down at
this drawing I can scale my drawing
| | 03:24 | to match my guides.
| | 03:26 | So I'm going to go ahead and select my
Scale tool and scale this down just a bit.
| | 03:31 | And then once I do that I'm going to
hit my Move tool and see if I can get this
| | 03:40 | as close as possible.
| | 03:42 | Looks like I can still squish this down
a little bit, so I'm going to go ahead
| | 03:46 | and squish this down.
| | 03:48 | In fact, I can actually type in a number,
I'm going to type in 0.99 to do 1% reduction.
| | 03:54 | Let's see this should be pretty close.
| | 03:58 | It's pretty close, but notice how this
bedroom is a little wide, so I can scale
| | 04:04 | this in this way to make
sure that I've got this exactly.
| | 04:07 | So I'm just going to go ahead and just
do a little more scaling here just to
| | 04:12 | make sure, and that's pretty close.
| | 04:15 | I don't need to totally tweak it.
| | 04:17 | So now that my drawing is scaled
properly I can now start drawling out the
| | 04:22 | actual structure itself, we're
going to do that in the next lesson.
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| Modeling with floor plans| 00:00 | So now I have my floor plan scaled
properly and once I have a good reference, I
| | 00:07 | can start drawing over it and
actually creating the building.
| | 00:11 | So, I'm going to go ahead and select
this group that I created and delete it and
| | 00:17 | I know that my particular floor
plan is exactly the size that I want.
| | 00:22 | So, let's go ahead and start
sketching out the outline of our building.
| | 00:26 | So, I am going to use my Line tool, and
then I'm just going to sketch this outline.
| | 00:31 | So, I am going to start here, start drawing.
| | 00:35 | I am going to try and get this as accurate
as possible but we can always tweak it later.
| | 00:41 | So, I really want to most importantly
get the shape and I want to make sure that
| | 00:47 | everything is snapped to the green and
the red axis, so that way everything is
| | 00:53 | right angles to each other.
| | 00:55 | So, I am going to get
everything but this circular trip.
| | 00:59 | So, at this point I just want to
get the outline up to this point.
| | 01:05 | And now let's go ahead and start tweaking this.
| | 01:07 | Now, you can see I am pretty far off on
a few of these but we can just use our
| | 01:11 | Move tool to align these.
| | 01:14 | So, I am just going to go ahead and
select M for Move and then just move these
| | 01:18 | in and I am going to make sure I snap
to the appropriate axis, in this case the
| | 01:22 | red axis and then when I hold down
the Shift Key, it'll stop snapping and I
| | 01:27 | would be able to fine-tune that in.
| | 01:29 | So, let's do this on this
one here. Again, M for Move.
| | 01:33 | I want to make sure, I get this on the
green axis, and then I'm going to dial it
| | 01:38 | in as closely as I can.
| | 01:40 | Same here and so on and so let's go down
here, Again, this one is pretty far off
| | 01:50 | so let's go ahead and move that in.
| | 01:53 | Same for this one, okay, and let's go
around that one, it's looks pretty close,
| | 02:00 | this one is off and I think this one looks okay.
| | 02:03 | Now that I have the outline pretty well-defined,
I still need to do this round
| | 02:08 | portion of the building, so,
I can do that with an arc.
| | 02:11 | So, I am going to go ahead and select
Arc, snap to this endpoint, snap to this
| | 02:16 | endpoint and then just bulge
that out until I get the outline.
| | 02:23 | So, now that I have all this, I have
the exterior outline of my building.
| | 02:29 | But I want to make sure I have the
actual thickness of the outside walls as well
| | 02:34 | and I can do that very
easily by using the Offset tool.
| | 02:37 | But before I do that, I need
to select the edges to outlines.
| | 02:41 | So, I am going to go ahead and just
rubber band select all of these edges and
| | 02:47 | then Shift+Deselect the inside face.
| | 02:50 | I want to make sure that I have every
edge along that outside selected and then
| | 02:55 | just select the Offset tool, and
then I can just make that inside wall.
| | 03:00 | Now, I know this wall is 5 inches so I
am just going to type in the number 5 to
| | 03:04 | make it exact and once I have
this, I've got my outside wall.
| | 03:09 | So, let's go back into a Perspective
view and I am just going to tumble this
| | 03:14 | over a little bit so we can see what we have.
| | 03:17 | So, now I have the exterior face, the
interior face and then this one is the wall.
| | 03:24 | So, all I have to do is use my Push
Pull tool, pull this up, and then we
| | 03:29 | can type in the height of the outside wall,
which in this case is going to be 9 feet.
| | 03:35 | So, now that I have this I've got
my exterior wall from the floor plan.
| | 03:41 | Now, if I want, I can go through and
start playing with this a little bit more,
| | 03:45 | I can start doing interior walls
and doors and that sort of thing.
| | 03:48 | I am not going to do everything but
let's go ahead and do a few of these.
| | 03:52 | So, let's go ahead and
take a look at this wall here.
| | 03:55 | The easiest way to do this is
to actually extend from here.
| | 04:00 | So, all I have to do is select my Line tool
and draw over to this edge and then draw down.
| | 04:08 | And now I know that this phase
is exactly as wide as this face.
| | 04:13 | So, once I have this face, all I have
to do is select P for Pull and pull that
| | 04:19 | out so it's the length that
it indicated on the floor plan.
| | 04:24 | So, now I have this interior wall.
| | 04:27 | There's a little bit of a bump out
there and I can certainly do that as well.
| | 04:33 | Another way to do these sorts of
walls is to use the Rectangle tool.
| | 04:36 | So, all I have to do is just
draw a rectangle on this face.
| | 04:40 | I know that the wall is 9 feet high and I
know the thickness of that wall is 5 inches.
| | 04:46 | All I have to do is type in both of those,
9' by 5", so now I have this face, and
| | 04:51 | then I can pull this out as much as needed.
| | 04:56 | And then all you have to do is work
your way through the floor plan and start
| | 05:01 | using this as your guide to build your walls.
| | 05:05 | Now, we also have things like doors
and windows that we need to account for.
| | 05:10 | And one of the nice things about this
is that because we are drawing on this
| | 05:14 | floor plan, if you look at the top edge
of this, you can see that the doors and
| | 05:19 | the windows are actually indicated
along the top of this outside wall.
| | 05:25 | So, we can use this as a modeling guide.
| | 05:27 | So, I am going to go ahead and select my
Line tool and let's go ahead and draw this door.
| | 05:33 | So, I am going to hook my Line
tool right where that door opening
| | 05:36 | intersects that edge.
| | 05:38 | Draw straight down, so snap to blue.
| | 05:41 | So, now I know how far in the door is
on this side but I also need to know
| | 05:46 | what's the size of my door.
| | 05:48 | Well, a standard door is 80"
by 36" for an exterior door.
| | 05:54 | So, I am just going to
go ahead and type that in.
| | 05:56 | This is where my door is going to be.
| | 05:58 | Now, I already have this line here.
| | 06:00 | I can certainly select that and delete it.
| | 06:02 | But let's go ahead and
create the opening for that door.
| | 06:05 | So, I can do that using the Push Pull
tool and Again, I know that if I push it
| | 06:10 | in exactly 5 inches, that will be the
depth of a wall and hopefully that will
| | 06:15 | disappear and create the
opening. So, I can do that.
| | 06:19 | So, now I have my door opening and
you can see how this is very easy.
| | 06:24 | You can just use your floor
plan to create your structure.
| | 06:29 | So, let's do one more.
| | 06:31 | Let's go ahead and do windows.
| | 06:33 | So, I know that I've got windows here so
I can Again, just click here and draw a
| | 06:39 | line down so that matches that edge.
| | 06:42 | If I know the width of my window, I can
certainly just draw a rectangle there if
| | 06:46 | I want, or I can just estimate it by
using the floor plan how ever you want.
| | 06:52 | Now, we need to know how
far down that window is.
| | 06:56 | In this case, I really don't
have that on my floor plan but I can
| | 06:59 | certainly estimate.
| | 07:00 | So, I am going to go ahead and select
my Tape Measure tool and just bring this
| | 07:04 | down along blue about 2 feet and that
should be a good height for my window, and
| | 07:11 | then I can just go ahead and draw
that window using the Rectangle tool.
| | 07:16 | And Again, select this face and then
push that in 5 inches and that should
| | 07:21 | create the opening for that window.
| | 07:23 | So, I am going to go
ahead and stop drawing here.
| | 07:26 | And you can see how we can use the floor plan
as the guide to actually build our building.
| | 07:32 | Now, one of the things you would
notice here is that these walls have kind of
| | 07:36 | floor plan texture on them but we
can certainly change that if we want.
| | 07:40 | We can go into our Materials window
and just go to Colors, for example, and
| | 07:45 | maybe just select white or light gray
and just go ahead and fill those walls
| | 07:50 | with a different color.
| | 07:52 | Now, one of the things I like to do is
to keep that top wall with the color of
| | 07:57 | the floor plan because it gives
me a guide to use when I'm actually
| | 08:01 | constructing this building.
| | 08:03 | So, you can just go through and just
kind of paint bucket everything so now it
| | 08:07 | looks a little bit cleaner.
| | 08:09 | You can do this during the construction
process or after, it really just depends
| | 08:12 | on how you want to work.
| | 08:14 | But hopefully this gives you a good
start on a workflow for building structures
| | 08:20 | from a floor plan using textures.
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|
|
8. Rendering and AnimatingApplying styles | 00:01 | SketchUp has a number of different
looks that you can apply to your scenes to
| | 00:05 | get a more drawn or rendered type of look.
| | 00:09 | Up until this point, we've been just using
the View menu and using our Face and Edge Style.
| | 00:15 | So, I can do X-ray or Shaded, I can
turn off X-ray here, I could also do
| | 00:24 | Wireframe, and so on.
| | 00:28 | But SketchUp also offers some more
artistic styles that could give your scenes a
| | 00:33 | much different look and these
are found in the Styles window.
| | 00:37 | So, if you go into Window and open up
Styles, you will notice that I have a
| | 00:42 | number of different ways to
make my scene look different.
| | 00:45 | So, I am going to go ahead and move
my scene over here just a little bit so
| | 00:48 | we can see this a little bit more completely
and let's take a look at some of the styles.
| | 00:53 | Now, this window works very
similar to the Materials window.
| | 00:57 | And let's go ahead and just
scroll down and see what we have.
| | 01:01 | Let's go ahead and start with the
Styles in the model and this is basically our
| | 01:05 | simple style, which is how
we're looking at the scene now.
| | 01:10 | But we also have a number of different
options here, so let's go to Assorted
| | 01:14 | Styles and these will give you a good
overview of the different things that
| | 01:18 | we can do with these.
| | 01:19 | So, for example, if I wanted to make
it look like brushstrokes on canvas, I
| | 01:22 | can just select this and you
can see how it instantly changes.
| | 01:26 | Now, this is interactive so I can move my
view around and keep it looking like this.
| | 01:32 | I think this is pretty cool.
| | 01:34 | So, we can also do a Chipboard, we can
do a CAD type of look, really a number of
| | 01:40 | different types of looks and all of
these can be used, In fact, I can even model
| | 01:47 | with these if you want.
| | 01:48 | Now, we have a number of
different standard styles.
| | 01:52 | We also have ones that have sketchy
edges, so if you want to do Chalk on
| | 01:56 | Blackboard or Conte pattern or something
like that, we also have Straight Lines,
| | 02:01 | which are a little bit more marker
like, we also have the Style Builder
| | 02:06 | Competition Winners, which are
also different types of looks as well.
| | 02:11 | Any one of these can be used to render and
output your scenes in whatever style you want.
| | 02:18 | So, go ahead and play with the styles
and take a look at all the different
| | 02:23 | variations that we have in SketchUp.
| | Collapse this transcript |
| Editing styles | 00:00 | You can also create your own custom
styles within SketchUp and let's take a
| | 00:05 | look at how to do that.
| | 00:07 | I'm going to go to Window>Styles
and bring up my Styles window.
| | 00:11 | And notice how this has an Edit tab and
we are going to spend some time there.
| | 00:15 | Let's go ahead and just affect our basic
style, the one that's applied to this scene.
| | 00:21 | So, I am going to go ahead and zoom-in
here so we can see what we're doing, and
| | 00:25 | then I'm going to go to my Edit tab.
| | 00:28 | Now this Edit tab has a
number of different submenus.
| | 00:32 | We have Edges, Faces, Background,
Watermarks and modeling, and we are going to
| | 00:37 | go through all of these.
| | 00:38 | So let's go ahead and start with Edges.
| | 00:41 | This just has a number of
things that we can turn on or off.
| | 00:45 | One is do we want to see edges at all
or not, so we can turn those on or off.
| | 00:50 | Do we want to see Back Edges?
| | 00:52 | Do we want to see the edges that are behind?
| | 00:55 | The next one is Profiles. What are Profiles?
| | 00:59 | Profiles are edges that are along the
outside of a model, and so they are kind
| | 01:04 | of give out stronger profile.
| | 01:06 | And when I click these on, I also have an
option as to how big those profiles would be.
| | 01:13 | So, for example, if I want, I can make
some small which would be say 2 and that
| | 01:18 | makes them two pixels bigger than the
edges, or If I want, I can go really big.
| | 01:22 | Let's say I want to make those 12
pixels bigger and you can see how it makes a
| | 01:26 | much stronger profile.
| | 01:29 | I am going to go ahead and
bring that back down to 2.
| | 01:31 | Now another one we have is called Depth cue.
| | 01:36 | Now, Depth cue just makes the closer
edges darker and the farther edges lighter,
| | 01:43 | so you have dark edges
here and light edges far away.
| | 01:47 | And again, we have a number here, the
higher the number the bigger the difference.
| | 01:52 | So, the closed edges are now six
pixels bigger than the far edges.
| | 01:57 | So, let's go ahead and
bring that down a little bit.
| | 02:00 | We also have what are called Extensions.
| | 02:03 | Now, what extensions are is
basically drawing past the intersection.
| | 02:07 | So, if I go in here to this roof, you
can see when I turn on Extensions, we got
| | 02:12 | a little bit of an extension
here at the end of the roof.
| | 02:14 | If I make this a lot bigger, let's say I
make it 12, you can see how I'm getting
| | 02:18 | a much stronger extension here.
| | 02:22 | So, Again, this just over draws the lines.
| | 02:25 | We also can turn on or off the
Endpoints if we want, so if I turn on Depth
| | 02:30 | cue that sort of thing.
| | 02:31 | Also I have what's called Jitter.
| | 02:33 | Now, what Jitter does is it just double
draws the line, it gives you king of a
| | 02:38 | nice sketchy look, so you
can see that right here.
| | 02:43 | And if I turn that off, you
can kind of see how that works.
| | 02:45 | And then the next one is,
what's the color of the lines?
| | 02:48 | Do you want the color to be a specific color?
| | 02:50 | In this case we have black, but if I
want I could make the lines dark blue, or I
| | 02:56 | can put it back to black if I want,
or I can derive the line color by the
| | 03:02 | material, so that means lines will
change color depending on the material.
| | 03:08 | We can also change it per axis.
| | 03:10 | So, those lines that are along the x axis
will be red and the green axis will be green.
| | 03:16 | I am going to go ahead and
put this back to All the same.
| | 03:19 | Now, let's go through Face Settings.
| | 03:22 | And again, we have
different types of Face Settings.
| | 03:25 | So first off is the Style.
| | 03:28 | Do you want Wireframe, Hidden Line
mode, just regular Shading, shading with
| | 03:35 | textures, Monochrome mode.
| | 03:38 | And when you have Monochrome mode you
can change your Front and Back color, so
| | 03:42 | if I want I can make this a little bit
more gray and make this Back color say
| | 03:47 | may be -- well, really whatever color you want.
| | 03:50 | Okay, so you can change
those around if you want.
| | 03:55 | We can also do X-ray.
| | 03:56 | So if I want, I can turn on or off X-ray mode.
| | 03:59 | And then also do you want
transparency to work or not.
| | 04:03 | Next one is Background Settings.
| | 04:06 | Let's go ahead and give you a little
bit more of a view of this scene here.
| | 04:10 | So, what color is the background?
| | 04:12 | In this case, it's green but it doesn't
have to be green, we can make it kind of
| | 04:16 | a light gray if we want.
| | 04:18 | What color is the sky?
| | 04:20 | Is the sky a dark blue, light blue,
orange, whatever color you want?
| | 04:24 | Do we want a Ground plane and if so, what color?
| | 04:28 | And do you want the ground
plane to be transparent or not?
| | 04:31 | And do you want to Show the ground from below?
| | 04:33 | So, if I go down below
that, do I see the ground?
| | 04:38 | Another option is Watermark Settings.
| | 04:41 | Now, this can actually be quite fun
because what we can do is we can actually
| | 04:44 | place an image over our scene to give it
kind of a textured look like it's drawn
| | 04:50 | on paper or something like that.
| | 04:52 | I'm going to go ahead and add a
watermark and in this case, I am going to be in
| | 04:56 | my Chapter 08 folder and there should
be a watermark called Texture and you can
| | 05:01 | see it's kind of a brown, kind
of a canvasy type of texture.
| | 05:04 | So, I am just going to go ahead and hit Open.
| | 05:07 | I can give it a name.
| | 05:08 | Let's just call it Canvas.
| | 05:10 | And notice how it overlays the scene.
| | 05:14 | So, it gives me this kind of textured
look, it makes it look like the whole
| | 05:18 | thing is drawn on this water-colored paper.
| | 05:21 | I have some options here.
| | 05:22 | Do I want this to be in the Background,
which means behind the ground plane?
| | 05:27 | Okay, so this would be kind of like
a sky texture or do I want to Overlay
| | 05:31 | that over everything.
| | 05:33 | Yeah, let's go ahead and overlay that.
| | 05:35 | And then how much do we want this?
| | 05:38 | Do we want it completely the watermark
or do we want it completely the model?
| | 05:42 | So, this Blend control here, it's kind
of like a transparency control for this.
| | 05:46 | So, I am going to go ahead
and turn this down a little bit.
| | 05:49 | We can also control how this is overlaid.
| | 05:53 | Do we want it to stretch to fit the screen?
| | 05:56 | If so, we need to unlock the Aspect Ratio,
or do we want this Tiled across the screen?
| | 06:02 | And in this case, this is a tileable
texture so we can do that, or we can
| | 06:07 | specifically position it at a very
specific place on the screen, and this can be
| | 06:12 | good for the type of watermark where
you are actually putting your company name
| | 06:16 | or logo onto a final output.
| | 06:19 | But let's go ahead and select Tiled
across the screen, and then we can
| | 06:22 | also change our scale.
| | 06:23 | So, if we go a little bit lower, we can
make this a little bit more grainy, give
| | 06:28 | a little bit more of a paper texture here.
| | 06:32 | And then once we are done, we can select Finish.
| | 06:35 | So, now I've got a watermark on my scene.
| | 06:38 | I can also add additional watermarks.
| | 06:40 | You can actually layer them if you want.
| | 06:42 | Now, Finally, the last
one is called modeling tool.
| | 06:46 | So these just control the
color of things that we have.
| | 06:49 | So, for example, if I have a selected
object, it normally shows up in blue and
| | 06:54 | this is where we can control that.
| | 06:56 | Also do you want to show Hidden Geometry?
| | 06:58 | Do want to Color by layer?
| | 07:00 | Do you want to show you Guides?
| | 07:02 | Do you want to show your Axes?
| | 07:04 | So, if we take a look at this here,
I've got my red, green and blue axes.
| | 07:08 | Well, if this is final output, I
might not want to show that, so I can turn
| | 07:11 | that on or off here.
| | 07:13 | And also do we want a
Foreground or Background Photo?
| | 07:17 | So, as I edit these, it will
automatically save to my style.
| | 07:22 | If I want, I can also create styles
just by hitting this Plus sign.
| | 07:26 | Now, another way to affect your styles
is to use the Mix control and this allows
| | 07:32 | you to go through existing styles
and just drag and drop whatever I want.
| | 07:38 | So, for example, if I wanted the Edge
styles from this Blueprint, I can just
| | 07:42 | paint bucket those into here
and I will get these white lines.
| | 07:47 | If I wanted say the Face or
Background Settings from this Monochrome, I can
| | 07:52 | just drop that in here.
| | 07:54 | So, this gives you a really fast
and easy way to mix and match parts
| | 07:58 | of different styles.
| | 07:59 | So, if I go into say some of my
default styles here, let's say I wanted to go
| | 08:06 | into say Sketchy Edges and I wanted
Brush Strokes, I can put those into my Edge
| | 08:11 | Settings and they will show up.
| | 08:13 | So, it's a great way to mix and match
and kind of recombine existing styles into
| | 08:18 | a style that you like.
| | 08:19 | Just go ahead and play with these.
| | 08:22 | You can see how the possibilities are
really vast in terms of creating and
| | 08:27 | refining your own styles.
| | Collapse this transcript |
| Outputting 2D bitmaps | 00:00 | Now let's take a look at how to
output 2D bitmaps from SketchUp.
| | 00:05 | This is kind of like rendering in a 3D package.
| | 00:08 | So I have a scene here where I've got
my street and I've just got a couple of
| | 00:12 | different looks here.
| | 00:13 | So I've got Scene 1, Scene 2,
and then Scene 3 is kind of this
| | 00:20 | overhead blueprint style.
| | 00:22 | So let's go over to Scene 1, just
click on that tab, and let's go ahead and
| | 00:27 | export the 2D image.
| | 00:29 | So in here, we've got File>Export>2D
Graphic and then what we need to do is
| | 00:36 | export it to a place.
| | 00:38 | So I'm going to go to my Desktop here,
and then I'm just going to go ahead and
| | 00:43 | let's just call this Render01 and
basically, I'm just giving it an image file
| | 00:49 | name, and then I can
select what type of file it is.
| | 00:54 | So it has PNG, TIFF, JPEG and a Windows bitmap.
| | 01:00 | I'm going to go ahead and select JPEG.
| | 01:03 | Now we also have some options here.
| | 01:05 | So let's go ahead and click on those options
and those options are basically the Image Size.
| | 01:11 | So Right now, I'm using what's called
the view size which is basically the size
| | 01:16 | of this window within SketchUp.
| | 01:20 | If I don't want to use that, I
can actually type in numbers.
| | 01:23 | I can actually give it a specific size.
| | 01:25 | I'm going to go ahead and
use the View Size for this.
| | 01:28 | We can Anti-alias, or we don't have to,
up to us, and because I'm outputting a
| | 01:34 | JPEG, I can also dial-in the quality.
| | 01:37 | I'm going to go ahead and keep that at maximum.
| | 01:40 | So once that's all set up, go
ahead and hit Export, and it goes ahead
| | 01:44 | and exports the file.
| | 01:46 | If we want, we can go to our desktop here;
| | 01:49 | we can see it's right here
under Render01 and there it is.
| | 01:53 | Okay, so that's my output;
| | 01:55 | I could bring that into Photoshop, I can
pretty much do whatever I want with it.
| | 02:00 | So let's go ahead and do this one more time
and let's go ahead and do this for another view.
| | 02:04 | Let's do this for our above view here
and Again, it's File>Export>2D Graphic,
| | 02:12 | and then just go ahead and give it a name.
| | 02:15 | So let's go ahead and give this one, Render02.
| | 02:16 | Let's keep it at JPEG and hit Export.
| | 02:21 | Then again, you can see that each one
of these comes up and so now I've got a
| | 02:26 | bitmap image that I can put into a
presentation or that sort of thing.
| | 02:31 | Now one of the things with SketchUp
is that it has a number of different
| | 02:35 | rendering options, but one of the
options that it really doesn't do is
| | 02:39 | Photorealistic Rendering, which
lights, shadows that sort of thing.
| | 02:44 | You can get photorealistic renders for
SketchUp such as V ray and a number of
| | 02:49 | others, but those are really separate packages.
| | 02:52 | So we're not going to go into those
in this course, but just know that they
| | 02:55 | exist and if you want, you can go to
the SketchUp web site and it does have a
| | 02:59 | link to a number of the top third-party
renders that you can bring into SketchUp
| | 03:04 | and use it in that way.
| | 03:06 | So those are some of the basics of
getting your images out of SketchUp and into
| | 03:11 | a third-party package.
| | Collapse this transcript |
| Basic animation | 00:00 | Now let's take a look at
animation in Google SketchUp.
| | 00:04 | Animation is pretty basic in SketchUp;
| | 00:06 | you don't have a lot of control over it.
| | 00:08 | It's mostly just scene-to-scene
animation kind of like architectural
| | 00:11 | walk-through type stuff, but it
can be handy for presentations.
| | 00:15 | So let's take a look at
some of the animation tools.
| | 00:18 | Now I have a file setup with
a couple of different scenes.
| | 00:23 | So I've Scene 1 here which is just this
view, Scene 2 which is this kind of this
| | 00:29 | top view, and Scene 3 which is
kind of a close-up of this house.
| | 00:35 | So as you can see, I'm actually kind of
animating just by switching between the
| | 00:39 | scenes if I click on Scene
1, go to Scene 2, Scene 3.
| | 00:44 | It all animates between those.
| | 00:47 | Now if I want I can automate this a little bit.
| | 00:51 | So if I select one of these scenes,
right-click over it, you'll notice we have
| | 00:56 | an option here called Play
Animation, well let's see what that does.
| | 00:59 | Let's go ahead and hit Play Animation and it
should just step through each of my scenes.
| | 01:06 | So let's go into Scene 2 and now it's
going to Scene 3, and then we'll go ahead
| | 01:11 | and loop and go back to Scene 1.
| | 01:13 | So let's go ahead to Scene 1 here.
| | 01:16 | Now if you want, you can
also change these a little bit.
| | 01:19 | Notice how it's just going
from one to two to three.
| | 01:23 | So what it's doing is it's
going from left to right.
| | 01:26 | So it starts at Scene 1, goes to the
next one on the right, the next one on
| | 01:31 | the right, and so on.
| | 01:33 | So if I wanted to, I can reorganize this.
| | 01:36 | Select Scene 3, right-click
over it, and select Move Left.
| | 01:40 | What this does is it just
pushes the order over a little bit.
| | 01:43 | So now when I play animation, it's going
to go from one to three and then to two.
| | 01:51 | Now I'm going to go ahead and stop this.
| | 01:56 | So as you can see the order
of these is very important;
| | 01:59 | you need to make sure that you get them
in the sequential order that you want.
| | 02:02 | It's not going by name;
| | 02:04 | it's going by the order of the tabs.
| | 02:06 | Now if I want, I can also change styles.
| | 02:10 | Now we've kind of did this a little bit
here, but if I go from Scene 1 to Scene
| | 02:14 | 3 and let's say, I wanted
Scene 3 to be a different style.
| | 02:18 | Well, all I have to do is just go into
Window>Styles and select the appropriate style.
| | 02:24 | So I'm just going to go ahead and
scroll down here and let's just go to
| | 02:28 | something like Sketchy edges;
| | 02:30 | I'll just go ahead and maybe do Brush Strokes.
| | 02:33 | So we're going to go ahead close that.
| | 02:34 | Now in order for this to work, I have to
right-click above Scene 3 and make sure
| | 02:39 | I click Update and that
updates the scene itself.
| | 02:43 | So let's go back to Scene 1,
right-click over it, and hit Play Animation.
| | 02:48 | So now it's going to play
through the changes in style as well.
| | 02:54 | So it's going to go from one style to
the next, so it's going to go -- these two
| | 02:58 | are in the same style.
| | 02:59 | Then as it comes in, it's
going to go to that sketchy style.
| | 03:06 | So those are some really handy
ways to create basic animations.
| | 03:11 | Now we also can have a little bit more
control over the timing of our animation
| | 03:16 | under our View menu.
| | 03:17 | So we go into View>Animation and we
have a number of different options here.
| | 03:23 | One is Previous and Next Scene.
| | 03:25 | That's just Page Up and Page Down, so if
I hit those keys, it will just go ahead
| | 03:29 | and step through my scenes.
| | 03:31 | The one I really want to look at is settings.
| | 03:34 | So when I open this up it shows my
animation settings and this basically says
| | 03:40 | how much between my transitions or how longer
my transitions and how long is my scene delays.
| | 03:46 | So this is basically how much am I
animating and this one is how much am I pausing.
| | 03:51 | So let's bring our Transitions up to 4
seconds and I'm going to go ahead and
| | 03:55 | leave my Scene Delay at 1 second.
| | 03:57 | I'll go ahead and close it, right-click,
and Again, Play Animation.
| | 04:02 | So now it pauses for a second, and
then It goes, once its starts animating,
| | 04:07 | it goes one, two, three, four, then it pauses
for a second and takes another four seconds.
| | 04:16 | Pauses for a second and now it takes
another four seconds to get to the next scene.
| | 04:22 | So those are some ways to actually
control the animation within SketchUp.
| | 04:27 | Now, of course, we do want to make
sure that we can export this animation to
| | 04:31 | a file, so we can show it in terms of
presentations put it on a web site, whatever.
| | 04:36 | So we can do that by doing File>Export.
| | 04:39 | Now if there is animation in the scene,
an additional option here will come up
| | 04:43 | called Animation and this
allows us to export to our desktop.
| | 04:49 | Now we have a number of options here;
| | 04:50 | we have an AVI file because I'm on
Windows, we'll have a QuickTime file on Mac
| | 04:55 | OS X. We also can export as individual
image sequences, so JPEG, PNG, TIFF and
| | 05:03 | BMP, but I'm just going to go
ahead and export this as an AVI.
| | 05:07 | Now once I have AVI selected, I also
have some options here and this is the
| | 05:12 | options of how big do I want my
animation, Frame Rate, Codec, and do I want
| | 05:19 | to anti-alias or not.
| | 05:21 | I'm just going to go ahead and click
OK and now I'm going to export, and I'm
| | 05:26 | going to give the name to
Street_modern_03 and Export.
| | 05:31 | So now that that's exported,
let's take a look at our AVI.
| | 05:34 | I'm going to go ahead and double-click
on this and as you can see, we've got a
| | 05:38 | successful output for animation.
| | 05:41 | So remember, when you're working with
animation, you need to set up your file
| | 05:46 | with scenes, and then you can animate
between those scenes and you can also
| | 05:51 | animate between different
styles and also change the timing.
| | Collapse this transcript |
| Advanced animation| 00:00 | So now let's go a little
bit deeper in animation.
| | 00:02 | I want to do a smooth fly-around of
this house and this will show you some
| | 00:08 | techniques for getting very
precise and smooth animation.
| | 00:13 | So I've got this house and what I want
to do is take a camera and fly it around
| | 00:20 | and do a 360 around the house
while I'm still pointing at the house.
| | 00:25 | Now in order to do that, I probably
need to create what's called a path, or In
| | 00:30 | this case, I'm actually creating a
guide to place the camera along that path.
| | 00:37 | So if I was going to do a 360 around
the house, typically what I would do is I
| | 00:42 | would think to draw a circle.
| | 00:44 | But if you think about it, the
circle really is just a smooth polygon.
| | 00:49 | And what I really want to do is
snap to the corners of the polygon.
| | 00:52 | So let's go ahead and actually draw a polygon.
| | 00:56 | Now the number of sides you draw will
actually control how smooth your animation is.
| | 01:02 | I'm going to do this animation a little bit
rough and I'm just going to draw a hexagon.
| | 01:06 | So I'm going to make sure my Sides are
set to 6 and then just draw a hexagon.
| | 01:11 | Now I'm going to make this hexagon say a
100 feet, so that puts the camera a 100
| | 01:17 | feet from this building.
| | 01:20 | So what I'm using this for is just as a path.
| | 01:24 | So I don't need this face on the inside,
so I'm going to select it and hit Delete.
| | 01:31 | So now I have this hexagonal
path that surrounds my house.
| | 01:36 | What I'm going to do now is
basically position this path where I want it.
| | 01:42 | So Right now, it's on the ground.
| | 01:43 | So if I move the camera around, it's
going to be looking up at the house;
| | 01:46 | I want it to be kind of
looking down a little bit.
| | 01:49 | So I'm going to move this path straight
up somewhere around the second storey of
| | 01:54 | that house, maybe a little bit
higher than this, somewhere around there.
| | 01:58 | So now I have this path maybe about 10
feet above the ground looking kind of
| | 02:03 | slightly down at the house.
| | 02:07 | So once I have this path set up, now I need
to start snapping cameras to these corners.
| | 02:15 | So I'm going to need six
different positions for this camera.
| | 02:19 | So in SketchUp that means I'm
going to need six different scenes.
| | 02:24 | So I'm going to open my Scenes window by
going Window>Scenes, and then I need to
| | 02:30 | add in six scenes, so I'm just going
to hit the Plus sing six times.
| | 02:35 | So now I have six scenes, go ahead
and close this, and let's go to Scene 1.
| | 02:40 | Now what I need to do in each scene is make
sure that I have the camera at each corner.
| | 02:46 | So in Scene 1 I'm going to start here
at this tip here and I'm going to use
| | 02:51 | the Position Camera tool, so I'm going
to select Position Camera, snap to this
| | 02:56 | endpoint, left-click and drag, and then
I'm going to get this down to the Origin.
| | 03:03 | And then when I let go,
it'll position that camera.
| | 03:08 | So once I have that positioned, all I
have to do is right-click above this,
| | 03:12 | click Update, and that locks it in.
| | 03:14 | Let's do the same for Scene 2, and in
this case we need to decide are we going
| | 03:19 | to go clockwise or
counterclockwise around the building.
| | 03:24 | Let's go ahead and go
counterclockwise and so I'm going to select Position
| | 03:28 | Camera and go to this point here,
again, left-click and drag and then find
| | 03:34 | that Origin and release.
| | 03:36 | Let's go ahead and Update this.
| | 03:38 | So now I have Scene 1, Scene 2, and you
can see already how it's starting to work.
| | 03:46 | Now Scene 3 has not been set up, so
again, we need the Position Camera, find
| | 03:51 | the endpoint, left-click, drag, find that
Origin, and off we go, and then again, Update.
| | 03:58 | Let's do number 4 which is the far one here;
| | 04:02 | left-click, drag, find the Origin here,
Update, and now we've got two more to go.
| | 04:12 | 5;
| | 04:12 | left-click, drag, Update, and
we've got one more here. Oops!
| | 04:29 | Actually I was wrong, so
let's go ahead back to 6.
| | 04:33 | Now I didn't press Update which meant
that it didn't save it, so I've got a
| | 04:36 | chance to this over again.
| | 04:38 | So I'm going to go ahead and select this,
and let's do this one more time. There we go.
| | 04:43 | Now I've got it the way I want.
| | 04:45 | Let's go ahead and hit Update, so now I've
got Scene 1, 2, 3, 4, 5, 6, and then back to 1.
| | 04:58 | And you can see how I've
got this camera moving around.
| | 05:01 | Now one of the things I'm noticing here
is that as I go from Scene 1 to Scene 2,
| | 05:06 | it's actually drawing in this
hexagon that I had as my guide.
| | 05:12 | Now this hexagon really was just there
for me to position the camera, it's just
| | 05:16 | there to find those endpoints to snap to.
| | 05:19 | So if I want I can select this and delete it.
| | 05:24 | And let's go back to Scene 1
here, and now I have my animation.
| | 05:29 | Now before I actually do a play
animation, I want to do one more thing.
| | 05:34 | And let's go into View>
Animation, and let's go into Settings.
| | 05:39 | And by default, it has 2 seconds
Transition with a Scene Delay of 1 second.
| | 05:46 | But I want this to be a
continuous motion, I do not want delay.
| | 05:50 | So I'm going to go ahead and type in 0
for Scene Delay, close this, and then
| | 05:55 | right-click above Scene
1 and hit Play Animation.
| | 06:05 | So that looks pretty good, but one thing
I'm noticing is that the house isn't centered.
| | 06:09 | So I'm just going to go ahead and
select my house, hit Move, and let's go ahead
| | 06:15 | and move that so that it's more
centered than it was, so that should work.
| | 06:23 | So now let's go ahead and play this again.
| | 06:26 | Deselect that house, Play Animation, and we
should have something that works pretty well.
| | 06:33 | Now there are a few little bumps in
here as we go from scene to scene, and part
| | 06:38 | of that is because we're
only using six positions.
| | 06:42 | If we used say eight or twelve,
it would get a lot smoother.
| | 06:46 | But as you can see, the Position
Camera tool is a really great way to
| | 06:51 | create precise animation.
| | 06:53 | So go ahead and use it in other scenes;
| | 06:55 | it's great also for walkthroughs
of scenes or buildings as well.
| | 07:01 | So go ahead and play with those
and do some more advanced animation.
| | Collapse this transcript |
|
|
9. Creating Terrain Using SandboxCreating terrain from contours | 00:00 | If you want to create more complex
surfaces in SketchUp, you'll probably want to
| | 00:04 | use the Sandbox tools.
| | 00:07 | Now normally these are used to create
contours for creating landscapes, but you
| | 00:12 | can also use them to create
irregular objects and curves.
| | 00:16 | So let's go ahead and start with
landscapes, but before we do, we need to make
| | 00:20 | sure that we have the Sandbox tools turned on.
| | 00:24 | Now these are what are called
Extensions, so you have to turn them on.
| | 00:28 | On the PC you'll find them
under Window> Preferences;
| | 00:33 | on the Mac you'll find them
under SketchUp>Preferences.
| | 00:36 | But regardless of how you get there,
you need to scroll down to Extensions and
| | 00:41 | here we have all of our extensions, and
I want to make sure that Sandbox tools
| | 00:45 | are turned on, and then press OK.
| | 00:48 | And once those are turned on,
you'll notice that we'll have a Sandbox
| | 00:53 | option under tools, and we'll also
have a Sandbox toolbar which we can turn
| | 00:58 | on, and here it is.
| | 00:59 | I'm just going to go ahead
and float that over the scene.
| | 01:02 | Now you can create surfaces
in Sandbox using two methods.
| | 01:06 | The first one is to use contours,
which is what we're going to do now;
| | 01:10 | the second method is from scratch.
| | 01:12 | So let's go ahead and
create a landscape from contours.
| | 01:16 | Now I already have a terrain map loaded
here, and if we want we can go ahead and
| | 01:21 | sketch out some of these contours.
| | 01:23 | So I'm going to go into Camera>
Standard Views>Top, and then make sure I have
| | 01:28 | Parallel Projection turned on, so that
way we can draw these pretty accurately.
| | 01:32 | So I'm going to go ahead and
draw these with the Freehand tool.
| | 01:36 | So I'm going to select Freehand and
I'm going to start on this inner contour
| | 01:40 | because it's the smallest, and then I'm
just going to go ahead and trace this.
| | 01:44 | Now I'm going to try to be as accurate
as possible, but just so that you know,
| | 01:49 | SketchUp isn't going to follow
these exactly, it's a little rough.
| | 01:53 | So if I don't get them exactly right,
it's not going to affect it too much.
| | 01:58 | So once I get towards the end here, I
want to make sure that I overlap the end
| | 02:02 | here and close that, so that way I get a face.
| | 02:05 | So let's do this on this one
again, let's do the next one.
| | 02:10 | And again, sometimes I find that tracing
more slowly gives me a little bit more accuracy.
| | 02:16 | But again, I'm just going to do this
fairly quickly because I don't want to
| | 02:20 | waste too much time doing this.
| | 02:23 | So here we go very quickly.
| | 02:25 | Now I want to make sure that I
get that endpoint closed. Okay.
| | 02:29 | Now once I have these, I want to
go ahead and delete the inside face.
| | 02:36 | So each one of these has a face, so I'm
going to go ahead and delete that, and
| | 02:40 | that way I get this outside edge.
| | 02:42 | I'm going to do same for this one.
| | 02:44 | Now I'm going to show you a little
secret here, and that is I actually created
| | 02:47 | some of the other outlines,
so we don't have to do them.
| | 02:50 | So under layers, go into Window>layers
and just turn on Contours and you'll see
| | 02:55 | that I already have the
rest of these contours drawn.
| | 02:58 | So let's go ahead and zoom out and
I'm going to go ahead and rotate my
| | 03:01 | camera, make sure I'm back in
Perspective mode, and let's take a look at the
| | 03:05 | contours that I've drawn.
| | 03:07 | Now this map can go away because I
don't really need it now that I have
| | 03:11 | the contours drawn.
| | 03:12 | So I'm going to go ahead and do Edit>
Hide, so now all I have are my contours.
| | 03:18 | So what I need to do is bring
these contours up in equal amount.
| | 03:22 | Now the map that I have was a lot
larger than the scale I'm working with here,
| | 03:26 | so we can just create our own
scale just for demonstration purposes.
| | 03:31 | So what I'm going to do is select the
inside lines here and then just move
| | 03:36 | them up one foot each.
| | 03:38 | So I'm just going to select my Move
tool and then go ahead and move them up
| | 03:41 | along the Blue Axis, and then I can
just type in 12 inches, so each one of
| | 03:46 | these is going to be 12 inches
apart in this particular scene.
| | 03:50 | So I'm going to go ahead and move that
up, and again, I can type in the number
| | 03:52 | 12 and it should snap exactly to where I want.
| | 03:56 | And then select the inner two, move this up.
| | 03:59 | Again, I'm holding the Up Arrow so I
can snap to the Blue Axis, and then just
| | 04:04 | type in the number 12 to get 12 inches.
| | 04:06 | And then let's go ahead and get this
last one here, and again, holding the Up
| | 04:11 | Arrow, moving up, and then
just type in 12 for 12 inches.
| | 04:16 | So now I have all of these
contours and they're equidistant apart.
| | 04:21 | Now all we have to do is use the
Contours tool to turn those into a surface.
| | 04:26 | So all I have to do is select all of
them and then just select From Contours,
| | 04:31 | and it will create my terrain.
| | 04:34 | Now notice how on the edge it didn't
fall over this outside contour exactly, it
| | 04:38 | will kind of approximate in some respects.
| | 04:41 | So just understand that as you work with it.
| | 04:44 | Now once we've created this terrain,
notice how this is actually a separate object.
| | 04:50 | So if I click on the terrain itself,
it's a grouped object, so I can actually
| | 04:54 | move that off of the curves.
| | 04:57 | Now these curves, once they're used to
generate the surface they're not attached.
| | 05:02 | Now in some 3D programs the curves
would still be live and you can manipulate
| | 05:07 | them and manipulate the surface,
you really can't do that in SketchUp.
| | 05:10 | So it's basically just select the
curves regenerate the surface if you want
| | 05:14 | to change something.
| | 05:15 | But let's take a look at the
surface and how it's constructed.
| | 05:18 | Well, first of all it starts off as a group.
| | 05:22 | If we want we can explode that group and
see what the surface looks like on the inside.
| | 05:26 | So if I go into Group>Explode, you'll
see that the surface is really just a
| | 05:31 | triangular network, and what it does
is it takes the contours and it tries
| | 05:36 | to triangulate that.
| | 05:37 | Now if you want you could
technically go in and change those edges.
| | 05:43 | If I wanted to I could turn on Hidden
Geometry and see all those edges, and if I
| | 05:48 | wanted to I could select an edge and
move it or scale it or do whatever.
| | 05:52 | Typically, I find that with these
complex terrains that's not going to happen
| | 05:57 | because these are so interwoven;
| | 05:59 | if you move one, you kind
of mess up the whole thing.
| | 06:01 | So I'm going to go ahead and turn
off Hidden Geometry so we can see that.
| | 06:05 | But this is a pretty accurate
terrain to the contours that we created.
| | 06:11 | So as you can see, we can use
contours to create terrain within SketchUp.
| | 06:16 | Now we can use this tool for other
things as well, and let's take a look at
| | 06:20 | that in the next lesson.
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| Modeling objects with contours| 00:00 | Another way to use the From Contours
tool in Sandbox is to use it to create
| | 00:06 | objects, so let's start with a
blank scene here and let's just create a
| | 00:10 | very simple circle.
| | 00:12 | So I'm going to go ahead
and create a circle here.
| | 00:14 | And I'm going to do hit my spacebar
and select that face in the middle and
| | 00:19 | then hit my Delete key.
| | 00:21 | So what I have is a circular outline.
| | 00:23 | So if I want I can duplicate this simply by
using the Move tool and holding down the Ctrl key.
| | 00:29 | So I'm going to go ahead and
duplicate this along my blue axis here, so I'm
| | 00:33 | going to make two of these.,
and then I'm going to scale this.
| | 00:37 | So I'm going to elongate it a little bit
and make it maybe just here a bit wider.
| | 00:42 | Okay, so now I've got to Contours here
and I can do this one or more time, so
| | 00:47 | I'm going to go ahead and Again, select my
Move key and hold down Ctrl and then move this up.
| | 00:54 | So I've got three outlines.
| | 00:57 | And Again, I'm going to
scale this up just a little bit.
| | 01:01 | Okay, so what I've got maybe is kind
of like maybe the outline of a base or
| | 01:07 | something like that.
| | 01:08 | Okay, so all I have to do is to
make this object, just select these and
| | 01:13 | Again, use From Contours.
| | 01:14 | Now what this does is it creates a Contour.
| | 01:19 | Now if I have a regular smooth surface rather
than a terrain it will make a smooth object.
| | 01:25 | So you can use this From Contours tool
as somewhat of a Loft tool to actually
| | 01:31 | create surfaces out of curves and profiles.
| | 01:36 | So you may be able use it and
creating more complex objects or structures.
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| Creating terrain from scratch | 00:00 | SketchUp also allows you to
create terrains from scratch.
| | 00:03 | So instead of using lines and contours,
we can just start with a flat plain and
| | 00:08 | build it up from there
| | 00:10 | So we start here with the From Scratch
tool, and then we have five other tools
| | 00:16 | that allow us to sculpt that terrain;
| | 00:19 | the Smoove tool, the Stamp tool, Drape,
Add Detail, and Flip Edge, and we will
| | 00:23 | go through all of these.
| | 00:25 | But it all starts with
creating a terrain from scratch.
| | 00:29 | So let's go ahead and do that.
| | 00:30 | I'm going to actually clear up my scene.
| | 00:32 | I'm going to select my character here
and delete her, and then I am going to
| | 00:35 | zoom out just a little bit because
I want to make this reasonably big.
| | 00:39 | Now when you create the From Scratch
terrain, it's basically just a plain.
| | 00:45 | Now if you look down here in the bottom
corner, you'll see that it has a default
| | 00:49 | Grid Spacing of 10 feet and
we can certainly use that.
| | 00:53 | So what I am going to do is I am
going to left click and drag and you'll
| | 00:56 | notice how every 10 feet adds a
little tick there and this is almost like
| | 01:01 | drawing a rectangle.
| | 01:02 | So I am going to go ahead and maybe
draw 60 feet by maybe 120 feet or so.
| | 01:09 | So I am going to go ahead and draw
that out and notice how now I have a
| | 01:13 | Grid Spacing of 10'x10'.
| | 01:16 | Now when I select this, you'll see
that it's actually a group, but if I
| | 01:21 | double-click in there, I can
actually go in and select edges at a time.
| | 01:27 | So in some ways, this create Terrain
From Scratch is almost like creating a
| | 01:31 | rectangle with subdivisions.
| | 01:34 | So you can use this for other purposes as well.
| | 01:37 | But if you want, you can select
each one of these little edges here and
| | 01:42 | then just move them.
| | 01:43 | You can move them up or down.
| | 01:45 | You can also move them left
or right, However, you want.
| | 01:47 | So if you want, you can start
sculpting your terrain this way.
| | 01:51 | So if I want to create something that's
going up, I can select all of these and
| | 01:56 | just start moving my terrain However, I want.
| | 01:59 | Now with a fairly coarse mesh like we have,
this doesn't really work all that terrain like.
| | 02:06 | So if we want, we can add detail
and start to subdivide this terrain.
| | 02:11 | We can do that using the Add Detail tool.
| | 02:14 | Now let me show you how this
works on kind of a blank area here.
| | 02:18 | So what it does is it snaps to a point here.
| | 02:21 | So if I snap to an edge and click, what
it does is it subdivides that edge, and
| | 02:26 | allows me to move it up or down like this.
| | 02:29 | So this is a great way to create a peak.
| | 02:31 | If I select it Again, and may be snap
to the center of a face, it'll go ahead
| | 02:35 | and allow me to pull up
that face from the middle.
| | 02:39 | So, for example, if I was here and I
wanted to create more of a peak, I can do
| | 02:44 | that, and again, you can just
subdivide and keep sculpting.
| | 02:49 | Now one of the things that you'll notice
when you do this Add Detail is, it will
| | 02:55 | go ahead and create a diagonal edge.
| | 02:57 | So it creates this edge and this edge.
| | 03:00 | If you don't like the way that those are
moving, you can do what's called Flip Edge.
| | 03:06 | Take this edge here and we can flip it.
| | 03:10 | So you can select Flip Edge,
move it over the edge, and flip it.
| | 03:15 | So if I've selected this
edge, I can flip it as well.
| | 03:18 | So those are ways to reorganize the
direction of your geometry in SketchUp.
| | 03:24 | Now this is just one of several ways to
create terrain in SketchUp and this is
| | 03:29 | kind of a good way to create kind of
rough terrain that sort of stuff, but there
| | 03:33 | are additional tools that are a little
bit more sculptural that we can use and
| | 03:38 | we'll get to those in the next lesson.
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| Sculpting with the Smoove tool | 00:00 | Another way to sculpt terrain created
from scratch is using the Smoove tool.
| | 00:06 | Okay, it's a great name, its
right here, it's called Smoove;
| | 00:10 | love the name and it's
much more of a sculptural way.
| | 00:14 | I think you'll actually really
like the way that this works.
| | 00:16 | So let's go ahead and draw a new
terrain from scratch and use the Smoove tool.
| | 00:20 | First thing I am going to do is clear
up my scene, and I am going to select
| | 00:22 | Susan and delete her and then
let's go ahead and zoom out a bit.
| | 00:27 | And I'm going to create a terrain from
scratch but this time, instead of a Grid
| | 00:32 | Spacing of 10, I'm going to do 2'.
| | 00:35 | Okay, so it's going to be a much finer grid
and this will serve the Smoove tool very nicely.
| | 00:42 | I am just going to go ahead and
create a terrain with a much finer grid.
| | 00:46 | Now again, remember that
this terrain is a group.
| | 00:49 | So if you want to edit it, we need to
double-click on it to go inside of it.
| | 00:53 | Now once we've done that, we
can select the Smoove tool.
| | 00:57 | We can select it from the toolbox, or
If we go under tools>Sandbox, you'll find
| | 01:02 | all of these tools are here as
well, including the Smoove tool.
| | 01:06 | Now when I select this, notice how this
kind of circle comes up and down in the
| | 01:12 | corner here, we have a Radius.
| | 01:14 | Okay, so in this case, my radius is pretty big.
| | 01:17 | So I am actually going to bring it down.
| | 01:18 | Let's bring it down to 5'.
| | 01:19 | So I am going to type-in the number 5',
and now notice how we have a small circle.
| | 01:25 | It's almost like a brush that we can use,
and notice how it's also snapping to
| | 01:30 | each one of these corners.
| | 01:32 | So if I left click and let go, it
will go ahead and turn everything within
| | 01:39 | that radius yellow.
| | 01:40 | Then I can move my mouse, left-click,
and then I can move my mouse up or down to
| | 01:47 | raise or lower those vertices.
| | 01:50 | Okay, so let's try this again.
| | 01:52 | I am going to make this a little bit bigger.
| | 01:53 | Let's go ahead and make this 10' and
again, left-click selects, and then you
| | 01:59 | just move your mouse up or down, and
then the second left-click releases.
| | 02:06 | Okay, so the process is left-click,
everything turns yellow, then you move your
| | 02:11 | mouse up or down, and then
you left-click to set it in.
| | 02:14 | So you can also use this to
create depressions as well.
| | 02:17 | We have been creating little hills
here, but we can also create depression.
| | 02:21 | So if I left click here and move
my mouse down, I can create like a
| | 02:26 | little valley here.
| | 02:27 | And if I want, I can work my way around
this and create really whatever I want.
| | 02:33 | So if I want to move these up, I can do that.
| | 02:36 | If I want to make a bigger brush, I can
say I want a 20' brush, and then make it
| | 02:40 | much bigger peak, that sort of thing.
| | 02:43 | Again, it's very, very interactive.
| | 02:46 | It reminds me a little bit of the
Brush tools in Maya such as the artists and
| | 02:50 | tools and those sorts of things and you can
use it to create some very organic shapes.
| | 02:56 | So go ahead and play with this.
| | 02:57 | It's a really fun tool to use and
see what sort of results you can get.
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| Stamping and draping objects on terrain | 00:00 | There are times when you'll need to fit
an existing object to a Terrain such as
| | 00:05 | placing a house on a piece of a regular
land or driveway or something like that.
| | 00:10 | In order to help us with that SketchUp
has the Stamp and Drape tools which we
| | 00:16 | can find here in the toolbox, or we can also
find it under tools>Sandbox, Stamp and Drape.
| | 00:22 | So let's go ahead and start with the Stamp tool.
| | 00:24 | Now what this does is it actually adjusts the
terrain to fit the foundation of your building.
| | 00:31 | So in other words, we've got this
house here and if we were to just move this
| | 00:36 | straight down onto the lAnd you'll
notice how it's not really fitting.
| | 00:40 | It's kind of sitting into the hillside.
| | 00:42 | It's not totally flat.
| | 00:44 | So what we need to do is kind of either built
up or excavate the land to make it fit the house.
| | 00:49 | And we can do that using that Stamp tool.
| | 00:51 | So I am going to go ahead and move
this house up a little bit and then select
| | 00:56 | the house and then select the Stamp tool.
| | 01:00 | Then when I do that notice how this
little red line comes up around the outside,
| | 01:06 | and we have an Offset here and this is
how much of an Offset we'll use to build
| | 01:11 | up or excavate the land.
| | 01:13 | So I am going to go ahead and put 4
feet rather than 1 feet and then hit Enter.
| | 01:17 | And notice how that gets bigger.
| | 01:18 | Now all I have to do is click on the Terrain.
| | 01:21 | So if I left click here I can now move
my terrain up or down just by moving the
| | 01:27 | mouse and in order to lock
that in I just left-click again.
| | 01:32 | And so now what I've done is I've
created a pad for my house to sit on.
| | 01:38 | So now I only have to do is select the
house and hit M for the Move tool, hold
| | 01:43 | down my Up Arrow key and move it into place.
| | 01:47 | So now I've created basically
a pad for the house to sit on.
| | 01:51 | So I've excavated the hills and I've
built up the lower portion, so now I have a
| | 01:57 | nice place for my house to reside.
| | 02:00 | So you can also do almost the opposite
and that's use what's called the Drape
| | 02:05 | tool and that allows you to drape
a piece of geometry onto a surface.
| | 02:09 | So what we did before was we took the
surface to fit the geometry and we can do
| | 02:14 | this the opposite direction.
| | 02:15 | We can take a piece of
geometry and drape it on the surface.
| | 02:19 | So I have a driveway for this building here.
| | 02:23 | All I have to do is select Edit>Unhide
>All and it brings up this driveway.
| | 02:28 | So let's go ahead and fit this driveway
to the front of the house and then apply
| | 02:33 | it to the landscape.
| | 02:34 | Now the easiest way to do
this is to go into my Top View.
| | 02:38 | So I am going to go into Standard Views>
Top, turn on Parallel Projection and now
| | 02:43 | just double-click on this to select
it and go ahead and use my Move tool to
| | 02:48 | position my driveway.
| | 02:50 | So let's go ahead and position it, so
it kind of comes up right to the front of
| | 02:54 | the house somewhere on there.
| | 02:56 | So I can position this as much as I want.
| | 02:58 | I am going to go ahead and go back to
Perspective View and then just rotate
| | 03:02 | around so I can see this.
| | 03:04 | Now the Drape tool works
very similar to the Stamp tool.
| | 03:08 | All I have to do is double-click on my
object to select it, make sure I have
| | 03:12 | everything selected.
| | 03:13 | Select Drape and now click on my terrain.
| | 03:17 | Now what happens is, it takes this
outline and it projects it on to this surface.
| | 03:26 | So now I can double-click this and
Hide it and now I've got an outline of my
| | 03:31 | driveway on this surface.
| | 03:33 | Now the best way to use this is
to use it as a texturing tool;
| | 03:38 | so let me show you how that works.
| | 03:39 | I am going to go ahead and close Sandbox
here and let's go into Window>Materials
| | 03:44 | and let's go ahead and put
up some materials on this.
| | 03:46 | So I am going to go first to Vegetation
and just select a Grass here., and then
| | 03:52 | I am going to flood fill this whole terrain.
| | 03:55 | So now we have a grassy yard here.
| | 03:57 | But I want to make sure that the
driveway is something else, may be a stone
| | 04:02 | driveway or a blacktop driveway or
concrete driveway or something like that.
| | 04:06 | So all I have to do is select these
faces and apply a different material.
| | 04:10 | So I can double-click on this to open
it up and then just use my Shift+Select
| | 04:15 | tools and I can basically just Shift+Select
areas of this and make sure I have
| | 04:22 | all of these faces
selected inside this driveway.
| | 04:28 | And when I do, and then
let's go to another material.
| | 04:31 | Let's go to, for example, Groundcover
and let's go to Rock., and then I am just
| | 04:37 | going to go ahead and flood fill those faces.
| | 04:42 | And you can see how it's
starting to bring in my driveway.
| | 04:45 | Well, I missed a couple here but I can
certainly just do those one at a time.
| | 04:49 | So I'll just go ahead, double-click on
this, make sure this is opened and then
| | 04:54 | fill these one at a time.
| | 04:56 | So I want to make sure that the
group is open and there we go.
| | 05:00 | So now once I have this I click outside of it.
| | 05:03 | Now it's back to being group and
now I have my driveway on my terrain.
| | 05:09 | But we still have all of these lines,
okay and those aren't really all that
| | 05:14 | pretty and particularly if we want to
render something you don't really want
| | 05:16 | those lines for final output.
| | 05:19 | So you can get rid of those, simply
by selecting the surface and going into
| | 05:24 | the Soften Edges tool.
| | 05:26 | So I want to make sure that I have
soften edges, make sure I have Soften Smooth
| | 05:31 | Normals and the Soften Coplanar and
then just go ahead and adjust your angle
| | 05:36 | between normals until you
got something that you like.
| | 05:40 | And so there are some guidelines for
putting a house onto on a regular surface
| | 05:46 | as well as creating a driveway.
| | 05:48 | So I am sure you can use the
Stamp and Drape tool for a number of
| | 05:51 | different tasks in SketchUp.
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|
|
10. Using Photo Match and Google EarthGeolocation with Google Maps| 00:00 | One nice feature about SketchUp is that
it allows you to geo-locate your models.
| | 00:05 | In other words, it allows you to take
your models and add geographic information
| | 00:09 | so Google knows exactly
where those models are located.
| | 00:12 | This is really great for building, so
you can actually place your building
| | 00:15 | exactly where they're supposed to be in a city.
| | 00:18 | So right here, I have a very simple model;
| | 00:20 | it's actually a simple representation
of the ferry building in San Francisco.
| | 00:25 | So let's go ahead and geo-locate
this particular building.
| | 00:29 | I'm going to go to File>Geo-location
and when we first locate a building, we're
| | 00:34 | only going to have one option
here and that's to add the location.
| | 00:38 | When we do that, we get a Google Map.
| | 00:41 | So what we can do is we can start
searching that map for the exact location.
| | 00:46 | So let's go ahead and type
in where we think this is.
| | 00:50 | So this is the ferry building in San Francisco.
| | 00:54 | If you know the exact address, you can
type that, really anything that Google
| | 00:58 | Maps will understand in
order to locate the building.
| | 01:01 | So ferry building San Francisco, hit
Search and here is the tower, right here.
| | 01:05 | So we'll zoom out just a little bit here
and you can see that this is the actual
| | 01:10 | Ferry building, you can see the shadow
of the tower, and so this is where I need
| | 01:15 | to geo-locate my building.
| | 01:17 | So in order to do it, all you have to do
is find it, center it and then just hit
| | 01:21 | Select Region, and then If you want,
you can pinpoint this so that this region
| | 01:26 | is exactly centered on your object.
| | 01:30 | And once we do that, all
you have to do is hit Grab.
| | 01:33 | Now that window goes away and what it
does is it brings in the actual map and
| | 01:39 | uses that as a ground plain or a terrain.
| | 01:42 | So we can see that I've got the map
here but my building is not quite oriented
| | 01:47 | and obviously, the building
is facing the wrong direction.
| | 01:50 | Well, that's pretty easy to fix.
| | 01:52 | All I have to do is select the building and
then just rotate it and move it into place.
| | 01:56 | So I'm going to go ahead and just use
my Rotate tool here and just go ahead and
| | 02:02 | rotate it as close as I can get it.
| | 02:06 | And then let's go ahead and move the item.
| | 02:08 | I am just going to grab the corner here and
try to pin that corner to the corner of the map.
| | 02:12 | So let's see if I can do this here;
| | 02:14 | looks like it's pretty good.
| | 02:16 | Okay, well, there we go.
| | 02:18 | So once you have everything placed,
we'll also notice that we've got a couple of
| | 02:22 | other options here with Geo-location.
| | 02:25 | One is to clear the location, which
basically just undoes all the work that we did.
| | 02:30 | The other one is to Show Terrain and
if you Show Terrain, what happens is it
| | 02:35 | actually changes the
terrain of the object to match.
| | 02:39 | So in this case it's pretty flat but if you
had more significant terrain, it would show up.
| | 02:44 | The other one is called Add More Imagery
and what this does is it just allows us
| | 02:49 | to redo that previous step which is
to Add Location and Add More Imagery.
| | 02:54 | So those are some of the basics
of how to geo-locate your models.
| | 02:57 | Now one thing to remember is that when
the maps come in from Google, they will
| | 03:03 | be scaled appropriately.
| | 03:04 | So if your building is too small or
too big, you probably have to scale your
| | 03:08 | building and not scale the maps.
| | Collapse this transcript |
| Using Photo Match to align cameras | 00:00 | Another really cool thing that you can
do with Google Maps and Google Imagery is
| | 00:06 | to use that as photo
textures to texture your buildings.
| | 00:10 | So let's go ahead a little bit
further with this particular ferry building.
| | 00:15 | We have a window here called Photo Textures.
| | 00:18 | And what this does is it takes your
location information, so it knows where this
| | 00:24 | is now, and so what it does is
it goes to Google Street View.
| | 00:29 | So this is a street view of the
Embarcadero, so I can go back across the street,
| | 00:34 | I can go left, I can go right, I can
go any number of places, and so I can
| | 00:40 | actually see this
building that I'm working with.
| | 00:44 | And the really cool thing is that I can use
this as a way to derive textures for my building.
| | 00:51 | So let's show you how to do this.
| | 00:53 | So I'm going to go into Select mode
and select this front face of the tower,
| | 00:58 | and then I'm going to zoom in
here and find that tower; okay.
| | 01:05 | So then I'm going to do what's
called Select Region, and what it does is
| | 01:10 | it gives me this box.
| | 01:12 | And what I can do is take the sides of the
box and pin that to the corners of what I want.
| | 01:19 | So it looks like my bottom is pretty
close and so I'm just going to go ahead and
| | 01:24 | grab my pins, or you can grab
the whole thing and move it.
| | 01:27 | And I just want to get something that's
pretty close and pretty accurate to that face.
| | 01:33 | So now I've selected out the
photo that represents that face.
| | 01:38 | So I want to make sure I have this face selected
and once I do, all I have to do is select Grab.
| | 01:43 | And once I do, there it is. Okay.
| | 01:46 | So I can do that for
other parts of the building.
| | 01:50 | So if I want to do the side of the tower, I
could find an image that is the side of the tower.
| | 01:55 | Now one of the things it also does
is it gives me a list of photos that
| | 02:00 | are visually similar.
| | 02:02 | So if I click here, you can actually find
other people's photos of that same building.
| | 02:09 | So I can use these also to
create my photo textures if I want.
| | 02:14 | I'm going to go back to my original one
here, and one of the things about this
| | 02:20 | particular building is that the side of the
building is pretty much the same as the front.
| | 02:25 | So I'm actually going to do a little
bit of a cheat here, I'm going to select
| | 02:28 | my region and I'm actually going to select
the front and use it to texture the side.
| | 02:34 | And I can do this Again, for this
side here, just select this face,
| | 02:38 | Select Region, and Grab.
| | 02:41 | Now one thing you have to be aware of is
that as you mouse over this, notice how
| | 02:47 | it creates all of these other images here.
| | 02:50 | If I select region with that in it, if I
get those in, then those will also show
| | 02:55 | up, so you got to be careful not
to grab those additional images.
| | 02:58 | So now once I have this, I can
certainly go to the other parts of the building.
| | 03:02 | So let's take a look at the front of the
building, and let's go ahead and select
| | 03:07 | this face here that's the
front and do a Select Region here.
| | 03:10 | And again, I'm just looking for the
corners, I want to make sure that I get
| | 03:14 | pretty accurate guide here.
| | 03:17 | And once I do that, just select Grab, and
so now there's the front of my building.
| | 03:22 | So as you can see, this is a very,
very handy way to texture buildings
| | 03:27 | that already exist.
| | 03:28 | Now another thing we can do here is
we can go in and we basically navigate
| | 03:33 | around this building using Street View.
| | 03:35 | So let's take a look at some other
faces here, let's take a look at say this
| | 03:40 | side part of the building right here.
| | 03:44 | Now this is something that's
kind of actually at an angle.
| | 03:46 | But if we want we can select this and
I think we should be able to get it, so
| | 03:51 | let's do a Select Region here.
| | 03:52 | And again, what we're trying to do is
just pin these corners, so you can see
| | 03:57 | I've got the bottom corner there, and
then off we go, and just again, hit Grab.
| | 04:03 | We can work our way through the rest
of the building here if we want, but I
| | 04:07 | think we pretty much have
the idea as to how this works.
| | 04:10 | So again, this is a great way to get
textures for buildings if you're building
| | 04:16 | something that already exists.
| | 04:18 | You could even use it to get textures
for buildings that you're creating from
| | 04:21 | scratch because you can certainly take
elements off of some other building and
| | 04:24 | apply them to yours as well.
| | 04:25 | So I hope this gives you some
great ideas for using Photo Textures.
| | Collapse this transcript |
| Modeling in Photo Match| 00:00 | SketchUp also allows you to use
photos as reference for modeling, so we can
| | 00:05 | match a photo, model to it, and then
also use the textures of the photo to
| | 00:10 | create textures for a model.
| | 00:12 | Now we do all of this using Window>Match
Photo, so let's go ahead and select that.
| | 00:17 | And under this we only have one button
and it says New Matched Photo, so when we
| | 00:22 | click this, it allows us to load an image.
| | 00:26 | So I'm going to go ahead and select on
this image here which is a photo of an
| | 00:29 | old bank building and click Open.
| | 00:32 | And when you click Open, the entire
interface changes, and also this Match Photo
| | 00:38 | window lights up and this gives us
some options, so let's go through these.
| | 00:41 | We have a Grid, so we can
either turn that on or off.
| | 00:45 | We have a couple Styles here;
| | 00:46 | we have Inside which is if you want to
shoot from the inside, so let's say it's
| | 00:51 | the inside corner of a
room or something like that.
| | 00:54 | From the top Above, so let's say
you're shooting down on something.
| | 00:57 | And then Outside which is very much
what we're doing here, and then we turn on
| | 01:02 | or off all of the Planes.
| | 01:03 | Now I don't want to hit Done, I just
want to tuck this window over in the corner
| | 01:07 | here while we use this interface.
| | 01:09 | Now this gets a little confusing at
first, but basically our camera is looking
| | 01:14 | at the scene and this is our origin.
| | 01:17 | So these are lines of force here, so
if I grab this, I can actually move the
| | 01:22 | origin of the camera, and then we
also have these dotted lines here;
| | 01:27 | we have two for red and two for green.
| | 01:30 | So if I select these handles, this allows
us to change the perspective of the scene.
| | 01:36 | So what we want to do is find straight
lines in the scene and then match them.
| | 01:41 | So in this case we want to find
horizontal lines in this direction, and with
| | 01:45 | this window we don't want to tumble out of it.
| | 01:48 | At this point, all we want to do is
zoom and pan, and then I want to get
| | 01:52 | this to the top corner of each side of this
building, and that'll give me one perspective line.
| | 01:58 | And if I zoom out a little bit here,
we can say okay, what's another good
| | 02:02 | horizontal line we can use.
| | 02:04 | Well, actually the bottom of this sign is
pretty straight, so let's go ahead and use that.
| | 02:08 | So I'm going to go ahead and click this on
this corner, and click this on this corner;
| | 02:13 | make sure I match that, there we go.
| | 02:16 | And then let's go ahead and
do the same for the Red Axis.
| | 02:19 | So let's go on the underside of this roof here.
| | 02:23 | And then the underside of this tin
shed here looks good, this tin siding here
| | 02:28 | there's a nice seam that
seems to run horizontally.
| | 02:31 | So now once we've done that, we
pretty much have our camera set up.
| | 02:35 | Now we still have to do one more thing
and that's make sure that we have the
| | 02:39 | scale of the scene right.
| | 02:41 | So we have our person in here, Susan, and
she looks a little big compared to the door.
| | 02:47 | So what we can do is we can actually change
this by placing our cursor over the Blue Axis;
| | 02:52 | you notice how the cursor changes when
it's over the Blue Axis, and then I can
| | 02:57 | left-click and drag and just zoom, so
I'm going to make her about the size a
| | 03:00 | little bit smaller than that door.
| | 03:02 | So once I have all of this in place, I
have everything I need to match my camera.
| | 03:07 | So this is the point where I
select Done in the Match Photo window.
| | 03:12 | But we're not done;
| | 03:13 | we're only half-done.
| | 03:14 | We still want to keep this open and
now all the modeling tools have lit up.
| | 03:19 | So what we have is we have our camera
is matched to the scene, and now what we
| | 03:24 | can do is we can draw into
the scene at this perspective.
| | 03:28 | Now again, I don't want to move my camera;
| | 03:30 | I don't want to tumble it or anything.
| | 03:32 | Don't touch the camera,
just touch the modeling tools.
| | 03:36 | So I'm going to start by drawing a
line along the bottom of building.
| | 03:39 | So I'm going to use my Line tool and
then just draw out to about here, and then
| | 03:45 | you can see we can draw up on the Blue Axis.
| | 03:49 | And then notice how when we get to the
front edge of the building, it actually
| | 03:53 | infers the rectangle.
| | 03:55 | So really what I'm doing is I'm drawing
a rectangle but I'm drawing it in kind
| | 03:59 | of an extreme perspective.
| | 04:00 | So I'm going to lock that down here and
then just go straight down on the Blue
| | 04:04 | Axis, and now I've created a rectangle.
| | 04:08 | So I can continue this up;
| | 04:09 | I can go up here and create the top
portion of this building of the sign, and
| | 04:16 | then I can delete this little line here,
this little tiny line segment here.
| | 04:21 | And now I have a face that represents
the whole side of building, including the
| | 04:26 | side of this sign here.
| | 04:28 | So if I want I can switch modeling tools;
| | 04:30 | I can go to my Push/Pull tool and then
just push out the front of my building.
| | 04:36 | Okay, so now I've got the side
of the building plus the top.
| | 04:41 | So I can continue to draw;
| | 04:43 | I'm going to take my Line tool here and
I'm going to draw this little extension.
| | 04:47 | When I do, notice how it fills in,
and then If I want I can push that and
| | 04:52 | create that outline as well.
| | 04:54 | So now I should have pretty
good start to my building.
| | 04:58 | Now if I want I can probably
model on this a little bit more.
| | 05:02 | I really don't need to because
I can always go back over it.
| | 05:05 | So before I do anything, I want to make
sure that I take Susan out of the scene,
| | 05:09 | so I have a clear shot of
my building from the camera.
| | 05:14 | So at this point, this is where I
project might textures, so I'm going to go
| | 05:17 | ahead into my Match Photo window here
and select Project textures, say Yes.
| | 05:23 | So now when I tumble my camera,
notice how that disappeared.
| | 05:26 | If I had done that before, I
would've kind of ruined the operation and
| | 05:29 | would've had to start over.
| | 05:30 | So only after you project
textures can you tumble your camera?
| | 05:35 | But once I do, notice how I've got my
textures on my building, and it looks pretty cool.
| | 05:41 | Okay, so I've got a pretty good
start on this particular structure.
| | 05:46 | Now we only saw it from this side;
| | 05:49 | if we wanted to get the textures on the
other side, we either have to go around
| | 05:54 | and take a photo of them, or we
can do some little SketchUp tricks.
| | 05:57 | One is I'm going to suck the texture
off of this side of the building and apply
| | 06:01 | it to the opposite side.
| | 06:02 | So we can do that in the Materials window.
| | 06:05 | So I'm going to go ahead into my
Materials window and I'm going to right-click
| | 06:08 | over this texture and
make sure it says Projected.
| | 06:12 | Now remember how we did this before,
and then I'm going to Eyedropper that, go
| | 06:16 | over to the opposite side, and Paint Bucket it.
| | 06:19 | So basically what I did is that was I
projected it from one side to the other,
| | 06:22 | so now I have kind of a left
and right side to this building.
| | 06:27 | Now we also have the top of the building.
| | 06:29 | Now I remember the top of the building
was kind of the gable end roof, so if I
| | 06:33 | want I could just use my Angle tool
or my Protractor and create a bit of an
| | 06:39 | angle here, create some guides, and
draw that gable in, and then just go head
| | 06:50 | and push that in just like we've
done with the other types of roofs.
| | 06:53 | And this is basically just an
object that we can model on.
| | 06:57 | So now we have a roof, I
can go ahead and delete these.
| | 07:00 | And now that we have this, we've
got a model that's scaled properly.
| | 07:05 | And if we want we could basically
geolocate this and put it back into Google
| | 07:09 | Earth if we wanted to.
| | 07:11 | So those are some of the basics of Match Photo.
| | 07:13 | Now we used it with the building but you
can also use it for other objects as well.
| | 07:17 | You can see there are a lot of
possibilities with this particular tool.
| | Collapse this transcript |
|
|
11. SketchUp Pro: Creating Dynamic ComponentsUsing the Component Attributes window | 00:00 | Now let's take a look at Dynamic Components
in SketchUp, and these are smart components;
| | 00:06 | they allow you to add
intelligence to your objects.
| | 00:09 | Now we use these a little bit in the
earlier chapters where we used the Interact
| | 00:14 | tool to actually interact with objects.
| | 00:17 | And creating these objects is a
function of SketchUp Pro, so you'll need
| | 00:21 | SketchUp Pro in order to do this
chapter as well as the later chapters.
| | 00:26 | But if you do have SketchUp Pro
installed then we can proceed.
| | 00:30 | Now Dynamic Components are
found in a couple of places.
| | 00:34 | The first one is under Window, we have
Component Attributes and that's really
| | 00:38 | the core of creating dynamic
components, or If we select any component and
| | 00:44 | right-click over it, we can go into
the Dynamic Components menu and find
| | 00:50 | Component Attributes.
| | 00:51 | Both of these bring up the exact same window.
| | 00:54 | Now this Component Attributes
window allows us to add and create smart
| | 01:00 | components and smart behaviors for our objects.
| | 01:04 | So in the case of this character here,
Susan, we can actually use the Interact
| | 01:09 | tool to change the color of her shirt.
| | 01:12 | And notice how as I interact with her,
her material color is changing right
| | 01:17 | here, so every time I click, it changes.
| | 01:20 | And we can see here what the programming is;
| | 01:23 | onClick set Color to this color,
this color, this color, this color.
| | 01:30 | So basically it has four colors
defined by the RGB values and basically every
| | 01:35 | time you click, it swaps
between each one of those colors.
| | 01:40 | Now this window has two tabs;
| | 01:41 | one is the Info tab, and basically
this just tells you how to work this menu.
| | 01:47 | And the second one is the Functions tab,
and if we scroll down in this, you can
| | 01:53 | see that we have all sorts of
functions that we can use to add our smart
| | 01:58 | behaviors, everything from Logical
Functions to onClick, so when you click on
| | 02:03 | something, what you want to do with it;
| | 02:04 | Trigonometric Functions, Text,
specific SketchUp Functions as well as just
| | 02:09 | regular Math Functions.
| | 02:11 | All of these can be used
to program your objects.
| | 02:13 | Now along the top also we have what's
called a Refresh button and this will just
| | 02:17 | refresh the window in case it doesn't
automatically, and then we have this one
| | 02:22 | called Toggle Formula View.
| | 02:24 | Now what this does is it toggles the
formula if we look here at Material, we can
| | 02:30 | see that the Material = Color, and
here's where we're setting colors, so the
| | 02:34 | materials equal that color,
or this is the result of that.
| | 02:38 | So either we're showing the equations
or the results of the equations, okay.
| | 02:45 | So both modes are handy, just
note that that button is there.
| | 02:48 | Now down here we can actually add
our own attributes or add existing
| | 02:52 | attributes to our objects.
| | 02:55 | So if I click the Plus sign
here, it'll pull up this menu.
| | 02:59 | And this gives me a number of options;
| | 03:01 | one is Component Info, do we
want stuff like item codes;
| | 03:05 | if you want to add a barcode
number to an object, you can do that.
| | 03:09 | The object's Position, its Size, how
it's Rotated, as well as Behaviors;
| | 03:14 | how do you want the Scale tool to
work, if you wanted to make Copies.
| | 03:18 | So if I scale something, I can make
multiple copies and we'll get into that as well.
| | 03:22 | Do we want to create forms;
| | 03:23 | we can actually create forms that are
attached to our objects, or If we want we
| | 03:27 | can enter a custom attribute as well.
| | 03:30 | And we're going to be getting into
most of these later and let's just do
| | 03:33 | something really simple.
| | 03:34 | I'm just going to go ahead and
add in the attributes for Position.
| | 03:39 | So what this does is it gives me these
options here, X, Y, and Z. Now if you
| | 03:46 | look at the actual scene, you'll see
that the Red Axis is the X Axis, the Green
| | 03:53 | Axis is Y, and the Z Axis is
the Up and Down or the Blue Axis.
| | 03:59 | So the best shorthand is to remember
that R, G, B equals X, Y, Z, so Red, Green,
| | 04:04 | Blue and X, Y, Z are together.
| | 04:06 | So Red is X, Green is Y, Blue is Z.
| | 04:10 | But the more important thing is that
we have numbers in here, and so the
| | 04:14 | simplest way to use this is that we can
actually just type in numbers, so this
| | 04:18 | is a great way to actually
precisely position your objects.
| | 04:22 | So let's say I wanted this object
exactly at 0, so I want to go ahead and type
| | 04:27 | in 0 for X and type in 0 for Y, and
it's already at 0 for Z. So now we have
| | 04:34 | Susan right over the origin.
| | 04:36 | Now if I want I can also
type in any other number I want;
| | 04:39 | let's say I go to Z and let's say I
want to put her 12 inches above the origin.
| | 04:44 | So that'll basically just
put her a 12 inches high in Z;
| | 04:47 | I'm going to go ahead and 0 that out.
| | 04:49 | So another thing we can do is we can
actually input equation, so we can actually
| | 04:53 | tie the value of one variable to another.
| | 04:57 | So when we input equations, we can
actually tie one attribute to another.
| | 05:02 | So, for example, for Z, I can actually
type in the number, or I can type in an
| | 05:08 | Equal sign, and then say well equals what.
| | 05:10 | Well, we could say it =X; I can either type
in X as a number, or I can click on X here.
| | 05:17 | So if I just click on this
variable, it'll add it in.
| | 05:20 | So all I have to do is say now Z =X; hit Return.
| | 05:25 | Notice how these are
still gray but this is bold;
| | 05:28 | that means that this is calculated.
| | 05:30 | And if we want, we can toggle Formula View
and you can see what the formula is; it's =X.
| | 05:36 | So let's put a number in for X,
so let's say let's put in 12.
| | 05:38 | So if I put in 12, it goes 12 in the X
direction plus 12 in the Z direction.
| | 05:46 | So let's go a little bit further with this,
we can say =X+Y, so now I'm doing math.
| | 05:53 | So I can say =X+Y, hit Enter.
| | 05:57 | Now I can say let's say Y is a 10, so
it goes 10 in the Green direction, 10 in
| | 06:05 | the Blue direction, and let's say Y is 6.
| | 06:09 | So now it goes 6 in this direction plus 16
and you can the see the numbers right here.
| | 06:13 | So this example might not be too
practical, but you can see how we can start
| | 06:18 | tying the behavior of one
attribute to those of others.
| | 06:22 | I'm going to get a lot more
sophisticated than this in the later lessons.
| | 06:26 | So to sum up, SketchUp Pro
allows you to create smart objects or
| | 06:31 | Dynamic Components.
| | 06:33 | And those can have all sorts of
attributes applied to them, and those attributes
| | 06:37 | can also be calculated to
make your components smart.
| | Collapse this transcript |
| Exposing component attributes | 00:00 | Now, let's take a look at how the
Component Attributes window ties in with the
| | 00:05 | Component Options window.
| | 00:07 | Now, remember that Component
Attributes is only for SketchUp Pro users, most
| | 00:12 | people won't be able to use that.
| | 00:13 | So, I have this basic couch here and if
I right-click over it, you can see under
| | 00:18 | Dynamic Components, I have the
Component Options and Attributes window.
| | 00:23 | So, let's take a look at the options
window here and well, there's not much in here.
| | 00:27 | It just says the name of the object,
which is Sofa and there are no options to
| | 00:31 | choose on this component.
| | 00:33 | That's because we have not revealed
anything, we have not allowed anybody the
| | 00:38 | option to do that and we do that
through the Component Attributes window.
| | 00:42 | So, let's right-click over this
again, go Dynamic Components>Component
| | 00:46 | Attributes and here we'll
see everything in our sofa.
| | 00:50 | So, we've got our sofa, we have
got the cushions and the base.
| | 00:54 | And if I actually double-clicked on
the sofa, you would see that this is the
| | 00:58 | whole sofa, the cushions are the top
part of the sofa and the base is that
| | 01:03 | lower part of the sofa.
| | 01:05 | Now, also notice when I have this
group open that when I select this one, it
| | 01:09 | only that shows up in the Attributes window
and only the cushions show up when I select them.
| | 01:15 | If I click off of this and have the
entire component selected then I will see
| | 01:20 | both, I will see the little
hierarchy that I have here.
| | 01:23 | So, what the process is, is you add
an attribute here in the Components
| | 01:27 | Attributes window, and then you expose
it to the users and they can see that
| | 01:31 | in the Options window.
| | 01:33 | So, let's go ahead and
just add a simple attribute.
| | 01:35 | Let's just add the name of the object,
okay and let's just call it, say modern Sofa.
| | 01:42 | So, now once I have done that let's go
in to our Component Options window and
| | 01:46 | now we have changed the
name of it to modern Sofa.
| | 01:49 | Let's add another attribute here.
| | 01:51 | Let's say Description.
| | 01:53 | So, when I add my
description, we can say 5 foot sofa.
| | 01:59 | When I do, it shows up here.
| | 02:02 | So, what we're doing here is we are
basically adding in additional information
| | 02:06 | that you can see in the
Component Options window.
| | 02:08 | But not all information
is available to the users.
| | 02:13 | So let's go ahead and add
something that's not normally available.
| | 02:16 | So, I am going to go ahead and click here again.
| | 02:18 | And in this case, let's go
ahead and add in a Position.
| | 02:22 | So, I am just going to click over
position, we have X, Y and Z. I can each one
| | 02:28 | of those, or I can add them all.
| | 02:30 | Let's go ahead and add them all.
| | 02:31 | Now, when I do that, notice how it
doesn't show up in the Component Options window.
| | 02:35 | This is because I have to
reveal it from the Attributes window.
| | 02:39 | So, if I go here to Position, notice how
this little details box comes up and if
| | 02:45 | I click on that, it goes into another
window and it says what units are we
| | 02:50 | using, and then we have the Display rule.
| | 02:53 | And in this case, it says
Users cannot see this attribute.
| | 02:56 | Well, that's why it's not showing up here.
| | 02:58 | Let's go ahead and open this up and
we see Users can see the attributes.
| | 03:01 | Select that and hit Apply and there it is.
| | 03:05 | Now in this case, they can see it so I
know exactly where the sofa is in the X
| | 03:10 | direction but I can't edit it.
| | 03:13 | So, this is just a revealed to
show the value of this attribute.
| | 03:17 | If we want, we can go back into this.
| | 03:19 | You can edit it as a text box.
| | 03:21 | So, if I edit it as a text box and
hit Apply, that doesn't gray out.
| | 03:27 | And let's go ahead and zoom-out here so we
can see what's going on with this sofa here.
| | 03:31 | So, if I type in a number, let's say I
type in 20 it's going to go ahead and
| | 03:36 | move 20 inches forward in the X-direction.
| | 03:41 | So, now what I have done is I have
revealed an attribute to the average user and
| | 03:46 | also have given them permission to change it.
| | 03:50 | The user can type in a number.
| | 03:52 | So, if they typed in 0, it would go to 0.
| | 03:55 | Now, another way we can do this is we
can actually do instead of a text box, we
| | 03:59 | can select from a list.
| | 04:02 | So, when we do this, we can start adding
options, so we can say that Add option,
| | 04:06 | we can give it a name.
| | 04:08 | We can say A and we can give it a
value of say 3, say B, give it an option of
| | 04:16 | say 9 and C, give it an option of say
24, I am just typing in numbers here.
| | 04:23 | And let's just hit Apply.
| | 04:25 | Now, what this does is it
creates this pulldown list.
| | 04:28 | So, now I have A, B and C. So, A, Apply, 3.
| | 04:31 | B is what 9 and C is 24.
| | 04:37 | So, now what I have got is I have
got a pulldown list that I can use.
| | 04:41 | So, those are the three options.
| | 04:43 | So, let's go back into here and actually I
am going to go back to edit as a text box.
| | 04:48 | And for all of these, we can also add
in a display label, so instead of X, you
| | 04:54 | can say Pos X or something
like that and if you apply that.
| | 04:59 | And let's go back into the Options
window here, you can see now it's changed to
| | 05:03 | Pos X. So, we can do this for all of these.
| | 05:07 | So, if we want to create this as a text
box, Display label Pos Y and we can do
| | 05:14 | the same thing for Z. So, Again, I want
to edit as a text box and we can call it
| | 05:19 | Pos Z. And notice how
this is all showing up here.
| | 05:23 | So, these are some of the basics of
what we can do with Component Attributes
| | 05:28 | and Component Options.
| | 05:29 | Now, Again, remember that this
Attributes window is only available to
| | 05:33 | SketchUp Pro users.
| | 05:34 | So, if you're creating, for example,
an inventory of furniture or something
| | 05:38 | like that, you will want to create
your smart objects here and then for the
| | 05:43 | average person who just downloads
from the 3-D warehouse, they are going to
| | 05:46 | have just the regular SketchUp and they will
only be able to see what you allow them to.
| | 05:51 | This is a great way to allow your
customers some freedom in customizing their
| | 05:55 | objects and we are going to go through
some more of that process in the next
| | 05:59 | few lessons.
| | Collapse this transcript |
| Using math and functions| 00:00 | Now, let's go ahead and
customize our couch a little bit further.
| | 00:04 | We are going to add some sizing and
pricing info to the couch so that way it's a
| | 00:09 | little bit more interactive.
| | 00:11 | So, let's go into our Component
Options window and see what we have.
| | 00:15 | Now we already have the name of it as
well as our position in X, Y and Z. Well,
| | 00:20 | let's go ahead and change that a little bit.
| | 00:22 | So, I am going to go ahead and right-
click over this and go into Dynamic
| | 00:25 | Components>Component Attributes.
| | 00:27 | And if we go in here we can see these
are the attributes that we've added in and
| | 00:33 | in terms of Position, well,
we don't really need that.
| | 00:37 | We don't really want people changing
the position through the Options window;
| | 00:41 | they can just move it using the Move tool.
| | 00:43 | So, that's not something
that we really want to use.
| | 00:47 | But we can add in a couple of other
attributes, and one is let's go ahead and
| | 00:52 | have different size couches.
| | 00:54 | So, let's take a look at a Size.
| | 00:57 | So, in terms of Size, this is scaling,
so we can have scale in X, which is red,
| | 01:04 | Y green and Z, which is blue.
| | 01:09 | Now, if we are going to scale this couch, we
are going to scale it along the green axis.
| | 01:14 | So, let's ad in LenY as an attribute
and let's take a look at how this works.
| | 01:20 | So, I am going to move this over, so
we can see it a little bit better here.
| | 01:23 | And so when I select the couch, if we go
to Length Y (LenY), we can type in a number.
| | 01:28 | So, let's say we type in 80 and when we
do, the couch scales, and when I typed
| | 01:33 | in a 100, it will get longer.
| | 01:36 | Okay, so I am going to go
ahead and put this to 80.
| | 01:38 | And this is a way to size
out the length of our couch.
| | 01:41 | What we need to do is be able to give
people the option of different size couches.
| | 01:47 | So, we don't really want to allow them
just to type in any length they want, we
| | 01:52 | want to give them preset sizes.
| | 01:55 | So, we can do that with that dropdown
list that we were playing with before.
| | 01:58 | So, let's go into Details and let's make the
Display rule, Users can select from a list.
| | 02:05 | So, in this I am going to go
ahead and add a few options.
| | 02:08 | So, let's add an option for 80 inches.
| | 02:12 | Let's do one that's a little bit longer,
96 inches and let's do one more, let's
| | 02:17 | even a little bit longer, 108 inches.
| | 02:20 | So, once I've done that and hit Apply,
you will notice if I right-click over
| | 02:24 | this and go into the Component Options
window, now I have three lengths for this sofa.
| | 02:29 | I can do 80, 96, I have to
hit Apply here or a 108. Okay.
| | 02:38 | So, let's go back to 80 here.
| | 02:40 | But this really isn't a very
descriptive length and numbers are something that
| | 02:44 | customers really aren't going to understand.
| | 02:47 | So, let's go ahead and change this a little bit.
| | 02:49 | We are going to go back into our
Details window and for the Display label,
| | 02:56 | let's just give it Size.
| | 02:58 | And then for each of these options, we
can just type in the words Small, Medium
| | 03:06 | and Large, and hit Apply and let's
go into our Dynamic Component options.
| | 03:13 | So, now we have Small,
instead of numbers we have size;
| | 03:17 | Small, Medium and Large.
| | 03:21 | So, let's go back to Small
and let's add in something else.
| | 03:28 | Well, if we have couches that are of
different sizes, the next thing that falls
| | 03:33 | along is they're going to be different prices.
| | 03:35 | So, let's go ahead and
add in a pricing attribute.
| | 03:38 | So, I am going to go ahead and Add
attribute and if we go through this, I
| | 03:42 | really don't have one for prize, so we can
actually create one ourselves, enter a custom name.
| | 03:47 | So, I am going to go ahead and click on
this, and then we can just type in the
| | 03:51 | word Price and that's going
to be our price of our couch.
| | 03:54 | Now, for this well, we
can just type in a number.
| | 03:57 | Let's type in $459 and if we go over
here, we can say, well let's say Users can
| | 04:05 | see this attribute, hit Apply and go
into our Dynamic Components>Component
| | 04:10 | Options window and you will see that
we have a Price here, and Obviously, we
| | 04:13 | don't want to let our customers determine
the price of the couch, we want to set that.
| | 04:17 | But if we go into our Large couch we
-- well, there is more couch and it's
| | 04:22 | going to cost more.
| | 04:23 | So, we need to calculate a price.
| | 04:25 | So, let's go do that.
| | 04:26 | I am going to go back to my Small couch here
and we can calculate that by using a formula.
| | 04:32 | So, probably the easiest formula to
do is just price the couch by the inch.
| | 04:36 | So 459/80 inches, which is the smallest couch,
and then we can multiply that by the length.
| | 04:46 | All I have to do is click on Length Y (LenY),
so basically 459/80 that will give
| | 04:52 | you the price per inch, and then we
multiply by the actual number of inches.
| | 04:57 | So, that by itself should give a decent price.
| | 05:00 | Now, notice how this becomes bold
because it is a calculated price.
| | 05:04 | So, if I go back into Component Options,
we can see how when I go from Small to
| | 05:09 | Medium, the price changes.
| | 05:14 | But these prices really are -- I don't
know how realistic they are, I mean how
| | 05:18 | many people actually price couches by inch.
| | 05:20 | Now, normally you'd want to
set the price in increments.
| | 05:24 | So, let's go ahead and do
something a little bit more sophisticated.
| | 05:27 | I am going to go ahead
and display formulas here.
| | 05:29 | So, we've got 459/80 times
length, but we don't want that.
| | 05:33 | Let's go ahead and say the base price is 459
and let's add in a formula. So, I've got 459+.
| | 05:41 | Well, plus what?
| | 05:42 | Well, I need to decide whether the
couch is small, medium or large and then add
| | 05:47 | in a set amount for each increment.
| | 05:51 | So, we can do that by using a function.
| | 05:54 | So, in this function we can actually go
through and find all sorts of functions.
| | 05:59 | We have Math and SketchUp functions and
all that, but the ones I want to look at
| | 06:02 | is the If-Then statement.
| | 06:04 | Now, these are very similar to those
that you will find in spreadsheets and so
| | 06:09 | if you've used that sort of math,
you should be familiar with these.
| | 06:12 | But if you're not, it's actually pretty simple.
| | 06:15 | Once I select this, what happens is
it comes up here, it doesn't insert
| | 06:20 | here yet, it just shows me this as
reference and if I want, I can hit this
| | 06:24 | button that says Insert.
| | 06:26 | And when I do, it inserts that If-Then
statement, but with default values.
| | 06:31 | So, I need to add in my actual tests and values.
| | 06:36 | So, the first one here is test and
this is going to be my IF LenY = what?
| | 06:43 | Well, 96 is a Medium couch, so if it's
equal to 96 then we are going to price
| | 06:47 | it as a Medium couch.
| | 06:49 | And so for a Medium couch, let's go
ahead and add in the amount that we are
| | 06:54 | going to price the Medium
couch over the Small couch.
| | 06:57 | So, let's add $50 to the price of the
couch if it's a Medium and if not well, we
| | 07:03 | are just going to add nothing.
| | 07:04 | So, once I do that, I have a formula.
| | 07:07 | So, it's the base price of the couch,
the Small couch plus if it's 96 inches
| | 07:13 | then I'm adding $50.
| | 07:14 | Let's see how this works.
| | 07:17 | Go into Component Options, Small couch,
go to Medium, hit Apply and notice
| | 07:24 | how the Price goes up.
| | 07:25 | Now, let's go to the Large couch, hit
Apply and notice how that goes back to
| | 07:30 | 459, that's because we haven't
included a conditional for that.
| | 07:35 | Now, we can do this by just inserting
another If-Then statement, or we can
| | 07:39 | select what we already have, hit Copy,
Ctrl+C, Command+C on the Apple and then
| | 07:48 | Paste, which is Ctrl+V or Apple Command+V.
And then once we have this, we say if
| | 07:54 | Length of Y (LenY) is to -- well, how
big is the Large couch, the Large or couch
| | 07:58 | is 108 inches and how much
more will the Large couch cost.
| | 08:03 | Well, let's just add another $100
to the 459 to make that real simple.
| | 08:07 | You can add Obviously, put
whatever numbers you want.
| | 08:10 | So, let's take look at what we have here.
| | 08:12 | Price of the Small couch, if it's medium add
50, if it's Large, which is 108, add a 100.
| | 08:19 | Seems to work, let's go
ahead and take a look at it.
| | 08:22 | Component Options window and you can
see already that we have a Large, Medium
| | 08:28 | and Small and it's actually working.
| | 08:30 | So, here are some ways to
add in user definable values.
| | 08:35 | So, what we are doing here is we are
adding in attributes that everybody else
| | 08:40 | can use and we are actually
adding in a little bit of intelligence.
| | 08:43 | So, the user can see different
sizes of the couch as well as the
| | 08:47 | different prices.
| | Collapse this transcript |
| Creating dynamic materials | 00:00 | Now let's take our couch one step further.
| | 00:03 | In addition to size, a lot of times you want
to add different fabrics and colors to a couch.
| | 00:09 | So let's go ahead and add
those in as attributes as well.
| | 00:13 | So just go ahead and select our couch
and basically, we have the same couch
| | 00:17 | that we have before.
| | 00:18 | Let's take a look at our options here.
| | 00:20 | We have the ability to select size and
it calculates the price, but let's go
| | 00:24 | ahead and add in one for color.
| | 00:27 | So let's take a look at how this couch is built.
| | 00:30 | I'm going to go into Dynamic Components>
Component Attributes and notice how we
| | 00:34 | have the Sofa, but also
we have two objects here;
| | 00:37 | we have Sofa_Cushions and Sofa_Base.
| | 00:40 | So if I were to double-click on this, you
would see I have the cushions and I have the base.
| | 00:46 | Now if we were going to reupholster this
couch and give it a different color, we
| | 00:50 | would just work with the cushions;
| | 00:52 | the base is going to stay the same color.
| | 00:54 | So we don't want to add color to the base;
| | 00:56 | just to the cushions.
| | 00:59 | So I'm going to go ahead and select these
cushions and let's go ahead and add an attribute.
| | 01:04 | So the attribute that we're going
to add is Material; pretty obvious.
| | 01:08 | If you want, you can type in a color.
| | 01:10 | Let's say, we type in the color blue
and the couch will turn blue, and we
| | 01:14 | can also type in another color, say, red, or
If you want, you can type in a hex color value.
| | 01:21 | So you can type in six digits
and we have another type of color.
| | 01:26 | Let's go ahead and go into our
Materials window here and we can actually create
| | 01:31 | very specific materials for our couch.
| | 01:35 | So if we go into our Materials window
and we go into our home, which is what we
| | 01:40 | have in the model, notice how we've
already added in three colors and those were
| | 01:45 | the colors that I typed in.
| | 01:47 | You can see here, there is the
hex value, here is blue and red.
| | 01:50 | Now if we want, we can also add in
any number of other types of color.
| | 01:55 | So, for example, if I wanted to go into,
say, Carpet and Textiles, something
| | 02:00 | like that, I can take one of these and
just flood fill that couch, or I can take
| | 02:05 | this one here and flood fill that couch.
| | 02:08 | Every time I flood fill it, you'll
see how it shows up in my window.
| | 02:13 | So even though this only has one
color on it at any given time, every time
| | 02:18 | I change the color, SketchUp
remembers that, which is actually kind of a
| | 02:21 | nice thing to have, because what we want is
we want to be able to remember those colors.
| | 02:27 | So if we want we actually have these names here.
| | 02:30 | So, for example, this one here
is called Carpet_Plush_Charcoal.
| | 02:33 | So if I were to select that, right-click
over it and copy, I could actually
| | 02:38 | just type that in here.
| | 02:39 | So I'm just going to go ahead and paste
and I hit Return, and then I'm going to
| | 02:44 | hit Return and it goes to charcoal.
| | 02:46 | So now we have the basics that we
need in order to change the color.
| | 02:51 | So let's go ahead and
reveal this attribute to users.
| | 02:55 | So I'm going to go into my Details
menu here and I'm going to, say, users
| | 02:59 | can see this attribute;
| | 03:01 | so I want people to be
able to see what color I have.
| | 03:03 | If I hit Apply, let's go ahead go
back out and select our couch and go
| | 03:09 | into Dynamic Components.
| | 03:10 | So if we go into our Component Options
window, you'll see well, it's not there.
| | 03:15 | That's because I applied the
material to a subcomponent;
| | 03:20 | we have sofa and then underneath that
if I double-click on this, I have my
| | 03:25 | Sofa_Base and my Sofa_Cushions and
when I have my Sofa Cushions selected, you
| | 03:31 | can see there is my material.
| | 03:33 | Well, this really isn't working;
| | 03:34 | what I need to do is move that up so that when
I click on the couch itself, I see the color.
| | 03:40 | So we need to do a little bit more work here.
| | 03:42 | So let's go ahead and fix that.
| | 03:44 | So I'm going to go ahead and Right-click
over this and go into Dynamic
| | 03:47 | Components>Component Attributes and if
you notice here, under Sofa_Cushions,
| | 03:51 | this is where I have my material, but I
want it here under the main node under Sofa.
| | 03:57 | So what I want to do here is add an
attribute under Sofa that points to this material.
| | 04:03 | So I want this material to reference
something that's in that main node.
| | 04:07 | So I'm going to go ahead and add an attribute.
| | 04:09 | Now your first instinct will say,
well, let's just add material, but that
| | 04:13 | will change material for everything,
including the base and we don't want to do that.
| | 04:17 | What we want to do is just
enter our own custom name.
| | 04:20 | So let's enter a name and let's just
call it Color, hit Return, and now we have
| | 04:25 | an attribute for color.
| | 04:27 | But I want this material here under
Sofa_Cushions to get its value from here.
| | 04:33 | So we can do that in a number of ways.
| | 04:35 | First thing that we'll do is just
select that material, copy it and paste it in
| | 04:40 | here so I've something to work with.
| | 04:42 | Now what I want to do is let's
go ahead and set up the pointer.
| | 04:45 | So I want this material to equal
whatever is in this field here called Color.
| | 04:51 | So all I have to do is just erase that,
hit the equal sign and then just
| | 04:56 | click on this value and notice what happened.
| | 04:59 | It says go to Sofa and find the
attribute called Color and use that.
| | 05:05 | So all I have to do is hit
Return and notice how it comes in as
| | 05:09 | Carpet_Plush_Charcoal which is great and now
this is determined by whatever we have here.
| | 05:15 | So, for example, if I were to
type in blue, this will come up blue.
| | 05:20 | So notice how those two are now linked.
| | 05:22 | So now that we have this setup, it's
very easy to set up a pulldown list where
| | 05:27 | we can actually have colors.
| | 05:29 | So in order to set up a pulldown list,
I'm going to go into Details and then
| | 05:33 | just say, users can select from a list,
and then I just need to add my options.
| | 05:38 | Well, we can put it blue.
| | 05:39 | So let's go ahead and put it blue
and now we will enter that value.
| | 05:43 | We can also type in red and let's go
ahead and add in the rest of those.
| | 05:47 | I'm going to go into my Materials
window so I get these spelled properly.
| | 05:50 | So I'm going to say Carpet_Plush_
Charcoal, put that in and also enter in this
| | 05:58 | one here which is Carpet_
Berber_Pattern_Gray, and Apply.
| | 06:05 | So once I have that, I can Right-click
over this, go into my Component options
| | 06:09 | and notice I have now my colors.
| | 06:12 | So I've color blue, red and now I've to
hit Apply for this to work and you can
| | 06:16 | kind of see this here;
| | 06:17 | there we go and then Carpet_
Plush_Charcoal, and so on.
| | 06:22 | Now these names are a little
bit too descriptive for me.
| | 06:24 | So let's go ahead and fix that.
| | 06:26 | So for color, let's go back into our
details here, and instead of these full
| | 06:33 | names, let's just go
ahead and give abbreviation.
| | 06:35 | So Charcoal and Gray and just hit Apply
and so now I should have those values.
| | 06:43 | So now when I right-click over this,
Dynamic Components>Component Options, I
| | 06:48 | have Charcoal, I've Gray and
I can also select the sizes.
| | 06:52 | So as you can see, this is a great
way to change colors and provide your
| | 06:58 | customers with more options
for the products that you create.
| | Collapse this transcript |
| Creating a dynamic staircase| 00:00 | One of the really cool things that
SketchUp can do is multiply objects.
| | 00:05 | So you can take an object that has
repetitive values such as a staircase or a picket
| | 00:10 | fence or studs in a wall, and you
can actually have the number of copies
| | 00:15 | calculated by SketchUp.
| | 00:18 | So in this example here I have a
staircase, and normally if I were to scale
| | 00:23 | this, you would just kind of stretch it.
| | 00:26 | But because this is a smart staircase,
the stretch will actually determine how
| | 00:31 | many steps are required.
| | 00:33 | So when I let go of that stretch, it
actually fills in the space with stair steps.
| | 00:41 | And if I wanted to scale this
down, it would make those smaller.
| | 00:45 | As you can see, this can be a very
handy way to create smart objects.
| | 00:50 | So let's go ahead and create
the staircase from scratch.
| | 00:54 | So I'm going to go ahead and open a file
called Stair_01, and this is just my basic steps.
| | 01:00 | So I've got these steps here and if I
wanted to I could certainly copy these and
| | 01:05 | build the steps from scratch, but
let's go ahead and do this automatically.
| | 01:10 | So first thing we need to do is
just take a look at how this is built.
| | 01:14 | So I'm going to go into my Component
Attributes window, and you'll notice here
| | 01:18 | I've got couple of different objects here.
| | 01:20 | So I've got Stairs which is a group
here, and then underneath that I have a
| | 01:26 | Stair_Module and the Rails.
| | 01:28 | So basically I have the Stairs, the
Stair_Module which is the steps and the
| | 01:32 | risers, and then the Rails which are
the posts and the actual handrails.
| | 01:37 | So let's go ahead and start making
this copy based upon the scale of this
| | 01:41 | master Stairs_Module.
| | 01:43 | So if we are going to scale this, we're
actually going to be changing the length.
| | 01:48 | So let's go ahead and add an
attribute in here called Size.
| | 01:53 | So this adds in the length of X, Y,
and Z. Now if we're going to scale along
| | 01:58 | this axis here, you can see how I'm
actually scaling along the Y axis here.
| | 02:04 | So this is the value that we're going
to use to generate how many copies we
| | 02:09 | need, so that's going to be Length of Y (LenY).
| | 02:11 | Now we need to figure out how many
copies we need, so let's go into our
| | 02:16 | Stair_Module and we're
going to add an attribute.
| | 02:19 | And the attribute we're going to add is
called Copies, okay, and this is going
| | 02:24 | to determine how many times
SketchUp is going to copy those stairs.
| | 02:29 | So we need to actually add in a
few additional pieces of information.
| | 02:34 | First thing we need to know is how is the
staircase built, what is the run of the stairs;
| | 02:39 | in other words, how long are
the steps, and what's the rise;
| | 02:42 | how much do you go up with each step.
| | 02:45 | Well, we need to kind of add those in,
so let's go ahead and add in some custom
| | 02:49 | attributes in our main staircase here.
| | 02:52 | So I'm going to go ahead and add in a
custom name here and I'm just going to add
| | 02:57 | one called Run which is the run of my
staircase, and another one called Rise
| | 03:05 | which is how much the steps rise.
| | 03:08 | So we can use those to actually
determine how to copy the steps.
| | 03:14 | So the Run is the length of the step,
and that's the one that's really going to
| | 03:18 | matter in terms of how many copies we want.
| | 03:20 | So if our length gets longer, we're
going to have more steps in the Run.
| | 03:26 | So what we can do is we can say the
number of copies, we're going to go to our
| | 03:30 | Stair_Module here and we're going to
say the number of Copies equals this
| | 03:36 | Length divided by the Run and hit Enter.
| | 03:41 | And that's going to give us an error,
and it gives us an error because we
| | 03:43 | haven't given a value for that Run.
| | 03:46 | Now I already have built these stairs
and I kind of know that these steps I
| | 03:50 | repeat every 11 inches, so
I'm just going to type in 11.
| | 03:52 | And once I do that, that little error
goes away and it tells me that this is
| | 03:57 | expecting to do one copy.
| | 04:00 | And so I should have an additional
copy of that stairs somewhere out there.
| | 04:05 | Now if I go into my outliner, you'll
see that under Stairs, I actually do have
| | 04:11 | an additional copy here, so I have
my Stair_Module and I have a copy.
| | 04:17 | But that copy is placed exactly in
the same place; it just copied it;
| | 04:22 | it didn't copy it and moved it,
it just copied that stairs.
| | 04:25 | So I'm going to go back up here, so
now we have the Stair_Module, so what we
| | 04:30 | need to do is not only copy it but
we need to move it the Run of the step
| | 04:35 | plus lifted up the Rise.
| | 04:38 | So I'm going to have to add some
attributes here, so I'm going to Add
| | 04:41 | attribute>Position, I'm
going to close this here.
| | 04:46 | And once we do that, we're going to add
an amount to Y that is equal to the
| | 04:51 | Run plus the number of Copies.
| | 04:53 | So I'm going to say 0, okay, which
is the original number here, +Copy.
| | 05:00 | Now we're typing in Copy singular, not
Copies, and so Copies tells us how many
| | 05:07 | steps we're having, Copy tells me
which Copy number that individual step is.
| | 05:13 | So if I have one copy, this is going to be 1;
| | 05:15 | if I have 10 copies, we're going to
have 10 steps and each is going to be
| | 05:19 | labeled with 1 through 10.
| | 05:20 | Times, so the Copy number times
the Run of the steps, so Stairs!Run.
| | 05:27 | And if I do that, notice how that Copy
just instantly goes out, and so now I've
| | 05:33 | got my horizontal number in place.
| | 05:36 | But we also need to lift the step up
the length of the Rise, now I am going to
| | 05:40 | need to type in the number here and I know
my Rise for this particular step is 6 inches.
| | 05:46 | So Rise goes in the Z direction, so I'm
going to say Z =0+Copy* the Rise (Stair!Rise).
| | 05:57 | So once I have that done, notice how the
step just kind of pops into place. Very cool!
| | 06:05 | So I can do the same for the railings, so
let's go through and do this one more time;
| | 06:09 | we're going to do this a
little bit more quickly.
| | 06:11 | We're going to add an attribute for
Copies and then add another one for
| | 06:16 | Position, and so we're going to
basically do the same thing here, so I'm going
| | 06:19 | to minimize the Stair_Module here.
| | 06:23 | So Copies is going to equal the
Length divided by the Run, and then we
| | 06:28 | should get that same number.
| | 06:30 | And then my Y position is going to equal
0 plus the Copy number times the Run;
| | 06:39 | there we go, okay.
| | 06:41 | And Z is going to be very much the same,
it's going to equal 0 plus the
| | 06:46 | Copy number times the Rise.
| | 06:50 | So now I have two steps.
| | 06:53 | Now before we go any further, let me
show you how it gets that Copy number.
| | 06:58 | So I'm going to go into my steps here
and double-click on these, and if I go
| | 07:02 | into my Component Attributes window,
you'll notice that my Stair_Module here has
| | 07:09 | a value here for Copy.
| | 07:10 | But if I double-click in here and
actually select the actual Stair_Module here,
| | 07:15 | this first one here just has
Behavior Copies this is my master.
| | 07:20 | If I go to the second one here, the step
that has been copied, you'll see it has
| | 07:25 | Copies plus it has a Read Only variable
called COPY, and this is what I pulled
| | 07:30 | in when I use that to
determine the positioning of that step.
| | 07:36 | So now that I have this in pace,
I can actually start scaling this.
| | 07:39 | So if I scale this, notice how
it makes the copies, but oops!
| | 07:44 | I still have a little bit of an issue here.
| | 07:47 | So let's go back into my Component
Attributes window, and what we need to do is
| | 07:54 | kind of lock down the actual size of
this, so I'm just going to Undo this here,
| | 07:59 | and let's go in to Add attribute>Size.
| | 08:03 | And what I want to do is make sure
that the sizes of these don't change, so
| | 08:07 | instead of numbers, we're going to have
equals which is going to force these
| | 08:11 | to be the exact number that they started with.
| | 08:14 | So once I do that, as I scale, now the
steps won't change, I still need to do it
| | 08:21 | for the Rails, so let's go
ahead and do that for the Rails.
| | 08:24 | We're going to Add attribute>Length,
and then again, I'm going to type in an
| | 08:30 | Equal sign before the number.
| | 08:32 | And that forces it to be that exact numbers;
| | 08:35 | basically it locks it down from
scaling, so it won't scale at all.
| | 08:39 | So now that I've done that, I
should be able to scale these steps and
| | 08:44 | get multiple steps.
| | 08:46 | So this is a great model for you to
use for multiplying other types of
| | 08:50 | objects as well.
| | Collapse this transcript |
| Hiding objects dynamically| 00:00 | Now let's take our staircase a little
bit further and let's go ahead and turn on
| | 00:04 | and off the railing.
| | 00:06 | Sometimes you want a staircase that
doesn't have railing, sometimes you do, so
| | 00:10 | let's make this a little bit more robust.
| | 00:13 | So I' going to go into my Component
Attributes window and let's go ahead and
| | 00:18 | select our object here,
and let's go into our rails.
| | 00:25 | So if we want, we can add in
another attribute called Hidden.
| | 00:33 | When this is False that means it's not
hidden, so True is hidden, False is shown.
| | 00:41 | So if it's False that means you can
see it, if it's True that means it is
| | 00:45 | hidden, kind of feels a little
bit opposite then what it should be.
| | 00:49 | So if I wanted to I can type in the
word True here and they would disappear.
| | 00:54 | In SketchUp False is zero and one is
True, so I could type in just the number
| | 01:01 | zero and that would work as well.
| | 01:03 | Now what I want to do is actually create
an option that allows people to turn on
| | 01:09 | and off the rails from the
Component Options window.
| | 01:14 | So in order to do that I need to add
an attribute here, and I'm going to call
| | 01:18 | that attribute Rails.
| | 01:21 | And in that under the Details
we're glowing to create a list.
| | 01:25 | Okay, and this is just going to be a
two option list and we can just say On and
| | 01:31 | so that value would be -- if they're on
that means it's False which means zero
| | 01:37 | and then off which means
True, which means 1, Apply.
| | 01:44 | So if I select this and go into my
Component Options window here, you'll see
| | 01:52 | rails on or off, and notice
how that changes that value.
| | 02:03 | So if I want I can now tie this
under rails to this value here.
| | 02:12 | So I want to make this equal to that,
and when I do that it should come up.
| | 02:21 | So let's take a look at this, go into
my Component Options window here, Rails
| | 02:26 | On, Rails Off, hit Apply, there we go.
| | 02:29 | So now I have the ability
to turn my rails on and off.
| | 02:40 | So this can be used for a
number of different things.
| | 02:42 | It's really nice to be able to control
visibility, so if you want to you can
| | 02:46 | have an object where you can turn off
certain things to reveal other things as well.
| | 02:51 | So this hidden variable can work to
your advantage in a lot of different
| | 02:55 | interactive environments.
| | Collapse this transcript |
| Configuring staircase rise and run | 00:00 | Now let's do one more little thing with
our steps and let's have a configurable
| | 00:04 | Rise and Run of our steps.
| | 00:06 | In other words, let's go ahead and make the
steps themselves a little bit more configurable.
| | 00:10 | Now I have my steps here and let's go
ahead into my Component Options here,
| | 00:16 | and in this case I've turned my Rails Off
because I just want to deal with the steps.
| | 00:22 | So I'm going to turn my Rails Off for
now, and let's go ahead and start playing
| | 00:27 | with the rise and the run of the steps.
| | 00:31 | So if I go into my Component
Attributes window, you'll notice I have a number
| | 00:36 | here for the Rise which is how much the
step goes up and the Run, which is how
| | 00:42 | much the steps are based
on the horizontal scale.
| | 00:46 | So if we want we can very easily just
reveal these to the user and have the user
| | 00:50 | type in whatever number they want.
| | 00:52 | So I'm going to go into my Details
here and just say Users can edit from a
| | 00:55 | textbox and then let's go ahead and
make sure we Display in End user's model
| | 01:01 | units, which means inches if you're using
inches or meters whatever you want to use.
| | 01:05 | And let's do the same for Run.
| | 01:10 | Edit this textbox, End user's model units.
| | 01:15 | So now once I've done that if we go
into the Component Options window, you'll
| | 01:26 | see now I have a user configurable Rise and Run.
| | 01:34 | So if I want to I can increase the
Rise, maybe say 7 inches, maybe make a
| | 01:39 | bigger Run, say 13 inches.
| | 01:41 | And notice now when I create a
longer run the number of steps reduces.
| | 01:47 | So if I go back to 11 we have four
steps and if we have 13 inches we only have
| | 01:54 | enough room for three steps.
| | 01:56 | So you can actually see how that
affects the number of steps we have.
| | 02:02 | One of the things I find that if we
have say an abnormally lower number, say if
| | 02:07 | we have a four inch Rise, you're
going to start getting problems here.
| | 02:11 | Some of these objects are going to be
poking through the other ones, and we can
| | 02:15 | fix that by using scale to actually
scale the steps a little bit bigger as the
| | 02:20 | Rise and Runs get longer or shorter.
| | 02:24 | So I'm going to go ahead and
put this back to 6 inches here.
| | 02:27 | Let's go back into our Component
Attributes window here, and so what I want to
| | 02:41 | do is stretch and scale the step along
its length and its height, so along Y is
| | 02:50 | along the axis of the Run and along Z
is along the axis of the Y. So let's go
| | 02:56 | ahead and use the Y axis first.
| | 02:59 | So Right now, I have the whole step
is 16.5 inches, and what that means is
| | 03:06 | that this step here is 16.5 inches from the
front of the step to the back of this support.
| | 03:14 | So the step itself is 11 inches.
| | 03:18 | So what I need to do is multiply this
by the ratio of the Run to 11 inches.
| | 03:25 | So if I go into formula as you can see
this is equal to 16.5 inches, so when I
| | 03:30 | multiply that by the Run divided by 11.
| | 03:35 | Now I know that 11 is kind of my
normal number, so if this goes higher, let's
| | 03:41 | say we do 13 or 14 it's going to
multiply this and increase the number.
| | 03:46 | If this goes lower, let's say we
have 10 or 9 inches then it's going to
| | 03:51 | reduce this accordingly.
| | 03:52 | So if I hit Return then it should
work, let's go ahead into our Component
| | 03:59 | Options and now let's go
ahead and change our Run.
| | 04:07 | So let's change our Run
to a large number, say 15.
| | 04:10 | And as you can see these steps are
stretching, so if I make this a little bit
| | 04:13 | smaller, say an 8 inch, you can see
how these steps are shrinking now.
| | 04:19 | So now we can do the same thing
for the Rise of the steps as well.
| | 04:23 | So I'm going to Right-click here, go
back into my attributes, and we can do
| | 04:28 | almost exact same formula for the other one.
| | 04:31 | So what we've got here is for Z, we can
say is equal to this, times my Rise, and
| | 04:40 | Again, my normal number for
that is six, and that should do it.
| | 04:45 | So now if my Rise is small, say a four
inch rise you can see how the steps
| | 04:52 | shrink accordingly, and if we had a very
long Run, let's say 16 inches again, so
| | 04:58 | now we've got a lot more
control over these steps.
| | 05:03 | So if I want to I can stretch them,
and then I can maybe bring the Rise in
| | 05:10 | and so on and so forth.
| | 05:13 | So as you can see by using just some
very clever formulas you can have much more
| | 05:18 | configurable staircases.
| | Collapse this transcript |
| Adding interactivity: Motion | 00:00 | Now let's take a look at how to
use dynamic components to create
| | 00:04 | interactivity in our models.
| | 00:06 | So I already have a model open that has
interactivity, so let's just do a quick
| | 00:11 | refresh on how interactivity works.
| | 00:13 | We'll go to Tools>Interact, and if you
hover over an interactive element in the
| | 00:19 | scene, the little hand icon will light up.
| | 00:22 | So if I click on that I can open and
close this refrigerator, and notice how the
| | 00:28 | vegetable drawers also open and close.
| | 00:32 | So let's go ahead and add this to a
blank refrigerator, so I'm going to go ahead
| | 00:39 | and open up a file here called Fridge_01,
which is basically just a blank
| | 00:46 | version of that
refrigerator with no interactivity.
| | 00:49 | So let's go ahead and start
on the vegetable drawers here.
| | 00:54 | So I'm going to go into my Dynamic
Components>Component Attributes, and notice
| | 01:00 | now we have a refrigerator which is
the main component and underneath that we
| | 01:05 | have several subcomponents here,
one of which is the drawers, so if I
| | 01:10 | double-click on this you can see I
have got a Drawer_Right and a Drawer_Left.
| | 01:17 | So let's go, let's go to the Drawer_Right
here, and let's go ahead and add an attribute.
| | 01:25 | Now what we want to do is we want to
move this along this green axis and that
| | 01:32 | will slide it in and out.
| | 01:33 | So we need to add an attribute for
that, so I'm going to go ahead and Add
| | 01:37 | attribute and we're going to position
that along Y, remember green is Y, and
| | 01:44 | that tells us the position that is right now.
| | 01:47 | If we want -- well, I'm going to go
ahead and copy this, so I'm just going to
| | 01:51 | go ahead and hit Ctrl+C or Command+C on the
Mac, just so I have that number, it's 35.3125.
| | 01:56 | Now I'm going to go ahead and just
type in a number to see what happens.
| | 02:03 | So if I type in say a big number, say
40, well that actually pushes it in.
| | 02:08 | I want to go the opposite direction,
so let's try 30, well 30 pulls it out.
| | 02:13 | Let's try something a little bit less,
let's try 20, so 20 seems to be the magic
| | 02:19 | number where it kind of comes out completely.
| | 02:21 | So what I'm going to do here is
I'm going to go ahead and paste in my
| | 02:26 | number here so I have it.
| | 02:28 | And so now I know it needs to go between
this number and 20 to slide in and out.
| | 02:33 | Okay, so now that I have those numbers, I'm
going to go ahead and add another attribute.
| | 02:39 | And the attribute I'm going to add is
onClick and that is the attribute that
| | 02:44 | adds interactivity to our objects.
| | 02:47 | So let's go ahead and hit onClick.
| | 02:49 | And now we have to put in a formula.
| | 02:52 | We have to add in the formula for what
happens when we click, well what is going to happen.
| | 02:58 | Let's go into a function here, and if
you scroll down here you'll notice that
| | 03:03 | there are a number of onClick Functions.
| | 03:06 | One is Alert, which will give you a message.
| | 03:09 | We have a couple of Animate ones;
| | 03:11 | Fast, Slow, Custom.
| | 03:13 | We can go to individual scenes, we
can redraw the scene, or we can set
| | 03:17 | any attribute we want.
| | 03:19 | In this case we're going to want animate,
so let's go ahead and select Animate
| | 03:23 | and that just brings it up
here, so we need to insert it.
| | 03:27 | So we're going to animate an attribute
or what attribute that we're animating,
| | 03:31 | well we're animating Y. So let's go
ahead and animate Y, and state1 is going to
| | 03:37 | be that number that we had, which was
35.3125, and then second state is where
| | 03:45 | the drawer is completely
pulled out, which is 20 inches.
| | 03:50 | So we're going to animate between 35
and 20 along Y. Now if we want we could
| | 03:56 | actually add in more numbers, so if we
wanted to go halfway out and then all the
| | 04:01 | way out we could do it that way as
well, but let's just do it this way.
| | 04:04 | So if we hit Enter that should make it work.
| | 04:08 | So let's go ahead and go to tools>
Interact, and yes it's lighting up and so now
| | 04:15 | I can pull out and push in the drawer. Great!
| | 04:19 | So let's go ahead and do the
same for the second drawer.
| | 04:23 | So I'm going to go ahead and add my
attribute, and Again, position in Y, and
| | 04:29 | notice how this number is exactly the same.
| | 04:31 | So it acts pretty much the same
formula, so all we have to do now is add an
| | 04:37 | attribute for onClick and because this
number is the same all we have to do is
| | 04:44 | just copy and paste the formula that we
created before, so I'm going to go and
| | 04:48 | do Ctrl+C or Command+C, go into here
and do a Ctrl+V or Command+V, and so now I
| | 04:55 | have interactivity on both of these drawers.
| | 04:57 | So let's go ahead into that, and
let's interact and there we go, very cool.
| | 05:04 | So as you can see we use the onClick
function to add interactivity, and then we
| | 05:11 | have a number of things that we can
do once we've added that and those are
| | 05:15 | defined by the onClick Functions, and
in this case we used Animate just to
| | 05:20 | animate the drawers along the Y axis.
| | Collapse this transcript |
| Adding interactivity: Rotation | 00:00 | So now let's take a look at
how to do rotation interactively.
| | 00:05 | Now we already have this
refrigerator set up so that the drawers are
| | 00:08 | interactive, and they actually are moving,
their position is changing, but let's
| | 00:13 | go ahead and add some
interactivity to these doors.
| | 00:17 | So I'm going to go into my Component Attributes
window and let's take a look at the two doors.
| | 00:24 | We're going to go ahead and work with
Door_Lower and we're going to first of
| | 00:29 | all add an attribute.
| | 00:31 | So what attribute do we want to add?
| | 00:33 | Well we want to do rotation, so
which axis do we want to rotate around.
| | 00:39 | Well we want to rotate around the Z axis;
| | 00:41 | In fact, you can see it up here that
that's the rotation, because we're going to
| | 00:46 | rotate around that vertical axis there
and that's a little handy visual guide.
| | 00:50 | So we're going to add in Rotate Z.
| | 00:53 | So Right now, it's at 90, so let's go
ahead and just type in another number.
| | 00:58 | Let's type in 0 and see what happens.
| | 01:01 | If I type in 0, well you can see how
this is rotating around the wrong axis,
| | 01:07 | it's actually rotating somewhere
around here and we don't want that, so I'm
| | 01:12 | going to put it back to where it was,
put it back to 90 and what we need to do
| | 01:16 | is we need to change the axis,
change where this is rotating.
| | 01:22 | Right now, it's rotating around this
edge and we wanted to rotate around this
| | 01:27 | edge, so what we need to do is
move that hinge or that pivot point.
| | 01:32 | We can do it by selecting this component here.
| | 01:34 | I'm going to select that component
and then do Change Axes, or we can
| | 01:41 | right-click over this
and do Change Axes as well.
| | 01:45 | And when we do that it brings up this
little kind of cross here and what this
| | 01:50 | does is this is where it's going to rotate.
| | 01:53 | So I want to make sure that this
snaps to that inside edge, just long as I
| | 01:58 | get it on that inside edge I should be
okay and then hit Enter and we should be okay.
| | 02:04 | Now once I've done that, notice
how my Rotation changed to 0 from 90.
| | 02:12 | So now I've got my Rotation at
0, so let's see what 90 does.
| | 02:16 | Well that opens a door a little too much.
| | 02:19 | So I'm going to go ahead and hit 0 Again,
and let's bring it back to -90, let's
| | 02:25 | bring it the other direction.
| | 02:26 | So if I do that notice how the door closes.
| | 02:30 | So when I go ahead and put this back at
0 and now, I now have the information I
| | 02:34 | need to add my interactivity.
| | 02:37 | So I'm going to ahead and add an
attribute here, I'm going to add onClick and
| | 02:42 | into this we're going to add Animate again.
| | 02:46 | So if we want we can just type it in,
or we can go to our Functions here.
| | 02:50 | We can go Animate, or If want we can type it in.
| | 02:56 | So let's just type it in, I'm going to
type in the word Animate and then what
| | 03:01 | do I want to animate.
| | 03:02 | I want to animate Rotate Z. I want
to make sure that that's in quotes.
| | 03:06 | So animate("RotZ" and I want to go from 0, -90.
| | 03:10 | So I'm going to rotate in Z from 0 to -90,
hit Enter and let's see what happens.
| | 03:20 | So tools>Interact, well it's
active, here it goes. Perfect!
| | 03:25 | Well now that we have figured out
the lower door the upper door should be
| | 03:29 | pretty much the same.
| | 03:30 | So let's go ahead and add attribute
Rotate Z and I'm pretty sure that the pivot
| | 03:38 | is not going to be in the right place,
but I can always change it, so let's go
| | 03:41 | ahead and find that door
and let's do Change Axes.
| | 03:46 | You can see that's where my axis is, and
again, I just want to snap it in there.
| | 03:50 | Let's go ahead and make sure that -90 is
a proper value, yes, that what closes it.
| | 03:57 | So again, this is the exact
same behavior as the one before.
| | 04:01 | So what I can do is I can literally
just copy and paste that attribute.
| | 04:05 | So I'm going to go into this
onClick for Door_Lower, add an attribute
| | 04:10 | for onClick on Door_Upper, Copy and Paste
that variable and we should have it working.
| | 04:17 | So I'm going to go ahead and do
Interact, close, open, here we go;
| | 04:28 | a perfectly good refrigerator.
| | 04:30 | As you can see rotation is a little
bit different than translation, you have
| | 04:34 | to have one more step.
| | 04:35 | You want to make sure that the axes are
in the right place, or else it's going
| | 04:39 | to be rotating around the wrong place.
| | 04:42 | But also remember that the onClick and
Animate functions can be used for just
| | 04:47 | about any attribute, you're not just
restricted to rotation and position, you
| | 04:52 | can do it for just about anything.
| | Collapse this transcript |
| Adding interactivity: Changing colors| 00:00 | So now let's take one more look at how
to use the Interact tool and that's in
| | 00:04 | how to change colors.
| | 00:07 | I've a very simple chair here and
let's take a look at how this is built;
| | 00:11 | I'm going to go into my Outliner here.
| | 00:13 | I've a chair and the chair is
comprised of a Base and Cushions.
| | 00:18 | It's very similar to the couch that we
had before and so if I want to change the
| | 00:22 | color of this chair I really just want
to change the color of these cushions.
| | 00:26 | So let's go into our Component
Attributes window here and I'm going to go ahead
| | 00:32 | and select my Chair and I'm going to
into Cushions here and I'm going to go
| | 00:36 | ahead and Add an attribute for material.
| | 00:39 | Now if I want I can just type in the
name of the material in the scene or the
| | 00:45 | name of a hexadecimal value for
color or just a standard SketchUp color.
| | 00:51 | So if I wanted to I can make the chair
red, I could make the chair green, or I
| | 00:58 | can make the chair purple;
| | 01:02 | really any one of those can work.
| | 01:04 | So let's go ahead just use these values
to change the value of the chair, so I'm
| | 01:09 | going to go ahead and move this
over so we can see what we're doing.
| | 01:16 | So in this case, I want to add
another attribute here and I want to add an
| | 01:20 | onClick attribute, but when I click I
don't want to move or rotate anything, I
| | 01:26 | want to change color.
| | 01:28 | So we need to add in a function, so
I'm going to go to Functions and let's go
| | 01:33 | ahead and see what we've got.
| | 01:35 | So we're going to scroll down to our
onClick functions, let's go through then we
| | 01:39 | have alert which gives us message.
| | 01:41 | Now we don't want to animate,
we don't go to a scene or redraw.
| | 01:47 | The one at the very bottom is the one
that we want to use and that's called Set.
| | 01:51 | So we can set any attribute to any
state, so I'm going to ahead and select
| | 01:55 | this and make sure I'm highlighting my box
here and let's just go ahead and hit Insert.
| | 02:01 | So what are we setting?
| | 02:02 | Well let's go ahead and set our attribute.
| | 02:05 | Now we want to make sure that we put
the attribute name in quotes, but we're
| | 02:08 | setting material, make sure I close my quotes.
| | 02:12 | And what are we going to set it to?
| | 02:14 | Well, we're going to set it to
any one of the colors that we want.
| | 02:17 | So in this case, we can set it to Red
and again, I'm putting this in quotes,
| | 02:22 | Green, Purple or any other color that we want.
| | 02:30 | In fact, this list can be as long as you want.
| | 02:32 | And you can put in hexadecimal colors,
you can put in the names of actual
| | 02:36 | materials in the scene, really any
valid material name can go in here.
| | 02:42 | So once we hit Return we
should have it in place.
| | 02:45 | So let's go ahead and hit tools>
Interact and then click on it.
| | 02:50 | So as I click on it I'm getting a
little bit of an error here, and that's
| | 02:55 | because I have Green -- I'd
have a quote that's off here.
| | 03:02 | So in this case I'm going to go
ahead and hit Green, make sure, so it was
| | 03:06 | actually trying to do a color
called green purple, so there we go.
| | 03:10 | Okay, so my quotes were off, so you need to
make sure your quotes are in a good place here.
| | 03:14 | So as I click through it, it
clicks through all of the colors.
| | 03:18 | Now this SET Command can be used for
just about anything, it doesn't have to be
| | 03:23 | used for materials, it can be
used for any attribute you'll have.
| | 03:25 | We can use it to hide in real stuff you
can use for Copies, you can use it for
| | 03:32 | any custom variable that you have as well.
| | 03:35 | So as you can see we've got a lot of
versatility here with the Interact tool, so
| | 03:40 | go ahead and figure out some
really cool ways to use it.
| | Collapse this transcript |
|
|
12. SketchUp Pro: Working with the Solid ToolsCreating solids| 00:00 | One of the new things in SketchUp Pro
is the ability to work with Solid tools.
| | 00:06 | These are mostly used to do what it
called Boolean operation, which is use one
| | 00:11 | object to add or subtract to another.
| | 00:15 | Before we actually get into using these
tools I want to talk a little bit about
| | 00:19 | what a solid object is.
| | 00:21 | So I've got just a blank scene, I'm
going to ahead and clear this out and let's
| | 00:26 | just create a simple box.
| | 00:28 | So I'm going to select my Rectangle tool,
sketch out a platform, hit Push/Pull
| | 00:32 | and then just pull that into a box.
| | 00:36 | So we have to understand what a solid is
before we actually use the Solid tools.
| | 00:41 | So in this case we have a simple box.
| | 00:44 | Now this box is just composed of faces
and edges, and the way we find out is
| | 00:51 | something is solid as we look at
its entity info, so how do we do that.
| | 00:55 | We right-click over it and the top
menu is Entity Info, so if we look at that
| | 00:59 | we'll see that well this is just a
face and so this here will tell us what
| | 01:04 | type of object it is.
| | 01:06 | So if I select all of these and
group them, then I will get a solid.
| | 01:12 | So I go Make Group, either Group or
Component, we're going to use Groups here,
| | 01:17 | and then If I right-click over the
group you'll see that this is a solid group.
| | 01:22 | Now what makes it solid?
| | 01:24 | Well it's solid because, well it's
solid, there are no holes in it and
| | 01:30 | everything is connected.
| | 01:32 | So if I were to say open this up by
double-clicking on it and select this top
| | 01:38 | face and delete it, well it's not
solid anymore, it has a hole in it.
| | 01:43 | And if I right-click over this and do
Entity Info, you'll see it goes from Solid
| | 01:48 | Group to Group, it's still a
group but it's not a solid group.
| | 01:53 | So when you have openings like this
you can't do solid operations, it's
| | 01:58 | almost like in a drawing package where you
have to close a curve in order to get a fill.
| | 02:03 | In order to make this a solid it
has to be completely closed in 3D.
| | 02:08 | So if I Undo that operation and put that face
back you can see how I now have a solid group.
| | 02:16 | So when we start working with Solid
tools we want to make sure that the objects
| | 02:20 | that we're using are Solid
Groups or Solid Components.
| | Collapse this transcript |
| Using Boolean operations (Union, Intersect, Subtract)| 00:00 | Now let's take a look at how to
actually use the Solid tools on objects.
| | 00:04 | So let's go ahead and make
a couple of solid objects.
| | 00:08 | So I'm going to clear up my scene here and
let's go ahead and just make another box.
| | 00:12 | So I'm going to go ahead and sketch out
a rectangle using the Rectangle tool and
| | 00:16 | then select my Push/Pull
tool and pull that into a box.
| | 00:20 | And let's go ahead and
create a cylinder as well.
| | 00:23 | So I am going to select my Circle tool
and then sketch out a circle something
| | 00:28 | like this and then just Again, use the
Push/Pull tool to pull that up, and I
| | 00:34 | want to make it little bit taller than that box.
| | 00:36 | So now I have a two -- well,
actually there are two collections of faces;
| | 00:41 | they are not objects yet.
| | 00:42 | So I'm going to go ahead and hit my
Spacebar, use my Select tool to rubber
| | 00:48 | band select the box.
| | 00:50 | Right-click over it Make Group and
let's take a look at our Entity Info.
| | 00:55 | Yes, it is a Solid Group.
| | 00:57 | This is good and let's do
the same for the cylinder.
| | 01:00 | So Again, Selection tool;
| | 01:02 | left click and drag, make sure we've
got everything in there, right-click, Make
| | 01:06 | Group, and right-click, Entity Info,
and yes, we have two Solid Groups. Great!
| | 01:12 | So now we can use these to
work with the solid tools.
| | 01:15 | Now you can find the Solid tools here;
| | 01:17 | under tools>Solid tools, and there is
also a toolbar here for Solid tools as
| | 01:24 | well, and that's this toolbar here;
| | 01:27 | I can actually pull that off here.
| | 01:29 | So we have one called Outer Shell,
Intersect, Subtract, Split, Union, and Trim.
| | 01:37 | We're going to be able to these first three
which are Intersect, Union, and Subtract.
| | 01:42 | In fact, you can find
them here on the menu here.
| | 01:45 | So let's look at these first three.
| | 01:48 | These are basically the same as Boolean tools.
| | 01:50 | So if you're familiar with 3D modeling
at all, you'll kind of understand what a
| | 01:55 | Boolean tool is or even if you're
using Drawing pad such as Illustrator, they
| | 01:59 | also have Boolean tools, which allow you
to subtract curves from each other and
| | 02:04 | these working very much the same way.
| | 02:05 | So I'm going to go ahead and move
this cylinder in towards the corner so it
| | 02:11 | overlaps the corner of the box.
| | 02:13 | I want to make sure it goes not only
over the corner, but also goes below, this
| | 02:17 | is why I drew that cylinder taller
because I want overlap on all sides.
| | 02:22 | So now let's take a look at what we have here.
| | 02:26 | We have a box and a cylinder and they
are separate objects, and if we can view
| | 02:33 | it through our Face Style>X-ray,
you can see how they just overlap.
| | 02:39 | There are no edges that define
the intersection between them.
| | 02:42 | So I am going to go ahead and turn
this off so we can just see these.
| | 02:47 | So now we can use the Solid tools to
actually combine or subtract these objects.
| | 02:53 | I am going to select my cylinder, I am
going to do tools>Solid tools and the
| | 02:59 | first one, let's do Subtract,
because this is the most obvious.
| | 03:03 | So I am going to select Subtract and
it's going to ask me for the second object.
| | 03:08 | So if I hover over something that's not
a Solid Group, it will tell me no and if
| | 03:14 | I do hover over something that
is a Solid Group, it will tell me.
| | 03:17 | So all I have to do is left click on
the box and now what we've done is we've
| | 03:22 | subtracted the cylinder from the box.
| | 03:26 | So what I've done is I've actually
used that cylinder as a cutting tool.
| | 03:31 | So what I do is I select my cutting tool,
select my operation, and then select
| | 03:36 | my second object or the object to be refined.
| | 03:39 | So I'm going to go ahead and hit Ctrl+Z
or Command+Z to undo this and let's go
| | 03:45 | through some of these other operations.
| | 03:46 | So I am going to select my cylinder.
| | 03:48 | Solid tools and let's this time do Intersect.
| | 03:52 | Again, the same thing happens.
| | 03:54 | So I select my initial object and then
the object to be affected, and when I do
| | 03:58 | that, it creates the intersection.
| | 04:01 | So let me undo this here.
| | 04:03 | So if we look at what we have here, the
intersection is where these two overlap.
| | 04:10 | So when I do that, it basically just
creates only those parts where those
| | 04:15 | two objects intersect.
| | 04:17 | So I'm going to go ahead and undo this again.
| | 04:19 | So let's go ahead and select
this and let's do one more.
| | 04:23 | Let's do Solid tools>Union.
| | 04:26 | Now what the Union does is it just
combines them into one big object.
| | 04:33 | This, it seems like it didn't do
anything, But and this is important, what it
| | 04:39 | did is it created an edge along here,
and really go back to where it was.
| | 04:46 | So let's take a look at this in X-ray
mode and this will give us a little bit
| | 04:50 | better idea as to what's happening here.
| | 04:52 | So what it did was, it actually
deleted that part of the cylinder and the box
| | 04:58 | that were overlapping and it created
this nice clean intersection point here.
| | 05:06 | This is just another way of combining objects.
| | 05:11 | So let's take a look at this in a
more practical perspective here.
| | 05:14 | I'm going to go ahead and open a
file here called Solids_01 and this is
| | 05:20 | basically just a box and a couple of
-- they may look like bread loaves, but
| | 05:25 | basically we are going to use
these to cut arches into this box.
| | 05:29 | So I'm going to go ahead and select this
particular object here and I'm going to
| | 05:35 | move it along the green axis.
| | 05:36 | So I am going to hold down my Left-arrow
key and make sure I move this directly
| | 05:42 | into that box, make sure
that it's overlapping here.
| | 05:46 | And let's go ahead and do
tools>Solid tools>Subtract.
| | 05:53 | So I am going to subtract this out of my box.
| | 05:57 | So once I hit that, you can see
I've made a very nice archway.
| | 06:02 | Now we can do this again.
| | 06:04 | So I'm going to go ahead and select
this second bread loaf or whatever you want
| | 06:11 | to call it and this time I am going to
move it along the red axis by holding
| | 06:15 | down the right-arrow key and Again, I
just want to get that overlap right.
| | 06:20 | And this time, I am going to go ahead
and select Subtract here from the toolbar
| | 06:24 | and then Again, select my box.
| | 06:27 | And so what I've done here is just by
doing this, I've created a very nice
| | 06:32 | archway into this object here.
| | 06:35 | So you see how these Boolean tools;
| | 06:37 | Subtract, Intersect, and Union can
combine or subtract objects from each other
| | 06:43 | to make more complex objects.
| | Collapse this transcript |
| Working with Trim and Split| 00:00 | In addition to the standard Boolean
tools, SketchUp also has a Trim and a Split
| | 00:06 | tool, and these work a little bit
differently than Booleans and they can also
| | 00:10 | have their own advantages.
| | 00:13 | So let's go ahead and create some solid
objects, let's get some practice doing that.
| | 00:16 | I'm going to clear out my scene and again,
let's just create a box and a cylinder.
| | 00:20 | So I'm going to create a rectangle and
then hit P pull it out into a box, create
| | 00:27 | a circle, and Again, hit P
and pull it out into a cylinder.
| | 00:34 | So now I'm going to go ahead and select the
box, right-click, Group, same for the cylinder.
| | 00:43 | And now I'm going to go ahead and move
that cylinder over the box, just like we
| | 00:46 | had before, there we go.
| | 00:49 | So once we have this in place let's
take a look at these additional tools.
| | 00:55 | Now these tools are called Trim
and Split, they work very similar to
| | 00:59 | Intersect, Union and Subtract.
| | 01:02 | So again, I'm going to go ahead and
select my cylinder and in this case I'm
| | 01:07 | going to do Trim and then select my box.
| | 01:11 | Now when I do that what happens is, oh,
what did happened, well if you notice
| | 01:17 | here it created an edge, okay,
but it left both objects intact.
| | 01:24 | So in Intersect, Union, and Subtract it
actually takes both objects and combines them.
| | 01:31 | With Trim it actually
leaves the object separately.
| | 01:33 | So if I were to take this cylinder and
move it off notice how what it did was it
| | 01:39 | did a subtract, but it left the cylinder
intact, so this can be actually be very
| | 01:46 | handy if you want to use one object and keep it.
| | 01:49 | If you want to cut a hole for that
object to go into, for example, you can do
| | 01:53 | this much more easily than using a
Subtract and duplicating objects or whatever
| | 01:58 | you would have to do.
| | 01:59 | So Trim is kind of similar in the way
that it works, I'm going to go ahead and
| | 02:03 | undo this, so let's go ahead and
just get this back to where we had it.
| | 02:10 | So again, I'm going to select my
cylinder and this time we're going to do Split.
| | 02:15 | So I'm going to select this object and
hit Split, and Again, it leaves these
| | 02:19 | objects intact, so let's go ahead and
move them apart to see what happened.
| | 02:23 | Well what Split does is it creates an
outline here for these overlap, plus it
| | 02:34 | created a hole here.
| | 02:37 | So what it's done is it's actually
kind of created an intersection here, in
| | 02:40 | fact, this created three objects.
| | 02:42 | So what it's done is it's kind of made
three different pieces that all fit together.
| | 02:49 | So as you can see these are great for
creating assemblies and other sorts of
| | 02:53 | things where things have to
have kind of fit together.
| | 02:56 | So let me show you real quick
example of how to use these in real-life.
| | 03:00 | We're going to open a file called
Solids_02, and this is just basically
| | 03:05 | that standard children's game where
you have square pegs and round holes
| | 03:10 | and that sort of thing.
| | 03:11 | So I've got a couple of pegs here and
I've got this board and I want to make
| | 03:15 | sure I create holes for
these pegs to go into the board.
| | 03:18 | So all I have to do is select one
of these pegs and make sure that it's
| | 03:23 | completely over the board, now all of
these have already been turned into solid
| | 03:27 | objects by grouping them.
| | 03:28 | So if I go into Entity Info
you'll see they are all solid.
| | 03:31 | So I'm going to go ahead and select my
triangular block here, and let's just do Trim.
| | 03:39 | So I select Trim, select my Solid Group,
boom, and so what I've done here is
| | 03:45 | I've created a hole for this to go into,
very similar to this -- that standard
| | 03:53 | children's toy here.
| | 03:55 | So let's go ahead and use our hexagonal peg
here, and Again, we can do the same thing.
| | 04:00 | I can trim this group here and Again,
just move that and now I've got another
| | 04:11 | hole here, and let's just do
one more for the round hole.
| | 04:15 | I don't have any square
pegs but you get the idea.
| | 04:18 | And again, select this Trim, select my
table and Again, I've got some hole that
| | 04:27 | that exactly fits in.
| | 04:31 | So I hope this gives you some ideas as
to how to use this tool creatively and it
| | 04:36 | really is a very simple tool to use, all
you have to do is make sure that all of
| | 04:40 | your objects are solid groups and
it should just go with no problem.
| | Collapse this transcript |
| Creating outer shells| 00:00 | The last solid tool I want to
show you is called Outer Shell.
| | 00:03 | Now what this does is it essentially
combines objects and simplifies your scene.
| | 00:09 | So, for example, I have the standard
joint here and if we take a look at it.
| | 00:15 | Let me go ahead and move this object
off here you'll see we have kind of this
| | 00:19 | tongue and groove connection.
| | 00:21 | In some respects that maybe important.
| | 00:25 | We may want to show how something is
assembled, but there are times when we
| | 00:30 | don't really need to show that amount of detail.
| | 00:33 | And if we go into our X-ray mode
you can see how I've got not only the
| | 00:39 | tongue and groove, but I've got all
this additional geometry for this that
| | 00:44 | well we don't really need.
| | 00:45 | So if we want to simplify our
scene we can use the outer shell tool.
| | 00:49 | I'm going to go ahead and turn off X-ray here.
| | 00:53 | So this works very similar to the other
solid tools I need to select one object,
| | 00:58 | of course all of these have to be solid objects.
| | 01:00 | So let's go into Entity Info make sure
it's a Solid Group or solid component.
| | 01:05 | So I select my object, select tools>
Outer Shell, or you can find it here on the
| | 01:11 | Solid tools toolbox.
| | 01:13 | Just select Outer Shell and Again,
I'm going to select my second object.
| | 01:18 | Make sure that it's a Solid
Group it will light up when it is.
| | 01:21 | And we'll click on it notice what happens.
| | 01:23 | What it does is it takes
everything that you don't see.
| | 01:27 | In other words, everything that's
inside and it just presents the Outer Shell.
| | 01:33 | So if I look at this in X-ray mode
you see it just completely simplified
| | 01:39 | the structure of this.
| | 01:40 | This is something you
may or may not want to use.
| | 01:43 | If you're never going to break your
stuff apart then this could be a very good
| | 01:47 | tool, but in this case if you wanted to
actually show how this was created then
| | 01:53 | you may not want to use it.
| | 01:54 | It's really kind of situation dependent,
but that's how you use a tool and I
| | 01:58 | think you will find it
valuable for certain situations.
| | Collapse this transcript |
|
|
13. SketchUp Pro: Importing and ExportingImporting objects from AutoCAD | 00:00 | One of the benefits of SketchUp Pro is
that it allows you to import and export a
| | 00:05 | much wider variety of 3D and drawing formats.
| | 00:09 | Now this is particularly important for
those who are working with AutoCAD, or
| | 00:13 | Rev files, and files from other programs.
| | 00:16 | So let's take a look at how to import
AutoCAD drawings and use them in SketchUp.
| | 00:21 | So I'm going to go ahead and do File>Import.
| | 00:26 | When I do that it brings up my import and
we've done this before with image files.
| | 00:32 | We can certainly do image file such
as, Photoshop, or JPEG files, but we
| | 00:37 | also can use a COLLADA Files, DEM,
3DS Files, but the ones we want to look
| | 00:43 | at are AutoCAD Files .dwg which are 2D
drawing files and DXF which are 3D geometry files.
| | 00:52 | So let's make sure we have AutoCAD file
selected and you should be able to see
| | 00:55 | House_Plan.dwg in your Chapter 13 folder.
| | 00:59 | Let's go ahead and Open this up and it
gives us a message that tells us what is
| | 01:03 | imported and let's take a look at this.
| | 01:06 | Okay, it's a simple floor plan of a
house, but if we look at this compared
| | 01:11 | to the actual person in the scene
we'll notice that well there is a big
| | 01:15 | problem with scale.
| | 01:16 | This is a much bigger drawing than we
expected and a lot times it's all be
| | 01:21 | something that we encounter with
drawings, but we can certainly scale this
| | 01:26 | to the proper size.
| | 01:27 | Now I know that this particular building
is 26 feet from this edge to this edge.
| | 01:35 | So all I have to do is use my
Tape Measure tool to dial that in.
| | 01:40 | So let's go ahead and use that.
| | 01:41 | So I'm going to select my Tape Measure
tool, select the top corner here and then
| | 01:47 | snap to the other corner.
| | 01:49 | And notice how it says that
it's 312 feet wide I want that.
| | 01:52 | And so I'm going to type in 26
feet, instead of 312 and hit Enter.
| | 01:58 | And now it's going to ask me Do
I want to resize the model? Yes.
| | 02:02 | And what that does is it snaps to
down so its now 26 feet and I can start
| | 02:09 | working with my building.
| | 02:12 | So if I select this guideline I
can delete it and let's go ahead and
| | 02:16 | actually delete out the person in the scene
here and let's just take a look at this drawing.
| | 02:22 | So if I want to take this drawing and turn it
into a building I can do a number of things.
| | 02:27 | Probably the easiest way to do it is
just to draw over the existing model.
| | 02:33 | So probably the easiest way to
do this is to put this on layer.
| | 02:36 | So it makes a little bit easier to
organize so I'm going to go into my layers window.
| | 02:40 | So I have this layer here, but let's
go ahead and create a new layer called
| | 02:45 | DWG, and then we go ahead and select this go
in Entity Info and make sure I have this on DWG.
| | 02:57 | So now I can hide this if I want.
| | 02:59 | So I'm going to go back to layer0 here
and now that I have my drawing (DWG) on a
| | 03:03 | separate layer I can draw over it.
| | 03:07 | So the easiest thing to do is
just start using the standard tool.
| | 03:10 | So I'm going to go ahead and use my
Rectangle tool and just sketch out the
| | 03:14 | footprint of the house.
| | 03:15 | And notice how because these are
objects in the scene it snaps to all of these.
| | 03:20 | So I can just snap to the outside
footprint and now I have basically the
| | 03:25 | foundation of my house.
| | 03:27 | So if I want to do the interior walls I
could do that Again, just by drawing a
| | 03:30 | rectangle, or I could use my
Offset tool which I'm going to use.
| | 03:35 | And when you do that notice how it
also snaps to that interior wall.
| | 03:40 | So now I've got these interior
walls, and then Interior space.
| | 03:45 | Now if I want I could start pulling up
the walls, or I can continue to draw.
| | 03:50 | So let's go ahead and draw this room here.
| | 03:53 | So I'm going to go ahead and snap to
this Endpoint and this Endpoint and
| | 03:57 | Again, I'm going to go ahead and open up my
layer window here so we can see what we have.
| | 04:01 | So if I turn this off you can
see this is what I'm drawing.
| | 04:05 | So I'm going to go ahead and draw
another rectangle here for the big living room
| | 04:10 | then another one for this smaller room.
| | 04:12 | So what I'm doing is I'm just drawing
the inside walls of this and so I want to
| | 04:16 | make sure I get this one here.
| | 04:20 | So now I've got basically all the
walls and then all I need to do is worry
| | 04:26 | about the openings.
| | 04:27 | Well, I can certainly use my Rectangle
tool Again, just draw that out, or If I
| | 04:34 | want I can do this in a different way I
can use my Line tool and just Again, I'm
| | 04:38 | just snapping to these edges here.
| | 04:44 | And now once I have all that you can see
I've got basically the floor plan of my
| | 04:49 | house sketched out very-very quickly.
| | 04:51 | Now these here are openings if I want I can
get rid of those simply by using the Eraser tool.
| | 04:59 | So I'm going to go ahead and erase that
line, that line, that one, and that one,
| | 05:05 | as well as this one in the front here.
| | 05:08 | And also notice how I've got two lines
here I've got one here which I need to
| | 05:13 | get rid of, and then If I go back up
here you can see I can erase this one.
| | 05:19 | And once I have all of these erased I
have basically the floor plan of my house.
| | 05:25 | Let's go ahead and extrude that I'm
going to use my Push/Pull tool and just
| | 05:30 | hover over that and pull it up and
then whatever size wall we want oops!
| | 05:37 | Try this one more time I need to erase
this line here which I forgot, here we go.
| | 05:43 | So Again, let's go to the Push/Pull
tool pull it up, and then you can type in
| | 05:49 | your wall hide in this case, I'm
going to type in 9 feet, hit Enter.
| | 05:53 | And so now I've got the basics of my floor plan.
| | 05:57 | I still need to put in the headers
over the doors and that sort of thing
| | 06:01 | and that's pretty easy.
| | 06:02 | All you have to do is just basically
just draw a rectangle here and you can
| | 06:06 | start putting in the headers and just Push/Pull
that to size that you want. So there you go.
| | 06:20 | So those are some of the basics of
creating a SketchUp model from an AutoCAD drawing.
| | 06:25 | Now remember when you're doing this
snap is your friend you're going to be
| | 06:29 | snapping to the outlines that you
bring in from AutoCAD and if you can do
| | 06:33 | that the actual process of redrawing
the structure in SketchUp should be
| | 06:38 | fairly straightforward.
| | Collapse this transcript |
| Importing other 3D objects | 00:00 | In addition to drawings you can also
import 3D objects into SketchUp as well
| | 00:06 | and Again, SketchUp Pro gives you a
lot more options in the types of objects
| | 00:10 | that you can import.
| | 00:12 | So let's go ahead and bring in a 3D object.
| | 00:14 | So we are going to do Import, and
then we have a number of options here 3DS
| | 00:21 | Files which are of the type of files
you get out of the 3ds Max and those
| | 00:25 | actually can have textures to them,
DEM, COLLADA Files which you would get
| | 00:30 | out of stuff like rise, and a couple of
other things Photoshop supports in this well.
| | 00:34 | We are just going to use AutoCAD Files and
in this case we're going to look at DXF files.
| | 00:40 | So I have this file here called
Generator.DXF and let's just see what it is.
| | 00:45 | Let's go ahead and Open it up and
it looks like it came in big again.
| | 00:50 | So Again, sometimes scale is not your
friend when going between 3D packages.
| | 00:56 | So sometimes if you're 3D packages
measuring in meters and you're measuring in
| | 01:01 | feet it may come in three times as big
as it doesn't understand it just knows
| | 01:05 | its 1 meter wide and comes in a
little over 3 feet big in your package.
| | 01:09 | So this came in a little bit big, but Again, we
can use our Tape Measure tool to scale it down.
| | 01:16 | Now I know that from here to here is 3
feet 2 inches, so all I have to do is
| | 01:22 | just tell SketchUp that's what it is.
| | 01:24 | So I'm going to go ahead and select
this drag over here I think its 29 feet.
| | 01:29 | So let's go ahead and type in 3 feet 2 inches,
hit Enter and Do I want to resize the model?
| | 01:36 | Yes, I do, and just like
with a drawing it scaled it.
| | 01:40 | So let's go ahead and bring that in.
| | 01:42 | So you can see how I've brought
in this model that it's really
| | 01:47 | very-very straightforward.
| | 01:49 | Now it's coming in as a Component if we
want we can Explode it and if we do it
| | 01:55 | will bring it out in two individual
faces which can actually take awhile,
| | 01:59 | because this is a complex object.
| | 02:01 | You can see how I have my individual
faces, but one of the nice things about it
| | 02:06 | is that it did smooth it.
| | 02:08 | So if I wanted to I could reselect this
and then Make it to a Component or Group
| | 02:14 | let's go ahead and Group this and now
we've got this a little bit smoother.
| | 02:20 | If we want we could go through and
actually use the Soften Edges tool and go
| | 02:26 | a little bit further.
| | 02:27 | So we can Soften coplanar which would
kind of get rid of these on the end here.
| | 02:33 | And we could also play a little bit
more with our angle between normal.
| | 02:37 | So if we want we can play with that a
little bit more and just kind of see what works.
| | 02:42 | So Again, when you bring objects in
from outside 3D packages you have to
| | 02:48 | pay attention to scale.
| | 02:49 | So get a sense of how big the object is
before you export it, so you know what
| | 02:54 | the size is and that way you can
rescale it once it comes into SketchUp.
| | 02:59 | Now once it's in SketchUp you can also
use a number of tools to soften the faces
| | 03:04 | and make the object look
a little bit more organic.
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| Exporting objects | 00:00 | SketchUp pro also has a number of really
nice export modules to allow you to get
| | 00:05 | your 3D models out of
SketchUp and into other packages.
| | 00:10 | Now this maybe for rendering, so maybe
you want to bring it into 3ds Max, Maya,
| | 00:14 | Blender, something like that for
external rendering, you can also bring them
| | 00:18 | into CAD packages, such as AutoCAD
and Revit and those sorts of packages.
| | 00:23 | So let's take a look at how to
export models and go from there.
| | 00:27 | We're going to export for 3ds Max but this
technique should work for most 3D packages.
| | 00:33 | So first thing I want to do is go to
File>Export, now we have two options here;
| | 00:38 | one is 3D model, the other is 2D Graphic.
| | 00:41 | If I select 2D Graphic, basically what
that does is it just exports an image
| | 00:46 | file and that's basically will just
export the contents of my viewport, it's
| | 00:51 | basically like a little bit of render.
| | 00:53 | But we don't want to do that, we
want to export the whole model, so let's
| | 00:56 | go Export>3D model.
| | 00:59 | When we do that we get a browser, so
let's go ahead and export to our Exercise
| | 01:03 | Files and we're in Chapter 13 here.
| | 01:06 | So if we export we've got a number of options.
| | 01:10 | One is COLLADA file, Google Earth (kmz),
this can also be imported into
| | 01:15 | Photoshop's 3D
functionality which is kind of nice.
| | 01:19 | 3DS for 3ds, which moreover like a 3ds
Max format, AutoCAD DWG and DXF, FBX,
| | 01:28 | which is probably the most common 3D
format, OBJ, VRML, and XSI for Softimage XSI.
| | 01:36 | So we're going to select FBX which
should work for most 3D packages, almost
| | 01:40 | every major package has an FBX import,
and FBX is also great at exporting
| | 01:46 | textures which we want to do as well.
| | 01:47 | So I'm going to select options before I
export here, and let's take a look at what we have.
| | 01:52 | We have Export only current selection,
which means if you have one object
| | 01:57 | selected, it will export only that object.
| | 01:59 | Triangulate all faces, now this one you
may want to click off if you want to use
| | 02:05 | quadrilaterals, particularly if you're
going to do animation or deformations you
| | 02:08 | may want to turn that off.
| | 02:10 | I usually keep it on because it's
more accurate, sometimes if you turn it
| | 02:13 | off you may lose faces.
| | 02:16 | So I typically keep it on particularly
if I'm just rendering because I'm not
| | 02:20 | going to be changing the model at
all, I'm just going to render it.
| | 02:23 | Export two-sided faces again, for much
of the same reasons I want to keep that
| | 02:28 | on just to make sure that
everything gets into my renderer.
| | 02:31 | And Separate disconnected faces,
that means just separated into separate
| | 02:35 | parts as you export.
| | 02:37 | So if you have a couch inside your
building it would take the couch and make it
| | 02:41 | into a separate object.
| | 02:43 | Export texture maps, yes we want to do that.
| | 02:46 | And when you export texture maps;
| | 02:48 | I've already exported
this one so you can see here.
| | 02:51 | What it does is it creates a sub
folder with all of the textures in it so
| | 02:56 | that's kind of nice.
| | 02:57 | And the last one is Swap YZ Coordinates.
| | 03:00 | Now this will depend upon which 3D package
you use as to whether or not you want Y or Z up;
| | 03:05 | we're going to keep this one checked.
| | 03:08 | And then Units, do want to use the units
in the model or do you want to force it
| | 03:11 | to be a specific unit.
| | 03:13 | We're going to go ahead and select
OK, and as you can see I've already
| | 03:17 | exported, so I'm going to just go ahead
and export it as modern_House.fbx, and
| | 03:22 | Yes, I want to replace it, and then
it just goes ahead and writes it out, it
| | 03:26 | gives me a little report.
| | 03:27 | So now once I have that out I can go
into 3ds Max, now in this case I'm using
| | 03:34 | Max 2012 but this should work for just about
any version of Max, and now I need to import.
| | 03:40 | So in Max I'm going to do File>Import,
and import a file here, and then I just
| | 03:47 | need to go out to my desktop to find
my Exercise Files and find my folder.
| | 03:52 | If you notice here I have modern_House,
and you can see it's tagged as an FBX
| | 03:56 | file so I want to bring that in.
| | 03:59 | So let's go ahead and select Open,
and let's see what the options here are.
| | 04:06 | So when you bring it in you also
need to select your FBX options.
| | 04:10 | How do you want to bring in geometry,
do you want the smoothing groups, and
| | 04:14 | these are the same smoothing groups
that we have when we were returning
| | 04:17 | polygons into curved surfaces, so
sometimes you may want to check that if you
| | 04:21 | have a lot of curved surfaces.
| | 04:22 | Animation well, you know we don't
have animation in file, but let's say we
| | 04:26 | checked anyways, and you want to also
bring in Cameras and Lights, and usually
| | 04:30 | SketchUp doesn't have those, so we
don't need to worry so much about those.
| | 04:33 | And so I'm just basically going to leave it
at the defaults and hit OK, and there it is.
| | 04:40 | So it's brought in this model here,
and let's go ahead and enlarge our
| | 04:44 | Perspective Viewport so we can see what we have.
| | 04:47 | So here is my model and as you can see
it brought it in as one solid object.
| | 04:55 | So if I go over to my Modify panel here
you can see it's just one editable mesh.
| | 05:01 | So I have individual faces and I also
have elements, so some of these like the
| | 05:09 | windows and stuff are elements which you
can separate out which is kind of nice.
| | 05:14 | So if we return on Edged Faces here
you can kind of see how the geometry was
| | 05:18 | calculated and what it brought in.
| | 05:20 | I'm going to go ahead and turn that off.
| | 05:24 | So once you have it in Max, all you
have to do now is just go ahead and start
| | 05:28 | setting up your renders
or doing whatever you want.
| | 05:31 | In the next lesson, we're going to
take this model and render it just to show
| | 05:34 | you a little bit of the workflow for
rendering a SketchUp generated model.
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| Exporting objects for rendering | 00:00 | So let's take a quick look at how to
render a SketchUp generated object in
| | 00:04 | an external package. I'm using 3ds Max.
| | 00:08 | So if you have Max, go ahead and follow along.
| | 00:11 | Now this is just going to be the quick five-minute
advanced rendering in Max course;
| | 00:16 | if you want a really in depth course,
we've got a couple of others in the library.
| | 00:20 | Aaron Ross's Max Rendering course is great.
| | 00:23 | So if you want to go a lot deeper, go
ahead and go through that course as well,
| | 00:28 | but let's just go
through some of the basic here.
| | 00:30 | So I've got my model that I imported in
the last lesson and just to make things
| | 00:35 | easy, I'm going to import
an existing environment.
| | 00:38 | So I'm going to go Import>Merge, and we
merge because it's already a Max file,
| | 00:44 | and I've a file out there called Environment.
| | 00:46 | And if we look and see what's in there, we
have a ground plain, a skylight, and a spotlight.
| | 00:53 | Import that and there we go.
| | 00:55 | This already has, if we go into our
fore-view here, you can kind of see
| | 01:01 | that we've got a skylight here and a
spotlight as well as a ground plain
| | 01:08 | that has grass on it.
| | 01:10 | So let's just go ahead and zoom in and
get back into a view that we want to render.
| | 01:18 | And one thing we probably
should do is put in a background.
| | 01:22 | So we probably should get
a sky in there somewhere.
| | 01:26 | So let's go into Rendering>
Environment and we're just going to put a
| | 01:30 | bitmap behind the camera.
| | 01:32 | So under Environment Map, I'm going
to click on this and select a Bitmap
| | 01:38 | here and in that Chap13 folder, we should have
a Sky and then let's go ahead and close that.
| | 01:47 | Now we don't see the sky here because
we have to turn that in the View port.
| | 01:51 | So I'm going to go Viewport Background>
Viewport Background and we're going to
| | 01:56 | use the Environment Background,
but then we also have to say Viewport
| | 02:00 | Background>Show
Background and that shows my sky.
| | 02:04 | So now let's take a look at this;
| | 02:06 | in fact, I'm going to turn on Safe
Frame so I can see exactly what I'm
| | 02:10 | rendering here and let's go ahead and
just position our camera so we've got a
| | 02:14 | nice view of our building.
| | 02:17 | Okay, so there we go.
| | 02:20 | Now it's look like a good view.
| | 02:22 | So now that we have this,
we can do a quick render.
| | 02:25 | So I've got my lights in my scene, I've got a
background, I've got pretty much everything.
| | 02:30 | I'm not sure what my render settings are,
but let's go ahead and do a quick render.
| | 02:37 | So as you can see, we have
a reasonably good render;
| | 02:39 | it's a little overexposed and we've
got a few things that we can deal with.
| | 02:44 | Now one of the things is the windows
aren't really reflective and they're
| | 02:48 | little too transparent;
| | 02:49 | they look a little too gray.
| | 02:51 | So let's go ahead and fix those first
and then let's go bring down the lights a
| | 02:54 | little bit and do some more
tweaking to the rendering.
| | 02:58 | So first thing, I'm going to do is go
ahead and actually select my object here,
| | 03:04 | and I'm going to go into my Mesh panel
here and I'm just going to go ahead and
| | 03:09 | select this polygon that's one of the windows.
| | 03:13 | And if I scroll down here
somewhere, I'll find my material number.
| | 03:19 | So this is Material ID 14.
| | 03:22 | Now that's just the number we need to remember;
| | 03:25 | I'm going to go ahead and click out of
this and let's go into our Material Editor.
| | 03:30 | Okay, this is kind of be kind of tight here.
| | 03:32 | So hopefully, we can see all this.
| | 03:35 | Now the first thing I want to do is
eye-drop on my object and that kind of
| | 03:38 | brings up this material here and if I
double-click on this, you'll see that
| | 03:44 | these are all my materials.
| | 03:46 | Let's scroll, let's make
this a little bit bigger here.
| | 03:49 | It's kind of hard to fit on the screen here.
| | 03:51 | But if I scroll all the way down on this,
you'll see that I can go down further.
| | 03:57 | You can see I have Material ID
number 14 which is Glass Gray.
| | 04:01 | So if I go into that then I
can actually affect my glass.
| | 04:06 | So let's take a look at this.
| | 04:07 | Well, my Opacity is at 50
which is pretty high for glass.
| | 04:11 | Let's go ahead and turn that down to
about 20 and then let's say, add a little
| | 04:17 | bit of reflectivity to that.
| | 04:19 | We can do that in the Maps section.
| | 04:22 | So I'm going to go ahead and click on
that and for Reflection Maps, let's go
| | 04:27 | ahead and add in Raytrace.
| | 04:29 | So I'm going to make a Raytrace reflection map.
| | 04:31 | Now we have it at 100, which is completely
reflective, and we don't want to do that.
| | 04:37 | So I'm just going to type in 20 just
to give us a little bit of reflection.
| | 04:41 | So now, I've changed the Opacity
and the Reflectivity of that glass.
| | 04:45 | So hopefully, that will help a lot,
and now, let's also go into our Render
| | 04:50 | Setups and change that just a little bit.
| | 04:53 | So we have a couple of Presets here;
| | 04:55 | one is a scanlineradiosity high, let's
go ahead and do that and let's go ahead
| | 05:02 | and I'm going to turn off everything,
but Environment, because if I turn on
| | 05:06 | Environment, it's going to get rid off my skies.
| | 05:08 | I'm going to Shift+Select Scanline
Renderer, Advanced Lighting and Raytracer
| | 05:12 | and hit Load and that sets up my
render settings, but there is one more thing
| | 05:18 | that I want to do before actually do the final
render, and that's to change my Exposure Control.
| | 05:23 | So I'm going to use the Rendering
pulldown, select Exposure Control and Right
| | 05:29 | now, it's set for no exposure control,
but I'm actually going to do automatic
| | 05:33 | that should work a little bit better.
| | 05:35 | So I'm going to go ahead and close that
and let's go ahead and do one more render.
| | 05:41 | So here is the render and as you
can see, it's a little bit better;
| | 05:44 | the glass is much more clear and reflective.
| | 05:48 | We can probably work a little bit more
with the lighting, but as you can see, we
| | 05:52 | can take objects out of SketchUp
and render them fairly realistically.
| | 05:56 | So SketchUp can be a great
starting point for these types of models.
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ConclusionGoodbye| 00:00 | Well, that's just about it for
Google SketchUp 8 Essential Training.
| | 00:03 | I hope you enjoyed the course and I
hope you use SketchUp to create some
| | 00:07 | really great designs.
| | 00:09 | So for lynda.com, I am
George Maestri. Have a great day.
| | 00:13 | Goodbye!
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