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Advanced Modeling in Revit Architecture
Richard Downs

Advanced Modeling in Revit Architecture

with Paul F. Aubin

 


Advanced Modeling in Revit Architecture elaborates on the basics of core elements in Revit, such as walls, floors, roofs, and curtain walls, and digs into specialized features such as in-place families, adaptive components, and the massing environment. Author Paul F. Aubin guides designers into thinking both in and out of the box, through discovering and applying industry standard best practices, employing creative and sometimes unconventional techniques and procedures, and finding ways to make models serve multiple concurrent project goals.
Topics include:
  • Understanding some different approaches to modeling
  • Building an in-place mass
  • Creating and manipulating massing forms
  • Using X-Ray and Dissolve
  • Performing an energy analysis
  • Applying geometry to surfaces
  • Configuring divided surfaces
  • Nesting massing families
  • Stitching borders with adaptive components
  • Working with lofting techniques
  • Adding dormers and soffits
  • Choosing a wall modeling strategy
  • Working with curtain walls
  • Building custom stairs
  • Creating a custom material

show more

author
Paul F. Aubin
subject
Architecture, Modeling, Building Information Modeling (BIM), Previsualization, CAD, 3D Drawing
software
Revit Architecture 2012
level
Intermediate
duration
7h 16m
released
Mar 28, 2012

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Introduction
Welcome
00:04Hi! My name is Paul F. Aubin and I am thrilled to be here at lynda.com again
00:08teaching Advanced Modeling in Revit Architecture.
00:11We have an exciting course planned for you.
00:13The conceptual modeling environment is a dynamic, free-form 3D
00:16modeling workspace.
00:17I'll be presenting the course in Revit 2012, but rest assured that most of the
00:21features I present will work nearly the same in releases 2011 and 2010.
00:26I'll start with creating basic forms, modifying forms, and the difference
00:30between model and reference-based forms.
00:32From there it gets really fun, working in the context of a theoretical new
00:36museum of modern art facility, we will look at applying geometry to the massing
00:40surfaces, configure divided surfaces, apply custom curtain panels, and use
00:45adaptive components to refine the many architectural details.
00:48We will discuss traditional forms, such as dormers and moldings and build
00:52contemporary forms, like a custom grand stair and free-form mural wall devoted
00:56to modern street art.
00:58So if you're ready to begin your journey into Revit's exciting conceptual
01:01massing environment, you have come to the right place.
01:04Let's dive in.
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What you should know
00:00This is an intermediate to advanced level course, therefore you should be
00:03familiar with the basics of Revit.
00:05If you need brushing up in any of the basic skills, we have a few courses here on
00:09lynda.com to help you.
00:10Revit Architecture Essential Training and Revit Architecture: The Family Editor.
00:14Feel free to review any of the content in those courses before proceeding, or if
00:18you'd like to just start right into this course, no worries, go ahead and get
00:21started and if you get stuck in anything along the way you can refer back to
00:25these courses I have mentioned here.
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Designing the assets
00:00I would like to take a few minutes to give you a tour of the project that we'll
00:03be building in this course.
00:05The conceptual modeling environment was conceived as an environment where you
00:08could explore design ideas in a fluid and unencumbered way.
00:11It is intended primarily as a conceptual design platform.
00:15As such, we thought it would be appropriate and exciting to create a new
00:18building design from scratch and watch it evolve in the conceptual massing
00:21environment as we proceed through the course.
00:24With this in mind, allow me to introduce you to the San Angelico Museum
00:27of Contemporary Art.
00:28When preparing this course I found myself wearing two hats, my architectural hat
00:33and my educator's hat.
00:35Architecturally, we wanted to make an interesting facility that reflects the many
00:38challenges that you typically face in architectural projects.
00:42Educationally, we wanted a project that would allow us a fun and interesting way
00:46to explore the many features that the Revit Massing Environment has to offer.
00:50The most interesting part of the story is how we get started.
00:53Early in the process we discussed how it would be nice to follow a project-based
00:56approach and there was a photograph.
00:59My producer shared with me this image of the SAMOCA Museum.
01:02Intrigued, I set off to create the Revit model and see if I could match
01:05it, maybe not the way that most projects begin, but certainly it was fun and interesting.
01:10The initial photograph we worked from had a very contemporary feel.
01:13I knew it would be a nice fit for Revit's conceptual tools, but even though the
01:17tools are often showcased in creating such contemporary forms, I also wanted to
01:21show how they can use successfully to create traditional forms as well.
01:25This lead me to the idea of marrying the two styles together in the same building.
01:29The site I chose for the building has low-density residential on one side and
01:33medium density on the other.
01:35This made it easy to imagine that our local residents would be concerned with
01:39the scale of the proposed facility and it's being overpowering to the feel and
01:44fabric of their neighborhood.
01:45So our design combines a striking contemporary main building to the south with
01:50the north wing that takes on the vernacular of the neighborhood by incorporating
01:53a series of townhouse facades.
01:55With the overall form addressing both our architectural and educational
01:59goals, we involved the designer who helped us develop the interior program
02:03and layout of the facility.
02:05The result was a main building that contains a grand stair that takes on
02:08a sculptural feel and connects all of the gallery spaces in a hub around the center.
02:13A striking light wall cuts through the center of the facility mirroring the
02:17angle of the townhouse wing.
02:19The main floor contains gallery spaces, an outdoor sculpture garden and a
02:22three-story Graffiti Gallery.
02:25The Graffiti Gallery is one of my favorite parts of the design.
02:28It features a massive two-story rendered block wall that soars above the space
02:32and is bathed in natural light.
02:34The wall's mass protects the interior galleries from that same light.
02:38To complete the effect, we even commissioned a custom-designed graffiti mural to adorn the wall.
02:43We've gone to great lengths to show a diversity of techniques here using the
02:46SAMOCA Museum Project.
02:48We'll look at many tools and techniques throughout the course with SAMOCA providing
02:52an architecturally interesting backdrop.
02:54I hope you've enjoyed this quick tour of SAMOCA, now please join me as we rollup
02:59our sleeves and begin building.
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Using the exercise files
00:00If you're a Premium member of the lynda.com Online Training Library you have
00:04access to the exercise files used throughout this title.
00:07I've placed the Exercise Files here on my Desktop, and you'll see that they are
00:10organized into folders that correspond to the various chapters.
00:13We have a chapter for each folder and in those Chapter folders you'll find the
00:17files that I reference throughout the various movies.
00:20In addition, we've provided finished versions of many of the movies in a Finished
00:24Files folder, also organized in the same Chapter folders, and finally a couple of
00:29the files require Revit links, you'll find those here in the Links folder.
00:34If you're a monthly member or an annual member of lynda.com, you don't have
00:38access to the exercise files but you can follow along from scratch in your own assets.
00:42So let's go ahead and get started with Advanced Modeling in Revit Architecture.
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1. Getting Started with the Massing Environment
Exploring modeling approaches
00:00There are many approaches to creating 3D geometry and designing building forms,
00:04and in Revit we have several environments in which to do this.
00:08So in this movie, I want to showcase to you each of the working environments
00:12that we have available to us.
00:13And don't try to follow along, I have a few files open on screen, one showing
00:18each of the working environments, and just kind of watch what I'm doing and let's
00:23kind of get familiar with the ways that we can identify each of the working
00:26environments, and then in the movies that follow, we'll get into the hands on.
00:30So the first environment is the Project Environment.
00:33So this is probably the environment that's most familiar to you if you've been
00:36using Revit for awhile.
00:37This is the Project Environment.
00:39Your standard Project Environment,
00:40it has Walls, Doors, Windows, Components, Columns and so forth.
00:45These are all on the Home tab.
00:47Over here on the Project Browser, I have different kinds of Views, my Floor
00:51Plans, my Ceiling Plans, my Elevations, and the easiest thing about this
00:55environment is I just simply pick up a tool and I start working.
00:59If a tool is grayed out, like over here on the Home tab, the Level and the Grid
01:03tools, then that simply means I can't add those items in this view.
01:08So here in the 3D View, I'm not able to add Levels and Grids, but if I was
01:12in the Floor Plan, I could add Grids and if I was in an Elevation, I could add Levels.
01:19So Revit kind of keeps track of the view that I'm in and lets me know with
01:23little clues, by the way things gray-out on the Ribbon tab, what's available in each view.
01:29On screen here I just have this really simple desk.
01:31It's one of the out-of-the-box families, and I'm going to use that to talk about
01:35the next environment, which is the Family Editor Environment.
01:39And so, I have it open here and we're looking at four different views of the
01:43desk, and the environment in the Family Editor is very similar to the Project
01:49Environment but there are some distinct differences.
01:51So, we have multiple views possible.
01:54If you look at the Project Browser, we do see Floor Plans, we do see Elevations,
01:593D Views; similar to what we had in the Project Environment.
02:02If you look at the Ribbon, however, you could see that all the tools have been
02:05swapped out with Family Editor tools.
02:08So probably the easiest way to tell that you're in the Family Editor is to look
02:12up at your Home tab of your Ribbon and see what tools are available.
02:15So here I have things like Extrusion and Blends and Revolves, as opposed to
02:19Walls, Doors and Windows that I had in the Project Environment.
02:23Now the other thing that's a little different here is we don't have Levels and Grids.
02:29In the Family Editor Environment, we work with Reference Planes, and Reference
02:32Planes, if you know anything about the Family Editor, are sort of part of the
02:37core structure of any good family.
02:39If you want to learn more about that we have an entire course on the Family
02:42Editor here at lynda.com.
02:44But you use Reference Planes and use those to determine where the geometry gets built from.
02:50Now that's a little different than our Project Environment where just simply
02:54going to the View is usually enough to set the working plane.
02:58Here in the Family Editor, we could tell that I want to draw on this plane or
03:02I want to draw on this plane, and set that plane as a working plane and then add my geometry there.
03:07The Conceptual Massing Environment is our next environment.
03:11In a way, it's actually a special case of the Family Editor but as you can see
03:16right away on screen, it looks quite different than both the Project or the
03:20Family Editor Environments did.
03:22We've got this gradient-fill background, which is sort of our biggest telltale
03:27sign that we're somewhere else.
03:29The other thing that we see is, unlike the other two, this environment actually
03:33shows us Levels and Reference Planes directly on screen and you can see them
03:39highlight there when I put my mouse over them.
03:41Those are the working planes in this environment and you can simply select
03:46them to make them work planes, and by selecting them, I could actually draw
03:50directly on that plane.
03:51So it's a little bit more direct manipulation that we're able to do.
03:55If you look at the Ribbon here, you can see a totally different complement of tools.
04:00You don't see 3D forms directly.
04:03So the difference here is if I want to create form in this environment, I
04:06actually start off by drawing a shape, and then when I select that shape, I
04:10can turn it into form.
04:12So as opposed to what I do in the Family Editor or in the Project Environment
04:16where I pick an explicit object and I say I want to draw this object, here in
04:21the Massing Environment, I actually start with the shape of the object and
04:24then turn it into form.
04:25We're going to get into that in a lot more detail in the next several movies,
04:29but that is our Conceptual Massing Environment.
04:32There really is a fourth option and this fourth option is sort of a hybrid
04:37between the Project and the Massing Environment, and we call this the In-Place
04:42Massing Environment.
04:44The In-Place Environment is perhaps the most confusing of the bunch, because I'm
04:49in a project initially, so here you can see I'm in this project here, the Site
04:53project and we're going to use this later in the course.
04:57But on screen, I've got this Mass object here, which represents all of these
05:02buildings together, and up on the Ribbon, there is an Edit In-Place that
05:07appears, and if I click on that, that actually takes me into a special case
05:12version of the Conceptual Massing Environment.
05:15So if you look at my Ribbon, you can see that I've got all the same tools that
05:19I just showed you in the Conceptual Massing Environment.
05:22The difference is I'm now viewing them from within a project.
05:27So it definitely is of the bunch, the most confusing and perhaps the least
05:32desirable of the bunch to be in.
05:35So I'll talk about when to use In- Place Massing in a little bit more detail in
05:40later movies, but just in terms of giving you a complete inventory, those are
05:45four different possible environments.
05:47The Project Environment, which is you're most familiar, your Family Editor
05:50Environment, your Conceptual Massing, and then your In-Place Conceptual Massing.
05:54We've explored the four different environments from a very high-level.
05:58Any of these can and often are employed in typical building design projects.
06:03In fact, you'll often see several of these approaches used at the same time.
06:07In the lessons that follow, we will begin exploring detailed techniques
06:10involving several of the approaches noted here, and we'll begin those explorations
06:14with the Revit Conceptual Massing Environment.
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Understanding the massing environment
00:00When beginning the design process for a new building, the establishment of the
00:03buildings overall form can happen in a variety of ways.
00:06For example, traditional approaches include clay models, styrofoam and
00:10cardboard study models, sketches, or we can work the model in a computer
00:13program such as Revit.
00:15Often a combination of these techniques is employed.
00:18The Conceptual Massing Environment in Revit is a free-form work environment
00:21which allows you to explore and iterate many design concepts quickly.
00:25In this environment, there are no walls, doors, or roofs, only forms and relationships.
00:31The first time you enter the Massing Environment, it can be a little confusing.
00:34It looks very similar to Revit, but it has a lot of differences as well.
00:38So in this movie, we're going to take an overview of the user interface of
00:41the Conceptual Massing Environment and focus on how it differs from the standard Revit UI.
00:46So I am in a file called CME.rfa.
00:49Now you'll notice that it does have an RFA extension.
00:53This is actually a Family Editor Environment, so the Conceptual Massing
00:56Environment is a version of the Family Editor, not a version of the
01:00Project Environment.
01:01And if you watched the last movie where we got a quick overview, the first thing
01:06that we notice is the Gradient Fill background that we see in the Conceptual
01:11Environment; that's our first telltale sign that we're here.
01:15Another thing that's pretty different about the Conceptual Environment is,
01:18objects like Levels and Reference Planes actually appear in 3D in this
01:24environment, so that's something that we don't see anywhere else in Revit as well.
01:28Now when you look at the Ribbon, it's perhaps the most confusing aspect of the
01:33Conceptual Massing Environment of all, and that is, we are in here because we
01:37want to model 3D forms and yet we don't see any 3D form tools whatsoever.
01:44The basic workflow in this environment is you set a Work Plane, you draw a
01:49shape, and then you turn that shape into form.
01:53So the Work Plane, I am going to just accept the default for the time being.
01:58And I'm going to go right to creating a shape, so I am just going to do a simple
02:02circle, draw a circle out on this Work Plane.
02:07You'll notice that it's actually highlighting the Ground Plane, so the default
02:10Work Plane is the Ground Plane.
02:12And then cancel out of there and select the circle, and that's going to give me
02:18access to the Create Form button.
02:21So we had our Work Plane, we draw a shape, and then we create form.
02:26If it's obvious the form that you want to create, Revit will just simply create it.
02:31If there's any question as to what you're trying to create, then it will
02:34basically ask you which form you had in mind using what they call here the Intent Stack.
02:40Now I can either make a cylinder or a ball from this shape.
02:45So by just highlighting the one I want and clicking it, Revit will give me the
02:49appropriate 3D form.
02:51If I selected a shape that was non- ambiguous and click Create Form, it would
02:57just simply create it.
02:59So when I click a box shape, it really doesn't have to ask me any questions, it
03:03just simply creates a box from it, and we see it create that form.
03:07We mentioned the Work Plane and I just accepted the default initially.
03:11Well, the way that you set Work Plane in the Conceptual Environment is
03:15actually fairly simple.
03:16You just simply click the plane that you want to use as a Work Plane and that
03:21will automatically set that as the Work Plane.
03:23And so now if I go back and I draw my shape, cancel out of there.
03:29Hold down my Shift key and drag my wheel to orbit around, you'll notice that
03:33that circle is now actually drawn up right on that vertical plane.
03:39And then I could select it, Create Form, choose my intent, and it will create my
03:45cylinder on that plane.
03:47Now I can also use Reference Lines.
03:52If you are not familiar with Reference Lines, they are similar to Model Lines,
03:56except that they have all of these integrated work planes within them.
04:00Now notice by just simply clicking that, it actually highlights a little gray,
04:05bluish shaded plane right there.
04:08The easier way to see that is to actually come up here to the Work Plane panel
04:13and click this Show button, and that will show me the Work Plane even when it's not selected.
04:20So without all that clutter in the way, I can see that this Work Plane is now active.
04:25If I were to draw something, I'd be drawing it right on that reference life.
04:29If I want to set one of those other planes, what we'll notice here is there is a
04:34Work Plane here, press my Tab key, there's another one here, move down toward
04:39the end, there's another one here.
04:41And I could make any of those the active Work Plane, and then when I draw the
04:48object I'm drawing would actually appear on that Work Plane.
04:53And the neat thing about doing that is, if I were to edit these grips you
04:58can see that that object stays associated with that Work Plane as it changes in real-time.
05:04So using Reference Lines can be a way to create a Work Plane that then
05:09can become variable.
05:10So if you're building a more complex form and you want to be able to flex it in
05:14various ways, using Reference Lines instead of either Reference Planes or Levels
05:19can actually be a better choice for your Work Plane and we'll see more examples
05:23of that later in the course.
05:24So the Work Plane is one difference.
05:27You simply select the object, or use the Set Work Plane button and that's pretty
05:30different way of working here in the Massing Environment.
05:34What's another difference here in the Massing Environment?
05:36Over here I had a rectangle and I turned it into a box, I am going to draw a new
05:40rectangle but I want to set my Work Plane, and draw a new rectangle over here.
05:45I want to talk a little bit about selection that's different in this environment.
05:50Notice that when you highlight the edge of a rectangle or any shape, it actually
05:55highlights the chain first by default.
05:58Now that's exactly the opposite of what we have in the Project Environment.
06:01In the Project Environment, we highlight one wall and then we have to press the
06:04Tab key to get the chain.
06:05Here, if I want to get just one line, I would actually have to use the Tab key.
06:10So the default is chain and then I use the Tab key to get an
06:14individual selection. Default is chain;
06:17Tab key gives me the individual selection.
06:20Now, it turns out you can actually create form even from that individual line.
06:26notice that what Revit will give us-- if I just zoom in a little on that, is a
06:31plane that's extruded up from that line.
06:35If I select the rest of the chain, Create Form again, it kind of get this
06:39shelled out form right here.
06:42So we can create solids or we can create surfaces in this environment.
06:48Now another difference is the way that we actually select forms.
06:51If you move your mouse over to one of these existing forms, what you'll notice
06:55is, the actual individual parts and pieces of the form will highlight like the
06:59surface or this surface or even the edges.
07:02And if I click on them they will select, click on it, it will select.
07:06And I'll get this little control handle.
07:08If I want to select the entire form, I have to actually press Tab to get the
07:14form and then I won't get a control handle, I am going to be moving just that entire form.
07:19So the control handles are actually a really powerful feature in this environment.
07:24They have the three different colored arrows, each one representing one of the standard axes;
07:29X, Y and Z.
07:31So if I want to move this plane and move it along the X axis, I can simply
07:36drag that red arrow.
07:38If I move either the green or the blue, the Y or the Z and drag that, it will
07:44actually shear my box and change its shape, and I can kind of shear it in
07:49either direction there.
07:51And if orbit around a little, you can kind of see that my box is now all
07:55distorted in three directions.
07:58Now if we look carefully here at these little angled portions that kind of
08:04connect two of the arrows, that is a way of changing the form along both of those
08:10axes at the same time.
08:12So if I were to drag this one, I would actually be changing it both in the Z and
08:17in the Y at the same time.
08:19And so I could move really in any angle, but I'm constrained to that plane.
08:23I could move at any angle, but now I am constrained to the X and Y plane.
08:28So using those control handles, you can freely manipulate the form either
08:34directly on the surface or even on the edges, like so, okay.
08:40Now, I come over here to this form and I highlight it and it highlights a
08:45little differently.
08:46I didn't press the Tab key and yet it's highlighting the entire object.
08:50This one here, when I click on it, what we see is it's actually an object.
08:55This is a nested massing family that's just brought right into this project.
09:00So just like we can bring in any family into any project or other family, we can
09:06do the same thing here in the Massing Environment.
09:08The way this thing got here, was on the Home tab, using the Component button.
09:13so the same way that you would do it in the project or Family
09:16Editor Environment.
09:17You click Component, you open up your list, you've got some different choices
09:22here Cylinder, Cone, Arch, right, this is the one looking we are looking at is
09:25Arch, may be I want to use a Cone.
09:27And you can place these things in a variety of ways.
09:31Now notice that right now it's saying that I can't actually place it.
09:34I am getting a circle with a line through it.
09:36The placement options over here on the Ribbon indicate how it's going to be placed.
09:41I can either place it on faces, which is what it defaults to, and then you'll see
09:46it highlighting the faces of existing geometry as I move my mouse around.
09:51I can even place it on other nested objects here;
09:55give my little arch a hat.
09:58Or I can place it on a Work Plane.
10:01So if I do Work Plane, then what I would have to do is cancel out of here, set
10:08the Work Plane first, go to Home, go to Component and then choose Place on Work
10:14Plane and now I can place it freely anywhere on that Work Plane.
10:19So I have to choose which placement mode I want and then I can place it in
10:24one of those two ways.
10:25Now, when you're done building your form and we've been kind of messing around
10:29here so there's really nothing terribly exciting here to save.
10:32But the last step of working in the Massing Environment is you build up your
10:36form, but then in order to actually use it, you need to load it into a project.
10:41And that project is what will ultimately become your building design.
10:45So I don't actually have a project loaded right now.
10:48So I'm going to go to the big R, go to New, and create a new project, and I'll
10:53just use the standard default template and click OK.
10:57And so here I am in my standard Revit Project Environment.
11:00I am going to minimize the view, I'm back here in my Massing Environment and
11:07then I use the Load into Project button.
11:10Now, if you've ever worked in the Family Editor, and again, it's not required as
11:13a prerequisite to this course, but if you've ever done any work in the Family
11:16Editor, then this is a similar workflow.
11:18You go from your family and you load it into your project, and so in this case
11:23our massing family, we are going to load it into our project.
11:27And the difference between loading a standard family and loading a massing
11:31family is the massing family will tell us that it has to enable the Show Mass mode.
11:38And this is because, by default, masses are a hidden object type in Revit, so
11:44we need to unhide them. We need to display masses before your family will actually show.
11:49So it's offering to do that for you here with this very long-winded message here.
11:52So I'd just simply click Close and then I get similar placement options that we
11:57just saw a moment ago.
11:58Now there are no faces for me to place this thing on, so I'll simply do Work Plane.
12:02In this case, the Work Plane will be Level 1, and you could see that I can place
12:07my mass somewhere on screen.
12:10And it's warning me that it contains both solid and mesh geometry.
12:14You recall that we did extrude up, if I go to 3D, we did extrude up some
12:19surfaces here and it's just simply complaining that the Project Environment
12:23might not fully understand some of those surfaces.
12:26And then you can see that here is my mass form ready to be used here in my project.
12:32Now I am not going to get into the details of how we use it just yet.
12:36That will be the subject of later movies.
12:38But at this point we would now have our clay model, if you will, our digital
12:42clay model and we'd be ready to go the next step of our design phase.
12:46So the Conceptual Massing Environment has some distinct differences from the
12:51Standard Revit Work Environment.
12:52The idea is that, you use the Conceptual Environment to explore forms and
12:57perform massing studies and iterate design ideas about your building.
13:02If you've used Revit for a while, but you're new to conceptual environment, it's
13:05going to take a little getting used to.
13:07But however hopefully, you'll find that the design freedom that's afforded by
13:12the environment will make the initial discomfort a small price to pay.
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Building an in-place mass
00:00If you watched the last movie, you now have a pretty good idea of how the
00:03Conceptual Massing Environment workflow is intended to function.
00:07But it turns out that the Conceptual Massing Environment can actually be
00:09accessed in two ways.
00:11You can create a new Conceptual Massing family, which is what we looked at in
00:15the previous movie, where you're working in a Family Editor Environment, you get
00:18the Gradient Fill background, the Levels, the Work Planes, and so on, or you can
00:24create your massing in-place in the project environment.
00:28Now the advantage of creating it In- Place in the Project Environment is you're
00:32in more of a sketch mode.
00:34So you actually get your building model grayed out in the background and you can
00:39snap to its geometry to help you build your mass with respect to that
00:44surrounding context.
00:46The disadvantage is that when working in the Massing Environment, you don't
00:49have full access to all of the tools that you would see in the Massing
00:54Environment family.
00:56So there's a little bit of a trade-off.
00:58But in the interest of completeness, in this movie, I wanted to do a quick
01:02In-Place Massing example.
01:04We will actually have another example of In-Place Massing later in the
01:08course, but for the most part, most of the work that we're going to do in the
01:12Massing Environment, we're going to actually do in the Conceptual Massing
01:15Environment Family Editor.
01:17So just to be clear on that.
01:19So I'm in a really simple file here called Inplace Mass and this is a Revit
01:23project file, so it does have an RVT extension and it's a very simple project.
01:28It just has two walls in it.
01:30The first thing is, again, if you watched the previous movie, you remember at
01:34the end of the movie when we loaded the mass into the project, we had to
01:38actually enable Show Mass mode.
01:41Now Revit offered to do that for us when we loaded the massing in automatically.
01:47Here if we want to create a massing family, we need to come over to the Massing
01:52& Site tab and we need to tell Revit that we want to see the masses.
01:56We need to show mass ourselves.
01:58We're going to use this button here to do that.
02:01And when I click that, it turns on that mode.
02:04Now nothing actually happens on screen because we haven't built any masses yet,
02:09but when we do, they will actually appear.
02:11If you try to create masses without Show Mass on, you'll get that message again
02:16where Revit will say, hey, you might want to turn on the Show Mass mode because
02:20it's not displayed right now.
02:22Right next to that button, we have the In-Place Mass button and this is what
02:28we use to actually create a new massing family on the fly directly in our
02:33project environment.
02:34And I'm going to call this Test Mass and click OK.
02:39The name in this case is not important, but normally you'd want to choose a good
02:44descriptive name so that you can remember what you intended later.
02:48Here's one of the downsides that you see right away to the In-Place
02:51Massing Environment.
02:53Unlike the Massing Family Editor, we do not see the Level, we do not see the
02:58Reference Planes showing on screen in 3D.
03:00If you wanted to see levels, because you're in the Project Environment, you'd
03:04have to go to an Elevation View and then your levels would appear, or if you
03:11want to see reference planes or any other kind of work plane, you'd have to go
03:15to a Floor Plan View and then you'll see that the Ribbon tab is similar to the
03:23Massing Environment, and therefore, the Reference Plane button is actually
03:27kind of stashed away right here, not where you'd normally find it in the
03:31Project Environment.
03:32So you do have to realize that some parts of the In-Place Environment do match
03:37the Massing mode and some match the Project mode.
03:42So here's a reference plane, for example, but if I go back to 3D View, notice
03:47it does not display.
03:49So there are some trade-offs when you go into the In-Place mode versus the
03:53actual Massing Environment mode.
03:55Now I do have the Set Work Plane buttons, I do have all the same Sketch tools, I
04:00do create form the same way.
04:02So I want to make sure that my active workplane is the level and you can see
04:08that I can turn on the Show Mode, zoom out a little bit, and my Floor Plan level
04:13is actually my current workplane, and I'll zoom back in.
04:17And then let's say that I wanted to build some sort of mass form and use these
04:21walls here in the background to help me do that.
04:24So I can use this Pick Lines option, and this is really the biggest advantage of
04:30doing In-Place, is that I could say, well, give me a line here, and give me
04:33another line here, and maybe I want to back that one up, like so, and take this one
04:40and back that one up, like so.
04:44So I want to draw an arc next, and I want to make sure that the Placement Plane
04:49is on Level 1 and I'll just kind of draw out a shape here, cancel out of there,
04:56and then I'll use my Trim and Extend to a Corner tool to clean this up like so.
05:03Now I can select this, and you'll notice that because we're in the Massing
05:07Environment, it actually does select Chain by default, so that is a
05:12little different here.
05:14Click on it, use my Create Form, it will create the form, I get the same little
05:20control handles here where I could just the X, Y, or Z and I've got that form.
05:26And in addition to creating solid forms, we can also create Void Forms, and we
05:32can also create directly on the surfaces of this existing geometry.
05:38So I can go to my Set Work Plane and I can use the wall surface as a Work Plane
05:45like so, and then once I have that, I can draw out a form, like maybe this circle right here.
05:54And this time when I select this, instead of going to Create Form, I'm going to
05:59click the dropdown and you can actually create a Void Form.
06:03Now we can do this in the regular Family Environment as well, but here this is
06:07how you do it in the Massing Environment.
06:10It will suggest either a--little difficult to see from these glyphs here--but it
06:15will suggest either a cylindrical form or a circular form.
06:20And I was going to go with the cylinder but I actually kind of like the Swiss
06:23cheese effect right here.
06:24So I'm going to go ahead and choose that and it sort of looks like I have a big
06:28old piece of Swiss cheese right here, so I'm kind of liking this form, and I'm
06:33going to go ahead and finish it up there.
06:35Now when you're done, you click the Finish Mass button and that completes
06:42your work in that In-Place Massing mode and then you can see that you've got
06:48this final mass form.
06:49While you will get similar behavior and features from both massing families and
06:54In-Place Masses, the majority of the lessons we will explore in this course will
06:58focus on massing families in the Conceptual Massing Environment.
07:01In general, In-Place Families whether massing or standard families, should be
07:06reserved for very unique situations where they will not be reused and where
07:11the context of the existing building forms is critical to determining the form of the In-Place.
07:17If you can build your form in the Family Editor instead of doing it
07:20In-Place, it's typically more flexible in the long run and it's typically
07:24what's recommended.
Collapse this transcript
Creating massing forms
00:00Creating forms is the most basic skill you need to develop when working in the
00:03Conceptual Massing Environment.
00:05Form making in the Massing Environment differs quite a bit from the standard
00:09Revit Project Environment or the Family Editor.
00:12Therefore, the focus of this movie will be on the basics of form making.
00:16We will not be building anything particular, but rather we're going to learn the
00:20concepts required and the techniques required to create many common forms.
00:24Now I am going to start with some of the forms that you can create in the
00:28Standard Family Environment like, extrudes, blends or sweeps.
00:32Now you may recall if you've watched some of the previous movies that we have a
00:36single Create Form button.
00:38So how does it know whether you wanted to do an extrude or whether you want to
00:42do a revolve or whether you want to do a blend?
00:44Well, it largely guesses based on the objects that you draw, the shapes you draw
00:49and how you select them.
00:51So I am in a file called Create Forms and it has several shapes in here already
00:55to get us started, so that will help us speed things along.
00:59From previous movies, you may recall that what's required to create form in
01:03the Massing Environment is you set your Work Plane, you draw your sketch, and
01:06then you create form.
01:08I've already got several sketches here, they are already established, most of
01:11them to this Work Plane.
01:12So I am just going to simply select the form that I want to create and then come
01:16over here and click Create Form.
01:17And at its most basic it will guess what the appropriate form is and simply create it.
01:23Now in that case, we just had a basic rectangle and there was really only one
01:27thing that it could do with that, it could extrude it.
01:30Now, if I came over here, did the same thing with this form, it will just
01:35simply extrude it again.
01:36But what would happen here, if I selected two forms, stacked on top of one another.
01:41Now for if I just kind of take a quick look at this, orbit it around, what you
01:45see is, those things are stacked relative to one another.
01:50In height, one of them is associated with this plane;
01:52the other one is associated with this plane.
01:54If I do Create Form there, I get essentially the equivalent of a blend.
01:59So in the traditional Family Editor Environment, you would click the Blend tool
02:03and then you'd sketch your base and then you'd sketch your top.
02:06Here in the Conceptual Environment, you set your Work Plane, you draw your first
02:11shape, cancel out of there, you set your next Work Plane, you draw your second
02:17shape, and then you select these two, and there is really only one thing that
02:22Revit can give you with this and that's a blend.
02:25And you can see here that it blends between the rectangle and the circle in much
02:31the same way that it did with little pyramid shape right here.
02:34So that's the basic idea, so again I've just got the forms here just to move
02:37things along a little bit.
02:39We saw in previous movies that in some cases when you choose something, you'll
02:44get more than one choice, so there was really no ambiguity with any of these
02:48forms here, but this one could either be a cylinder or a sphere.
02:53So I can choose whichever I prefer.
02:56There's another way to create a sphere as well, so that was certainly one way
03:00that I could do it, where it basically revolved that circle to give me a sphere,
03:04but if you look over here, you'll notice I've got a line and half an arc, and
03:09I've got a similar version of it here with another line and have an arc, but
03:12this one you'll notice has a line connecting the arc there, this one does not.
03:17So the difference is that technically these two shapes here, and let me do it
03:21with a window selection.
03:24Technically, what I am going to get here is actually a surface revolve.
03:29When I do Create Form, there's really only one thing that it can give me.
03:32Notice that it didn't actually show me multiple glyphs, because the only thing
03:37it could do with that, and it was really this straight line that was the
03:40giveaway, is revolve that arc around to form a sphere.
03:45So with this shape, the difference is that I actually have two lines, let me
03:49zoom in slightly here to show you.
03:51I actually have two lines there, this one and this one, and so really if we
03:56select just this portion right here.
03:59If I were to just go right to create form with only that, it would actually
04:02extrude that, because it would assume that that's what we had in mind.
04:06If I undo that with Ctrl+Z and I select everything including this line here,
04:13then it makes my intent a little bit more obvious and I end up with a revolve again.
04:18So you'll notice that the same basic shape by introducing this additional line
04:23that becomes an axis line, there is really only one thing that Revit can
04:26properly assume to do with that, and that's to turn it into a revolve.
04:31So sometimes, when answering that first basic question, how does it know what
04:36shape to create, sometimes you have to kind of help it along by introducing an
04:41additional bit of line work to kind of get what you intend in mind.
04:45Again, sometimes it will not be clear, it will give you more than one choice and
04:50in this case I could go to the cylinder, other times you're going to have to
04:53make it clear by introducing that additional shape.
04:56Now what about a sweep?
04:58Well here, if I zoom in on these two little S-curves over here, I've drawn the
05:03S-curve in two different ways.
05:04In this case I have a chain of lines and arcs.
05:07So here, if I do my Tab key, there is one arc here, there is a line here,
05:13and another arc here.
05:14Here, I just have a spline, a continuous spline.
05:17Now in both cases, I am going to select this polygon and then the chain with the
05:23Ctrl key and go to Create Form and that gives me a sweep.
05:27Here's the spline with the hexagon, Create Form and there is a sweep.
05:34But notice the difference between these two when I zoom in.
05:38Here, I've got a seam where it went from arc to straight line, back to arc.
05:42Here, it was seamless, because I'm sweeping along a continuous spline.
05:48So if the seam is important to you and you want to avoid getting the seam, then
05:52this is the approach you have to take as you can use a spline.
05:55Now if I direct your attention over here to the toolbox, we have two kinds of
06:00splines, we have the spline with the control handles, and this is more of like a
06:04Bezier curve, and we have this one Spline Through Points.
06:07So there's actually two ways you can create the curve and both would give you
06:12the same result here, but it's just a different kind of curve and you can feel
06:15free to experiment with those.
06:17Now something that you can't really easily do in the traditional environment is
06:22what would be termed a loft in most 3D applications.
06:26A loft is where you create multiple shapes like multiple cross-sections and then
06:31essentially do a continuous blend from shape A to B to C. So to do this in the
06:37traditional family environment, I would have to blend from the first rectangle
06:41to the second and then from the second to the third.
06:44But of course when I do that, I would get straight segments in each case.
06:47In other words, if I take this guy like this and do this, you see how I get
06:54a straight line here.
06:55I am going to undo that.
06:57But if I select all three together, and do Create Form, then Revit will actually
07:02average the path between the three shapes and it'll have this curvature to it
07:08and that's more of a loft.
07:10So you actually do get a quite different result when you select all three shapes at once.
07:15And if I select this guy and kind of spin it around a little, you can see that
07:21the three cross-sections are still in there as rectangles, but they have that
07:26curved path which blends between each of the three.
07:29So it would be much more difficult, if not impossible, to get that form in the
07:34traditional Family Editor.
07:35Okay, so that's sort of something that's pretty unique here in the
07:38Massing Environment.
07:40Now we already talked about this in a previous movie, but I just wanted to
07:42remind you that if you use your Tab key, you can select just a single edge
07:47and then if you create form what you get instead of a solid form is you get
07:52an individual plane.
07:53Okay, and if I select the others, they will extrude separately and I get an
07:57individual plane there.
07:58So it becomes like a hollow shape there.
08:02Now, what about something like a pyramid form?
08:05Now, by the way, what I'm doing here is a little trick here.
08:07I want to point out is if you select something first and then hold down the
08:11Shift key and drag your wheel, it orbits around what you have selected.
08:16This is a much better way to control your orbit.
08:19If I didn't have anything selected and I do that, you see how I am kind of
08:24orbiting around the center point, and sometimes the thing that you're trying to
08:29look at could spin right off screen.
08:31But if you select something first and you orbit, then it centers the
08:35rotation around there.
08:36So it's usually a better thing to do if you can remind yourself to always
08:39select something first.
08:40Now what I have here is a square here and a really tiny square up above it.
08:45To get a pyramid shape, there really isn't any way that you can extrude from
08:50a square to a point.
08:52So if your pyramid has a little top shape here, then you could do it with a blend.
08:59But what you'll see, if I zoom in, is that I do have this flattened out top surface there.
09:05Now technically speaking, if we were going to go build a pyramid, it probably
09:08wouldn't end at just a perfect point, so that might actually be appropriate.
09:12But if you actually wanted it pointed, then what I am going to do with these
09:16shapes over here is show you how we could do this using a combination of solid
09:21forms and Void Forms.
09:23And this will give us an opportunity to also talk about voids, because up until
09:27now, all the forms we've been creating we've been using the solid.
09:30So, I am going to start with this one and it was drawn on a vertical plane,
09:36which is actually buried under here somewhere, there it is right there.
09:40That was drawn if I use the Tab key on a reference plane, which you can see is
09:45kind of buried underneath there and that's where this triangle was drawn.
09:49And so it's pointing straight upright, and I'll just do Create Form for that.
09:53And you can see that it's only a short depth of about 10 feet there.
09:58I could type in directly some number or I can use these control handles and
10:04actually snap it, and you could see right there that it's snapped to that plane.
10:08Let me show you that again.
10:09If I back it off a little bit and kind of pull it forward, you can kind of see
10:12it highlighting when I get close by, so it snaps right to that, and it turns out
10:16that was 28 feet, so I could've typed that in.
10:19And so that gives me just an extruded wedge.
10:22Now I am going to create a Void Form and I do that by selecting one of these
10:25triangle shapes here, which was also drawn on a vertical reference plane.
10:30Go to the dropdown here, go to Void Form, and it again creates just a short
10:38depth void, in this case it's only about 7 feet, and what I am going to do is
10:43simply take this grip here.
10:46And you can kind of see it cutting through as I drag, so if I stop short, it
10:52kind of did it, but you notice how it doesn't look like it's doing anything,
10:54you've got to deselect it to see the effect.
10:57So you can kind of see that it's only cutting halfway through.
11:00Now if I want to adjust it later, I've got to move my mouse over here and Tab,
11:05and I might have to do it a few times to get back to the void, it's still there, okay.
11:11And I can tab in to that face again, right there, and continue to stretch it so
11:18that it cuts all the way through.
11:20And again, the effect is concealed while the void is selected, but as soon as
11:25you deselect the void, it applies the cut, and if I select this and spin around,
11:32you can kind of see the effect there.
11:34So I just need to repeat that process with this one, make it a Void Form,
11:41stretch it all the way out here, deselect.
11:45Select something so that I am orbiting around it, and there is a pyramid that
11:50has a point at the top.
11:53So it's a slightly different approach to the issue.
11:55If having a flat top bothers you, then you can use a combination of solids and voids there.
12:02So as you can see that basic form making in the Conceptual Massing Environment
12:06is easy once you know the process and workflow.
12:08It does take a little bit of getting used to at first, but the basic idea is
12:13begin with an idea of what you want to create, set your active Work Plane to
12:16draw one or more shapes.
12:18You select those shapes, either the one shape or multiple shapes and use the
12:22Create Form button and that gives you your form.
12:25If you want a Void Form, you use the drop down and you create Void Form.
12:29And that gives you something that will cut away from a Solid Form.
12:33So with a little bit of practice even complex forms can be created
12:36quite efficiently.
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Manipulating forms
00:00A big part of the design process is making changes.
00:03Design ideas evolve over time.
00:06Once you have your basic forms, there are many ways you can modify them in the
00:09Conceptual Massing Environment.
00:11In this movie, we'll explore some of the basics of form manipulation in Revit massing.
00:16So I'm in a file here called Manipulate Forms and it's largely similar to the
00:21one that we completed in the end of the last movie.
00:24I have several different forms on screen here.
00:27The ones here in the middle were created with basic extrusions, this one was
00:31more of a blend, this was our loft, this was our sweep, and so on.
00:35So I'm going to start off by talking about some of the really basics and review
00:39a few of the things that we've covered in previous movies in case you need
00:42a review of those, for example, selection.
00:45So as you move your mouse around, remember that if the form already exists,
00:51Revit will initially default to selecting individual parts and pieces of the form.
00:56So I can select the surface of that form, or the edge of that form, or even the
01:01point associated with the corner there.
01:04I'm going to zoom in a little bit and get into that in a little more detail here.
01:08So there is the surface and we talked in a previous movie about this little
01:12gizmo which allows us to push and pull the edges, I'm going to undo that. Same thing here.
01:17I could change the height by pushing and pulling in the Z direction.
01:21I'm going to undo that.
01:22I can do the same thing with the surface or with the edge.
01:29Now what you'll notice is a little different on this one that's at an angle than this one.
01:34Here I get the blue, red, and green axis indicators for Z is the blue, X is the
01:41red, and Y is the green.
01:43Well, when I click this one, I still have the blue Z axis, but then these
01:48other two turn orange.
01:50Think of those as local coordinates to that surface, so when your surface is not
01:55parallel and perpendicular to the X, Y, and Z, it gives you these local axes.
02:01Now if I pull this, this will just simply pull that surface perpendicular to its own face.
02:08Another way to say that is it stays parallel to its previous position.
02:11If I grab this one and pull it, it stays in plane but just moves side to side
02:18and then ends up shearing the edges that are attached to it.
02:21I'm going to undo a couple times there.
02:23So that's what's different about the axes when they turn to this orange color.
02:28If I tap the Spacebar, it will actually toggle the axes indicator to go back to
02:36the standard X, Y, and Z. And then if I pull this, you're going to see that
02:41that plane still moves parallel to its previous position but it travels along the X axis.
02:47So the impact that it has on this face is to just simply lengthen it, but the
02:51angle of this face actually changed. I'll undo that.
02:56So that's the difference between the red, green, and blue indicators versus
03:01the orange indicator.
03:02So really it depends on the surface you select which one you'll get, and if you
03:07want the other, you just tap the Spacebar and it will toggle between the two.
03:12Now the next thing I want to discuss is just basic modification commands.
03:15Now I'm not going to go through each one of these because they are really the
03:19same here in the massing environment as they are in standard Revit, but that's
03:22your typical Move, Copy, Rotate, these kind of commands.
03:26The only thing you need to pay attention to here is what you have selected
03:31before you run the command.
03:32So if I go to the Move command for example and I had only this surface
03:36selected, then it's actually going to have the same effect as if I pulled up on
03:44the control handle.
03:45It's moving that surface and in that case it moved it parallel to itself and
03:49basically increased the height of the box.
03:52If I tab first and select the entire box and then use the Move command, you'll
03:59see that the result is the entire box moves.
04:02So the main thing here is before you use any of these tools, Move, Copy, Rotate,
04:07you want to pay attention to what's selected.
04:09Here's Rotate and that will actually twist the box versus this, where I tab and
04:17I go to Rotate, and it will rotate the entire box.
04:21So those are the basic modification tools.
04:24In addition to the standards that we have, the little gizmos that appear when
04:28you select the faces and the edges and the standard Move, Copy, Rotate commands,
04:32we also have many tools over here that are unique to form elements.
04:38So the two that I want to look at here in this movie are Add Edge and Add Profile.
04:43Now I've got this box over here selected and you can select an individual face
04:48or it might be a little safer to actually tab first and select the entire box.
04:53And I can either add an edge which will run vertically, or I can add a profile
04:59which will be parallel to the plane it was created in.
05:02So let me start with the Add Profile, and as I move my mouse around, you'll
05:07see that it's creating another profile parallel to the original plane of this extrusion.
05:15And I click to set the location of that profile.
05:18Once I have that profile, you can see now that if I deselect and then move my
05:23mouse over there, I can actually click that individual edge and start to
05:28manipulate it and I can take what was a simple extruded box and start bowing out
05:33the edges of the form, for example, like I've done here.
05:37Now if I select it again and I use this other feature Add Edge, now you could
05:43see that I'm running perpendicular to the creation plane or vertical if you want
05:47to think of it that way, and I can create an edge here, create an edge there.
05:51And again, if I cancel out of there, I can now select that edge and start to
05:57pull it and transform the shape, start to pull it and transform the shape.
06:03So you can start with a very simple form and just by adding some edges and some
06:08profiles, turn it into something that's much more complex.
06:11What you have to remember is, start off by selecting the object that you want
06:16to add these forms to.
06:17Now this one is a compound object.
06:19So it's got the voids cutting away, the sides of the pyramid, so you can see
06:24that those two tools are not available.
06:26So Revit will tell you whether or not those tools are available.
06:29If I pick this one instead, the one that has the little flattened top, that one
06:35does have these features available.
06:37So I could add an edge;
06:40only thing is it's got to be right inside there, let me zoom in a little.
06:44You see how if I go past that little tiny line at the top, it won't work.
06:49So the edge has to connect all the way from top to bottom.
06:54The profile on the other hand, that can go anywhere.
07:00But I can't use either of those features here because this is a compound shape.
07:05If you recall from the previous movie, if I move in and start tabbing, there is
07:09an extrusion here cut by these void forms here.
07:16Interestingly enough, the void form could have edges and profiles, the wedge
07:21form could have edges and profiles.
07:25So the way that you would modify this form isn't by modifying the overall
07:28compound shape, rather what you would do is add edges and profiles to the
07:34underlying forms that make up the form, and then when it's done, it would
07:38reapply and you would see the result.
07:40So, for example, if I came in here and added an edge maybe like right there and
07:48then tab into that, pull that edge out a little bit, and then when I deselect the
07:57whole thing, you'll see the result that it had.
08:00I want to orbit this thing around.
08:01Remember, to orbit it, you first select the object and then you use your Shift
08:06and your wheel and you'll be spinning around the object you have selected.
08:09If you don't remember to do that, it'll spin the whole drawing around the center.
08:12But you can see that the result of that modification was that the overall joined
08:18form is modifying as well.
08:20So being able to quickly edit the form as the design needs change is critical in
08:26a fast-paced design environment.
08:28The Conceptual Modeling Environment offers many tools and techniques to modify
08:32forms and to modify them efficiently.
08:35So take some time to practice some of these techniques.
08:38Here we looked at Add Edge and Edit Profile and basic Move and Rotate.
08:42In the next movie, we'll look a little further at some of the other
08:46form-specific modifications that we can perform.
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Using X-Ray and Dissolve
00:00There are many ways you can manipulate an existing form.
00:03Sometimes it is easier to return to the original primitives that were used to
00:06create the form in the first place in order to edit it.
00:09The Conceptual Massing Environment offers a few different ways to do this.
00:13A simple approach is you can edit one of the profiles directly.
00:16You can do this with the Edit Profile and/or the X-Ray tool.
00:20The Dissolve tool can also be used if you wish to completely dissolve the form
00:25and return to the original curves that were used to create it.
00:28So in this movie we'll look at each of these tools and specifically how we can
00:32get back to the original forms used to create the objects from.
00:35I'm in a file called Xray Dissolve and this file is just another copy of the
00:40same file that we've been looking at in the last few movies and I have several
00:43different examples here on screen.
00:45So we'll look at a few of them and feel free to experiment further on your own.
00:49So let's start with the Edit Profile option.
00:51So I'm going to start off with this simple box here in the middle and I will
00:56zoom in just a little bit, use my Tab key, and select the box.
01:00So over here on the Ribbon on the Mode panel is an Edit Profile button.
01:05Now this is a lot like the same kind of button that you would see in the Project
01:08Environment when you have a sketch- based object like a floor or a roof slab or
01:12something like that.
01:13So when you choose Edit Profile and then you move your mouse around on the
01:17screen, you can actually select and you can sometimes highlight different parts.
01:22I can select the bottom edge or I could select the top edge, but you can
01:26actually select the surface that you want to modify and that will take you to a
01:31Sketch Mode complete with your individual edges here and you can simply select
01:36these edges and manipulate them in any way that's appropriate.
01:39So, for example, maybe I want to reduce the size of that rectangle on the top.
01:45What this will give me when I click Finish here is it will convert my extruded
01:50rectangle, my box, into basically a blend.
01:54So when I click Finish here, hold my Shift key down and orbit around with the
01:58wheel and you can see that I now have a chamfered box because I simply edited
02:02that profile at the top.
02:04Now I could do this again using my Tab key, select that edge at the bottom,
02:10select this, maybe kick it out a little bit, make it a little larger.
02:14When I click Finish, I'll now have a double chamfer on both sides.
02:19So if the change you want to make is as simple as just modifying the shape of
02:23the profiles used to create the shape, then Edit Profile can be a very
02:27effective way to do that.
02:28Now an alternative approach is to use the X-Ray Mode, so I'm going to come over
02:34here and select this object.
02:35And over here on the Form Element panel, we've got an X-Ray button, and when I
02:42click on that, it will kind of make the object semitransparent.
02:46It will highlight all of the shapes that were used to create it in this dark
02:51purple color with points at each of the corners.
02:54And then in the center there will either be a solid black line or a dashed black line.
03:00Now this one is dashed indicating that the path along the center of this form
03:05was determined by Revit, and I'm going to zoom back out and pan over here.
03:10If you use the X-Ray Mode on an object that has a path built into it, like
03:15our sweeps over here on the side, now watch what happens to this one when I click X-Ray.
03:22Notice that the X-Ray turns off over here and it turns on over here.
03:26So X-Ray Mode is limited to one object at a time and when you click it for a new
03:31object, it just simply turns it off for the previous one.
03:33But if I zoom in over here, notice that the path on the inside, that black line,
03:38has now turned black solid.
03:40It's no longer dashed.
03:42That's indicating that I drew the path.
03:44So the dashed is a path that Revit determines for you;
03:48the solid is a path that you drew yourself.
03:50But otherwise, we get the same basic idea, is that here is this purple shape
03:55moving around and this black shape indicating the path of travel.
03:59Now I could select the individual points, manipulate them with the standard
04:04modification, select the individual edges, manipulate those, and you could
04:09see in real time, in the background, my sweep shape changing in the ghosted-out form there.
04:16So when you're working in X-Ray Mode, it allows you to directly manipulate those
04:20original shapes that you used to create it and see the changes in real time.
04:24Take a look at one more example right here with this guy.
04:28Go to X-Ray, here're all of our forms, and again, as I start to manipulate this,
04:34you could see the effect that it has on the shape in real time.
04:38If you just click X-Ray again, it turns the mode off and you're back to looking
04:43at your final forms.
04:45The final way that we can manipulate these forms is to use Dissolve.
04:49Now Dissolve is what you use if you don't want to edit it directly, you'd
04:54actually rather get back to the original shapes that were used to create it
04:58and remove the form.
05:00So I'll just show you really quickly here with this cylinder,
05:03if I click on the Dissolve button over here on the Form Element, it will remove
05:09the cylinder, and in its place, it will leave behind two circles in this case.
05:16If I did Dissolve on this guy, it will remove the object, create these forms
05:23here, and then in this case, it says Highlighted lines overlap and it's
05:26highlighting this orange line here.
05:28That's because what Revit has actually done--
05:30See how there's actually two lines, there is one long line, and the short line
05:37right here, because it drew one line sort of a half-moon shape and then a
05:42second line for the axis line to revolve it around.
05:45Usually when I want to do a revolve, I'll make my axis line longer than the
05:52original form, or actually here's a little trick that I always like to do.
05:56I like to put my axis line outside of the form over here.
06:00Now let's say that I wanted to take this shape, tab into the circle, maybe make
06:05the radius a little bit larger, take this axis line, move it again a little
06:10further, that one stayed connected.
06:13Now when I select this and this, because I'm picking that extra line there, that
06:20should indicate to Revit pretty cleanly that what I intended was a revolve.
06:25But by putting the axis line outside of the shape, I avoid that error message
06:29that we got a moment ago.
06:31If I were to later dissolve this, it's not going to complain and give me an
06:36error because this axis line is outside the object.
06:39The error was just simply saying you have an axis line on top of a line
06:43that matched your shape, and that's all that was and so I can avoid that easily enough.
06:46Edit Profile, X-Ray, and Dissolve offers varying degrees of essentially the same idea.
06:52We take our 3D form and we return to the original 2D shapes that were used to create it.
06:57With X-Ray and Edit Profile, we're doing this directly while preserving the 3D form.
07:03With Dissolve, we're removing the 3D form, returning it to the original 2D
07:07shapes that we can manipulate, make changes to, and then recreate the 3D
07:12form from.
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Understanding reference-based and model-based lines
00:00In the Conceptual Massing Environment, forms can be created from either model
00:03lines or reference lines.
00:05The final 3D shape is indistinguishable in either case.
00:08But the features of the resulting forms and the ways in which they can be
00:12manipulated vary in several significant ways.
00:15When a form is created using model lines, we simply call it a model-based form,
00:19and when it's created using reference lines it's referred to as a
00:22reference-based form.
00:23In this movie, we will look at how to create each type of form and explore the
00:26differences and similarities.
00:27So I've a file here called Model Reference, and there are several existing model
00:33and reference lines already here on screen.
00:36On the top left portion of the screen, these black lines here, those are the
00:40model lines and these purple ones down here in the lower right, those are
00:44the reference lines.
00:45So why don't we start with how they each got there.
00:48When you look over here on your Ribbon, either the Home Ribbon or the Modify
00:53Ribbon, you can see that in the Draw panel, you get exactly the same features.
00:57If I click Home or Modify, there is no change here on the Draw panel.
01:02There's a Model button and a Reference button.
01:06If you click the Model button, these are the shapes you can draw.
01:10Now watch when I click the Reference button.
01:13The shapes do not change at all.
01:15So you can draw all of the shapes using either model lines or reference lines.
01:21Let me cancel out of here.
01:22If you go right to a tool and just click a shape, it defaults to model lines,
01:29and right there you can see this work plane is active, so let me cancel that,
01:33set the Level 1 level active first and then go back to that, and if I draw, I'm
01:40going to get a model line.
01:42You see it's in that black color.
01:44If I go to Reference lines first, and then click Rectangle.
01:49Now we'll be drawing your reference line.
01:51So that's important, because a lot of times we'll jump right to the shape that
01:55we want, and we won't pay attention to whether it's Model or Reference and we'll
01:59end up getting maybe the wrong one.
02:01There is however a way to switch from one to the other, if you accidentally do the wrong one.
02:07You can select, in this case, the model lines and if I wanted those to be
02:11reference lines, over here on the Properties palette there is a feature here
02:16called Is Reference Line, and it's a check box and if you just simply check it
02:21and then apply that or just move out to here, you'll see it'll convert those
02:24to Reference lines.
02:25If I select it again, uncheck it, it'll go back to being model lines.
02:31So it's nice if you remember which one you want first, and draw it directly,
02:37but if you accidentally picked the wrong one, it's not that hard to switch from one to the other.
02:42In addition to the color, the black color for model lines and the purple color
02:47for reference lines, another way to tell which one you have is, when you
02:51highlight a model line, it just simply highlights the edges themselves.
02:55But as we've seen in previous movies when you highlight a reference line, you
02:58also see those Work Planes attached to it.
03:01Now it's real obvious with shapes like the rectangle or the hexagon or even the
03:06arc here that's connected with a line.
03:08But notice here with the spline, those work planes only appear at the ends.
03:12So not every reference line shape has Work Planes on every surface.
03:17Sometimes they only have them at the ends.
03:19So creating form is exactly the same for either kind of object.
03:24If I select a chain of model lines and click Create Form, the only difference
03:30is, this will immediately create an extrusion when I select that box.
03:35But often with reference lines, you will get an Intent Stack even when it's a
03:40simple shape like the rectangle.
03:43And that Intent Stack will show us that we can create either a box or we can
03:48actually create a plane from that same shape there.
03:52Now it turns out that if you pick that plane later, it gets these control
03:56handles and you can extrude it on the fly and turn it into a box.
04:01So you can end up at the same place, but you can start off by creating just a
04:05simple plane, and that would be true on almost any chain of reference lines.
04:11So here I'm going to get an extrusion, here I'm going to get a plane.
04:15I'm actually going to press Escape to cancel out of there because here I want to
04:19use my Ctrl Key and select both.
04:22That will not be ambiguous.
04:24To give me that blend idea, it basically can only do one thing and that's pretty
04:30much the same thing that we saw, when we had the model line equivalent.
04:34Now what's the difference really?
04:36Once the form is created, there are still a lot of similarities between the
04:41two, but then as you start to select the object, that's when you start to see
04:45some of the differences.
04:46So here, as we saw before, we've got our control handles when we click on the
04:50faces around the edges, but look what I get when I start to click on the faces
04:56or the edges of this reference line.
04:59First of all, let me zoom in a little here.
05:03If I go to the sides of the box, you notice how it doesn't highlight the side
05:08of the box separately.
05:09And it shows me this little lock icon on here, and what that means is the
05:15profiles of this shape are locked to the original.
05:20In other words, those original reference lines are seen as the profile for the
05:26shape and that's locked down.
05:28So it's a straight extrusion all the way up, and the same is true with this guy here.
05:33The profiles are still locked at top and bottom.
05:36I can't modify those.
05:37They're connected to those reference lines, unlike here where I can actually
05:42push and pull those faces.
05:44Now if I tab in, I can get the face but it still shows me that it's locked.
05:50So I don't get the control handle to allow myself to be able to manipulate it.
05:55That seems like a limitation until you realize that the reference lines are
06:00still selectable, down below, and the grips appear right here, and as I start to
06:06manipulate those grips, you're going to see that shape modify in real time with
06:14the changing of the shape of those reference lines underneath.
06:17So this can be seen as a pretty significant advantage to using the reference
06:21lines, because instead of having to go to Edit Profile or X-Ray or Dissolve
06:26or any of the modes we looked at in the previous movie, we can manipulate
06:30those forms directly.
06:32The same is true up here, with the top of this blend, and as I manipulate those
06:39forms, spin this thing around.
06:42You can see that has a direct impact on the shape.
06:45Let me zoom back out here.
06:48I encourage you to take the additional forms that we have here on the screen and
06:53try creating each of the forms, you have an opportunity for a Loft over here and
06:57for some Sweeps and for some Revolves, and then experiment with manipulating the
07:02reference line version directly, versus the Edit Profile X-Ray approach to the
07:08model-based forms, and just kind of compare and contrast the behaviors and get it
07:11in a little bit of practice.
07:13It is theoretically possible to use one or the other of the two types of forms
07:18model-based or reference-based exclusively in your design work.
07:21Model-based forms tend to offer more simplicity in creation and planning at the
07:26expense of flexibility and later editing.
07:29Reference-based forms, on the other hand, tend to be a good choice if you plan
07:33to apply constraints and parameters to your forms, which we'll look at in the
07:36next movie, and perform multiple design iterations.
07:40Like most concepts covered in this chapter, practice is the key to understanding
07:44not only the picks and clicks associated with various tools, but also
07:47internalizing the nuances of their use.
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Designing parametric masses
00:00As you continue your exploration of the Conceptual Massing Environment, you slowly
00:03become familiar with both how it is similar and how it differs from the
00:07traditional Revit environment.
00:08One such area is how we go about applying constrains when working in a 3D environment.
00:13If you've worked in the Family Editor before, then perhaps you know that one of
00:16the most basic tasks you'll do is to create a parametrically driven box.
00:21However, achieving such a thing in the Conceptual Massing Environment is simple
00:24as it seems, can be challenging the first time you try it.
00:27In this movie, we'll walk through the steps required to create a fully
00:31parametric box form in the Conceptual Massing Environment, and contrast that to
00:35the approach that we would typically take in the traditional Family Editor.
00:38Now to get us started, I'm starting without any file this time.
00:40We're going to create it from scratch.
00:42We've always provided a file to get us started with.
00:45All of those files were actually created using this feature right here,
00:50New Conceptual Mass.
00:51Now we can get it here on the Recent Files screen and if you're not looking at
00:55the Recent Files screen, you can go to your Application menu, the big R button,
00:59highlight New and choose Conceptual Mass here.
01:02Both of those commands take you to the exact same place, which is, this folder
01:07here which has a single Massing template.
01:10So like the traditional Family Editor, where you have to start your family with a
01:14template, we do the same thing in the Conceptual Mass but it's easier because
01:18there's only one template.
01:20Now when I open that, it will look much like the other files that we've used so
01:23far in this chapter.
01:24We have the gradient background.
01:26We have the 3D environment with the levels and Reference Planes.
01:29Now in the traditional Family Editor, what you would typically do is lay
01:33down Reference Planes, add parameters to them, and then build the geometry
01:37off of that structure.
01:38Here in the Conceptual environment, you might be tempted therefore to do the same thing.
01:42We do have a Reference Plane button right here, on the Home tab.
01:46I can lay down Reference Planes in much the same way, set them to standard sizes
01:52like I might typically do.
01:57Click on the Dimension tool next, lay down some dimensions, perhaps equalize
02:03those, add an overall dimension.
02:08And by the way I'm doing this a little bit quickly because I'm actually
02:11reviewing a process that is somewhat familiar if you've already used the
02:15Family Editor before.
02:16If you're new to Family Editor, then you might want to review Chapter 3 of the
02:20Family Editor course here on lynda.com.
02:22But you don't necessarily have to try and follow along with these steps that
02:25I'm doing right now.
02:26I'm mainly showing you, contrasting really, the process that we typically follow
02:31and why that won't work so well here in the Conceptual environment.
02:33So for the next few minutes, you might want to just watch me and then I'll let
02:36you know when you can join in.
02:38So if I look here at this dimension then, then the next step in the traditional
02:43environment would be to label that and add a parameter, and I would call this
02:47parameter maybe Width.
02:49I'm going to make it a Type parameter, just to keep it simple, and there is the
02:54parameter, and then of course now, if I flex to another size, and click Apply,
03:01that moves the Reference Planes and it moves them in equal amount on either side
03:06and so, so far so good.
03:08So everything is working the way I expect and the way that it does in the
03:11traditional environment.
03:13So why not add some geometry?
03:15So I'm going to snap from here to here.
03:17Now I'm only doing the width right now, just to illustrate.
03:20I'm just going to lock it on both sides, Modify, select that box, and Create Form.
03:27This is just like we've done the previous few movies.
03:30Now let's go back to 3D.
03:32So there is my box, here is my dimension, and everything is great, right?
03:37Well, it's great until we come back to here and try and flex the box.
03:42So let me go back to my original dimension of 40 feet and when I click Apply,
03:47you'll notice what happens.
03:48Let's do something a little more dramatic, so we can really see what happened there.
03:51Let's go to 20 feet.
03:53So you see what's happening there?
03:54Is that for whatever reason only that initial profile of the Mass got
03:59constrained to the Reference Planes.
04:01Even though the Reference Planes are moving in, even though everything is
04:04flexing the way that it's supposed to, the form is not cooperating.
04:09So this is partly a problem to do with differences in the massing environment
04:14and also partly an issue to do with, how you choose to build the form.
04:19So really what we're doing actually is tying together a lot of concepts that
04:22we've talked about in the last several movies including the last movie where we
04:26talked about model forms versus reference-based forms.
04:29So if you haven't watched that movie, I encourage you to go back and look at it.
04:32We have two approaches that we could take right now.
04:35If we want to work with a model-based form, we can build the form directly in
04:40the 3D environment and set up the constraints differently than we would in the
04:43traditional environment, that's one approach.
04:46Or, if we want to do a little bit more like the traditional approach that we've
04:50just walked through here, we can do it with a reference-based form and get a
04:53little bit closer there.
04:54But either way we had to do some things a little differently.
04:57So what I'm going to do here is throw this file away, start a new one, and this
05:05is where, if you want to follow along with me, we'll go ahead and make a box
05:08here that will flex properly.
05:11So here I am back in the traditional environment.
05:14Now to do this with the model-based form, it's as simple as going right to
05:18rectangle, drawing my box.
05:23You can set your standard sizes if you want.
05:25So I'll make that 20 feet and I'll make this 25 feet, and then deselect and I
05:31wanted all nice and centered.
05:33So this is where I'm going to tab and pick just one edge.
05:37Now I made this 25 feet here to the center, so that's 52.
05:41So I'll just make that 50, and because I have only one edge selected, it pulls in closer.
05:46Do the same thing in the other direction over here, that's currently 36 feet.
05:51So I will make it 40, and so now everything should be nicely centered.
05:57You could put your equal-equal dimensions on their, but I'm not going
06:01to actually do that.
06:02I'm just going to go right to Create Form.
06:04You can see there is a height right there.
06:07Now that's the first thing that we'll do is I'm going to click this little Make
06:11this temporary dimension permanent icon right there.
06:16This dimension, let me just pull it out here so we can see it a little.
06:19That dimension I can turn into a parameter by labeling it the same way I
06:25would in the traditional environment, so that doesn't change, and I'm going
06:29to call this Height.
06:31I am going to leave it a Type based parameter and click OK.
06:35So now you see it says Height right there.
06:37If I go to Family Types and I flex the Height, let's try 30 feet, and click
06:42Apply, you'll see that that will pick up the height of the box.
06:46So that's probably the easiest one to do.
06:48That's working pretty well.
06:50This is still a model-based form.
06:52The problem we had with the previous one was it was the edges, these bottom
06:57edges down here that were actually getting constrained to the Reference
07:01Plane, not the top edges.
07:03So you either need to constrain both set of edges and lock them both to
07:07the Reference Plane.
07:08So it actually is possible to do, but there're a lot of extra steps in using
07:12your Align tool and locking.
07:13Or, you simply add the dimensions right here in 3D and make sure you're
07:20dimensioning face-to-face.
07:22So I'm going to put my dimension directly on this face, hold down the Shift Key,
07:28spin around to the other side, and then pick this face.
07:32You see the difference? And then click.
07:36Click on this face, spin it around, click on that face, and click.
07:42So there is my 50 feet.
07:44There's my 40 feet.
07:45I can label both of these.
07:48Make sure it's Type, label this, make sure it's Type, and now let's flex that.
07:59Let's move this over here, so we can see, bring up the Flex box, 30.
08:04We've already tested the height, but what the heck, I'll try it again, 25 and
08:09the depth, let's make that 40.
08:10It doesn't matter what numbers you put in here, and when you apply now you
08:14see it stays a box.
08:16So because we've assigned the dimensions directly to the faces instead of the
08:20edges, we're now controlling it and keeping it as a box.
08:23If you don't do that, that's when you run into problems.
08:26Now again, like I said, if I really wanted to, let me undo that.
08:32If I really wanted to, I could have gone from here to here, spin around, and
08:39then to here, and lock that equal, so that when you flex your Depth, it will
08:48stay centered on those Reference Planes, and that's usually not a bad idea to do,
08:52to keep it centered, so that when you insert this thing into a project, because
08:57remember ultimately, what we want to do is have a new project.
09:05We want to switch back over to our Family5 here.
09:09Let me save it, call it Box, load it into that project.
09:17It will prompt me as it did before to show the Mass Mode. I'll turn that on.
09:23Let's place on the Work Plane, and now when I select this, let's go to 3D.
09:29When I select this and edit its Type, there is the Width, the Height, and the Depth.
09:36So even though, we've built this box in the Conceptual Massing Environment, by
09:40doing it this way, you can now create a situation where the designer can vary
09:46the sizes of this box in real time back in the Project Environment without
09:51having to constantly go to Edit Family and modify it in the Family Editor.
09:56So we can certainly introduce parameters, just like we can in the traditional
10:01Family Editor Environment.
10:02We just have to be a little bit more careful about the way we do it and
10:05understand how the massing forms want to flex versus how the traditional
10:11forms want to flex.
10:13And once you have that understood, then it's just as easy to control the forms
10:17in the massing environment as it is in the traditional Family Editor.
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2. Using Massing to Design Building Forms
Importing a site image
00:00In this movie, we will begin creating our museum project that we talked about in
00:04the Intro chapter to the course.
00:06What I have here on screen is a JPEG of the site that we are going to use for
00:11our project, and we got this from Google Maps and you can see here that we have a
00:15fairly large site available to us with a residential neighborhood up to the
00:21north and a little bit more medium density developments down towards the south.
00:26Now when we did our preliminary designs, we decided that the building is going
00:31to go kind of in the center of the map right here and we are going to do our
00:35main entrance with a nice big long promenade along this direction here.
00:39So that raises a couple challenges that we want to get into right away.
00:43The first is we want to create our new Revit project and we want to bring this
00:47image in to our work off of, and secondly we want to reorient it to match a
00:52more convenient orientation for building the Revit model, but maintain the
00:58actual direction of north as we go along so that later we can do some accurate
01:02shadow studies and so on.
01:04So let me switch over to Revit.
01:07Here in Revit, I have a file called Site.rvt.
01:11This is a Revit project file, and we have actually seen a version of this before
01:15in the previous chapter.
01:17All I've done here is created a Toposurface or actually a series of Toposurface
01:22objects that match up with that site plan that we were just looking at, that
01:27aerial photograph, so the roads here match the shape from the map and I literally
01:31just traced those over that map and then here's the topography.
01:35The existing buildings are representational.
01:38All of this was built from the aerial photograph.
01:41So if I go over here to the Site plan, you can see there is that aerial
01:45photograph we were just looking at, and I've changed it to Wireframe right here
01:51so that we can see through the Topo if it's set to Hidden Line or something then
01:55it covers up everything underneath.
01:56So I wanted to be able to see through it first and you could see here that I
02:01have just basically traced over all of the houses and other buildings around
02:06just to give us a sense of the context in the surrounding neighborhood, and you
02:10can see where the roads and the Toposurface match up to the illustration and so forth.
02:15Back here in the 3D View, in the previous chapter, we talked a little bit about
02:20the difference between massing families versus in-place masses, and these are
02:25created just as a simple in-place mass.
02:28So if we click on those and we did Edit In-Place, what you would see is that
02:33each of these is just a massing form.
02:36If you select it, it's got the control handles and Create Form, and everything is
02:41the same as what we've been talking about in the previous chapter.
02:44So feel free to explore that a little bit if you like, but all of that
02:48I've provided for you.
02:50Now I will just say that we will have an opportunity to talk about how these
02:53houses were created a little bit later on in the course, but here the
02:58difference was, if we look at these, I actually used existing mass families so
03:05these gable forms are just existing mass families that have been brought into
03:08create those houses, and I found that a little bit easier than actually modeling
03:12each one of those from scratch.
03:13So there's a portion of our museum that we will look at that we'll be using that
03:17same basic technique.
03:19Now one last thing that I did here in the file is I've overridden the default behavior.
03:24If you watched the last chapter then you know that normally you have to click
03:27Show Mass in order to see the massing forms.
03:30What I did in this view, just this 3D view, is I went to visibility graphic
03:36overrides, which you can find in the View tab here or the VG is the shortcut,
03:41VG, and I scrolled down and I turned on the massing category all the time.
03:48So rather than toggling it on and off just when I needed it, if this had been
03:52turned off, then you would see that none of those existing neighborhood
03:58buildings would show.
03:59So I just turned them on all the time so that we would always see the
04:03surrounding neighborhood buildings.
04:05So what we want to do is we could start building up our form as an In-Place mass
04:11the same way as the neighborhood was, but again, if you watch the previous
04:15chapter, you know that there are some pros and cons to doing that and it will be
04:18better, we will get more flexibility, and more control if we actually work
04:23directly in the massing environment.
04:25So rather than do it as In-Place, we want to create a whole new massing family.
04:30That raises an interesting challenge though.
04:32So the first thing that I want to do is do a new Conceptual Mass, use the
04:36Conceptual Mass template and I've got that file here and then I'm going to
04:42switch to Level 1 Floor Plan and zoom out just a touch, and I need to make this
04:48match up to what I have in the other project.
04:52The challenge is that we can't actually copy and paste directly between a
04:57project, which is what Site is, and the new massing family.
05:01For example, if we go to the Site plan, I want to make sure that this
05:05orientation that we've configured for the Site plan matches in the two different
05:11views, and in order to do that I've drawn some lines around here.
05:16You could see there is a detail line here and a detail line here just
05:19tracing the rectangle.
05:20Now I can select those lines, but if I do Ctrl+C to copy them, switch back over
05:26to my new Family file, and do Paste either here on Modify > Paste.
05:33Usually, you'd want to do it this way so you could get Paste Aligned.
05:36But if I say Paste > Aligned to Current View, it will complain that I can't
05:41copy between projects and families.
05:44That's always been a little bit of a frustration when working in Revit.
05:47This is true not just of massing families, but any kind of family.
05:50You can't copy between the project and the family.
05:53So here's the workaround.
05:55I'm going to switch back over here to the Site plan and I need to take these
06:01lines and instead of having them in a project, they need to come from a family.
06:05You can copy from family to family.
06:08So if I take my massing family that I have in this other file or create a whole
06:16new one, which actually might be a little bit easier, In-Place mass.
06:20When I do In-Place mass, Revit will say you can't create a mass unless
06:24masses are showing.
06:25Now you might be saying, well, wait Paul, you just showed me that you turned on masses.
06:29I turned on masses in the 3D view only.
06:31Masses are still off everywhere else.
06:33So I am going to go ahead and accept that and Masse 1 is fine, because what I am
06:38going to create is totally temporary massing file and I'm going to simply select
06:44a line here and snap to the corners of this existing JPEG like so.
06:55Select that chain, do Ctrl+C, so I'm copying from an In-Place mass, switch back
07:02over here to my family, and now I can do Paste Aligned to the current view and
07:09it won't complain, because I'm copying and pasting from family to family.
07:13So it's kind of a silly little way to do it, but it works around the problem and
07:16it allows me to guarantee that the orientation of these two things matches.
07:21So I want to show you one more thing in the site file before we continue here.
07:25I can just cancel this mass now and discard it, because I don't really need to keep that.
07:30Over here you'll notice that Google Maps gave me a scale and it tells me how big
07:36this is and I've got these two little lines over here.
07:39I use those lines to scale this image and make sure that it was the correct size.
07:44So it says that's 85 meters.
07:47So I am going to show you that now.
07:49We are going to switch back over here to our family and go to Insert and I
07:56want to insert an image.
07:58It's going warn me that the imported image won't be visible when I load it into Projects, and that's fine.
08:02I don't care about it being visible in Projects,
08:05I just want to use it for reference when I build my mass.
08:08So that's perfectly fine. Here's the site file.
08:10It's called Site_Ariel.jpeg and it's in the exercise files.
08:14I am going to open that up and for now, I will just kind of place it off to the side here.
08:18You can see there's the image we were just looking at.
08:21Now if I zoom in over here I know that this represents 85 meters.
08:26What I did before was I just drew some lines right on there to kind of match up to that.
08:34It looks like I got to nudge that one over just a touch.
08:38If you zoom in just a little bit more, you can nudge it a little more precisely. There it is.
08:43Remember, you're working on image so it's only so precise you're going to get it.
08:46I am going to select this and these two lines with the Ctrl key.
08:51I am going to go to the Scale command right here, and you can either scale
08:58graphically or numerically.
09:01So I am going to do graphically and I am going to set my first point to
09:05somewhere on this line, my next point on this line, and then I'm going to start
09:11moving this way and I don't know if you can see--let me stretch it over so that
09:15it's on the white part of the image.
09:16Do you see that dimension right there 191- 6 it says right now? I can type in 85m.
09:23If you put an m, it will know that that means meters, press Enter, zoom back
09:29out, and now if I measure the distance between this line and this line, it's 278
09:38feet 10 inches, and if you did that math, that's about 85 meters.
09:42So it's pretty easy to get this thing scaled to the correct size.
09:47I might be slightly off, but we will check that out in just a minute.
09:51The next step is to move it from its endpoint here and you see how it only wants
09:57to move this way or this way?
10:00That's because of this Constrain check box right here.
10:02So I am just going to uncheck that.
10:04That's going to allow me free range of motion so I can move it at both X and
10:07Y at the same time, and I am going to snap to that little rectangle that I drew before.
10:12If you want, you can move those lines with it, but it doesn't really matter.
10:16I can leave those behind.
10:17It doesn't really make much difference in this case.
10:19Let me go to Rotate, the center point of the rotation starts off in the middle here.
10:25I am going to tap the Spacebar.
10:27That's going to allow me to relocate it.
10:29I'll put it right there at that endpoint, do my start angle here, and arc it
10:35down to there, and now you can see it's a pretty good match.
10:40So I've got this image correctly scaled to the right size and oriented in
10:47the correct location.
10:48If you want, you can delete these lines, and that gets me in the correct general
10:53vicinity, oriented the way that I want to position my building.
10:58So now that we have our image all positioned the way we want it to go, and that
11:02gives us a good starting point, we are ready to move onto the next step,
11:05which is to go in and start adding our levels and any reference planes that
11:09we need and building the structure and the setup for us to start creating our massing forms.
11:14We will make that the subject of the next movie.
Collapse this transcript
Setting up a massing file
00:00In the previous movie, we added a image file to our massing family here and
00:05positioned it to match up to the site file that we had already provided.
00:09We scaled everything, we rotated and got it oriented, and that gives us a basic
00:13starting point for our project.
00:15The next thing we want to do is start deciding what levels and other references
00:20we want to have here to work in our massing environment so we can begin creating form.
00:24Currently, we only have one level called Level 1.
00:27So let's go to our 3D View for a moment, and what you will see here is the image
00:32file doesn't actually display in 3D.
00:35And that's fine, we can easily switch back and forth between the Floor Plan and
00:39the 3D as necessary.
00:41Here in this level what we do see is, as we discussed in the previous chapter,
00:46Levels and Reference Planes do appear here in 3D.
00:49Not only do they appear in 3D, but if I zoom in, we can actually manipulate them
00:55in 3D both the name and the height.
00:58You can also do it here in the Properties palette, and we can also create, over
01:02here in the Home tab, new Levels directly here in the 3D environment.
01:08So I want to start off by taking this first level and either here or here on
01:12Properties, changing the name to the Main Level.
01:18Now it will ask me if I want to rename the corresponding views, I am going
01:20to Yes, and then over here you are going to see my Floor Plan is now called Main Level.
01:25Now let me go back to the Home tab.
01:27I am going to click on the Level button and you'll see the levels starting to
01:32appear here in 3D and I get a little temporary dimension.
01:35And I can watch that dimension and use that to position where I want the level
01:39to go or I can place it, click the Modify tool to cancel out of there, select
01:44it, and then modify the height afterwards.
01:47It's probably a little bit easier to actually watch those dimensions as I go, so
01:52let me just pan down slightly here to give myself a little bit of room, go back
01:56to Home, and go to Level, because I actually want to have a few levels here, so
02:00I am going to try and get these at 20 feet, each of them.
02:04So here's 20 feet, and here's the next one at 20 feet, and the next one, and then
02:14I'll cancel out of there.
02:17Now I am going to select each of these and rename them.
02:19This is going to be my Second Level and I will say Yes, my Admin Level, say Yes.
02:30This would be the Roof Level, and finally I have a Tower Level up here.
02:41Again, if any of these didn't end up with the correct height, we could easily
02:44modify the dimensions later to reposition them, and if I zoom back out, you can
02:49see that there are all of our levels.
02:51Now I also want to add in a couple Reference Planes that I am going to use to
02:56kind of help me get the size of the overall building form correct.
03:01Now I'm pretty sure that I want them parallel to this reference plane right
03:04here, and you can use the View tab here to help situate yourself, so you can see
03:08there's front view and here is top view.
03:10So this is pretty much your vertical Reference Plane, but if I want to be
03:14absolutely sure, I can go back to the Main Level Floor Plan, zoom in, and then
03:20work here straight up and down, and that way I know that I'm drawing them in to
03:24correct orientation, but it's really up to you.
03:26There is not really a right or wrong way to do that.
03:28So I will go to the Reference Plane tool over here on the Ribbon, and I'm going
03:32to draw--make sure that it's vertical, so you see there my 90 degree angle.
03:37I want to make sure that I am snapping vertically, click on the dimension here
03:41and I'll set that to whatever number I want it to be.
03:43I am going to use 30 feet.
03:44I am going to cancel out of there, select it, and use my Mirror command to
03:51mirror over to the other side, so I have one on each side now, 30 feet and 30 feet.
03:56Over here, you could see the street of the neighborhood.
03:59We are going to have part of the building over here which is going to react to
04:04that sort of street scale, that neighborhood scale, and so we kind of want to
04:08match up to that same angle.
04:09So the easiest way to kind of figure out what that angle is, is to draw a line
04:15kind of along this street here, and you can see the dimension that appears there
04:20but just to make sure that I got it right, I am going to draw another little
04:23vertical piece, come over here to my Dimension tool, make sure that I am using
04:28Angular Dimension and measure between these two lines that I have drawn, like
04:34so, and if I zoom in, that's 11 degrees.
04:39So I can take this stuff and delete it, so I didn't really need to keep that,
04:44zoom back out, and somewhere down here I want to create another Reference Plane
04:49that sort of matches that angle that's going to help me with the front facade of my building.
04:54So I am going to Reference Plane and I am going to start about along here
05:00somewhere, at about 120 feet, I mean, again this is something that will vary as
05:04the design progresses.
05:06And watch my angular reference there, set it at 11 degrees and kind of pull
05:13it out over this way.
05:15After I have drawn it, if I want, I can stretch it out to make it a little bit
05:19longer, there's my Reference Plane right there.
05:22And if I go back to my 3D View, we can now see that we've got those two
05:27Reference Planes here and here, and we have got that third one there running
05:32along at an angle like so.
05:35So if I kind of orbit this around a little bit, you can kind of see the
05:39structure that we have.
05:40So let's return back to the Main Level one more time and if you look at what we
05:46started with, which was these original two Reference Planes, and then we've
05:49added to it a couple more on the sides and down along here.
05:53The purpose of these additional Reference Planes is just simply going to help us
05:56with the framework to lay out the overall building form that we are going to
06:00begin working on in the next movie.
Collapse this transcript
Adding basic forms
00:00With all of our Reference Planes and levels in place, in this movie we will begin
00:04massing out the basic building form.
00:06In the previous chapter we looked at several ways that we can approach the
00:09creation of forms, but we saw that in all approaches we use that single Create
00:13Form button to generate the 3D forms.
00:15In this movie, we will put those techniques to practice and rough out the overall
00:19form of our museum building.
00:21So here I am in a project file called Add Basic Forms, and it's just a version of
00:26the one that we've been working on in the last few movies, and I'm going to use
00:31Reference forms to create my forms with.
00:34You could use either Model or Reference, but I tend to prefer Reference forms,
00:38because I feel like they give me a little more control.
00:41I like having the reference lines there to allow me to manipulate the forms
00:44after the fact and it gives me additional Work Planes to work on.
00:48So for all those reasons I tend to prefer the Reference-based forms, but you can
00:52certainly use Model-based forms for many of these options as well.
00:55Now, remember that the basic process is set your Work Plane, draw your shape,
01:00and then create form.
01:01So for this first object I want my Work Plane to be this level right here.
01:07Main Level, the bottom level.
01:09So I am going to select it, and that sets that as the active Work Plane.
01:12Then I am going to come up here and choose the Reference button to make sure I
01:16am getting Reference-based forms.
01:18I can verify right here that Main Level is the placement plane.
01:22Then I want the Inscribed Polygon, because I am going to make a hexagonal shaped
01:26building and therefore I want to make sure that I've got six sides.
01:29I'll start right here at the intersection of these two Reference Planes.
01:34I start moving my mouse down along this Reference Plane and I want 124 feet on the side.
01:41So that means that I am going to come out here to 124 feet and click, and that's
01:47going to give me my basic hexagonal form.
01:50Now I am going to zoom in just touch here, click the Modify tool, select the
01:56object, and click Create Form.
02:00It will ask me, do I want a plane or a 3D form, I am going to choose a 3D form
02:05and you'll see that it just extrudes it up in this case 100 feet.
02:09I could click in that dimension and edit it to do what I want it to be, or I could
02:14use the blue grip handle here to stretch it, and you'll see that it sort of
02:19highlights the levels as we go.
02:22So if I snap to the Admin Level that does the same thing as if I clicked in here
02:28and made it 40 feet.
02:29So I like snapping it wherever possible since I've built those levels and that
02:34will help me do that.
02:35For the next form, I actually want to work right up on top of this surface.
02:40I could actually set that surface as the Work Plane or I could just simply
02:44click on the Admin Level.
02:46So that's what I am going to do here.
02:48And I can work directly here in the 3D view and create the form, but this form
02:54is going to be a little bit more complicated.
02:56I kind of want to make this sort of star form that's based on the hexagon here.
03:01So for this one I want to show you that if it's more convenient for you, you can switch
03:05to any view you like.
03:06It's still Revit after all.
03:07So I'm going to actually go to the Admin Level floor plan and now I'm seeing
03:13just the top of my hexagon.
03:15Now you will notice that the image file does not display here.
03:18That's because the image file is actually in the Main Level floor plan and it
03:22only shows in the view that it was actually added in.
03:24So, a little bit cleaner view here to work in.
03:28What I want to do is select these lines here and offset them out into these
03:34locations over here.
03:36So I can do this with a variety of ways.
03:38I can use this Pick Lines feature.
03:40So here's my Reference Line command, Pick Lines.
03:44I can establish what offset I want.
03:46I want 45 feet and then I can highlight the individual edges.
03:52Now if I wanted to offset the entire hexagon and I have to make sure that I am
03:56actually in the drawing window first.
03:58So I just sort of clicked in empty space to do that, and I could press the
04:02Tab key and you would see it would give me the whole hexagon, but I actually
04:06just want the one edge.
04:07So I am just going to click that.
04:09Now, if you few moves subtly from left to right, it will offset either in or
04:12out, and I wanted to go inside.
04:14And I'll do it again over here and again over here.
04:19So that gives me that.
04:20Now the reason I have these two Reference Planes here is I want to turn off the
04:26offset here, set it back to 0, and switch to just drawing regular lines, because
04:31what I want to do is just draw along that Reference Plane and snapping to the
04:38nearby line, like so.
04:42Now at this point I could draw additional ones here and here.
04:46So what I am going to do is actually select these two lines here.
04:50So I am going to kind of click out here and make a little window to get just
04:55those two lines and I can use the Rotate command in conjunction with this Copy
05:02feature and actually rotate and copy at the same time.
05:07Now in order to get it in the right place over here I need to move the center
05:10point of the rotation.
05:12You can click the little dot and move it that way or just tap your spacebar,
05:16snap right there and now I'll go from here and rotate it around to there and you
05:23see that makes a copy.
05:24Let me repeat that.
05:27Tap the spacebar, click right there, turn on copy.
05:32It doesn't remember it.
05:33So you've got to remember to turn it on yourself, and snap it around to there.
05:38I'll draw another reference line from here to here, Escape one time from here to
05:48here, Escape one time and then from here to here.
05:52Now had I done at first I could've rotated those around, not a big deal.
05:58I am going to go to Trim and Extend to a corner, clean this up, clean that up,
06:04that up, and all of these.
06:10Now I want to actually create a form from this shape.
06:14Normally, I should be able to click right here and it would chain-select the
06:19whole thing, but you'll notice it's not doing that.
06:22As I move around here these things are highlighting individually. Oops!
06:25There is one.
06:26So what's going on here?
06:27Why are these chain-selecting and these are not?
06:30Oh, there, that one is doing it, and this isn't, it's kind of puzzling.
06:34Well, if you click any one of these objects, Revit sometimes tries to be clever
06:40and sometimes it's a little too clever for its own good.
06:43So what you will notice there is with that line selected, notice what's
06:46highlighted in the background, my 3D form is actually highlighted and you could
06:51see here that the host for that element is the Form Element.
06:55Well, actually what I wanted was it to be the Admin Level.
07:00Now if I click this one, it is the Admin Level, but this one is back to the Form Element.
07:05So some of them hosted to the level, some of them hosted to the form,
07:10but before you can chain-select they all have to be on the same host.
07:14Now it doesn't matter if you make them all the Form Element or all the level,
07:19it's just a matter of which one you want controlling, but since I have created
07:23levels that's what I prefer.
07:25So what I am going to do is do a Window selection here, and you can see I'm being
07:29careful not to get the overall hexagon.
07:32So I'm trying to get just those objects.
07:35I will set all of those to the Admin Level.
07:39Now be careful, don't start dragging in here, because you see
07:42what's highlighting?
07:43If I do that, it'll start trying to drag that Form Element and I'll get an error.
07:48So be careful.
07:49I am going to cancel that and I am going to instead start out here and you see
07:54how I'm trying to surround just those lines and notice I didn't get any part of the hexagon.
07:59So sometimes you've got to be a little clever about this.
08:02You just also just your Ctrl key and click them one at a time, whatever is easier for you.
08:07But I am going to make that all Admin Level and now the whole thing should
08:11highlight as a chain.
08:12So that's unfortunately a little extra step that you'll have to do sometimes,
08:16but now that I've got all that selected, I can create form.
08:22This is a little tricky if you do it here in Plan view because it's giving
08:25you the two glyphs.
08:26Well, if you remember the one on the left-hand side was a 3D form and the one on
08:31the right was a plane, even though here in Plan view it kind of looks the same.
08:34So let me just go to the 3D one.
08:37If you get it wrong, it's not a big deal, because even if it's a plane, you'll
08:42still get a blue grip on it and you will be able to drag it up into a form.
08:47So not a big deal but let me drag that down and snap it to the roof and I
08:53now have that form.
08:56All right, so here in this movie let's add one more feature to this main form and that
09:02will be--let's jump up to the Roof Level--and we are going to add a little tower element over here.
09:09And we haven't quite decided yet what shape we want the tower to take on, so for
09:13now as a stand-in we will just do a simple circle and I am going to go right
09:16from the center here, snap out to my Reference Planes.
09:22Make sure that this is hosted to, not the Form Element, but to the Roof Level.
09:29This time I will go to 3D.
09:31You could see its selected right there. I'll create form.
09:35I do want a cylinder, not a ball.
09:38But if you wanted a dome you could choose the ball, and I'll drag it down and snap
09:42it to the Roof Level like so.
09:44Now you can even lock these so that they stay constrained to that Roof Level.
09:48That can be helpful if later you decide to move the Roof Level, you'll see it
09:54will take the height of that tower with it.
09:57For now I'll just leave it at the 20 feet.
09:59We have more to do to mass out our building form, but this gives us the overall
10:04main hub of the museum form there and you can see that we are leveraging
10:08techniques that we've covered in other places and coupling that with the
10:12structure and the form work that we've set up for this project here, and it's the
10:16process of just going through and adding these various forms and working out the
10:21building form as you go and basically using it as a design tool.
10:25So in the next movie we will move over to the right-hand side where the
10:28residential neighborhood is, and we'll work on that portion of the building.
Collapse this transcript
Building the annex
00:00In this movie we'll continue working on the basic building form for our museum project.
00:05I'm in a file called Annex, and if you watched the last movie we massed-out the
00:10basic main form of the building.
00:12We have an annex over here which includes a lower gallery space over here and
00:17then a slightly taller space, which will abut up to the residential
00:21neighborhood along the street there, and we want to treat that a little bit
00:25differently from the main building.
00:27So we're going to use separate forms initially, in the early design phase, and
00:30then as we refine the design, those forms will take shape and become those
00:34various portions of the building.
00:36So, to get started I'm going to jump over here to the Main Level Floor Plan, and
00:41as you may recall this is the Floor Plan where we added the illustration, or the
00:46aerial photograph rather, of the site and I'm going to zoom-in to the area that
00:51we want work in right over here.
00:53I want to take a quick measurement from this corner of the building here out
00:57to a little before the street to give me an idea of how much room I have to work with.
01:01So, I can get the Measure tool up here on the Quick Access toolbar or you can
01:05also find it on the Modify ribbon right here, whichever place you want to choose it from.
01:11And I'm going to snap right to the endpoint of the building.
01:15Make sure that I'm going parallel to that Reference Plane that we drew in a previous movie.
01:20And allowing for a little bit of setback here. It looks like I've got about
01:25148 feet to work with.
01:27So, that's the number that I'm going to kind of internalize, and the reason I
01:30want to have that number is because at the moment this aerial photograph is a
01:34little distracting, it's kind of a little tough to draw my sketches.
01:37So, I'm going to actually select it, come down here to the Temporary
01:40Hide/Isolate, it looks like little sunglasses and I'm just going to temporarily
01:45hide that photograph from view.
01:47And that will make it a little easier for me to work in this general area here.
01:51Now I'm going to work with Reference Lines like we did in the last movie, and
01:54I'm going to just draw one kind of randomly, but making sure that it's
01:58perpendicular to that reference plane.
02:01So, I just want to get the angle correct first, select it, and then I'll go
02:06to the Move tool here on the Ribbon, and pick any point on the Reference
02:11Line, midpoint is just as good as any other, and snap that directly to that
02:15endpoint right there.
02:16So that will establish that sort of leading edge.
02:19Now it's a little bit short.
02:20So I'll do Trim/Extend to a single element.
02:23Use this as my boundary edge and extend that line like so.
02:28Now I'm going to select this line, use my Copy tool and copy it, making sure
02:36that I'm going parallel, and I really want to go parallel.
02:39So I'm going to move a little further and I'll type in that 148 feet that we
02:43measured earlier, and that gives me the far extent over here.
02:47Now with it still selected, I'm going to Copy again and go back in the opposite
02:53direction also running parallel.
02:55And I'm going to just make up a number here about 88 feet, and the reason I'm
02:59doing that is, again, I said there was going to be a taller portion of the
03:02building with this sort of low portion connecting the two.
03:05So this will be the low portion in here and the tall portion will be over here.
03:09Now, let's go to Reference Line.
03:11I'm going to start right here at this endpoint, draw it over here to this
03:15intersection, and keep going straight up and I'll just try to stop out here somewhere.
03:21I'm going to press Escape one time, because that will break the chain right here,
03:26but I'm still in the Reference Line command.
03:28And I'm going to draw a second Reference Line at about 20 feet off the back
03:34of the building, just out here somewhere, and Escape out of there, and click the Modify tool.
03:40Now, if I select it I want to verify that I got the 20 feet there.
03:43You can see there's a temporary dimension right here and it's actually saying 16 feet.
03:47So I'm going to click in there and set that to 20, and again, there's not
03:51necessarily anything special about these numbers.
03:53At this early stage of the design, we're just picking some numbers that we
03:57think are going to work pretty good and of course the design will change as we move along.
04:01I'm going to highlight this line down here and you'll notice it highlights the full chain.
04:06So I'm going to press the Tab key to select just this one, go again to my Copy
04:11command, pick my start point, start moving along this line, and then again choose
04:18a number that I want to put in here.
04:19I'm going to try 280 feet.
04:21That gives me the overall footprint that I'm looking for.
04:25But I now need to use my Trim/Extend to Corner to clean all this up.
04:29So I'll trim this one to this one, and this guy to this guy, and then what'll
04:36happen here is these two lines don't touch.
04:39So I use Trim/Extend to a single element and make that and make that.
04:44So now everything should be cleaned up nicely and you'll notice here when I
04:48highlight I get a nice chain of lines and walls.
04:52If I wanted one continuous form here I could just go right to Create Form.
04:56But I actually want a separate form in this space and another form over here.
05:02So what I'm going to do is come up here to the Modify panel again and use my
05:06Split tool, and choose right there and right there.
05:14And that will allow me to--if I move my mouse around a little bit you can see
05:18now that I've got a new chain on the inside, that's the one that I'm going to
05:22click, and I can go to Create Form and I'll get the two glyphs.
05:27Now, the one in the left is actually the 3D form, the one in the right is
05:30actually just a plane.
05:32You'd see this better in a 3D View, because I'm here in plane it's kind of
05:35showing me both from the top down.
05:36Let's say that I chose the plane maybe accidentally.
05:40It's not really that big of a deal because if you go to the 3D View, here's
05:44the plane right here.
05:45I can select it and you'll still get these two little control handles here and
05:49I can just simply extrude it after the fact, and like before it will try and
05:53snap to things nearby.
05:55I'm going to pull it up kind of in that middle range there between the two
05:59roofs and then click on this dimension, and instead of this sort of oddball
06:03number here, I'll just make that something in between, a nice 50 feet, a nice
06:07round number, and that puts the roof of this Annex somewhere between the low
06:12roof and the high roof.
06:14Moving my attention over here I want to actually extrude this next into a box.
06:20So, again, the way you move your mouse, notice that the outside edge gives me
06:24the outer chain, the inside gives me the inner chain.
06:27So just simply moving the mouse around is going to switch which chain is being selected.
06:32So I'm going to select this chain here, just this box, and click Create Form and
06:37it looks like it came out a little odd, right?
06:40We actually got a hollowed out form there.
06:43So if I investigate, I see that the reason for that is that I'm not actually
06:48closed here at the corner.
06:50So let me do Ctrl+Z to undo that.
06:52Let me clean up that corner first and I'm going to do Trim/Extend to Corner,
06:59click this guy to this guy, Modify,
07:03now I'll select this chain, and this time when I Create Form I should get the
07:08two choices just like we got before; I can do a plane or a solid.
07:11I'll do a solid and let me orbit it down slightly.
07:16Use my blue grip and pull this down to a more reasonable height like so.
07:22So there's our basic Annex form.
07:26So at this stage I'm ready to take my model to the next stage, which is to
07:31start running some analysis on this model.
07:34We can actually load it into a project and calculate square footage and run some
07:38preliminary energy analyses and some other kinds of studies for it.
07:43And so that'll be a good way to tell our designers how we're progressing and
07:47give us information that we need to make design decisions moving forward.
07:50And so we'll start looking at some of those features in the next couple
07:53of movies.
Collapse this transcript
Cutting mass floors
00:00Most jurisdictions have zoning requirements to define floor area ratios, height
00:04restrictions, natural lighting minimums and much more.
00:07One of the earliest tasks that a designer must do, therefore, is determine how
00:10closely their proposed design is achieving these program requirements and code requirements.
00:16In this movie, we'll take our massing study that we begun in the last few
00:19movies and begin performing a pro forma study to analyze how our design fares
00:24against these requirements.
00:26So what I have on screen is actually two files.
00:28I have the SAMOCA_V1 Family file.
00:33This is a completed version of the massing study that we performed over the
00:37last few movies, and on the right-hand side I have Proforma.rvt, which is a
00:42project file, which we've seen before which includes the surrounding neighboring buildings.
00:48So what we're going to do is, starting over here in the Family file the SAMOCA
00:51V1, is we're going to make sure that's the active window and then come up here
00:56on the Ribbon and click Load into Project.
01:00And when I do that it will switch the active window and because it's a massing
01:05file, as it's prompted us in the past, it will remind us that in order to see this
01:09file, we need to enable the Show Mass mode.
01:12So this message is probably not the first time you've seen this.
01:15We'll go ahead and click Close and accept that.
01:18And then the next challenge we run into is the sorry, you can't place this, and
01:23that's because up here on the Ribbon, the default Placement option is Place it on a Face.
01:28So if you wanted to place your building on the roof of the nearby buildings
01:32you'd have no problem, but to place it out here on the site, little bit more of an issue.
01:37So we're going to switch to the Place on Work Plane, and then verify that our
01:43Work Plane that we desire is chosen over here, so our Main Level will work just
01:48fine, and if you wanted to you could actually rotate it after placement.
01:52We're not going to do that.
01:53And then you can see that we're able to place it wherever we want to go and it
01:57goes right about here.
01:59But to get that a little more fine- tuned I think it would be better for us to
02:04take a look in the Plane View rather than the 3D here.
02:07So I'm going to double-click the Main Level Floor Plan and let's go ahead
02:12and maximize this up.
02:14And as you can see we're only seeing the neighboring buildings but we're not
02:18actually seeing any of the site, so that image file that we had loaded in is not
02:23loaded into this particular project.
02:25However, we can go to our Visibility/ Graphics VG, and scroll down and you'll
02:35notice that Topography is actually turned off in this view.
02:39So it's turned off in the Floor Plan and I'm just going to temporarily turn
02:42that on, click OK, and then you'll see my topo, which has the roads over here and
02:49over here, and that will make it possible for me to zoom in a little bit, and you
02:56know kind of fine-tune the placement of this building.
03:00There are actually some Reference Planes there.
03:02So you look at those and you go, hmm okay, well, maybe we can make use of that.
03:07So you notice that there is a Reference Plane that's highlighting here and here.
03:12So what I'm going to do instead is I'm actually going to use my Align tool,
03:17because down the middle of this hexagon in the family file, we had two Reference Planes.
03:23So all I have to do is select this one, the Align tool, and select this
03:28Reference Plane as the reference for alignment, and then line that up with
03:33this Reference Plane, which is inside the SAMOCA file, and do the same thing
03:38in the other direction.
03:40And there's one there and this one here.
03:43I want the one down the center.
03:44Actually it looks pretty close. Let me do this.
03:50Usually, it's a better idea to drag it over so you can make sure that you're
03:56getting the right one.
03:57So because we have one, two, three Reference Planes inside that file.
04:03I want to make sure I'm getting the one in the middle.
04:05So that's why I slid it over first.
04:07Okay, so now it's positioned pretty much centered on where I intended it.
04:11You can kind of see now that this leading edge of the building kind of
04:14follows the line of the fronts of these houses, so that was kind of what the
04:18designer had in mind.
04:19The building sits here, we're going to enter the building from over here.
04:23So we're pretty good.
04:23So now I'm going to return back to my 3D View.
04:28So you'll notice that the mass is this transparent material that's just the
04:33default material that gets assigned to masses and that's actually going to
04:37be helpful in the next step because what we're going to do now is create
04:40what we call Mass Floors.
04:43And Mass Floors are going to slice through the model at the heights of the floor
04:48levels and they are going to be this also transparent bluish color, but we will
04:52be able to see them through the building.
04:54So that's why having it be semitransparent like this is actually helpful.
04:57So I'm going to select the building, and then up here on the Ribbon I'm going
05:02to get Mass Floors.
05:04So I just click on that and the list of levels that are currently in my project
05:10will appear, and you'll notice that we've got the same levels here in the project
05:14that were in the original massing file.
05:17And I want to create a floor at the Admin Level, the Main Level, the Second
05:22Level and even at the Roof Level because this little Tower element right here--
05:27I can create kind of a floor right there at the bottom of the Tower, which is where the roof is.
05:32Now, if I wanted a floor at the top of the Tower I could choose that one too but
05:36I'm actually going to leave that one unchecked.
05:37I'm going to click OK, and you'll see this sort of bluish purple color planes
05:43that are cutting all the way through the building here, and let me go ahead and
05:46select it and hold my Shift key and drag my wheel and kind of orbit this
05:50little so you can see.
05:51You see there, the little circular plane floating there and then this other one
05:56up in the upper level.
05:57So we've actually got these floors slicing through here at the various levels.
06:04You can go to the View tab, you can create a new Schedule and you can create
06:09a schedule from Mass Floors, then you go to Next, you add your fields and so forth.
06:16I'm going to cancel that because here in the file I've already created a Mass
06:21Floor Schedule for us and it's pretty simple.
06:23If I just double-click it, you'll see there's just a Mark, a Floor Perimeter and a Floor Area.
06:28Now, the Mark is not filled in but you can see that the Perimeter and the Floor
06:32Area are coming automatically from those slices that we've just cut through and
06:37we can tell here at a glance how much square footage there is on each floor, and
06:42the total square footage for the entire proposed building.
06:45So we currently have about 268,000 square feet.
06:49So now we can take that number, go back to our designers, compare it against
06:52the zoning requirements, and so on, and make decisions about how that impacts the design.
06:57So that's all there is to taking your mass model and bringing it into your
07:05project file, loading it in, selecting it, clicking on Create Mass Floors, do a
07:11quick schedule and you get a really good sense of how much square footage you're
07:15building is taking up on each of its floors.
07:19So one of the main benefits of creating massing models is they can allow us to
07:22quickly answer many early design questions in a very fluid way.
07:26Masses give us an overall sense of the building form, but do not burden us
07:29unnecessarily with the specifics of construction.
07:32From these simple mass forms we can extract the square footage and compare those
07:36against the programmatic and building code requirements.
07:39We can also run basic energy analysis and that will be the subject of the
07:43next movie.
Collapse this transcript
Performing an energy analysis
00:00In the last movie we took our mass model, we brought it into the project file,
00:03positioned it on the site and created mass floors to give ourselves a rough idea
00:08what square footage is of the building.
00:10In this movie we are going to take it little bit further and actually perform a
00:13preliminary energy analysis on the building.
00:16Now I should say that energy analysis could be the topic of an entire course.
00:20We are just going to do a quick introduction to the process here.
00:23So I should also mention that in order to use this feature you have to have a
00:26subscription with Autodesk.
00:27And your login will be required.
00:29So I have here on screen a file called Energy Model and this is just simply a
00:33copy of the file that we ended with in the last movie.
00:36So the first thing I am going to do is actually sign in to my account.
00:39Now I can do that directly from the Revit interface up here at the top of the screen.
00:44So you'll see that there's a Sign In button right here.
00:47And it says Autodesk Online Services, and I will click that, choose Sign In
00:52and put in my username.
00:56And then my Password, and then I will click Sign In.
01:02Okay, so now I am signed in.
01:03And the next thing that I want to do is click over here on the Analyze tab.
01:08And there is only a few buttons here so that makes it pretty simple.
01:11And I am going to click the Energy Settings button first, the one in the middle.
01:16Now there's a whole bunch of settings here and I'm not going to go through each
01:20and every one, but I'm just going to set a few basic parameters that are
01:22necessary to at least get some useful results.
01:25And the first one is going to be the Building Type.
01:28You scroll through this list;
01:29you will see there are all sorts of standard building types in here.
01:32And right above the default which is Office is Museum.
01:36So since we are working on a Museum we are going to choose that.
01:40The Ground Plane is at our main level, but you can see all of our levels are listed.
01:44And the Location, it says default initially, well the default location in
01:50Revit and let me widen the screen here a little bit when it loads up, because
01:55you can see it's very difficult to actually see the map here, so let's make
02:00that a little bit larger.
02:02You could see that the default location is Boston, Massachusetts.
02:07Well we are in Southern California here for our museum.
02:09So what I am going to do is type in Ventura, CA and do a search.
02:18And it will take me there.
02:20Now if you know the exact address of your project or the latitude and longitude,
02:25you can type those in instead, in this case I am going to just get it in the
02:28general area that we plan this on.
02:30And then over here there are weather stations listed.
02:33So you probably want to choose one that's close by.
02:35So I am going to choose that one right there. And I'll click OK.
02:40And that sets the location, and you are going to get a more accurate energy
02:43analysis if you've got the proper location chosen.
02:46Is it New Construction, Sliver Space, it's actually looking at your 3D model and
02:51it's looking for a Tolerance, if the faces don't line up exactly so it defaults
02:56to 1 foot. I am going to start with that.
02:57And I am going to really leave all the other settings the way they are, but I do
03:01want to create an Energy Model.
03:03So I am going to check that box and I am going to accept all the defaults, click OK.
03:07And it'll tell me if it found any problems.
03:12So it found an overlap between some of the solids and they are going to merge
03:15them together, so it's actually--I am going to merge in some of the forms of my building.
03:20And you can already see that it's kind of changed the way that the building looks.
03:26So there's like this perimeter zone that's been defined all the way around the
03:30exterior, because you will get different energy requirements for the exterior
03:34shell than you do for the inner cores.
03:35And then similarly it's kind of divided up the outside surfaces and so on.
03:41Let's go on to Analyze Model.
03:45Because this is the first time I'm running it I have to accept the terms.
03:51Please read them carefully, and then I can give my energy analysis a name and
03:56I'll call this SAMOCA_V1, and then we just wait for the analysis to complete.
04:03So it's doing all this up in the cloud in the background and you can continue working.
04:07And when it's done, you can click the Results & Compare button and see.
04:12Now if I click that right now, it's going to tell me that it's still processing
04:15and it's at 35%, well now it's at 42% so it's moving pretty quickly.
04:20But we do have to wait for it to finish processing.
04:23And so basically we can continue our work in the model and come back and check it later.
04:27So let me come back and check my results here.
04:30You could see that the results have finished, it's listed over here.
04:33We got a little thumbnail preview of the result.
04:37And if I scroll down, I get some basic performance factors at the top,
04:42different kinds of the information here of renewable energy, lifecycle costs
04:48and lots of tables and graphs, which are showing me the annual cost, the fuel
04:53usage, monthly heating loads, cooling loads, fuel consumption, energy
05:00consumption and so on.
05:01Even wind roses; this was based on those locations that we indicated, the
05:05Ventura CA and that weather station that we chose.
05:09So lots of data that we can take back to our designers and use as a basis to
05:15possibly make changes to the design in order to achieve more efficiency.
05:18So that's a really basic overview of the process.
05:21As I said, we could do an entire course on energy modeling.
05:24There are lots of resources online both at autodesk.com and a lot of the other
05:29sites devoted to Revit.
05:30So I encourage you start at Autodesk and look for the tutorials and the
05:35information resources that are there.
05:37And then may be just do a Google search and see what's up online at some of the
05:40various sites, but there are lots of resources devoted to this topic.
05:43Once we take that information back to our designers they may decide that
05:47they want to start making some changes and then rerun the analysis to see
05:50what the results are.
05:52So if I scroll down here on the Project browser, you'll notice that under
05:57Families, right here is all the families in the project, there is a Mass
06:01category, right there.
06:03And if I expand that, here's my Mass model.
06:05So I can expand that out, right-click right here and choose Edit and that will
06:10take me back to my Massing Family, I am going to expand the Views here and go to
06:17my Axonometric View instead of a Camera View that they started off in there.
06:21And maybe I want to make some changes here.
06:23So perhaps let's just make a fairly simple change, perhaps we wanted to explore
06:27what would happen if this tower was much taller.
06:30Let's try something like 120 feet, and perhaps likewise with this tower we want
06:36to try making that a little bit taller.
06:38Now it was constrained to that top level, so I'm going to remove that constraint
06:43to allow me to make it higher.
06:45Now both of those changes should have some impact on the overall energy
06:50model, but I want to do one other quick change here that will also have an
06:54impact possibly on the energy model, but actually also on our square footage calculation.
06:59Actually let's do it a run this side where it's a little more obvious.
07:02And that is to just sort of take this Reference Line and I am going to kind
07:06of pull it out here.
07:07Now I realize that we are crashing into the street.
07:09So this is more proof of concept than it is an actual change, okay.
07:13But I'm going to pull it out there and you could see that's now a lot larger, so
07:16we have made this annex of the building considerably bigger.
07:19That should have an impact on our square footage and it should also have an
07:22impact on our energy model.
07:23So I am going to reload this back into my project and it will tell me that it
07:28already exists, and I am going to overwrite that existing version.
07:34And you can see that everything got significantly larger here.
07:37And now what I am going to do is analyze the model again.
07:42And I'll call this SAMOCA_V2.
07:47And then we will wait for that to process.
07:48All right, so let's check the results and you could see now that I have two sets
07:53of results here, here's our original V1, here is our V2.
07:56And you could scroll through them individually and look at all the charts and
07:59numbers or you can actually hold down the Ctrl key and select both together and
08:05click on this Compare.
08:07You kind of see things refresh over here.
08:08Well, you've got to make this window little bit wider and then you'll see all of
08:16the results listed side-by-side.
08:18Now if you have a wide enough monitor you can actually do this without a
08:21scrollbar, but it gives you the general idea and we can start to see some
08:26differences in the numbers as we scroll through here.
08:31Some of the numbers are going to be unchanged particularly things like the wind
08:34roses and so forth, because we are still in the same location.
08:36So we wouldn't expect to see any change here, but for the actual amount of
08:42fuel usage and the amount of energy consumption you should expect to see some differences here.
08:47You know they are not dramatically different, but certainly some numbers for us
08:51to take these comparisons back to our designers and our clients and talk about
08:55which way we want to go with the design.
08:57And we are going to assume for the sake of argument that this new design,
09:01particularly since it encroaches on the street, is probably not the best choice.
09:05So we are probably going to go back to something that's closer to V1.
09:08But that gives you some idea of how those energy numbers can be used to help you
09:11make those decisions.
09:12Now just real quickly here, let me jump back down to my Mass Floor Schedule and
09:17if you recall in the previous movie, that we were at about 280 square feet.
09:21But you could now see that the result of these changes as we've added a pretty
09:25significant amount of square footage.
09:27So that's another talking point that we can take back to our design team to make decisions.
09:32So in the next movie what we are going to do is taking some of that data and
09:36refining the design.
Collapse this transcript
Modifying building forms
00:00As a design progresses you will get feedback from various sources.
00:03Your client may have requests. You may have to react to site conditions, or
00:07your energy analysis, or other code requirements might indicate changes that need to be made.
00:12The Conceptual Massing Environment allows you to make many edits and receive
00:16immediate and fluid feedback as you work.
00:18In this movie we will take our conceptual building form that we have been
00:21working in the last several movies, and we will make some modifications.
00:24Now here I have a version of the file that we have been working on in last few movies.
00:28This is the Massing file, again we are back in the Massing Family Editor, and it's
00:32called Modified Building forms.
00:34It's the same basic model that we started with, with the simple addition of a
00:39Void Form right in this general area, right there.
00:43So I've got a couple Void Forms just in this area, because one of the changes
00:47that we want to consider is creating an outdoor sculpture garden.
00:50Another change that we want to consider is a different form for the tower and
00:54finally this block that we had over here is really more of a stand-in for a
00:59future development of townhouse facades that are going to come later.
01:02So we are going to look at those three areas of the design here, right now and
01:06we'll start with the building Tower.
01:09So I am going to go up to the Roof Level and I am going to zoom in on the Tower element.
01:15I am going to select it;
01:16I am going to delete that Tower element.
01:18Now we have decided that instead of a round tower we want to do something a
01:21little more square in form, and we want to pick up some of the lines of the
01:27existing triangular forms that we already have here.
01:29So I want to start by choosing a Reference Line and I want to place that
01:33Reference Line here in the Roof Level and I will just a simple line.
01:37And I'll pick the midpoint there and run it across to the midpoint here.
01:44Now you can see that I am having a little difficulty.
01:47If you have a hard time getting the midpoint you can use your keyboard shortcut
01:51for midpoint which is S+M, and then that will make it a little easier to force
01:56it to snap to the midpoint.
01:58I am going to click to Modify, I am going to select this line and I want to
02:01verify that the host is in fact the Roof Level.
02:04Because you saw that it was highlighting the top of the form element.
02:07So sometimes it tries to host itself to the form instead.
02:10Now, you may recall in the previous chapter that we actually said that Reference
02:14Lines could become hosts for other elements.
02:16So what we want to do next is, I want to use the Set Work Plane option, pick a
02:22Plane, click OK and I want to highlight this Reference Line and make it the host
02:29for the next set of geometry.
02:31And that next of geometry is going to be Reference Lines again.
02:35And I will draw some lines here running perpendicular and parallel to
02:41 the existing line.
02:43Now I am going to select this one and stretch it out a little bit and like so.
02:50Now, I want to control all this in a more parametric kind of way.
02:54Remember, this is the Family Editor, so we can add constraints, we can add
02:58parameters and so on.
03:00I want to make sure that this Reference Line stays in the center of the top Work Plane here.
03:06So I am going to choose an Aligned Dimension, and I don't want the Form Element,
03:10so I am going to press Tab until I get the Reference Line underneath, and then
03:17go to this Reference Line and then again press Tab over here, you see it says Form Element.
03:21Now I want it to say Reference Line, to get that Reference Line underneath.
03:25And even though we snap to the midpoint I am going to toggle on this equal to
03:29make sure that that stays equal.
03:31The next thing I want to do is take this line right here using my Tab key,
03:37and mirror it to the other side, like so.
03:43I use my Trim and Extend to a corner to clean that up.
03:49Select this one with the tab;
03:52mirror it from the midpoint of that line, like so.
03:59So that I have a nice rectangular form right there, and now I want to set that up
04:03parametrically as well.
04:05So I want to go from here to here, from here to here, and then finally I want to
04:12keep it centered on its Reference Line.
04:15So I am going to go from here to here, to here.
04:18Now, that one needs to be equal/equal.
04:20You may be wondering why we need both an equal/equal here and here.
04:24Well this one keeps the host line right down the center, but this second one
04:30keeps all of this centered.
04:32Now at this point, if I were to do this you see what happens to my rectangle.
04:38Now of course the dimensions are doing some really wonky things, but notice that
04:42the angle of that rectangle is staying all centered and so forth.
04:46Now this dimension became invalid when I did that, so I am going to cancel this
04:50because I just wanted you to see that this was actually hosted on this.
04:55But what that allows us to do is if this overall form out here changes shape,
05:00the tower will always stay in the center, that's what I am looking for there.
05:04Now here, I want to take this dimension and label it with a parameter, and I
05:10am going to call this Tower W for width. I want to make that a Type parameter and click OK.
05:18And then this one, add a parameter, Tower Length, make that a Type parameter.
05:28Now I can go to Family Types and I can flex these to anything I want.
05:32So maybe I want the width to be, let's do about 58 feet, and the length there to
05:37be may be about 40 feet, and let's click Apply and you can see that those changes
05:42are taking place there.
05:44So now what happens is if I select this and Create Form and I'll choose the one
05:50on the left which I know is the 3D form, let's go look at it in 3D.
05:54Okay, you see I have a nice square tower there, but because all these parameters
06:00are established on there I can go in and change those numbers, let's try 40 and
06:0750, and click Apply and the size of my tower will change to react to that.
06:13I am going to go back to 58x44.
06:18And then one more thing I am going to select this and toggle this on right
06:22here and deselect it.
06:25And I am going to make that a parameter as well, and call that Tower H for the height.
06:33And so now I can flex that one as well and let's make a tower a little bit taller there.
06:40So I now have a fully parametric tower and we've also changed the shape of it.
06:45So instead of it being round it's more rectangular.
06:48Over here, I provided the voids already ready as I noted at the start of the movie.
06:52So we have a Void Form right here and we want to actually start carving
06:57away from this annex over here and turning it into more of an outdoor sculpture
07:02garden in that area.
07:03So there are actually two voids in this area, so we can't see the second one
07:07because it's buried inside.
07:08So I am going to take this first one here and I am going to use the Cut Geometry tool.
07:14So when I click on that, it asks me to select the solid geometry to be cut
07:20that's going to be this guy.
07:21And then to select the object that's going to do the cutting and that's going to this guy.
07:26And you can see that that sort of carves away.
07:28Now you get this other effect over here because that's actually the hexagon form
07:33that's now been revealed when we carved away from this form.
07:37But if you notice if I highlight this form the void did cut away the part that
07:41overlaps the hexagon.
07:42But we get this sort of interesting form that happens in there.
07:45But now we have a roof down here, well I actually want to cut it again and you
07:49can kind of see this second form here.
07:51So I am going to pick it a second time, the Cut Geometry tool remained active.
07:56And then pick the second void object and now you can see that I sort of have
08:00this double tiered void carving away and leaving behind this little like wall right here.
08:06If I go to the Main Level, that wall area right there kind of tapers, it's got
08:12this width to it, because right now the shape is following exactly along this
08:18straight line right here.
08:20So I am going to go to my Split tool, right here, and I am going to find that
08:25Vertical Reference Line and split it right at this point.
08:28And when I do that, that'll give me these as two separate Reference Lines now,
08:33which is good because I can change the shape of this.
08:35But you'll notice that something has happened over here.
08:37What actually happened is as soon as I split that Reference Line these are
08:41reference-based forms, which means that the overall form has actually just
08:46changed and it's affected the way that the void was being applied to it.
08:52So we'll have to fix that after we are done here.
08:54So I am going to click my Modify tool to get out of the Split tool and I'm going
08:59to select this Reference Line right here, that gives me this little grip, and I am
09:04just going to drag it back along this line right here until it intersects with
09:10the point right there.
09:12And you can kind of see that it's now parallel to there, it stays lined up with
09:16this Reference plane and it more closely matches that angle.
09:20Now let's go back to 3D to see what happened.
09:23Notice that if I deselect everything here that this form element actually went a little haywire.
09:29Let me select something here.
09:31It kind of turned itself into just planes instead of an actual form and that's
09:37just simply because this Reference Line changed.
09:39So what I am going to do is delete this that I have selected, when I orbit around
09:46you can kind of see.
09:47I can reselect this--make sure you are getting right one.
09:51If I move my mouse it changes which chain is being selected.
09:54So I want that inner chain of lines that goes all the way around the form.
09:58Let me orbit around to show you.
10:00All right, so it goes all the way around in the inside of this form here.
10:06I am going to re-create that form, do the 3D, change the height back to 50
10:12feet, and then this just gives us a little bit of extra practice here with
10:17applying the Void Forms.
10:20We will do Cut Geometry, select this, pick the void, Cut Geometry again, pick
10:26this and select the void and then we are back to where we started from.
10:32So now we have our little sculpture garden carved away.
10:36And the last thing that we want to do here is we are actually going to select
10:40this form and delete it.
10:43Because in the next movie we're going to talk about how we are going to create
10:48the townhouse facades there in a little bit more of a sculptural kind of way.
10:52So rather than being one big old block of material, they're actually going to
10:57look like several small town houses that are all kind of attached to one another
11:01along the street front there.
11:02So for now we'll just delete that from our form, we will save what we have here.
11:06And in the next movie we will look at the townhouse facades.
Collapse this transcript
Laying out a floor plan
00:00So as we continue to refine our design, I want to look at a couple of different
00:03approaches to the way that we've built form so far.
00:06Sometimes you can actually create your forms from a series of building blocks
00:10that you already have, sort of pre-made families.
00:13When doing that, it's often useful to have some reference geometry to work from
00:17so that you can get things in the correct place.
00:20So in this movie we are actually going to create that reference geometry and
00:24then in the next we are going to work from those building blocks or those forms.
00:28Now what I have on screen here is just a file that we ended with in the last
00:31movie where if you watched that movie you recall we deleted the large block over
00:36here that was a budding up to the residential neighborhood.
00:39So let's pretend that the residential neighborhood association complained about
00:44the scale of our building.
00:46They weren't too happy about having this very large edifice budding up to all
00:49their residential structures.
00:51The design team has gone back and looked for a solution on how to satisfy that
00:55group and still maintain the design that they were trying to maintain the square
00:59footage and the other requirements.
01:01And they have come up with this idea of doing a series of townhouse like facades
01:05that butt up against the residential neighborhood, but is a little more
01:08sensitive to the style and the architecture they are in.
01:12This is the backdrop or the scenario that we are going to use in looking at
01:15these two new techniques.
01:17To get myself started here, I'm going to actually borrow this series of
01:22Reference Lines right here.
01:24So make sure I'm getting just that rectangular form and I am going to go up to
01:29Copy to Clipboard or do Ctrl+C and copy those items out of this file.
01:36Then I want to go to the Application menu, go to New and choose a new Conceptual
01:41Mass family using the Mass Template.
01:45And go back to Modify and paste Aligned to Selected Level.
01:52Now this is going to be important.
01:54Even though the level doesn't have the same name it's just called Level 1
01:56because it's a default, the Align 2 is the important thing because as you can
02:01see, that rectangle came in at the same relative location to the insertion
02:06point where it came from.
02:07And this is going to be important to keep everything lined up when we pull them together.
02:10Sometimes it's easier when you're doing a design iteration to actually work
02:14off in a separate file.
02:15You can do this because you are not sure if you like it yet, you can because you
02:19want to have two people working together on the team at the same time.
02:22And then later when you pull them together, you want them to have the same
02:25insertion points so that everything comes in, in the right spot.
02:28Now I'm going to jump over to the Level 1 Floor Plan, and it may not be that
02:33convenient to actually work at this orientation.
02:36There's another neat trick that we can do here, where I can toggle on down here
02:41on the View Control bar, the Crop region.
02:44And you can see it right there the crop region of this floor plan.
02:48Now I am going to select that, and we can actually rotate the crop region and the
02:53result will be that the view with in the Viewport is actually going to rotate.
02:57So I am going to click on this, use my Place center of rotation, or tap
03:03my spacebar, and click it right there at the intersection between those
03:09two reference planes.
03:11And then if you recall we were at an 11 degree rotation in the Project file, but I
03:16actually don't want to work with the rectangle running long ways vertically up I
03:20actually want to run it horizontal, so I will take that 11 degrees and subtract it off
03:24from 90 and I am going to use a 79 degree angle here and press Enter.
03:29It's a little counterintuitive because the crop region didn't actually rotate,
03:32what rotated instead was the image within the crop region.
03:36But that gives me exactly what I want, I use the grips here to adjust the size
03:40of the crop region, get it a little closer to the rectangle.
03:44Crop down, but I want to keep the insertion point in view, zoom in a little.
03:50And if you want, you can even hide that crop region when you are done.
03:53So that gives me a good starting point and it allows me to kind of design
03:56these townhouse facades in a rectilinear fashion, which maybe is a little bit more convenient.
04:01Now to do this I am actually going to just use some model lines.
04:05So I am just going to take a line here and start drawing a shape.
04:11And initially, I am just going to start in the normal Revit fashion of sketch and then modify.
04:18And maybe I will go about that far for now.
04:21And use Dimensions to set them to more rational numbers.
04:27So I will go to my Dimension tool or press D+I, dimension each of these model
04:32lines that appear, dimension here in this direction as well,
04:42maybe a couple of those.
04:44Now you could see some of numbers are nice whole numbers, but maybe I want to
04:47adjust them a little bit.
04:49So I might want this guy to be some other value and then perhaps this guys,
04:55maybe these two are the same size base or maybe those are going to be like 35 feet each.
05:02Then, come in to here, make some adjustments to that.
05:06And the design would continue to iterate.
05:09And you can imagine by keeping the dimensions there, it makes it really
05:12convenient for the designer to go in and fine-tune and tweak and make those
05:16adjustments as they make changes.
05:18I could continue working on this one here, but actually what I'm going to do is
05:23instead of drawing this whole thing here, I am actually going to get rid of
05:27this and flip over here.
05:31I have a file already open called Townhouse Footprints, and you can find with
05:36the exercise files.
05:37And it's kind of the same exact layout that I was just working on, starting over
05:41here, you know with the 46 and the 16 and the 35.
05:44So you can kind of see, but I have added some little ins and outs for bay
05:48windows and over here there is a little hexagon bay.
05:51And it continues down the entire facade, all the way to the end here.
05:56And there is an additional model line back here, which is where this townhouse
06:01portion of the project is going to abut up against the annex of the building.
06:05So we have one continuous model line running here and another one here.
06:09And again, everything's been dimensioned, so that later if the designer wants
06:14to go in and fine-tune the spacings of any of this line work, it's very easy
06:19to do by just coming in here tabbing in and selecting the line and making a modification.
06:24And you can feel free to experiment with that if you like.
06:26But now because I deleted the line work out of the other file, what I'm going to
06:31do with this is, I'm actually going to load it into that other family.
06:36Now you could see it here it's just called Family15, it's just a--because I
06:40haven't saved it yet.
06:42That switches me over to the Family file, and as we've seen before we have got
06:46either place on face or place on work plane, so I need to switch to work plane in
06:50order to place it on the ground plane here.
06:53And what you see is that it's coming in at the original angle, it's not actually
06:57rotated to match our screen here.
07:00So what we can do is, this'll give us an opportunity to use this Rotate after placement.
07:05So I am going to check that box, right there, click to place it in, and then type
07:11in an angle here of -79 degrees.
07:16And you'll see that that will rotate it around and orient it now to my box,
07:21it wants to place another one, so let's click the Modify tool to cancel out of there.
07:26And then I can go to--let's position it kind of roughly where it needs to go,
07:33just kind of by eye.
07:34And then I'll go to Align tool, pick up a Reference Plane and kind of move
07:40around and you can see that I just have to sort of know where it is, but there's
07:43a Reference Plane right there, and I will align that and then I will do the same
07:47thing in this direction and I will align that.
07:50And that gets it positioned exactly where it needs to go.
07:54And if I zoom in just a touch you can sort of see how it matches up with this
07:58rectangle and so we are in pretty good shape.
08:01So, we are going to save this file off and then in the next movie we are going
08:05to start actually using--
08:06I'm going to call them like blocks, what they basically are is they are almost like
08:10children's wooden blocks; is they are existing massing files that are already
08:14created and saved in standard forms like boxes and gables and triangles and so forth.
08:20And I want to show you how we can actually take those forms and assemble them
08:24on this framework here and use this as a guideline to help us build up our
08:28townhouse facades.
08:29And so we will be looking at that in the next sequence, but by loading this in
08:34as a separate family, it allows us to snap to those points without it getting in the way.
08:41If we had left those individual lines as separate model lines, then when you
08:46try and select, it would think you're trying to create form directly out of those model lines.
08:51So by burying it in a nested family we kind of moved it back one step and we can
08:55use it more easily as a guideline, as opposed to the actual geometry from which
09:00we are creating the form.
Collapse this transcript
Modeling with standard building blocks
00:00In this movie, we'll continue working on our townhouse facades and refining them
00:04a little bit further.
00:05In the last movie, we created this outline footprint here which was going to
00:09help us get everything positioned.
00:11And in this movie we are going to use these really simple Platonic Forms that
00:15are actually existing mass families that come with the software.
00:19And we are just going to be placing those almost like working with blocks and
00:22just kind of placing children's blocks around and stretching them and pulling
00:26them to the forms that we want.
00:27So I've already created a few here off on this side and we're kind of fill in
00:31the missing blanks and I'll kind of show you how I did that.
00:34Now let me just give you a quick overview of the file setup before we continue.
00:39It's largely similar to the files that we've been working on in the last several movies.
00:43We've got our rectangular reference lines down here, which was back from our
00:47original massing model.
00:49We've got these two reference planes here in the center, marking the
00:51original insertion point.
00:53And if you look over here, I am going to zoom in slightly, we've got our
00:57Main Level and our Second Level, but I've snuck in a new level in between called Townhouses.
01:04And that's because over here in this part of the design, the townhouses are
01:08actually sitting more up on a hill in that residential part of the neighborhood.
01:12And so, by putting that new level up at that 10 foot, we're sitting more at an
01:17appropriate height for where the geometry will actually be.
01:21So let's talk about how these forms got in here.
01:24These are just basically component families that you can actually load in to the
01:28Massing Environment.
01:29Now if I hover over one of these, it says it's Mass, then Gable Gable.
01:33So Mass is the category, it's a Massing Family, Gable is its family name, and
01:37again Gable is the type name.
01:39This one is Box, this one's also Gable, this one is Cylinder.
01:43Okay, so those are just different families.
01:45Now where did they come from?
01:47On the Home tab, if I click the Component tool and then come over here to
01:52the Load Family button, that takes me to the library that's installed by
01:57default with my software.
01:58I'm in the Imperial version of Revit;
01:59so I go to the Imperial folder.
02:01There is also a Metric version that takes you to Metric folder.
02:04Same thing, there should be a Mass folder in either case.
02:07And then if I single click the first item on the list and just use the arrow
02:11key on my keyboard, you could see that I can page through these various forms
02:16here, and several different shapes have already been created and included with the software.
02:22And these are all Massing Families, but they just have these sort of basic shapes.
02:26So if you want to build up a model, like we're doing here with these townhouse
02:29facades, you can load in one or more of these shapes and then actually
02:33manipulate them parametrically and place them around in the design, and that's
02:37exactly what we are going to do here.
02:39When I cancel out of there, you'll see that I already had the Box, the Cone, the
02:44Cylinder, and the Gable loaded in my project.
02:48So the box is currently on my cursor and I'll start with that because it's
02:52a pretty simple one.
02:53And I could either Place on Face or on Work Plane.
02:56I want to place on the Work Plane, and I want to make sure that my placement
03:00plane is the Townhouses Level.
03:02It was already defaulting to that, but I just want to make sure.
03:04Now I am going to use my Shift and wheel to kind of spin around a little
03:09bit, because I am going to place this one kind of in this general vicinity right here.
03:15And what you'll notice is, if you hover over some existing geometry, like this
03:21line right here, and then tap your spacebar, it will actually match the
03:26orientation of that object to the underlying geometry, so that can be a really
03:30quick and effective way to get it lined up with the geometry underneath.
03:35And then I'll just sort of place this right about there, click the Modify tool,
03:40and then I'll select on this box to show us what we've got.
03:43All of these forms;
03:45Gables, Boxes, what have you, if you scroll down in the Properties palette under
03:49Dimensions, they have some settings Width, Depth, and Height usually, sometimes
03:53they have additional settings.
03:55The box is the simplest, so it just has Width, Depth and Height.
03:59Now let's start with the Height, that's pretty obvious, right.
04:02If I want to increase the height of this townhouse block here, I can make it
04:06about 40 feet tall and Apply that.
04:09You'll see that'll jump up a little taller next to its neighbor.
04:12If I change the Width, let's try about 20 feet there, and I'm mainly doing that
04:19just to see which direction is which, because when I brought it in, I'm pretty
04:22sure that that width matched up with this line, because of the way I tapped the
04:26Spacebar, but I just wanted to verify that.
04:28The width is in fact in the direction I think it's in.
04:31Now let's say that the width was opposite of what you thought it was.
04:35You can actually tap the Spacebar after the fact and it will spin the box around
04:4090 degrees and if I tap it again, it will go around another 90 degrees.
04:44So if your Width and your Depth aren't oriented the way that you want, that's
04:48all you have to do to reorient them before you continue.
04:52What I want to do next is take the dimensions here of this block that it's
04:56supposed to sit in and just get my box to match up to that.
04:59So let's do a couple of quick dimensions here, just to take a measurement.
05:03So I am going to measure from here to here, that's 40 feet.
05:07I'll just press Escape, I don't actually need to create the dimension;
05:10I just wanted to see what the number is.
05:12And in that direction it's 88 feet, so I'll Escape out of there.
05:15So I am going to select the box, scroll down, and I'll make the Width 40 feet
05:22and the Depth 88 feet, click Apply, and you'll see the box will now conform to that shape.
05:29It's not quite in the right position, so I'll just go to the Move tool, grab a
05:33convenient insertion point, and a convenient ending point, and move it like so,
05:41and now we've got that box positioned roughly where it needs to go.
05:44On the front of this particular block, I might want to include an additional
05:49form, like maybe I want to have a bay similar to this one here.
05:53So let's add another box.
05:56So again, I go to the Home tab, click on Component, add another box;
06:01make sure I am placing on a Work Plane.
06:03This one I am going to place out here, tap my Spacebar to get it rotated.
06:08I am just going to place it out here for the time being, select it, and change
06:14the Width of the box to about 10 feet and the Depth to only about 4 feet,
06:20because I just want some long thin box like so.
06:24Then I'll move it from an endpoint here right to that corner and then move it
06:31again just using the temporary dimension, maybe over about 5 feet.
06:37Now this is going to be a little bay out in the front and I want to put a
06:41barrel vault top on that.
06:44So if I go back to Home one more time, click Component and open up the list, I
06:49don't see a barrel vault loaded.
06:51So I'll go to Load Family, go back to my Massing folder and there was actually a
06:59Barrel Vault form in my Massing folder, which we were paging through before.
07:03So let's open that up.
07:05Now this time, I will actually use the Place on Face option, because I want to
07:10place it right here on the top surface of this existing form and I am going to
07:16do it right at the midpoint, right there.
07:20Click Modify, select it, you remember I went 10 feet wide right here, so I am
07:25going to make that width also match 10 feet wide.
07:30Notice the Height is grayed out, that's because this is a Barrel Vault and they
07:34are controlling the height with a formula.
07:37So if I apply the Width, it will automatically change the Height to half of that
07:42in order to keep it a half round shape.
07:44Let me change the Depth to 4 feet, let's apply that.
07:49And then, of course, if I zoom in a touch, you can see that because I snapped to
07:52the midpoint, that was actually the center of the original form, so all I have to
07:56do is just move it from endpoint to endpoint like so, I'll zoom back out.
08:02And now I have a little barrel vault form on the top of that.
08:05I want to take these three forms and kind of smooth them out a little bit.
08:10So I can actually use the Join Geometry tool, select the Main form, and join it to this box.
08:18Do it again, select this form and select this guy and one more time join this to this.
08:26And you can kind of see that when you join all the parts and pieces together, it
08:30smooths it out and it takes care of that little seam right there, and so it
08:34makes that behave a little bit more as if it was one continuous form.
08:39So let's do one or two more examples here.
08:41I am going to go back to Home, click on Component, change Forms to a Gable form
08:49and it's much the same process.
08:50I want to place it on a Work Plane, highlight an edge, press the Spacebar to get it oriented.
08:57Notice that the Gable is going in the correct orientation but if it wasn't I
09:01could just Spacebar again, so you can hit it more than one time.
09:05But the first time, you want to make sure you're highlighting that edge, that's
09:08what gets it to match that angle.
09:10I'll place it, click Modify, select it.
09:15I usually like to start with the Height.
09:17You can see that the Gable also has a Height parameter, right here, but notice
09:22that it's also got this Eave Height parameter here.
09:26So if I apply this, watch what's going to happen.
09:27We are going to get this really tall peaked roof right here, it's almost like it
09:32was up in the Swiss Alps or something, because the Height is measured from the
09:35base here all the way up to the top of the form to the top of the ridge.
09:40So this Eave Height here is actually measured from the bottom as well up to
09:44this location here.
09:46What this tells me is, looking at this-- that I probably need my Height to be even a
09:52little taller than it is.
09:53This box is at 40 feet and I just made that one at 45, so why don't I try
09:58maybe about 48 here.
10:00Now I'm going for a slightly eclectic look.
10:03I don't want all the roof lines to be perfectly lined up with each other.
10:05So I'm deliberately making them shifted a little bit from one another.
10:09Let's try a 38 foot Eave Height and see what that does for me.
10:13So you can kind of see there that the eave is a little bit lower but the ridge
10:18would actually, if we spin it around, the ridge would actually pop up taller
10:23than the neighboring building.
10:24So this is kind of what we'd see in elevation here.
10:27So that's the look that I was going for there.
10:31Let's do a couple of quick measurements from here to here, that's 88-6.
10:36And from here to here it should be 40 feet again, and it is, so let's go ahead
10:41and set those numbers.
10:44The Width is 40 and the Depth 88-6, Apply it.
10:53Go to the Move tool and move it on to its platform.
10:57I could do the same thing for this box over here, I'll leave that one for you to
11:03practice on, but let me do this final bay right here.
11:07If you go to the Home tab and click the Component tool and Load Family, what you
11:13won't find in this Massing folder, if you page through all of these, is you won't
11:17find anything that matches that hexagonal shape, so that one we're just going to
11:21have to kind of build.
11:22We can build it the normal way.
11:24We've got all the normal tools at our disposal.
11:27I am going to use Reference Lines for this, because Reference Lines, if you
11:31recall, lock the profiles.
11:33So I am going to be drawing a profile down here at the base and I want that
11:36profile to be continuous as it moves up the height of the bay.
11:40So if we change the shape of the profile and plan, I don't want it to end up
11:44tapering in a strange way.
11:46I want it to stay consistently the same shape.
11:49So I am going to draw along the back edge, and if I wanted to, I could keep going
11:54tracing here, but I am actually going to escape one time and switch to this tool
11:59instead, Pick Lines, because this will allow me to reach right into that
12:03underlying family and just pick the edges right in that family there, and that
12:10gives me a little continuous--
12:14Ah okay, small problem right here.
12:16Notice that the host for this guy says Gable.
12:19So when I drew those two points, it hosted it to the surface of this edge
12:24instead of the ground plane.
12:26Now let me see if I can change that right here.
12:29It's not giving me the option to choose a level, so I am just going to delete
12:32that line and draw it again.
12:36I need these four sketch lines to all be on the same host, otherwise it
12:40won't work properly.
12:41So let's make the Placement plane Townhouses, and then draw it from here to here,
12:48and that time it should work.
12:50You see how I get the chain.
12:51So always be looking out for that because sometimes you'll be drawing and you
12:55won't notice that there wasn't an associated work plane and it will just jump
12:59onto another plane on you and then you're going to be wondering, well why isn't
13:02it selecting a chain of lines, and so always kind of look over here and see what the host is.
13:07Let's go ahead and create form out of that.
13:09I'll create a 3D form, use my little grip, pull it up to about where I want it
13:15to go, and then I'll look at this number and I'll just kind of pick something as
13:19a whole round number.
13:21So that kind of gives us a basic idea of how we can take these existing families
13:26that are in the library and just sort of bring them in almost like children's
13:29building blocks and assemble them into a more complex form.
13:34We have all the parameters to work with;
13:36the Width and the Depth and the Height, and you get them adjusted and position
13:39them relative to one another and then you can even join them together as we did
13:44here, right, and join them into a single piece of geometry and that can be your
13:50massing form moving forward into the next stage of design.
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Applying geometry to surfaces
00:00After your initial masking explorations, you have likely settled on a form
00:03that you're satisfied with and that meets your initial pro forma and energy
00:07analysis requirements.
00:08So at this stage, you can begin using the massing model to create an
00:11actual building model.
00:13This is one of the neat benefits of the massing toolset.
00:16We can take our massing model, bring it into a project, and then start applying
00:20actual model geometry to it.
00:22The kinds of geometry you can add are walls, floors, roofs and curtain systems.
00:27So in this movie we are going to take a look at that process.
00:30So what I have here on screen is a file called Apply Geometry.rvt.
00:35It's just a version of our project that we have been following along with and
00:40you can see that the site has been refined slightly.
00:43There are some recesses here in the site, this is called a Building Pad and we
00:48will actually have an opportunity to talk about the building pads a little bit
00:51more in the later chapter.
00:52So for right now, we will just use this one that's already got the pads
00:55incorporated into it.
00:57The massing model is already loaded here, but we are just not seeing it because
01:01we have to go to the Massing & Site tab and click on Show Mass button.
01:07Now when we do that you will see the massing model appear, and I will zoom in,
01:12and there're actually three separate models here.
01:14We have got our Main Building Form, we have got our Townhouses, and back here we
01:19have a Graffiti Gallery, which we will actually have an opportunity to explore in
01:23more detail in the next chapter.
01:25The Townhouses, we worked on in the last movie, have been refined just a little bit.
01:29As you can see, we have completed the final block that was missing and I have
01:33added some dormers up here and I have carved away at some of the roofs, but
01:37otherwise it's largely the same forms that we were looking at previously.
01:41You can see ghosted in here these Mass Floor objects.
01:45Now we did actually do that previously as well.
01:48So just to remind you of how that occurs, you select the Mass Object, you click
01:54on Mass Floors, and you simply select the levels that you want to cut floors at.
01:59Now for the Main Building block, it was just these levels, the Townhouses uses
02:03slightly different levels, and then what you can do is you can actually take
02:08those Mass Floors and in addition to measuring the square footage, which we
02:12did in the previous movie, you can actually apply real floor slabs to those Mass Floors.
02:18So here on the Massing & Site tab, you see buttons for the four objects that we
02:22can apply and it's under this Model by Face tab.
02:26So here we have got Floor, and when I select that, you can see that it allows me
02:31to reach in and click on those Mass Floor objects that we created, and then I
02:38can say Create Floor over here.
02:40And so what that did was it created an actual floor slab, right there, it's
02:46just using the Generic floor slab type, but it created an actual floor slab from that Mass Floor.
02:52So let me just repeat that again.
02:54Back here on the Massing & Site, here is the Floor button, I will click on
02:58this slab right here.
03:01Now you can actually pick more than one at a time if you want to, but in this
03:06case these two are on different levels, so I will just do Create Floor, do it
03:09again right here, Create Floor do it again right here, Create Floor and so on.
03:15So you could continue walking around the building in all of the locations where
03:19you want to turn those Mass Floors into actual floors, you could create them.
03:23Now I am going to go to Modify, temporarily toggle off Show Mass, and you can
03:29see that what I'm left with is a series of floor slabs.
03:34So that's the first step of Model by Face, is taking your Mass Floors and turning
03:40those into actual floor slabs.
03:42Let's continue, let's turn on Show Mass again and look at the next type of
03:46object that we can create.
03:48We can create roofs in a similar way that we created floors.
03:53So I'm going to click on the Roof button and it has the same basic interface
03:57allowing you to select more than one slab at a time if you like, or you can
04:02just select the one, click Create Roof, click on this surface, Create Roof, but
04:08before I do, let me just show you a couple of the settings over here on the
04:11Properties palette.
04:12You can actually choose a roof type ahead of time, so if I didn't want
04:16Generic 12, I can choose a 9-Inch Roof, for example, up here on the tower,
04:21and then right here, the Picked Faces can either represent the top of the
04:26roof or the bottom of the roof.
04:28So if I wanted to take this roof plane of the tower and actually bump it up, let
04:32me just show you what that looks like.
04:33I will do Bottom of the roof, and then I will come over here and say Create
04:37Roof, let me zoom in to show you.
04:40You can see that here is the edge of the mass and the roof went up from that location.
04:47If I zoom in over here, let me try right there, and here is a better example.
04:52Here is the face of the mass and you can see the roof went down, because that
04:57one use the default options which was faces were the top of the roof, and you
05:03can actually change this after the fact by just choosing it off the list here.
05:07So you don't have to keep it that setting, if you realize later that you
05:12chose the wrong one.
05:13So that's Roof by Face.
05:15Let me just do a couple more, set this roof, maybe do this one, Create Roof, and
05:25then over here it gets more interesting, because these roofs--you can actually
05:30pick more than one face at a time.
05:32And so, for example, this gable right here, I could select both of those
05:36together and create a single gable roof from both of those edges, so I can click
05:41this face, this face, create the roof.
05:44Now here I want a flat roof in here, so I won't actually create around there
05:48but maybe this surface and this surface, maybe I want both of those to be part of the same roof.
05:55So as you can see, you can kind of walk around and add roofs to all of the
05:59Townhouse forms, and you can select multiple faces at the same time if necessary.
06:05Now let me select the Graffiti Gallery first that centers my orbiting.
06:10I am going to spin around here to the opposite side and you can see that the
06:14Graffiti Gallery has this like recessed panel in here.
06:18That recess panel is actually going to be a big wall of glass in the Graffiti Gallery.
06:23So what I want to do is, here on the Massing & Site tab, I want to do Curtain
06:28System and this is going to represent that glass surface for now until we refine
06:32it further in later chapters.
06:34And I will just simply select that surface, click Create System, and you'll see
06:39I get this grid pattern across that surface.
06:42Now if I cancel out of there and I just come in and select it over here at the edge.
06:48I might need my Tab key, there it is right there, there is the Curtain System
06:52and you can see over here it's just using the default 5x10 system.
06:56Now I can leave that for now, we're at a schematic phase, but just using regular Revit
07:01techniques, I could choose Edit Type, Duplicate and change the spacing to
07:06something more appropriate to the design.
07:08But I will save that for a later movie and I will spin us around.
07:12Let's do one more Curtain System up here on the tower.
07:16This is the north side of the building, so we want to be careful about natural
07:19light here in our museum, so it's okay to put natural light on the north facing
07:25side, because it won't affect the artwork, but we really want to leave solid
07:28walls around the other sides.
07:31Let me spin this around again.
07:34And the remaining surfaces, we are just going to skin with walls.
07:38So I will do Wall by Face as the last example, and I am just going to start with
07:45a simple generic wall.
07:47So we've got different sizes here.
07:49I am actually going to use the 8-inch Generic wall which was already chosen as
07:52my default, but just to show you we have our different types.
07:56And here I want to pay attention to what the Location Line is, because the
08:02Location Line of the wall is actually going to become the face that we pick
08:06on the massing model.
08:07So if you remember with the roof, we were able to say the faces were either the
08:11top surface or the bottom surface, with the walls, you'll use the Location Line
08:16to achieve the same thing.
08:18So I'm going to start off on the main part of the building using Finish Face
08:22Exterior as the Location Line.
08:25So what I'm saying is this face right here, that actually represents the
08:30exterior face of the wall, and you can kind of see that the wall thickness went into the building.
08:34Now we are going to clean that up a little bit later, and it will become a
08:38little more evident when we start dividing the surface of the exterior wall, why
08:42I'm choosing that Location Line.
08:43But I am going to choose a different line with Townhouses in just a minute.
08:46But I am just going to do a few of these walls here and you can see that this
08:50happens immediately.
08:52So unlike Floors, Roofs and Curtain Systems, where you choose your face and then
08:57you have to say Create Surface, with Walls, it just does it.
09:01I am going to spin up just a little here and this is really kind of neat,
09:05because I can actually take that barrel vault shape right there and put a wall on it.
09:11So that I can outline my doorway here, my main entrance, with walls going
09:15all the way around.
09:16I can select this face, this face, this face, and I'll leave the rest of the
09:22faces for you to do around rest of the building.
09:25So the main hexagon portion of the main building and the tower here, we want all
09:30of those with this 8-inch Generic Wall and the Finish Face Exterior.
09:35Now I am going to change to a brick wall type up here.
09:39I'm going to choose Exterior Brick on Metal
09:42Stud, and then instead of Finish Face Exterior, I am going to choose Core Face
09:48Exterior, and that's the one that I'm going to use for the Townhouses and watch
09:54the difference here.
09:55When I select one of these faces now, you are not going to see any of the floors
10:00protruding through, and I will show you with the section in a minute, because it
10:03will be easier to see there, but I can start by clicking on these faces and
10:07skinning these walls and you see how it follows the shapes.
10:11I can even do these little leading ends of these dormers here, but it follows the
10:15shapes of the forms as they are cut, gables and all.
10:19So again, you can continue doing that around the building, I will leave that for
10:24you, and let me go to my Main Level floor plan, zoom in a little bit, go up here
10:31to my Quick Axis toolbar and cut a section, and I am going to do a quick little
10:35section right there but let me pull it back to there.
10:42Deselect it, you have to deselect it first, then double-click, and if we zoom in
10:48here, you can see the result.
10:49There is my 8-inch wall, there is my floor, and they overlap one another.
10:54Now we can actually use Join geometry to clean that up.
10:57We will look at that in a later movie but you see that effect right there, let's
11:00contrast that to what we see in the Townhouses.
11:03So here's the Townhouse floor plan.
11:06Here is a section already cutting through here.
11:09Here's a wall right there, so let's double-click that section and open it up,
11:14zoom in, and you can kind of see the difference here.
11:17The wall is right there but you can see that the face of the mass goes down
11:26the middle of the wall.
11:28Let me turn on, instead of Coarse, let me turn on Medium detail and it becomes a
11:32little bit more clear.
11:33There is the core of the wall right there and here's the brick appearing to the
11:38outside of that core.
11:40So that was the difference between using Finish Face Exterior versus Core Face Exterior.
11:46When you're skinning the masses using walls, you want to pay attention to that
11:50Location Line, because that'll make a big difference in what you get, what your
11:54end result is, as you apply these faces.
11:57So all of these tools collectively are the so-called building maker tools in Revit.
12:04If you looked in the Help system, you would actually see Building Maker listed
12:07there, and so collectively all this Model by Faces is what we refer to as this
12:13sort of building maker idea.
12:15But the idea is you start with the massing form and then you bring that
12:18into your project and then you can essentially skin that massing form using
12:23the various tools to give you standard Revit walls, floors, curtain
12:28systems, and roofs.
12:29And it gives you an excellent way to take that mass model and start
12:33transitioning it into more of a design development model, which will eventually
12:38become construction document model.
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3. Rationalizing Massing Forms
Configuring divided surfaces
00:00The conceptual massing environment allows us to create many wonderful things.
00:03We can imagine forms that are simple and rectilinear or freeform and curvaceous.
00:08Regardless of the specific shape that our designs to take on, at some point we
00:12will need to begin considering how they will come into being in the real world.
00:16Often this means taking the surfaces of our 3D forms and subdividing them down
00:20into some smaller and buildable components.
00:23Such rationalization can take place directly within the conceptual
00:27massing environment.
00:28This gives us an excellent way to test our concepts for buildability before
00:33progressing too far in a particular design iteration.
00:35In this movie, we will look at the first step of this process by covering the
00:39basics of the Divided Surfaces feature.
00:42So to get us started I'm working in a file here called Divided Surface.rfa. It's
00:47a massing family file.
00:49And its version of the project we have been working on throughout the course
00:52of the last chapter.
00:53Now mostly, I've got the forms directly here in this file so as you can see, I have
00:58got the various edges and forms that I can highlight, but I do have one loaded-
01:03in mass family over here on the side that is the Graffiti Gallery that we will
01:08actually explore a little bit later in this chapter.
01:10And for now I am going to select that and use it just to center my orbiting and
01:16spin the model around to the other side here.
01:19And then I'll zoom in on this surface right here, of the model.
01:24I am going to deselect the Graffiti Gallery. And what I want to do is highlight
01:27the model and press Tab to get in and select that face.
01:32Now the reason I have to tab is because I've actually joined together, using the
01:38Join Geometry tool, I've actually joined the hexagon with this shape up here and
01:43the box so that they all are merged together into one continuous form.
01:48If I deselect here, the first thing it wants the highlight is that overall form.
01:53Sometimes if you move the mouse around, you can get it to highlight other things.
01:57But the easiest way to get it to highlight what you want, instead of just
02:00jiggling the mouse, is to just press the Tab key.
02:03So this is why I'm tabbing in to get this surface.
02:06And when you select an individual surface, over on the ribbon you will get
02:11access to the Divided Surfaces button.
02:14So I am going to click on that button.
02:16And it will take that surface and subdivide it with a blue grid.
02:22On the Options bar are several choices, and we also see those same choices over
02:27here on the Properties palette.
02:29And the first thing you typically want to do with your divided surface is decide
02:34how you want it divided up, what the spacing is going to be.
02:37So if I scroll down here, you can see that I've got a U Grid and a V Grid and
02:42again you have also got those same features here: U Grid and V Grid.
02:46We can choose from a variety of layout options, and this is one of the reasons I
02:49like to do it on the Properties palette, because the Options bar gives me either
02:53number or distance, but I like to see what all my choices are.
02:57This defaulted to a fixed number or a fixed quantity, and you can see that
03:02that quantity is 12.
03:04Now I could use the little spinner here to increase the quantity, and you'll see
03:09that I'll get more grids; decrease the quantity, I will get fewer grids.
03:13But what I actually want to do is change the way the layout is being
03:17applied altogether.
03:18So I'm in a use a fixed distance and then I am going to change that Distance to
03:234 feet and apply it.
03:25That was in the vertical direction or the U Grid.
03:29They use U to describe one direction on the surface and V the other.
03:33These are pretty standard 3D modeling nomenclature.
03:36X, Y, and Z typically are used to reference the overall world coordinates, and
03:42then U and V are typically used to describe the local coordinates that are
03:46perpendicular and parallel to the surfaces itself.
03:49So we would use the same U and V designations even along the sloping surface
03:53over here, for example.
03:55Over here in V direction, I am going to do the same thing, a fixed distance, and
03:59instead of 10 foot 4 which it defaulted to, I will set it to 4 feet.
04:04And the reason I'm using four and four, if I zoom in, is because my hexagon, if
04:09you recall back in the previous chapter, was 124 feet on a side.
04:14So I know that four is a nice easy multiple.
04:17And if my goal is to rationalize the surface then ideally I would have a nice
04:23number that I could divide everything by, and a 4-foot panel is pretty easy to
04:27come by in pre-manufactured components.
04:31In both cases, the justification can be modified to either be the beginning,
04:37the center, or the end.
04:40In this case, because everything works out nice and evenly, it's pretty much going
04:44to be indistinguishable choosing either one.
04:47But if I choose the beginning, for example, it's going to start down here and
04:51measure up, in that case. And then on this one, beginning or end, we'll just
04:55decide left or right. It's right now starting, right down the center.
04:59Well let me show you another example up here where it might be more pertinent.
05:04So let's do Divided Surface, and you can see that again it used the same defaults.
05:10So let me change that to a Fixed Distance, scroll down, a Fixed Distance. Let's
05:16set them both to 4 feet so that it matches
05:20what I'm doing in the other areas and let's apply just that. And you can sort of
05:25see here we're getting the 4 feet. I get a little sliver, so in this
05:29direction it still works, fine 4 feet, because we have a nice even multiple, we
05:33see here I have get the little sliver and here I have got the little sliver.
05:36If I wanted to actually start with a whole grid on one side or another, that's
05:41when I would choose to either go beginning and you could see now I get a full
05:46grid at that end and I guess I have a nice even multiple four feeder. It might
05:50be a little bit smaller here.
05:52I am going to see if I could measure that.
05:54No, it's not going to snap to grid.
05:57It looks really close to me. It's hard to say, but I could select it, shift it
06:02again to the end, and let's see if we can see a change.
06:06So it shifted slightly, so that last bay, it's just a little bit less than 4 feet.
06:12But this is where if it was important to me design-wise to start in a whole
06:16tile or end on a whole tile, that's when shifting it either left or right would matter.
06:21Now this one, if I tab in there, I will select it and you'll see that it just
06:27selects that surface right there.
06:28So if I divide that, you can already see here how this one got two whole squares
06:34vertically and then half a square.
06:36So if I take this and set it to the same settings, Fixed Distance and Fixed
06:42Distance, 4 feet and 4 feet, and apply it,
06:51you'll see that again it wanted to do everything from the center. So I am
06:54getting a little tiny sliver and a little tiny sliver here and here.
06:58This is where I would want to make it match, vertically, this one.
07:01So this one here is set to Center.
07:05So let's make that one go to end, which would start at the top edge here, and then
07:10I am going to select this one and also make it end.
07:13And that will shift it up so that now this line is continuous along here.
07:19And the cut tile is down at the bottom.
07:21If I shifted it down to start, it would start with a full 4 feet and it would
07:25end with a little sliver of the top.
07:27And it would be more difficult to get this one to match up to it, so that's
07:30why I went end and end.
07:32And then in the other direction, again, I can either choose beginning or end, and
07:37either I will get the full sliver over there and a full tile on this end, and we
07:40will go to end, which I think I like a little better, and I get a full tire here
07:45and a little cut over there.
07:46And it's really a design decision at that point, where you want the partial tile
07:50to be and where you want the full tile to be.
07:53We could continue in this way and sometimes you can even select, with your
07:58Ctrl key, more than one surface.
08:00I will do these over here. Use my Tab, hold the Ctrl.
08:06And you can divide them at the same time. Then you can actually select, with the
08:10Ctrl, both of those surfaces, go to Fixed Distance.
08:14So you don't have to do these one at a time. You can actually do several of them
08:17together, set your distances, and you can even decide whether they're going to go
08:23beginning or end all together at once.
08:25And you see that I am applying those changes to both grids at the same time.
08:30And so what you want to do here--and I'll leave this for you as an exercise--is go
08:34on all sides of the hexagon,
08:37this surface here and these sides here around this triangular portion, but not
08:42this portion of the building just yet.
08:44We are just going to do the hexagon portion.
08:47And I just want to point out one last thing here before I leave you to that task.
08:52So I am going to tab into right here and select just this surface, and you can
08:56kind of see that the surface is going right into the Graffiti Gallery here; it's
09:00passing right through.
09:01So if we use Divided Surface, it would divide all the way along that panel
09:06there, which may or may not be a problem.
09:08But if we want a nice clean break right here, then we have to approach that a
09:12little bit differently first.
09:14We could try Join Geometry--here's my main form and here's my other form--but
09:19notice it doesn't want to highlight this.
09:20That's because this is actually a nested mass family and for whatever reason,
09:25Revit doesn't want to join that mass family directly with the stand-alone masses here.
09:30So what we can do instead is we can use Cut Geometry.
09:34And I'm going to select this guy and then highlight my Graffiti form, which is a
09:40nested family, click on it, and it will make a nice clean cut right there.
09:46So that gives me the line and then when I tab into here, you can see that I can
09:50select just that surface.
09:53Sometimes Joint Geometry does the trick. Failing that we can try to Cut Geometry.
09:57But the two tools together are really terrific to help us clean up the geometry
10:02and give us those nice well- defined edges right there.
10:05I will do Divided Surface and then I could continue on with the rest of the
10:09steps that we've done before and setting it to a fixed distance and 4 feet and so on.
10:14So I do encourage you to continue going around here and finish up around the hexagon form.
10:19In the next movie, we'll begin adding patterns to the surface and then actually
10:23applying panels to it.
10:24So it's a multi-step process, and the first step is just simply dividing the
10:29surface and then setting up the spacing, as we've done here in this movie.
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Adding patterns
00:00Once you have a divided surface, you'll want to apply a pattern to it.
00:04There are several built-in patterns that we can choose from.
00:06Patterns are part of the underlying framework or the armature of the divided surface.
00:11In other words, don't think of the pattern as the final expression of your form or design.
00:16You're not choosing from a list of 10 predefined wallpapers; rather, what
00:20you're doing is choosing from a list of substrates, upon which you'll apply your wallpaper.
00:26So there're really three steps.
00:28We need the divided surface, the subject of last movie;
00:31the pattern, sort of the underlying framework;
00:34and then the actual geometric panels, and we'll look at that in the next movie.
00:38What I have here is a simple file that just pulls up the Graffiti Gallery and a
00:43couple other forms, and I'm just going to select one of these guys and spin
00:49around to the other side so we can actually see what we've got here, and zoom in.
00:54And I have a nice flat pattern over here and a couple curved ones over here,
00:59so we can compare and contrast some of the differences.
01:02Like we saw in last movie, these are just simple divided surfaces where I've set
01:06a regular pattern of about 5 feet in both directions.
01:09Up at the top it says No Pattern.
01:13If you open up that list, there is a list of predefined patterns. We've got
01:16everything from arrows to hexagons to squares and rhomboids and triangles.
01:21We have all sorts of patterns here, and these form the underlying framework for
01:25our panelized grid surface.
01:27Now you can choose any one of these and see how they look.
01:30There are some arrows, there is a hexagon, and what you see is that it
01:35takes that pattern and it basically makes it fit into the grid that you have established.
01:42So even though the grid gets turned off-- notice that the grid no longer displays
01:47when we choose one of these patterns here.
01:49Now you can choose a Rectangular pattern-- that would match the grid directly--but
01:52if you choose any of the others, the grid gets turned off, and the underlying
01:58pattern, though, is still there.
02:00And if we look over here at the spacing, it's still controlling the size of this pattern.
02:05So, for example, if I change this distance in the U direction down to 2 feet
02:10and click Apply, all of my hexagons are going to squish down and become really
02:15short, because the underlying grid is now being squished and it takes the pattern with it.
02:20I can reset it there, and I could do the same thing in the other direction.
02:25Now it turns out that the default behavior of what you're seeing is something we can control.
02:30So at the moment, we're seeing the pattern, but you'll notice here that you can
02:35also toggle this button on and turn on the surface--and let me zoom in a little--
02:40and there it kind of gives you a pretty good idea of how your underlying grid
02:45relates to the pattern.
02:47So here you can see that it actually takes 6 squares of my grid to form 1 hexagon.
02:54Now if I change that pattern to Arrows and turned on the surface, you'll see
02:59that it takes--I don't know, it looks like 12 squares to make one arrow. So it
03:05really depends on the pattern, how it applies to the underlying squares.
03:09Here are some triangles.
03:12Those fit into just 2 squares.
03:15You always have the opportunity to toggle on and off what you're seeing.
03:18We can even toggle off the pattern and go back to the surface if we want to.
03:22Now let me come over here and talk about some differences when we apply this
03:27along the curve. Because if you look at the pattern choices, sometimes there is
03:33one that says bent and other times it says flat, and you really can't tell the
03:37difference when you're looking at a flat plane.
03:39You've really got to apply that to a curved surface to see that.
03:42On this one, I'm going to apply the Triangle Checkerboard (bent) and on this one
03:48I'll do the Triangle Checkerboard (flat).
03:52Now when you just have the pattern applied, you really don't see any difference.
03:56If you zoom in, they look exactly the same, because remember, the pattern is
04:01really the underlying framework.
04:04To help us understand the Curved panels here, I've created some and loaded them into
04:09this family already.
04:10Here, under Triangle Bent, I have a Bent panel and I'll apply that.
04:15It takes a few minutes to re-gen. And then over here, I've got a corresponding
04:20flat version, Flat panel.
04:22Now if I zoom in, you can kind of already start to see what the difference is.
04:26You notice that little seam right there and compare that to over here?
04:31When it says Flat, they're literally talking about the panel geometry itself.
04:35The panel geometry is Flat, and therefore the way it applies to the curve is a
04:40little different than this one, which is actually bent to match the curve.
04:45Bent panels will do a nicer job of maintaining your design intent,
04:50but they're a lot more expensive to manufacture. That's you're trade-off.
04:54But you do have both kinds of patterns.
04:57Now if you adjust this--and let me just check this Keep Concentric here so I
05:04can pull this arc and can change the radius--
05:07you can really start to see where that might come into play.
05:11So as I pull that curve out, the pattern does adjust and stay applied, but you
05:17see it starts to get a little distorted down here.
05:20So these are things you want to keep in mind when you're designing with these.
05:23Now the last point I want to make here about pattern surfaces is what's going
05:27on here around the edges.
05:30Over here under Constraints, we have the Border Tile, and there're three
05:34conditions we can choose from: Partial, Overhanging, and Empty.
05:37So Partial, you can see, is doing a nice job on this side but not so nice on this side.
05:43Overhanging does as its name implies, and it makes all the edges overhang the
05:49panel. And finally Empty would just remove all the edges and not put any
05:55panels there whatsoever if they're partial, but you end up with some strange
05:58little gaps left over.
06:00In this movie, we've looked at the intermediate step of doing panelize surfaces.
06:05It's a three-step process.
06:06You need to select your surface and divide the surface, then you apply a pattern
06:12to that divided surface, and then in the next movie we'll look at how we
06:16actually apply panels to that surface to complete the curtain panel design.
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Creating a custom panel family
00:00In this movie, we're going to create a custom curtain panel to apply to our
00:05panelized divided surface.
00:07This is the third step in the process: first step being to divide the surface,
00:11second step being to apply a pattern to the surface, and then the third step to
00:16apply a panel to that surface.
00:19In this case, we're actually going to build the panel and apply it.
00:22So I've got a version of the file that we've been working on.
00:25It's our Main Building form here, of the museum. And I am going to spin around to
00:31this side, looks like a good place to start, and I'll zoom in. And I am going to
00:36select a couple of these surfaces ahead of time, maybe all of these that I'm
00:41looking at right here, using my Ctrl key.
00:45So I've got all of those surfaces.
00:47Over here on the Pattern dropdown, I am going to choose the 1/3 Step pattern.
00:54Now when I do that you get these kind of large rectangular patterns that get
00:58applied to that. And as we saw in the last movie, the Grid pattern disappears,
01:03because visibility-wise the Pattern is on and Surface is off.
01:08If you need to see the Surface, you can turn it back on, but I am going to leave
01:11it off for the time being.
01:13That's just the patternized surface.
01:15What I want to do next is create a panel that actually gets applied into
01:20that 1/3 Step Pattern.
01:22Now to do that, I actually leave this file and create a totally new family.
01:27So I am going to go to the Application menu, go to New.
01:30Now I am not going to do new Conceptual Mass; I am actually going to do new
01:33Family, because for whatever reason, they put the Curtain panel pattern-based
01:39family template outside of the Conceptual Mass folder. That's why I went to new Family.
01:45So here it is, right here. This is the template that I want to use, and I click
01:49open. And we do have that telltale gradient fill background which kind of lets
01:55us know that even though it's a different template, we are still in the
01:58conceptual environment.
02:00If you look at my Ribbon tab, you can see that I've got the same tools, so I am
02:04still in the conceptual environment.
02:06The biggest difference here is I've got these points.
02:08So there's a series of reference points here at the corners and I also have this
02:14grid floating over here.
02:16So when you do the curtain panel template, they give you a little section of
02:22grid that you can select, and then over here on the Properties palette, you get
02:28the same list of patterns that are available in the regular massing environment.
02:34So what you want to do here is because we're creating a panel for a 1/3 step
02:40pattern in the other project, we want to choose that same pattern here. And
02:45you'll see this grid adjust, and it will stretch out, and it will add more of
02:52these little reference points and more reference lines to go around that.
02:56Now, this is fairly important here, because the pattern determines how many of
03:02these little reference points and reference lines you get, and you want to build
03:06all of your geometry hosted onto those objects so that it will conform to the
03:12shape of the overall pattern when you load it into the project.
03:16If you just build it off to the side or not related to those points then that won't happen.
03:20So it's pretty important that you use these references that they give you as a starting point.
03:25Now the other thing you can do is you can take these dimensions here and make
03:30them match the grid that you're actually using so that you get a better sense of scale.
03:35So I am going to set that to 4x4 and you'll see the whole thing will kind of
03:39reduce down a little bit. And now there is one, two, three bays that are each 4 feet wide.
03:45So, one full panel is actually going to be 12 feet by 4 feet in my design. So
03:50that's the setup part of the process.
03:52The next step is to just create the geometry.
03:55These existing reference lines that are here make it really easy to do.
03:59All I have to do is select this chain of lines and Create Form. And as we've seen
04:06before, it will suggest either a 3D form or 2D form. I am going to choose a 3D.
04:11And then over here, you are going to see a dimension appear. And it's currently 4
04:16feet thick and I'm going to take that and make it only 4 inches thick.
04:21So I am going to drop that way down to a much thinner-size panel.
04:26Now I'm going to select this form again, click this little icon right here to
04:32make that a permanent dimension, and you can even select that dimension and label
04:38it with a parameter. And I am going to call this Panel Thickness.
04:43Now you don't have to do this step, but I find it's a good thing to do because
04:48later in the project if you want to vary the thickness of the panel, you don't
04:52actually have to come out to the Family Editor in order to do that; you can
04:55actually do that directly.
04:57Now let's start with that really simple design.
04:59We've got a four-inch-thick panel.
05:01We've got a variable thickness that we can apply to it.
05:04Let's go up to the big R here and save it, and I'll call this Main Building
05:12panel, because we might want to use a different panel elsewhere in the building.
05:16And I'll save that right in the Chapter03 folder.
05:19Now I am going to Load it into Project.
05:22Back here in the project, I can select one or more of these surfaces that I
05:29have previously applied the pattern to, and instead of the generic 1/3 step,
05:35I'll now choose my Main Building panel, and you're going to see that get applied.
05:41And in order to really see it, I'm going to want to zoom in a little bit here.
05:46And you can kind of see now there is actually a thickness that's been applied
05:50to all of these panels.
05:52If we look at it really carefully--and it might actually be better to see this
05:57by going to a Plan view, so I am going to go to the main floor plan and zoom in
06:02down here at the corner--
06:05you can kind of see that the surface is here, but the panel projects out from the surface.
06:12Now we actually have control over that.
06:15So if I tab in and select this divided surface, this is something that I can
06:21actually flip directly on the surface.
06:24Down here, there are some checkboxes, and this one here at the bottom is called
06:30Component Flip. And I can check that and apply it and you're going to see all the
06:35components on that surface flip to the inside.
06:38Let me do it again over here. So I am going to Tab until I get the divided
06:43surface, check the Component Flip, and apply it, and you'll see that flip around.
06:48Now we do have some issues at the corners, but we are going to work those out in a later movie.
06:52Let me return to the 3D view, and you can kind of see how that's been applied.
06:59The really neat thing about this feature is we can now continue to experiment.
07:05If we don't like the way things are starting and ending, we can select the
07:08pattern and experiment with the justification of, let's say the V Grid, like
07:14maybe you want to try seeing what it looks like if we start at beginning, or if
07:18we start at the end and see if that changes the outcome.
07:21We can also go back to our family--so I'll go to my Main Building panel--and we
07:27can vary this panel.
07:29Now I am going to do something really simple here and add a circle right on the surface.
07:36Let me do Placement Plane > Pick, and I am going to pick this surface right here
07:42and draw a circle right on that surface, like so, select that, and make it a Void
07:51Form, and you see how it'll cut right through the panel. And let me reload that
07:58back into the project.
08:00When I get here, it'll say you have to Overwrite the existing family, so I'll do that.
08:04Now I am in Plan view, but you can already kind of see that
08:07something's happened.
08:08So now I have a hole in all of my panels.
08:13I mean that was a really simple design and I can easily go back again and remove
08:18that hole, but it gives you an idea of the power of working in this system, is
08:22that as you build this framework, you can then go in and try different
08:26variations and very quickly make those modifications.
08:30Now what about that parameter that we added?
08:33Well, if I tab in and select one panel, we don't see that panel thickness
08:40anywhere here in the properties.
08:41Well, we did it as a type-based parameter, which is more powerful, because I can
08:45go to Edit Type, there is panel Thickness, and I am going to do this somewhat
08:50dramatic here. I am going to make it 1 foot thick and click Apply, and you can
08:55already see what it's done out here, but if I click OK, you can see that all of
09:00the panels have gotten thicker, and in this case they've gotten thicker but
09:03pushed into the building. And notice that my void is not thick enough to actually
09:09cut all the way through the panel anymore, because I didn't make the void
09:12parametric. So in these panels that I flipped, we no longer see the void, but in
09:17these that are still flipped the other way, we do see the void.
09:20Feel free to experiment further with this, but in this very simple example, you
09:24can begin to see how the entire process works.
09:27We start with our basic 3D form, we divide the surface, we add the panelization
09:32and then we start building one or more custom panels to apply to that, and then
09:37that really gives us the opportunity to start iterating the design and really
09:40exploring opportunities.
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Nesting families
00:00Creating a pattern-based curtain pane,l like any family, can be either simple or complex.
00:05In this movie, we'll look at a different portion of our building, the Graffiti
00:08Gallery, and create a panel that has a little bit more complexity to it.
00:12The panel itself is actually going to be fairly simple.
00:14It just going to be a simple rectangular piece of glass. But we're going to nest
00:17into it a Spider Clamp family that I've built and provided here in the file
00:21that's going to occur at each of the corners.
00:24To get us started, I'm looking at a file called Curtain Panel Nested.
00:27We are looking at the Graffiti Gallery from behind, from the outside.
00:32I am going to select the Divided Surface here, and it's currently set to No
00:37Pattern, and it's at a 5x5 foot spacing.
00:42I am going to change it to a rectangular pattern here on the list, like so, and
00:49then I'll deselect it.
00:50So that's my pattern applied to it.
00:53Now the next step is, down here in the corner, you can see that there's a tiny
00:57little item inserted here in the file, and it's a Generic Model called Spider
01:01Clamp. And if we zoom in on it, you can kind of start to see it, and it'll be
01:06easier if I click it and do Edit Family, and there it is right there.
01:12This family actually has nested within it an additional family that makes up
01:16each of the spokes, and it's been repeated four times.
01:19Inside of each of those spokes you have a basic extrusion and then a blend
01:23for the little arm right here, and then another extrusion over here. And if you
01:27want to learn more about creating families in the traditional Family Editor
01:30environment, you can check out the Family Editor course that we have here on lynda.com.
01:34So I am going to leave this spider clamp open, because we're going to need it
01:39in a few moments and I'm going to go up to my Application menu, go to New, and choose family.
01:46You may recall from the previous movie that the Curtain Panel Pattern Based
01:51template is actually stored in the Family folder, as opposed to the Conceptual
01:54Mass folder, and that's why I did new Family instead of new Conceptual Mass.
01:59Curtain Panel Pattern Based, click Open.
02:02It starts with the grid onscreen here, and if you select it, you'll notice that
02:06that grid is already set to a rectangular pattern.
02:09So there is nothing for me to change there.
02:11However, I might want to change the spacing here, instead of 10x10, to 5x5 so
02:19that it more closely matches what we have in our Graffiti Gallery.
02:22I am going to zoom in a little bit, and I am going to select the chain of
02:27reference lines that are already here in the template.
02:30In the last movie, we talked about how it's important that you build all your
02:33geometry from these existing references. That's what keeps it attached to the
02:37pattern as it flexes. And I'm going to create a form. It will offer the Solid
02:42Form or the Flat form. I'm going to choose the Solid Form and then I'll come
02:46over here to this temporary dimension and I'll change this to just 1 inch thick.
02:50I want to just have a thin, little plane of glass.
02:53Now with it still selected, over here on the Properties palette, I can
02:57change the Material.
02:58So it's currently set to By Category, and I am going to click right there and
03:01click the Browse button and set it to Glass.
03:04Now doing it this way, I'm permanently making it glass within the family.
03:08I would also have the option of clicking this little button here and creating
03:11a parameter for that glass, and you might want to do that if you wanted to
03:15sometimes have it be clear glass and other times be reflective glass, and so
03:19on, but for this example, I am going to keep it somewhat simple and just go
03:23with straight glass.
03:24Now let me zoom in a little bit, come up here to the Switch Windows, and I am
03:29going to switch back over to the Spider Clamp family which we left open a moment ago.
03:34I want to take this family and load it into my family that I've just created,
03:40which is currently called Family21 because I haven't saved it. Yours might
03:44have a different name.
03:45I am going to click OK.
03:47So as I move this thing around on the screen, I can place it really anywhere I
03:51want it to go, but if you look up here on the Options bar, it says it's
03:56associating with Level 1.
03:58What I really would rather it do is I would rather it associates with the
04:02surface of this plane of glass.
04:05So I am going to press Escape here for a minute and we're going to make a
04:08modification to that family and bring it back in again.
04:13So let me go back to Switch Windows, go to the spider clamp, and over here on the
04:18Properties palette, we're seeing the properties for the family itself.
04:21If you scroll down, one of the options is Work Plane-Based.
04:26So I am going to check that, save the family, it will ask me where I want to put
04:32it--I'll save it right here in the Chapter03 folder--and then I am going to load
04:36that back into my project, choose Family21 again, click OK, and it will recognize
04:43that I've made a change.
04:43So I am going to say Overwrite the existing.
04:46So it overwrote the family, but I now have to go back over here to Home tab,
04:51click the Component button to restart the placement of this. The change we just
04:56made will activate the two placement options that we've become so familiar with.
05:01So it's still defaulting to Level 1, but now you see how it says Place on Face.
05:07So watch what happens.
05:08I can't place it out here, but as soon as I move my mouse in, it highlights the
05:13surface of the glass, and I now can place it.
05:15So I am going to place it over here, kind of near the corner, and then I'll get out of there.
05:21By making it face-based, we've allowed it to highlight the surface of this form
05:26element and place itself right there.
05:29Now to get it positioned correctly in the corner and keep it there, I want to
05:34switch over here on the Project Browser to the Level 1 Floor Plan view. And let
05:38me zoom in on this corner, and you can see that clamp sitting right over there.
05:42Now I deliberately left it off the edge a little bit because the Align tool will
05:46take me the rest of the way.
05:47So I am going to click on the Align tool, highlight the edge. It's going to
05:52say Form Element first. You want to make sure that you tab and get the Reference Line.
05:58I want to go from the Reference Line to the center of the clamp and lock it.
06:04From the Reference Line tab to the center of the clamp and lock it again.
06:10Once I have that, I'll zoom out a touch, select it, do my Mirror - Draw Axis,
06:19pick a midpoint as the starting point, pull it straight down, mirror it to the
06:24other side, hold my Ctrl key, do it again, using this midpoint, pull it straight
06:32across, and now I have it over on these four sides.
06:35However, if you were to flex this thing right now--maybe make this 6x8--you'll
06:42notice that the one in the corner stays put, but these three got left behind.
06:47So let me undo that.
06:50You need to separately align each one of these.
06:52Mirroring them does not actually align them.
06:54So I am going to repeat the steps. Don't forget your tab right there, to get the
07:00Reference Line and then the center and lock.
07:03Tab, center, lock, and then repeat on the four sides.
07:09Go from the Reference Line to the center of the clamp and lock it, and that
07:16completes the four of them.
07:18So now if you want to test it out, you select your grid again, try a different
07:22size, and when you apply it, all the clamps should stay at the corners.
07:27So at this point, we're ready to save our family.
07:31I'll call this Panel with Spider Clamps, load it into Project, and I'll load it
07:39into Curtain Panel Nested, click OK.
07:44Zoom out a little, select our Pattern Surface, click on Rectangle, and you'll now
07:49see Panel with Spider Clamps nested beneath our rectangular pattern. Choose that
07:55and it will apply it everywhere and if you zoom in, you have a nice little spider
08:00clamp at each of the corners.
08:02Now you may need to flip this.
08:03It depends on which way it's pointing.
08:05So the clamps could be on the outside of the building.
08:08If they are--we talked about that in a previous movie--you just come over here
08:11to the Component Flip and check the box and the clamps will flip to the inside.
08:16So now that you've seen in this simple example how you can add a spider clamp to
08:19our simple glass panel family, you could use this technique to add any number of
08:24architectural details to your designs.
Collapse this transcript
Creating complex panels
00:00I have created a few examples of curtain panels so far in this chapter.
00:03In this movie, we are going to do our most complex example so far.
00:06We are going to create a space-frame structure that supports the glazing in
00:10our Graffiti Gallery.
00:12Now what I have here onscreen is a file called Graffiti Gallery Complex.
00:16We've reduced it down to just the surface of the glazed wall.
00:21You can see that it has a slight curvature to it; it kind of bows out.
00:26It's been assigned a Divided Surface. The Divided Surface is 5x5, and it's been
00:32assigned a rhomboid pattern.
00:35You are not seeing the pattern, because in the file I saved it with the pattern
00:39and the components turned off.
00:41We can actually turn on the pattern, and there you can see the rhomboid pattern
00:45is like these diamond shaped patterns.
00:47When you turn off the surface, there's just the rhomboids. And I can actually turn
00:51on the components, and this is what we are going to build in this exercise.
00:56Let's turn off the Pattern, tab in and select one of these panels, and kind of
01:04spin it around, like so.
01:08You can see that it's a little space- frame structure that's following along the
01:13curve of the Graffiti Gallery.
01:15So we have got a lot to do. Let's go ahead and jump in and get started.
01:19I am going to go to the Application menu, go to New, and choose Family.
01:23And I am going to choose my Curtain Panel Pattern Based, like we have done
01:26before, click Open, select the grid, change it to 5x5, and set it to a rhomboid
01:36pattern so that it matches the shape that we are looking for.
01:39That will rescale and adjust my existing reference lines.
01:44You can see that they take up a single bay of four squares.
01:47So I am going to go to the Application menu and save this family, and I am going
01:53to call this Complex Panel and save.
01:58What we are going to focus on primarily in this movie is understanding the references.
02:03We've got these points here at the corners of this family template.
02:08If I select one of these points and move it, you will see that it actually takes
02:13these reference lines with it and actually warped the panel.
02:17I am going to undo that.
02:19So that's pretty important because those points are controlling the shape of the entire family.
02:24If you build your geometry relative to those points, you can do some pretty
02:28interesting and powerful things.
02:29Now what we need to do is create that sort of pyramid-type form.
02:33So ultimately, what I want is another one of those points kind of floating up here somewhere.
02:38To do that, I've got a build a rather complex armature of components that are
02:43all linked together.
02:45If you look at these points, they have these three planes associated with them.
02:48Those are work planes in the same way as these planes on the reference lines.
02:52So if I go to the Set Work Plane button, I can actually set, using my Tab key, any
02:58one of those three planes as a work plane.
03:01So what I am going to do is set that plane right there as a reference plane.
03:07I am going to come over here and click the Point Element tool, and you'll see
03:13that the Placement Plane says Placement Point because I just set the work plane,
03:18and I'm going to put it right there on that location.
03:22Now I'm going to open up this list. The two choices here are Level 1
03:27and Placement Point 2.
03:29I am going to change to Pick.
03:30I am going to come over here and pick this one--
03:34that's Placement Point 4-- and then place another point.
03:38I click my Modify tool, come in here, select that point and this point using my
03:46Tab key, with the Ctrl key.
03:48So now I have both of those points selected.
03:51Over here it says Reference Points 2.
03:54What you'll see is there is an Offset parameter right here, and I am going to
03:59set that to 2 feet.
04:01And when I apply that, you are going to see both of those points raise up above
04:06their Reference Planes.
04:08Now those points are hosted to the underlying points.
04:12So if I were to deselect those, select this point, and drag it like we did before,
04:17not only will these lines warp, but that point will move because it's remaining
04:23at 2 feet above its Reference Point.
04:26Now I am going to undo that to pull it back down here.
04:29For this movie, I'm not going to set that as a parameter, but you always have the
04:34option to click this little button here and actually create a parameter for that
04:39offset so that later you can actually vary that height parametrically.
04:44But to keep things a little bit simple, I'm not going to do that for right now.
04:48That's hosting and hosting relative to points.
04:51It's a really important skill when working in the massing environment.
04:54The next skill that I want to talk about is going to a Reference line,
04:58I am going to leave it set to Align, and this feature right, here 3D Snapping.
05:04When I choose that, that allows me to snap in three-dimensional space and more
05:09importantly, when you highlight something, you see how this point will highlight
05:13and I click it and I come over here and I click this point? This Reference line
05:18that I've just drawn is now associated to those two points.
05:22I am going to Escape out of there, click Modify, select this original point
05:27again, move it, and notice what's happening.
05:31The underlying point that we created with a 2-foot offset is moving as well, and
05:36it's taking this Reference line along for the ride.
05:40Now I am going to go back to Point element and I am going to highlight my Reference line.
05:46Notice that any reference line you highlight, it will actually highlight it
05:50and when you click--
05:51so now a place that one right at the midpoint and it came in much smaller and
05:56when I click on it, it only shows a single Reference plane right there at that
06:02perpendicular plane to the line.
06:04This point is now hosted to this line, and again, you could test all this one
06:10more time, by just dragging that up and you'll see that that point moves this point
06:15which in turn moves this line, which in turn moves that point.
06:18You can see the relatively complex relationship that I am building here, but by
06:23doing it this way, I'm ensuring that all the parts and pieces are going to flex
06:27together in a predictable way.
06:30Now let's select this little point right here and look at its properties.
06:35Down here we have a lot of ways we can control that.
06:38The measurement type for this point has several options.
06:43Now this Normalized Curve Parameter is the default, and the Normalized
06:49Parameter is .5. And that simply means this point will always stay halfway on
06:56this reference line.
06:58If I take my grid for example and I change the shape to a 10x10 grid and apply
07:06that, you're going to see everything flexes, these two points get further
07:11apart because they are hosted to their respective lines, and this point stayed
07:15halfway on this line.
07:17Now I am going to undo that to set that back again to the default 5x5. We have
07:25got this center point established and all this framework working.
07:29I now want to go back to Reference Line, make sure 3D Snapping is on, and
07:35start at one of these Reference points and end at that point that we placed
07:40right in the center.
07:41I am going to press Escape, start at this Reference point, end at that reference
07:47point, press Escape, this one to that one, Escape again, this one to that one.
07:55Now what does that I do for me?
07:56I now have this framework,
07:59this sort of pyramidal form, that if we move around, you can see that those are
08:05the forms that we are going to use to create the arms of our space frame. And if
08:11again, you flex any of this, everything should go along for the ride.
08:17Using a variety of tools, we can build this very detailed framework where
08:22everything is associated to one another.
08:24In the next movie, we are going to take this a little bit further actually start
08:27applying the geometry to this framework.
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Finishing complex panels
00:00In the previous movie we set up a framework of reference lines, reference
00:03points, and relationships to get us started creating a complex space-frame
00:08curtain panel family.
00:09In this movie, we will continue on where we left off and build the actual forms
00:14and the geometry to actually finish out the space frame.
00:17So what I have here onscreen is a file called Complex Forms, and it's a family
00:22file, and it's a saved version of where we left off at the end of the last movie, with a
00:27small additional component in here.
00:30At the center of each of these reference lines, I've added a reference point.
00:35Now we talked about this in the last movie, about how each of these points has
00:39a parameter that determines where it occurs along its host line, and these are
00:45all set at the midpoint so that they're at 0.5 distance with respect to their reference lines.
00:51If you want to, you can actually change that to measure off the segment length or
00:56off of cord length, if it happens to be curve.
00:58So there are other options and that will change the units that are used here to measure.
01:03You can also choose whether or not it's measured from the beginning or the end.
01:07Now you may recall when we drew these reference lines, we started here and ended
01:13here, and I had you press Escape each time.
01:15Start here and end here.
01:17So they're all kind of going in the right direction.
01:19So if I took all these points, for example, select them with my Ctrl key,
01:26and just show you how we could actually vary all these points together in a predictable way,
01:31suppose instead of a Normalized Curve Parameter, I wanted Segment Length and
01:36let's say that I want it to start from the beginning and have those things set at
01:416 inches from the end.
01:44When I apply this, you're going to see all of those points move way down here to
01:496 inches off their respective ends.
01:52That's something that you could do if it made sense to do it for the design.
01:55In this case, I am actually going to undo that and leave them in the center.
01:59What I do want to change about these points--so let me select them again--is we
02:04have the ability to display the reference planes all the time.
02:09So you'll see that the default behavior says When Selected.
02:13When you click an individual point, it shows just that one reference plane that's
02:17running perpendicular to the line.
02:19You can tell it to never show those planes or to always show those planes.
02:23So I am going to choose Always and you're going to see that all of those
02:26reference planes now display, and I want to do the same thing with this one
02:30right here, Always. And that just makes it a little bit more obvious that I
02:35have those points there and makes it easier for me to set those points as work planes.
02:41Now what I want to do next is draw circles on each of those work planes and then
02:46that gives me what I need to start creating my solid forms.
02:51So the first thing I want to do is set the work plane,
02:53so let me do Set Work Plane right here, come over here, and highlight the plane.
02:58You might have to press Tab to get the right one.
03:02That establishes that as the work plane.
03:04Then I am going to go to Reference, click Circle, pick a point right there at
03:09the intersection, draw out my circle. I will go with about 1 inch for that spoke right there.
03:16Click on Set Work Plane again, pick the next work plane, make sure I am still in
03:21Circle, draw that out also at 1 inch, and then repeat for the other two spokes.
03:29Now for this one down here, I am going to use a slightly larger radius.
03:33So let me just spin the view just a touch, go back to Set. I will set this work
03:40plane right here, start right there, and let's go with a 2-inch radius for that.
03:45Click Modify. Cancel out of there.
03:47So if I spin around here, you can see that I now have a circle at each of those
03:52work planes, and all those circles are hosted on their respective points.
03:57If you want to test that out, tab into the point, select it, and try changing
04:03this parameter right here, 0.25 for example. As that point moves, it will take
04:09the circle along with it.
04:10I am going to undo that.
04:13So we are now ready to create our 3D forms.
04:15I am going to select each of these four lines that started off the original family.
04:22I am going to take those with this circle, so hold down my Ctrl key and grab
04:28that circle, and click Create Form.
04:30Now when you do that, it will automatically create a sweep there of all of those bars.
04:37Then I'll repeat that same process, but this time just select one circle and one
04:42bar, Create Form. One circle one bar, Create Form, and so on.
04:52At this stage, we are ready to test this out and see if it's behaving the way we expect.
04:57We can test it right here in the Family Editor by moving one of these points as
05:01we've done before and you should see everything flexing along for the ride. Let me undo that.
05:07Also, it might be a good idea to actually have some glass here.
05:11Right now we only have the space frame.
05:13So let me just select this sweep form here, temporarily hide it.
05:19That gives me access to the four original lines.
05:23I am going to create form and this time I will just do it as a flat plane, just
05:28to keep it simple, and I'll assign the material to Glass.
05:34Let's reset the temporary hide and so now we have a glass plane in there. We have our form.
05:40Let's save this.
05:42Now we are ready to load this into a project.
05:45We don't currently have a project loaded.
05:47We just have our Complex Panel Family open.
05:50So let's go over to Open, choose a file to load it into. I have got one here
05:56called Load Complex.
05:58Let's open that up. Zoom in.
06:01Now this is a version of the curved divided surface that we had in the
06:05Graffiti Gallery, and it's got the rhomboid surface pattern applied to it, but
06:11currently no custom panels.
06:13We will switch back over on Switch Windows to our Complex Panel Forms family,
06:18load it into project, it will come over here,
06:22I'll select the surface again, and we will now have Complex Panel Forms
06:26available on the list.
06:28I will choose that, allow it to regen, and there you have it.
06:33Let's zoom in and take a look.
06:35There is our little space frame form.
06:37I am going to hold down my Shift key and drag my wheel and spin it around.
06:40You can see how it's been applied to the surface.
06:43It looks pretty good.
06:45For now that leaves us only with one more task to perform on this design, and
06:50that is stitching in the edges, and that will be the subject of our next movie.
Collapse this transcript
Stitching borders
00:00In the previous movies, we explored a few examples of building custom curtain
00:04panels to apply to our patterned surfaces.
00:07In these cases the pattern applied nicely along the field of the surface but
00:10had some difficulty at the edges.
00:13In this movie, we will begin looking at the process of how to deal with the edge
00:16conditions in your curtain panel families.
00:19So I have here a file called Stitch Edges, and it is a complete version of the
00:25main hub of the museum, and it incorporates the Graffiti Gallery on the backside,
00:31with its curved wall and space frame.
00:33Now I'm going to use my View cube here and click the back corner to spin
00:39around to the opposite side, because I think it'd be good to start with a
00:43fairly regular wall.
00:44Then I want to actually zoom in closely on this corner right here to talk about the
00:51problem. Wherever there's a full panel, we are getting a clean ending, but
00:57wherever we have a partial panel, you can kind of see that it's sort of overlapping
01:02a little bit past the corner, and it doesn't look quite so good.
01:06That's what we want to clean up in this movie.
01:09To do that, we have a process of stitching, we call it manually stitching the
01:14edges, and we do this with an adaptive panel family.
01:17I have got the families already here in the file so I want to just show them to you.
01:21If I scroll down on the Project browser, under Families, there's a Curtain
01:25panels category, and there are several panels already loaded into this project.
01:30Here's the one that we created together in a previous movie.
01:33It's called Exterior Wall Panel. And I am going to right-click and choose Edit.
01:38You can see that this is just the same panel we started with that's set to 1/3 Step.
01:44If you look here, there are these points and if I hover over those points, you
01:48will notice they say they are Adaptive Points.
01:51So those are special kind of points here in the panel family.
01:55There are 1, 2, 3, 4 on this side, four on the other side.
01:58So this 1/3 Step pattern actually takes eight adaptive points.
02:03Now I am not going to change anything here.
02:05I just wanted to point that out to you.
02:06I am going to close this, not save it, scroll back down, and you don't want to
02:13do the family, but rather the type that's indented beneath it.
02:16You can drag that and drop it into the file.
02:21This is what we mean by an adaptive panel, is that when you drop it in, it will
02:26actually allow you to start placing the panel point by point.
02:30I am going to click 1, 2, 3, 4, 5, 6, 7, and 8.
02:40Now I did a kind of zig-zagy here so that you can see what adaptive means.
02:45When you place your adaptive points, it allows the panel's shape to actually
02:49adapt to the positions of those points.
02:53We can use this panel that we have already to clean up our edges, but the
02:58trouble is, that's an awful lot clicking.
03:00That's eight points.
03:01Now what I have next to it--
03:03I am going to cancel out of there--is one called Exterior Wall panel Edge.
03:08Now if I right-click and edit that one in the Family Editor, this all I did was;
03:14it's exactly the same panel that we built in the previous movie.
03:18I changed the pattern to just simply Rectangle. That gives me four adaptive
03:23points instead of eight, which means it's half as much clicking. Close this one, not save it.
03:29Scroll down. And if I drag the Edge panel in, now it's just one 1, 2, 3, 4 clicks
03:39instead of 8 clicks.
03:41You could use this panel that we already have as your adaptive panel, double the
03:46clicking, or you can build a custom one at a different shape.
03:50Now let me delete both of those.
03:52That's the process that we need to do, is we need to drag it in and place the points.
03:56Now are we going to do that?
03:57Well, we have to get ourselves set up over here in the model.
04:01The first thing that I want to do is select this surface. Come over here, you
04:06can see there is my 1/3 Step.
04:08Down here is all the settings that we have looked at in previous movies.
04:11I am going to change the Border Tile to Empty.
04:15That will remove all of the partial tiles and if I do the same thing on the
04:20neighboring one, you can now see, if I zoom in, where the full tiles come together,
04:27we have a nice clean conditioning and right at the same point.
04:31So the problem is really at these partial tiles.
04:34The next thing is, you could try to snap with your adaptive panel to these
04:39end points and it might work just fine, but sometimes it's nicer to actually have
04:44some guidelines or some points to actually snap to, to make your job little easier.
04:48So let me just show you a trick that we can do here.
04:51I'm going to select the surface and over here on the ribbon, we've got these
04:55buttons of what we want to show.
04:57I want to turn on the surface. That gives me back the original grid. And then
05:02right here, there is this tiny little icon. They call these Dialog Launchers.
05:07And if I click this Dialog Launcher right here, there is a tab for each of these
05:12viewing conditions: the Components, the Patterns, the Surface.
05:15We just turned on the surface. I am going to click Surface over here and
05:19toggle on the nodes.
05:21Now when I do that, you'll see a little tiny dot appear at each of the
05:26intersections along the grid.
05:28I can now snap to those nodes and it will make my job a little bit easier to
05:33place these manual panels.
05:36Let me come down and grab an Edge panel here.
05:39Remember to pick the type that is indented beneath the family, not the family
05:43itself. Drag it out of the browser and into the project.
05:49Then you locate one of these nodes. Notice that the snap will give you a little
05:54circle with an X through it.
05:56That's how you know you're snapping to a node.
05:59And I'll click 1, 2, 3, and the fourth point is going to be on that
06:07end point right there.
06:08And I might need to zoom in to get it. There.
06:11Notice that that panel kind of popped out from the surface of the wall.
06:15We can easily fix that later,
06:17so don't escape and undo here.
06:19So if you get it going in the wrong direction, it's not a problem. But it
06:23actually matters which direction you draw these in.
06:26So if I go in the opposite direction, you're to see, that one is nice and
06:31flush with the wall.
06:33For this one that I just did that's going the wrong way, I can simply click on
06:37it and down here on the Properties palette, click the Flip checkbox, and it will
06:41flip it the other way.
06:42So that's why I said don't escape and undo. Just flip it.
06:46You can't select multiple surfaces and change the surface representation at the same time.
06:52If you pick two surfaces, that goes away.
06:55That's unfortunate that you have to do this one at a time.
06:57So I am going to select the neighboring one, turn on the surface, turn on the
07:01Surface Representation, and add the nodes, click OK, orbit this slightly, and
07:09then I'll clean up this area right here so you can see the complete condition.
07:13Drag in the Edge panel. Start here, go to here, and then here, and then to here,
07:21and same thing. Here, here to here.
07:25You can see that in just this little simple corner area that's a much nicer edge.
07:31However, if you zoom back and you look at the amount of work you have ahead of
07:35you, it does take a decent amount of time.
07:38Unfortunately, you can't just copy them.
07:40But in terms of refining your design and moving it to the next level, it really
07:44is a pretty important thing to do.
07:46So we have a few more a little special case conditions that need to be
07:49addressed--the front facade of the building and graffiti wall in particular--but
07:53we will save those topics for the next movie.
Collapse this transcript
Exploring advanced stitching strategies
00:00In this movie we'll continue our stitching of the edge conditions on the curtain
00:04panels, picking up where we left off in the last movie.
00:07I am in a file called Advanced Stitching Strategies, looking at the front of the
00:12building, and I'm going to use my Shift and wheel and just sort of spin around
00:16and zoom in on the front.
00:19If you watched the last movie, you remember that we started off by selecting the
00:23surface and changing the partial tiles to Empty.
00:27Well, the trouble we're going to have when we do this here is we lose that
00:31really nice condition that we had around the doorway opening.
00:35Now I'm going to set it back to Partial and show you that this is sort of a
00:39trade-off, but this opening here, I really like the way that it is doing the
00:45partial tiles around there.
00:47I'm just not satisfied with it around these edges in these conditions here.
00:51A different strategy that we can take is, instead of changing the entire wall to
00:57node partial tiles, what we'll do instead is use our Tab key and we will tab
01:02into the actual panels, and I can use my Ctrl key and select any of the partial
01:09tiles and simply delete them.
01:12So rather than making the entire wall no partial tiles, I can just remove the
01:16ones I don't like, like this guy right here.
01:18Notice how strange that one ended up.
01:21It's got this little extra hook to it.
01:23So we'll get rid of that, and this, and this one, delete those.
01:29Then on this side we've got a similar kind of condition, because over here where
01:35the two walls meet in an inside corner, I don't really mind so much that there's
01:40an overlap, because we're not seeing it.
01:42It ends up inside that scene.
01:45We still get a nice clean corner here.
01:47So I'm going to use the same strategy here to tab in and select the partial
01:52tiles and delete them.
01:55The last thing here is even though I have a full tile, I might still want to
02:00delete this, because notice that it comes all the way through to the front of
02:04the building. And where you have these outside corners, you probably want to
02:08decide which panels butt into which ones.
02:10So I'm going to delete that panel as well and then go back and manually
02:15stitch all those corners.
02:17So I'll select this Surface, turn on the Surface Representation, add the nodes,
02:23click OK, start down over here, drag down in my Project Browser, you find my
02:30Edge panel, drag it in--remember to drag the type not the family--zoom in on it,
02:38start up here, and go one, two, three, four around the nodes.
02:44I could continue and do each one. And then up here when I do these corners I'm
02:55going to make sure that all of these are nice and flush to the front facade. And
03:02then let me cancel out of there, because I didn't turn on the Surface
03:06Representation for this surface.
03:08So let's turn it on, add the nodes.
03:12Remember, unfortunately, you have to do this one wall at a time.
03:15There isn't any way to do several walls together. And even though I would
03:19normally have a full panel there, I'm going to stitch one in. Node, node.
03:25Here, instead of snapping to node, I want to snap to end point and end point,
03:31and that will give me a panel that butts in right there and makes a much nicer corner, I think.
03:39So node to node and then end point to get it to the backside there.
03:45Again, it's a decent amount of work, but when you take the time to put those in,
03:49they're going to give you a nice clean corner there.
03:51Now let's look at one last example around the back of the building.
03:54So let me zoom out. And I'll select my graffiti wall back here, spin around.
04:01This is the space frame design that we were working on in a previous movie.
04:06I'm going to select that surface, and you can see that I've got all kinds of
04:09crazy things happening around to the edges.
04:11So the partial panels are just not working here,
04:15so let's make them empty. And that already makes it look ten times better, but we
04:20do have all these missing panels now.
04:24If you watched the last movie, you recall that I created that custom edge panel
04:28for the edges of the rectangular.
04:31I've also got a custom edge panel here that's in the shape of a triangle.
04:34So the rhomboid shape, if you try and stitch that in, what will happen is the one
04:40bar that's going out to the fourth corner of the square is going to get twisted
04:44on itself and it will probably fail.
04:47So instead, if I open up this triangular panel, you can see that it's just using
04:53the triangle pattern and it doesn't have that fourth bar.
04:58It makes the stitching here a little bit nicer.
05:01So in this case building a custom panel really was an important part of the solution.
05:08Go to Surface, turn on the Nodes. And the only other thing you need to pay
05:12attention to then is even though it's a triangular shape, it actually has four nodes.
05:18If I take this triangle panel, drag it in, I want to go one, two, three,
05:26somewhere along the outside edge here, and then four.
05:32And that will give me the panel where this line right here actually has
05:36an intermediate point.
05:38Now it looks a little strange because it's actually pointing the other way, but
05:41we can flip that later.
05:42So again, it's one, two, three, somewhere along the edge, and then four at the
05:50other corner. And let me cancel out of there. I am going to select both of these,
05:54come over here to the Properties, and flip them, and now they point the same way
06:00as the rest of the design.
06:02And if we wanted to spin that around and look a little bit, you'll see right there.
06:06You can continue to stitching all the edges for practice if you like.
06:11It is a little bit tedious, but stitching edges is an important part of the
06:15complete solution and something that you will definitely have to do if you want
06:19to create a nice curtain panel design.
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Working with reporting parameters
00:00So the designers have put in all this effort into building these custom curtain
00:03panels and skinning the building and spending a lot of time stitching the edges,
00:07and at some point we probably want to know, well, just how many of these panels
00:10do we really have, so that we can start doing cost estimates or other kind of quantity take-offs.
00:16In this movie, we're going to look at reporting parameters.
00:18reporting parameters are simply a parameter that instead of driving geometry and
00:23making the geometry change, it actually just reports on what it finds there and
00:27gives us back the value.
00:29If you set up the reporting parameters correctly, we can see them in schedules,
00:33which means we can very quickly pull out a quantity take-off of everything
00:37we've got in our model.
00:38So I have a completed version of our Curtain panels here. It's called Reporting.
00:44If you zoom in a little bit, you can see that this one is finalized. All the
00:48edges have been stitched in nicely, and we have got our partial panels and our full panels.
00:52So if you watched the last few movies, this represents the completed version from that.
00:57What we are going to have to do is modify a few of these panels, add the
01:02reporting parameters to them, and then generate the schedule.
01:05Now I also want to point out that we are in a Revit project file, and notice that
01:11these panels actually show through even though Show Mass is not turned on.
01:15So one of the really unique features of curtain panels in the massing
01:20environment is, they actually are categorized as curtain panels.
01:24If I highlight over this, you'll see that it says it's a curtain panel.
01:28You don't need to have show mass on to see these.
01:30They remain visible and selectable in the model.
01:34Now let me scroll down, here on the Project Browser.
01:38I'm going to go to Families and notice that as a consequence of that, all of the
01:42curtain panels are actually listed here.
01:44For this movie, I am just going to focus on the stone panels here, the Exterior
01:48Wall Panel and the Exterior Wall Panel Edge.
01:51I am going to right-click one of these and choose Edit and that will open that
01:55panel in the Family Editor.
01:58Now, in order to make a reporting parameter work correctly, it has to be set up
02:02as a shared parameter.
02:04Now shared parameters are a little bit more advanced and if you're not
02:07quite familiar with shared parameters or if you don't have this setup in
02:10your firm already, we do have this topic covered in the Family Editor
02:14course here on lynda.com.
02:16So I encourage you to jump over there and watch those lessons so that you can
02:19learn a little bit more about shared parameters.
02:21I am going to review the steps here a little bit, but I am going to assume that
02:24a lot of the setup is already in place.
02:27What I want to do here is add my parameters, and the first thing I want to do is
02:32get this form out of my way.
02:34So I just tabbed in to select the form, and I'm going to select my sunglasses
02:40here and hide that element.
02:42That gives me a real easy way to select these reference lines.
02:46By now, you've heard me say on several occasions that it's really important that
02:50we dimension to the references, not the geometry.
02:52I'm going to use my align dimension and add a dimension from this reference line
02:58to this one and another dimension from this reference line to this one.
03:03That's going to be my panel height and that's going to be my panel length.
03:06I'll select the dimension and label it with a parameter. And if you look here, it
03:13can't be a Family parameter, because we want to report it in schedules.
03:18This is not a good option. That's why we have to use a shared parameter.
03:22I am going to click Select. And I already have a shared parameter file loaded,
03:27but if you don't have a shared parameter file loaded, I've actually provided one
03:33with the exercise files that you can load up.
03:35So the dialog would pop up, it would ask you where the file is, and you can just
03:38simply point to it, and it's called LDC Shared parameters.
03:43But I've already got the parameters defined here, and I am going to choose
03:46Panel Height, click OK.
03:49In order to be a reporting parameter, it's got to be Instance, and then there is
03:54the Reporting Parameter checkbox. And it says right here what that does.
03:58It can be used to extract the value from a geometric condition and reported in a schedule.
04:03That's exactly what we're trying to do.
04:04We want this panel to tell us how tall it is.
04:09Click OK, select the other dimension,
04:12label it the same way,
04:14add a parameter, Shared parameter, Select, Panel Length, Instance, and reporting.
04:21You've got to remember to do that.
04:23There it is, and there it is.
04:25I am going to reload this panel into the project and overwrite the existing version.
04:32That will just take a second while it regenerates. Scroll back down in the project
04:37browser, and I need to repeat that entire process for the Edge panel as well.
04:42So let's right-click and choose Edit, tab in and select my form and hide it. Go to Dimensions.
04:52This is going to panel height and this is going to be panel length.
04:58Select this one, label it with a parameter.
05:02Again, it's got to be a shared parameter, Select. I use the same panel Height parameter;
05:08make it an Instance and Report. And then last time, add parameter, Shared, Panel
05:17Length, Instance, and Report.
05:20You may notice that in there I had a couple of others, so feel free, if you want
05:24to, to add Panel Material and Thickness as shared parameters as well, and then
05:29you could query not only the length and the height of the panels, but also what
05:33they're made out of and how thick they are.
05:35For this example I just kept it to the two dimensions.
05:39So let's load it into project and then overwrite it again. And so now we are ready to go.
05:45At this point, if you tab in and select-- actually I don't even need to tab, it's
05:50going right to it, but tab if it doesn't highlight--and select one of these
05:54panels, you should see right over here in the Properties palette that there is
05:58the Panel Length and there is the Panel Height.
05:59Now that one is a full panel, so it's 12 x 4.
06:02This one is 7.8 x 4.0 because it's a partial panel.
06:07So the parameters are actually working and telling us the values of those objects.
06:12What I want to do is go to the View tab, go to Schedules, and add a
06:18Schedules/Quantities and add a panel schedule.
06:21I am going to choose New Schedule here and I am going to choose Curtain panels,
06:26click OK, and then add the fields that I want to include. So I am going to choose
06:30the Family and Type and add it.
06:33You could add other fields if you're interested in these other fields, but I am
06:37going to scroll down.
06:38Here is Panel Height. Here is Panel Length.
06:42Because they are shared parameters, they show up here in the schedule list as
06:46parameters we can add to the schedule.
06:48Let me add that Count as well.
06:51I could click OK and I'll just get a bit, long flat list of panels, but what I
06:54want to do is jump over here to Sorting/ Grouping and I want to clean this up a little bit.
06:59If you're not familiar with Schedules, again we've covered Schedules pretty
07:02extensively in the Essentials course at lynda.com, so you could check it out there.
07:08But I am going to add the Family and Type as the first Sort by and make that a
07:12Header and put a Blank line--that just adds a little breathing room.
07:17Then I am going to sort by the Panel Height and the Length.
07:21I want Grand totals at the bottom, and I want to turn off the Itemize every instance.
07:27Now doing that means that this Count field will actually come into play.
07:32The Count field will instead tell me how many of each panel I have instead of
07:37just having each one listed one after the other.
07:40Finally, on Formatting, I am going to take Family and Type and I am going to
07:44make that Hidden. Because I made it a Header over here, that's the only place I
07:48want to see it. And when I click OK, you'll now see the Family and Type name
07:54listed across here.
07:55You can widen these columns if necessary so that you can read things a little
07:59bit better. And all of the panel Heights are listed here,
08:03all of the panel Lengths here, and here is the Counts.
08:06Because I turned off Itemize every instance, I now see the values listed over here.
08:13You've got the two different panels, the Edge and the Wall panel, listed there
08:17with their total quantities.
08:18Down here, the Graffiti panels are not listing, simply because those shared
08:24parameters haven't been added to those panels.
08:27So if you want to get your quantities for your Graffiti panels as well, you just
08:31have to open up those families and repeat the steps we did earlier in the movie.
08:35But as you can see, the reporting parameter is an excellent way for you to go in
08:40and pull information out of your geometry and then report it on a schedule.
08:45The key thing that you need to remember there is, to get it on a schedule, it has
08:49to be set up as a Shared parameter.
08:52This is an excellent way to bridge from your design files over to doing
08:56your quantity take-offs.
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4. Using Massing to Create Unique Forms
Understanding adaptive points
00:00Adaptive components were first conceived as a way to create flexible elements
00:04that can fill in the irregular edges of panelized divided surfaces.
00:09We saw examples of this at the end of the last chapter.
00:12In this chapter, we're going to look at some of the ways we can use
00:14adaptive components.
00:15But in this movie we're going start with a quick exploration of the
00:19adaptive points themselves.
00:20The points have many options, and we want to just take a quick inventory of what
00:25some of the key options are of those points.
00:27I have got a file open here called Points.rfa and it's a really simple family, as you
00:32can see, and it has several points onscreen.
00:35They are actually three stand-alone points.
00:37So this one right here which is an adaptive point Placement Point.
00:41This one right here which is an adaptive point Shape Handle Point, and this one
00:45right here which is just a Reference Point.
00:48Now there is also this two here, but those are actually part of the line, and
00:51I'll talk about those a little bit later.
00:53So we really have the three conditions: this one, this one, and this one.
00:57So I am going to start off by selecting this point right here and take you over
01:01the Properties palette and scroll down toward the bottom.
01:04You'll see, under Adaptive Component, you've a little dropdown here, and those are
01:10the three conditions that we can have for reference points.
01:13They can be a Reference Point, a Placement Point (Adaptive), or Shape Handle
01:17Point (Adaptive). And again, I have three examples there.
01:21So let's start with the simplest one, which is this reference point.
01:24We've seen examples of reference points before.
01:27They can actually be in any massing family or they can be an adaptive component family.
01:33I have an adaptive component family here onscreen, but a regular reference
01:37point can actually be placed in regular massing family as well.
01:40But the main purpose of a reference point is is you go your Set tools, you
01:46highlight the point, press the Tab key, and you get those three work planes--one,
01:50two, three--and you could set those work planes active.
01:54So, for example, if I made this plane active and now I drew something, you would
02:00see that the thing I drew is hosted on that point.
02:04If I selected that point later and moved it, it would take the object along for the ride.
02:10So that's the main use of the reference point.
02:13It just gives you a host. It gives your work plane to build geometry on.
02:17Now what about the adaptive points?
02:20We have the Placement Point and the Shape Handle.
02:23The Placement Point we saw examples of in the end of the last chapter when we
02:27did the adaptive component families.
02:30If you watched that chapter, you we call that we dragged in those panels and
02:34we were prompted to walk around the panel and place several points to place the panel.
02:40The number of points that was in the panel depends on the design of the panel.
02:45But you can think of them as each one is actually like an insertion point and it
02:49has an impact on the shape of the family.
02:53In this case, I only have the one Placement Point.
02:55So if I were to go to a new project--and I'll just accept the default template there--
03:03go back to my points file, load it into project, what you are going to see is
03:08it's coming into the project by that single Placement Point.
03:12That's what we mean by Placement Point.
03:14Now I am going to click.
03:15If I had an additional Placement Point, it would prompt me for the next one and
03:20the next one and the next one.
03:21So that's what's adaptive Placement Points are for.
03:24They just basically establish one or more insertion points for the family.
03:29Now I am going to escape out of here, select this guy, and these other points,
03:35while they're all visible when it selected,
03:36but if I deselect, this one is still visible.
03:39This is what we call a Shape Handle Point.
03:41And if I select this guy, you can see that I can click right on the point and
03:45it actually has grips.
03:47If I just click here, I don't get those grips.
03:51But if I click right on the point, I get the control handle, and I can start to
03:56manipulate that point.
03:58Now notice that the arrow is bending with it.
04:01If I jump back to the family, I can show you why. There is a reference line right
04:06here that connects between this point and this point.
04:10That reference line is the host for this arrow.
04:13So if I select the arrow and I say Show Host, you can see that.
04:17That's why, when I jump back over here to the project, this control handle is
04:22actually reshaping the arrow.
04:24Now if I went to 3D, it can do that three-dimensionally as well.
04:30So if you have a family that you want to create where you actually want to give
04:34people a grip that they can manipulate, then you add in an Adaptive Shape Handle Point.
04:41That will give you this behavior.
04:43So let me go back to the Points file one more time, and let's wrap up with this
04:49last couple points right here.
04:51These select individually as separate points and if you move them, you see
04:55they're having an impact on this line.
04:58So you might be tempted to think they're actually the same as the Shape Handle Point.
05:03In fact, where this came from is simply when you choose either Model or
05:08Reference Line and then you check the 3D Snapping feature--and you can see
05:13right now I've got a vertical work plane here,
05:15so let me cancel out there and just set the ground plane as the work
05:19plane before I do this.
05:20But we've got the 3D Snapping feature.
05:23It gives me an end point at each end that's actually an integral reference point.
05:29Now those reference points, if I cancel out there, do behave like reference points.
05:33You get the grips, you can go to Set Work Plane, and you can actually set the work planes.
05:39But you can't disassociate them with the line.
05:42If I deleted this point, it actually deletes the entire line.
05:46So it really is the part of the line and again, it's a consequence of the
05:503D Snapping behavior.
05:52If you turn off 3D Snapping, you'll just get a line without any reference points.
05:57Big black dot is a reference point; these blue dots are adaptive points; and
06:03to change it from either a Placement Point or Shape Handle use to drop-down right over here.
06:11As you're building your Adaptive Component Families, establishing the Points is
06:17really a critical first step to get everything hosting correctly and behaving
06:21the way that you want.
06:23Even if you consider yourself a seasoned Family Editor expert, adaptive
06:27components are going to add plenty of new material to the mix.
06:30So you're certainly going to want to experiment with these and do a little bit
06:34of practice before you dive in full long and start creating your first
06:38adaptive component families.
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Knowing when to use adaptive components
00:00In the last movie, I mentioned how we can use adaptive components to build some
00:04rather interesting and unusual things.
00:06In this movie I would like to talk about why that's the case.
00:09So, I don't have any files open right now; we are actually going to create it from scratch.
00:13And I want to show you why adaptive components are intriguing.
00:17In this chapter I wanted to show you that if we come over here and we create a
00:22brand new family--now I am not doing new Conceptual Mass; I am doing new Family--
00:27that takes me to the Standard Revit Family Template folder. I'm in the imperial
00:32version; there is also a metric version.
00:34If you scroll down, you'll notice that under the Generic Model Templates, there
00:38is a special template called Generic Model Adaptive, and this is actually what
00:43makes these adaptive components unique is that their category starts off being
00:49generic model and you can actually change that category to many other things.
00:54So let me go ahead and open this template, Generic Model Adaptive.
00:59At first blush, it looks like the Massing Environment;
01:01in fact, it has all of the same Massing Environment tools.
01:04It has the visible levels and reference planes.
01:08In pretty much all ways it is the Massing Environment, with one
01:13significant difference.
01:14If I come over here to the Family and Categories button up on the Home ribbon
01:19and click it, notice that the list of categories that you would normally find in
01:24the traditional Family Editor is also included here.
01:27Now I'm currently set to Generic Model.
01:29I can actually change the category to just about anything on this list.
01:34When doing that, if I load this family into a project, Revit will actually see
01:39this object as that category. It won't require me to turn on Show Mass and then
01:45hide it again when Show Mass is toggled off.
01:47It will actually see the object as the category that it's assigned to.
01:51I will leave it to Generic Model, and I want to contrast that to
01:55New > Conceptual Mass.
01:58If I open this up, this is the one we have been working on throughout the course so far.
02:03If I go to Family Category Parameters, if you try to change the category here,
02:08Revit will tell you that you're not allowed.
02:10So they kind of tease you by giving you the list, but then as soon as you try
02:14and change something, it says it's prohibited.
02:17So I am going to close out there and cancel.
02:20That ability to change categories is the main difference of an adaptive component
02:24that allows us to take the modeling capabilities that we have in the massing
02:28environment and use them to build forms that can be categorized as any category
02:33and appear directly in a project environment.
02:36And that's an example we are going to look at over the next couple of movies.
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Nesting adaptive families
00:00We often use profile families to create 3D forms in both the project environment
00:05where we use them for railings or sweeps and the Family Editor environment where
00:09we also can use them for sweeps or swept blends.
00:12A profile is a simple 2D shape created in the Family Editor in a profile
00:15family and then loaded into one of these other environments and used to create the 3D object.
00:21In the massing environment we can't actually load in profile families directly.
00:26That workflow won't work the same way.
00:29But we can do almost exactly the same thing that we can do with profile families,
00:33using simple generic model families.
00:35You create a generic model family, you draw your profile shape there, load it
00:40into your massing family, and then you can use it much the same way.
00:44For example, I can create a shape and sweep it along this path that I've
00:48got drawn right here.
00:49So what I have open onscreen is a massing family which is called Main Entrance
00:55Molding, and this is actually an adaptive component Family. And if you watched
00:58the last movie then you'll recall that we can go to Family Category and Parameters
01:03here on the Ribbon and it could be Generic Model or we could choose some other category for this.
01:08So for example, I could put this in the Doors category or the Curtain panels or even Casework.
01:14It's an exterior molding, so casework may not be exactly the right category, but
01:18just to show you that we can choose a different category, I am going to go ahead
01:21and choose that as Casework for the time being.
01:24Now these reference lines I simply traced on top of the main entrance of our
01:29museum file and copied and pasted them out here and you can see that their
01:33distance away from the center matches where they should go back in that file.
01:39To create the profile, you would go to New > Family, scroll down and instead of
01:45choosing the profile template, which is what you would typically do in the
01:48project environment, here you would choose just the Generic Model template.
01:53Open that up, and you would just simply start drawing with model lines here on
01:58the Home tab and draw whatever shape you wanted your profile to be, save that,
02:05load it into your family, and then that profile would become the shape that you
02:09could use to base your 3D geometry on.
02:12Now, I'm actually going to close this one and I'm not going to save it, because
02:17over here I have a file already created as a molding, called molding profile, and
02:22it is a generic model.
02:24So you can there, it's just a generic model family. And these are just model
02:28lines and I've drawn them in the shape that I want the profile to be, and I've
02:32drawn them relative to the two reference planes to get the insertion point
02:36right there at that corner.
02:37The dimensions just help me design the molding at the sizes I wanted, and they
02:42won't show up later when I load it into the file.
02:44I'm going to click Load into Project up here on the Ribbon, choose my Main
02:49Entrance Molding as the file I want to load it into. You'll see it come in.
02:54If I zoom in over here,
02:57you can see that I've got the insertion point right at that corner there. And I'm
03:01going to snap it to this gray line that I've pasted in from the other file to
03:05tell me where the little alcove is at the entrance to the museum.
03:08So that gets the molding right in the correct spot where I need it to go.
03:13Even though it's a generic model, if I select it, zoom out a little bit, and this
03:19path with my Ctrl key and do Create Form, it will create that 3D form directly
03:25from that generic model shape.
03:27And so that's really all there is to it, to use a generic model as a profile.
03:33What's the advantage of doing so?
03:35In the same way that we use profile families in the traditional environment and
03:39later we can open up that profile family and edit it if we wanted to and then
03:43reload it in, all of the forms and shapes that we've used based on that profile
03:47will update as a consequence.
03:49So let's say that we decided that we wanted to return to our molding profile
03:54and make a modification.
03:56Perhaps I want this little flat area here to be a little bit broader.
03:59So I'm going to make a windows selection around all of this line work.
04:03Come up here. I'm going to use the Activate Dimensions;
04:06you could also use the Move tool if you prefer, but I like the
04:08Activate Dimensions option.
04:10That lights up the dimensions that I can change, like this one right here, and
04:14perhaps I want that distance to the 8 inches instead of 4 1/2.
04:16So I'll just type in 8 inches, load it back into my project, Main
04:22Entrance Molding, click OK.
04:25When it prompts me, I'll overwrite the existing, and you'll see that it grows
04:28right there, and the molding updates all the way around.
04:32And so that's really the advantage of using this external shape.
04:36The other advantage is I could use it on multiple moldings, but I wouldn't have
04:39to keep redrawing it. I could just use that one shape over and over again on several forms.
04:43Now let's take this family and load it into project, and this time we'll load
04:48it into SAMOCA_V2. That's another file that I had open in the background. It's
04:53with the exercise files.
04:54That's actually a Revit project file, rvt. Click OK and that takes me into the
05:01floor plan of the SAMOCA_V2 project.
05:04Right at my cursor, there is this big old dot. That's the actual insertion
05:07point. And then below it are these two smaller dots. That's the actual 3D model of the molding.
05:14Like our other massing families, you may notice that it's actually highlighting
05:18a plane here in kind of an odd way.
05:20And more importantly, if I start moving around in the file to try and place it,
05:25you'll see it jumped to the wrong face altogether.
05:27See here it's oriented we want it and suddenly it jumps.
05:30That's because up here, my two Placement options that we've looked at before in
05:34previous movies, are active, and it defaults the Place on Face.
05:38What I want to do is place it on the Work Plane. And the Work Plane in this case
05:42is the Main Level Floor Plan.
05:45So now, if I come in here, you can see that if I snap right to--and let me zoom in
05:49and make sure I'm getting it, right there, the molding will drop in, in exactly
05:55the correct location.
05:56I had to zoom in pretty far to see it.
05:58So what I'm going to do instead is go to 3D view. Let's click the Modify tool,
06:04just to make sure that we're not placing any additional moldings, cancel out
06:07of that. And then I will zoom in, and there is the molding in exactly the spot
06:13where it needs to go.
06:15To get the same basic behavior as profile families that you would normally have
06:19in projects or in standard families,
06:22you use generic models in the massing environment.
06:25In other ways they behave exactly the way as profiles do. You draw your shape
06:29in the generic model and you load it in and then you can use it to create your 3D forms.
06:33Then with adaptive components, as we saw in the last movie, we can actually
06:37take those 3D forms and categorize them as anything we like, like casework in
06:42this case.
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Understanding lofting techniques
00:00In this movie, we are going to look at a slightly more advanced way to create a lofted form.
00:05So I want to create a freeform large, massive wall that will occupy the Graffiti
00:10Gallery of my museum.
00:13Using techniques from the last several movies, I can incorporate them all together
00:17into a process here that gives me of very fluid and easy-to-modify loft form.
00:25So we are going to start off by looking at what I've got here onscreen, which
00:28is a file called Adaptive Loft, and it contains, among other things, a few
00:33reference planes here just to kind of help me keep my bearings, a reference back
00:37to this insertion point which is where it fits in the main museum, and we are
00:41actually looking around the back side of the museum, so this would be in the Graffiti Gallery.
00:46So we have two reference points here, and these reference points I am using
00:50primarily as work planes.
00:52If you look at them, you'll notice the work planes are displaying.
00:55So if I select one of these, you will see that over here on the Properties
01:00palette, it says Reference Points, and if I scroll down, under Graphics it says
01:04Show Reference Planes. And you've got three options.
01:08The default is just When Selected.
01:10So normally, you'd have to select the point to see the reference planes.
01:14You can also tell it never to display them.
01:16I changed it to Always, and that's why when they are deselected like they are
01:19right now, those reference planes still show, and then it becomes a little
01:23easier to use my Set Work Plane and highlight any one of these work planes
01:28without even using the Tab key.
01:31If I select either one of these bits of line work here--I have got a line
01:35here and an arc here--
01:36up here on the Ribbon choose Show Host you can see that it is hosted to that point.
01:41So that's why what I am using those points for, and I have got the same thing
01:43going on the other side.
01:44We are going to use those two arcs on either side as the form work for this big,
01:51massive wall that we're constructing.
01:54To build the shape itself, to build the part that's going to be lofted, we
01:57are going to use a technique that's similar to what we looked at in the last
02:01movie, and that is we are going to create a generic model family which is just
02:04basically the outline and then by creating several copies of that, we can build our loft.
02:09So I am going to go to the Application menu, go to New, and choose Family, scroll
02:15down, and I want the Generic Model Adaptive component.
02:21Now in the last movie we used just the plane old generic model family, but you
02:25can also create your profiles using the adaptive component.
02:28Let me zoom in a little here.
02:30The advantage of using the adaptive component is I get access to point elements.
02:35And so now I can create some points and I need four of them because back in the
02:39other file I have two lines and two arcs, so I want to use each of those as the
02:42corners of the wall. So I want one, two, three, four points.
02:47Now notice that I've placed those somewhat randomly.
02:51Because they're going to be adaptive points, the actual locations is
02:55not terribly important.
02:56I am going to select all four and I am going to turn them into adaptive points
03:00right here, on the Ribbon. So Make Adaptive.
03:03And you will see them appear with the reference planes and they even have number
03:07on them, and notice the numbers are in the order that I place them in.
03:11Now if you needed to change the numbers, you could select it and change the number here.
03:16But notice that each of these became a placement point, and that's what I want.
03:20So if you want to go back and review the movie on points, if you need to, on what
03:24is the difference is between a placement point. But these are going to placement points.
03:28Next step is I want to draw the shape, and the shape that I am going to use is a
03:33Model line. I'm going to choose the line here. And very important is I want to make
03:39sure that 3D Snapping is turned on.
03:42The 3D Snapping feature is going to keep the line work attached to the
03:47points that I snap it to.
03:49If you don't turn on 3D Snapping then the lines are really going to be planular.
03:53But we are going to get a lot more functionality from them if we use 3D Snapping.
03:58Now notice here that it will highlight the points as I click, like so. And I am
04:04going to make three straight lines around those three sides. Escape out of there.
04:09And I want a curved edge on this side.
04:12I would go to the arc, except that arc doesn't have 3D Snapping. Notice it says
04:16it's not available here, and it doesn't snap to the points the same way.
04:20But right below arc, we have this object here, Spline Through Points. So if choose that one,
04:27this one is by definition a 3D object, so even though it doesn't have 3D Snapping,
04:32it still behaves the same way.
04:34Notice it will highlight the point.
04:36Then I can place an intermediate point out here somewhere.
04:39Don't snap it to the reference plane; just kind of place it out here somewhere.
04:43And then in my final point right there, and make sure you're snapping to point on those.
04:48And then you could keep going and make a more curvy shape, but I am going to
04:51escape out of there. And now the way this works is, if I tab into this guy,
04:57this is largely like an arc and if I were to pick any one of these points, we
05:04can change the curvature of the arc either here or--because this is adaptive,
05:10notice what happens.
05:12So as I start to move my adaptive points, it will actually change the shape of
05:18the lines that are attached to it and the spline.
05:21Unlike the profile that we did in the previous movie, which was flat, this
05:25profile can actually bend and twist in 3D space.
05:29Now let's go ahead and save it and give it a name, so I am going to call this
05:33Ribs. And then I am going to load it into my project.
05:36Now I have got two projects loaded right now, my Adaptive Loft and SAMOCA_V2, so
05:40I want to choose Adaptive Loft.
05:42Click OK and then you will see it coming into the file.
05:48I want to make sure that I'm placing on face, and I want to zoom in a little bit,
05:53and notice that I can snap right to this line work here.
05:58So I am going to highlight somewhere in the line work toward the bottom and
06:01click, come over here on the opposite side and click on this arc, come across to
06:08this line, and then end up over here.
06:12And you see when I place the last point that I now have a shape--let me click the
06:16Modify tool and cancel out of there-- I now have a shape that follows those ribs.
06:21Let me orbit slightly. And more importantly, if I start to drag this, watch what happens.
06:29Notice how it's conforming to the shape of those ribs, and it will even bend and
06:34twist in 3D space if it has to, in order to stay attached.
06:38So I am going to take this first rib and kind of pull it down towards the bottom.
06:43That's going to be my lowest rib there.
06:45Leave it selected, put my mouse on the edge here, and hold down the Ctrl key.
06:51When you start to drag with the Ctrl key held down, what you'll actually get is a copy.
06:56So I am going to copy one rib, two ribs, maybe about three or four of these.
07:03Do one and maybe one more up over here, towards the top.
07:08Now let's orbit around a little and start to see what we've got.
07:11Those ribs are going to become our lofted shape.
07:16Some really interesting things start to happen.
07:18If you were to select one of these scaffolding lines that I called it before,
07:23if you drag that end point, you'll see that it has a direct impact on all of the ribs.
07:31Because of the adaptive points, the adaptive points remain hosted to that line work.
07:35Let me undo that.
07:36I could do the same thing here with this curve.
07:39Now if you just pull this middle grip, it will just kind of widen parallel
07:43because it's changing the radius. But if instead, you uncheck this Keep
07:47Concentric, what you can do is actually bow that curve out and that will push
07:52and pull the shape of those ribs.
07:54So you can really start to have some immediate feedback from
07:58these manipulations.
08:00Let's take all of these ribs. I am going to go up here to Filter, and I want to
08:05make sure that I only have Generic Models selected.
08:08So I am going to uncheck Reference Planes. You see I have got a few reference
08:11planes in the selection there.
08:13And once I have those ribs selected, I am going to click Create Form, and Revit
08:18will create the lofted form.
08:20This lofted form is not much different than the lofted forms we created in
08:25earlier chapters, except for the fact that it still knows that it's attached
08:31to those adaptive rib components, and so you can do direct manipulations and
08:38immediately see the result changing.
08:40I can tab into this rib here and start to pull it a little bit.
08:47And again, it will slide along those scaffolding lines, stay attached to it, and
08:53now the top edge of this is got a little bit of a taper to it. I can move the
08:58intermediate ribs the same way.
09:01And you could see that it's direct manipulation and direct form-making.
09:05I want to actually really emphasize the mass of this wall, so I've also created
09:12a void family. And I am going to go here to the Open command. And it's with the
09:16exercise files, and it's called Graffiti Void. I am going open that up.
09:21And this is just a really simple face- based void family which just has this void
09:25object cutting through the face.
09:27Let's load it in to our Adaptive Loft and place it somewhere on the face of this curve here.
09:36Now you'll see it comes in initially at just a pretty standard size. Let me tab
09:41into that and select it.
09:43I've created three parameters in that family--
09:46Width, Height and Depth--and you can modify these and start exploring some
09:51possibilities. And the depth is the one that I really want to manipulate here
09:56because that will push that thing all the way through, and it looks like I made
10:00it all the way through. Let's spin around. There we go.
10:02So if you make it deep enough, it will cut all the way through the wall, and we
10:06can really start to emphasize the massiveness of this wall here.
10:11Feel free to experiment further with this--add additional voids,
10:15vary the ribs a little bit, whatever you want to do until you're satisfied
10:18with the design.
Collapse this transcript
Strategizing with adaptive components
00:00To finish out this chapter, I'd like to share with you one more use of
00:03adaptive components.
00:04At this point, if you've used both the traditional Family Editor and the Massing
00:07Family Editor, you've have no doubt developed your own personal preference.
00:11Let's assume that you like the massing environment for its freeform direct
00:153D manipulation and you wanted to use that sort of modeling when building components.
00:21It turns out that with adaptive components, even though they are technically
00:24designed to be adaptive, to actually adjust to the conditions they are placed in,
00:30there's really nothing that says that you can't use an adaptive component
00:33family, change its category, and just build geometry, and that's exactly what we
00:37are going to look at here in this example.
00:40So I have open a file called Entrance Canopy, and this is going to adorn the
00:43front entrance to our museum.
00:46So I have already done most of the modeling because a lot of the techniques that
00:49were used to create this portion of the canopy we've already covered.
00:52So I have just a big form element here which is just big piece of glass, and this
00:57is more like a sweep that goes all the way around, which uses this series of
01:01reference lines to sweep it, and then these bars, which is a lot like the space
01:04frame that we looked at when we did the Graffiti Gallery.
01:07And then we have this bar here in the center.
01:09What we're going to build right now is the part that connects it back to the
01:13building and the supports here. And I've got some reference lines to get us
01:17started, and we'll use those to create basically a blend form along here and a
01:23lost form along here. Then we'll load it into the project.
01:26This family was created from the Generic Model Adaptive Family template, like we
01:30saw in previous movies.
01:32One of the first things we did in those cases, we went to Family Category and
01:36Parameters and we chose an appropriate category for it.
01:40It's important that you familiarize yourself with this list of categories
01:43because if it's not on this list, then maybe going the adaptive route is not such a good idea.
01:49These are the lists of categories that are available for adaptive components.
01:53So if you want to create Casework or Columns or Generic Models or Planting, then
01:57you could do it as an adaptive component.
01:59Now this one defaulted to Generic Model. Perhaps we might want it to be
02:05Specialty Equipment, but I actually prefer the graphical display properties of
02:09Generic Model better in this case.
02:11It'll cut in sections, and we have an easier time showing it above our ahead, if
02:16that's something we want to do.
02:17So for this example I am going to leave it to Generic Model, but feel free to
02:21choose a different category if you think it's more appropriate.
02:23So I'll click OK there.
02:24Now the next thing I want to do is kind of get some of this clutter out of my way.
02:28I am going to just kind of to do a little crossing window through some of this stuff.
02:33Come down here to the Temporary Hide Isolate, and I'll choose Hide Elements. And
02:39that's going to give me a little bit easier time looking in here.
02:42Let me grab these guys and hide those as well, and then maybe do the same thing
02:49in here. This one is a little trickier because you can't do a crossing for that.
02:52I'm going to use my Ctrl key, select some of this stuff.
02:57So what I want to do is just give myself a little easier time to see what we've
03:02got over here. We have one little stray point. Why don't we hide that too?
03:06So I have this line right here, if I tab, this reference line, and then attached to
03:12it are two points. There is a point right there and another point right there.
03:17Now you may recall in an earlier movie, we talked about reference points being
03:23hosted to lines, and they had this measurement type parameter. And if you open the
03:28list, there is a lot of choices here. And I want to revisit that now.
03:31The one on the right I have set to 0.1 from the end, and the one over here--
03:39let's zoom in get a little tab in there-- you could see that that one I have at
03:450.25, so it's about a quarter of the way down the length there.
03:49That's just a percentage, so you could change it and move it one way, change it
03:56again, move it the other way. But by pulling them off the ends, it's going to
04:00make it a little bit easier for me to take this chain of lines, which is just a
04:05rectangular shape of reference lines, similar to this one, Ctrl key, this chain
04:11of lines, select both of those.
04:12I have eighth lines selected. You could see here, right here, Reference Lines (8).
04:17And I'll go to Create Form, and that essentially gives me a blend, because I go
04:22from small rectangle to the large rectangle.
04:25Now the neat thing about this is I can tab in here and grab that point again and
04:31change this parameter--
04:33let's try 0.1--and when it moves, because that chain of reference lines hosted to
04:40it, it will actually stretch the 3D form.
04:43Now I happen to know that this bar in the middle is a 3-inch radius.
04:48If I want to get this to touch right up against the surface of that bar, it
04:52might actually be nicer to change this to Segment Length instead of the
04:58Normalized parameter. And you could see it's right now 3 feet because it just
05:03figured out the math.
05:04Well I could change this now using numbers, like 1 foot--that gets a little closer--
05:10or go all the way in to the 3 inches.
05:13So let's try the 3 inches and you'll see it will touch exactly on the bar there.
05:20Now I am going to actually back off for a second because it'll be easier for me
05:24to do the next step if I can get a clear view at it. And let's back it off
05:28actually about 2 feet.
05:30That'll give me the opportunity to make a little window right here.
05:34That selects both the point and the four reference lines.
05:37I'll hold down my Ctrl key, make a little window right there, do the same thing
05:41on the other end, and then hold down my Ctrl key one more time but do a
05:45crossing window this time, to get both the 3D form and the reference line here
05:51that goes down the middle.
05:52I have got Common (12). I have got 12 objects selected.
05:56If I go to Filter, it tells me that I have one Other. That's the 3D form.
06:01I don't why they don't just say 3D form.
06:03I have nine Reference Lines, so if you think about that makes sense.
06:06A rectangle at each end. That's eight and the one going down the middle. And then
06:10I have two reference points. That's my selection.
06:13Pay attention to the quantity that's selected and the type of objects that
06:17are selected because that will help you make sure that you've got the right things selected.
06:21Now I want to mirror this to the other side.
06:23It's going to be easier to do that in Plan View.
06:25So I am going to come here to Reference Level Floor Plan.
06:28The item should still be selected, but if for any reason they deselect, you can
06:32right-click and choose Select Previous and it will reselect those objects.
06:37I am going to click over here to cancel that menu without changing the selection.
06:41Now I am going to go over to the Mirror - Pick Axis and click on this reference
06:47plane, which is right down the middle, and it should mirror everything over to the other side.
06:53I will get this little warning that I have got identical points in the same place.
06:56That's because I have just made a triangle. I don't know if you can see, but the
07:00right in the middle there, it was highlighted in orange.
07:03That's where the two points are.
07:04Well, that's kind of unavoidable when you mirror these two lines on top of one another.
07:08So I am not really too concerned about that warning, so I am just going to
07:11ignore it and go back here to my 3D. You can see it's highlighted there as well.
07:16Deselect everything here. That'll dismiss the warning automatically.
07:20Zoom in just a touch. And I am going to select this point, come over here,
07:25highlight, Ctrl key, select that point, and I can take both of those now and
07:32change their segment length to 3 inches. And that will stretch both blend objects
07:38to meet the bar there at the end, and then I can do the same thing on this end.
07:42Select this one and this one.
07:45Now in this case, they're still set to the Normalize at a 10th of the length away.
07:50I am just going to set it to zero.
07:53Now, I'll get a similar warning to the one that we just saw:
07:56there are identical points in the same place.
07:58As you can see here in the background, there is a point running along this
08:01line and those points are right on top of each other, but I am going to click
08:04OK and accept that.
08:06So for the last piece of geometry here, I'll simply select this rectangle, Ctrl
08:12key, this rectangle, and this one, Create Form.
08:16And if we spin this around a little bit, you can kind of see that I kept it
08:22really subtle, but this one's a little deeper than the others, so it has a tiny
08:26bit of a swoop to the end there.
08:28If you're not satisfied with that, you can always fiddle around with it. And
08:31again, that's the beauty of reference- based forms is I could tab in here--I am
08:35going to zoom a little closer--and get that reference line--let me do it this
08:40way--and I could actually move that down.
08:44So I could select this here and I could do maybe 1 foot 10, and you'll see how
08:48that creates a little bit more curvature along that bottom edge.
08:52So that's the beauty of reference- based forms is that you can continue to
08:56fine-tune them to your liking.
08:58So at this point, the canopy is complete.
09:01I can reset the Temporary Hide Isolate.
09:05Now we should save this. And then I have already the SAMOCA_V2 project open in
09:12the background, so I am going to choose Load into Project.
09:17It will come in and I get my usual two choices here: Place on Face and Place on Work Plane.
09:22If I hit Face of course it's going to move in all kinds of strange ways.
09:25If I go to Place on Work Plane, sometimes what will happen is it'll change it and
09:29it'll actually cancel the command; sometimes it won't.
09:32If it cancels the command on you, just go to the Home tab and click the
09:35Component button and you'll get back to it.
09:38It's just a component at this point, and we can place it in.
09:41Now what I want to do here is place it relative to this reference plane right
09:46there. That at least gets it centered.
09:49And then to get it positioned the rest of the way, I'll zoom in a little bit
09:54and maybe use my Align tool and pick up a face of the building here. Tab into a face right there.
10:01All right, so let's look at in front view just to be sure it's at the right height.
10:06So I'll cut a quick section right here, deselect it, double-click to open it up,
10:13and you can see it's kind of sitting on the floor there, so I'll just select
10:17it, go to the Move command, and move it up to a more appropriate height, right about there.
10:24If we go to 3D, zoom in, there is our entrance canopy.
10:31What we've got here is a situation where we are just simply using an adaptive
10:35component for no other reason that we like the 3D modeling that we can do in the
10:40massing environment.
10:41And by changing the category of the adaptive component, this object can be
10:46categorized as a generic model and will show, even when Show Masses is
10:49turned off.
Collapse this transcript
5. Refining Building Maker Elements
Editing floors
00:00Earlier in the course we used the massing tools to create our overall building form.
00:04Then we created floors, walls, and roofs directly from that building form using
00:09the Building Maker feature in Revit, where we can apply these objects to the
00:13faces of the masses.
00:15As your design progresses and your design team starts to make changes, you'll
00:18most likely need to go back and revisit some of those Model by Face elements.
00:22What we're going to do in this chapter is look at a few different ways that we
00:26can approach that, and we're going to start with the floors here in this movie.
00:31So I've got a version of the file open here, and it's called Modify Floors. And
00:36I'm going to zoom in a little bit over here by the town houses, and you'll see
00:41that there's a little piece of floor there peeking outside of the walls.
00:45So maybe at an earlier stage of the design, this turret was a different
00:48radius, or in a different position, and so clearly that floor object no longer
00:52matches the design.
00:54There may be other places that are less obvious from view, where things have changed,
00:59so every so often we're going to want to go back and review the validity of
01:03the forms that we've created from the masses and see if they still apply.
01:08The easiest thing that I can do here to illustrate the process is I'm going to
01:12select one of these floors here.
01:15And if your mass is still up to date--in other words, if you've gone back to the
01:21massing environment, changed the shape of that turret, and that turret still
01:24matches what you want the design to be-- then you simply take the object that
01:29you've modeled by face, and there's usually a button up here on the Ribbon that
01:32allows you to update it to the face that it was applied to.
01:35Let me zoom in here so we can see it happen.
01:37I've got that floor selected.
01:40If I just click this button, you're going to see it change, and it now
01:44matches the shape beyond.
01:45Now, the trouble with that is, is once it's beyond, it's a little tough to see.
01:49So the floor is still selected.
01:51So, what I'm going to do here is go to my Temporary Hide/Isolate, my little
01:54sunglasses, click on that, and choose Isolate Category.
02:00What that will do is hide everything in my model that's not a floor. And you can
02:06see now that if I spin around here, I'm seeing all of the floor slabs.
02:10Now, this gives me a clearer idea of which floors are still correct and which
02:15ones may not be correct.
02:16So what I'm going to do is select this floor down here. And I'm not even really
02:20sure I still need that one.
02:22At this stage of the design, maybe the town houses only use this floor. There
02:27might be a lower level, but maybe not.
02:29Well, let's try and update it, and you'll see that the shape didn't really change.
02:33But also, if I've decided I no longer need that floor, I can simply delete it.
02:38Now, this one up here, the Model by Face is quite literal.
02:42So you see how it came in here and it actually followed around the turret?
02:46What that means is even if I do update to face, it still might not match what
02:51my design intent is.
02:52In other words, this floor up here is just going to stop right there.
02:56We're not going to have this thin, little floor going through there.
02:59So, all I have to do is open up that floor plan, and that's actually the town-
03:04house's upper level.
03:06Here in this view, everything is still displaying, because Temporary
03:10Hide/Isolate is a view-by-view setting. So if I want to isolate just the floors,
03:14I have to repeat the little sunglasses, and again, choose Isolate Category.
03:19And I can zoom in, and all I have to do here is use my Edit Boundary tool.
03:24So, even though this floor object was created from the mass objects, it doesn't
03:30prevent me from editing it, going into the Sketch mode, and making changes to it
03:34in the same way that I always would.
03:36So I can select all of this stuff over here that I don't need and delete it.
03:42And then if I want this line, I can draw a little small line in there, but
03:46actually I'm going to delete that line too, and just do Trim/Extend To A Corner,
03:51and clean that, and that, and make a nice tight corner there and finish it.
03:56So as long as I've created an enclosed boundary, it will work just fine.
04:01Switch back over here to my 3D view again, and you'll see that that slab has shortened out.
04:07So what we can do is go slab by slab here and make similar modifications. The
04:12ones that make sense to do update to face we'll do update to face.
04:15But in the cases where it doesn't make sense, we can just simply edit the boundary.
04:19Here's another great example right there.
04:21We can do edit the boundary on that one.
04:23I'll leave that to you for an exercise.
04:25But any of the Building Maker components that you've created, you can simply go
04:30in and either update them to the face if, it makes sense to do so; otherwise,
04:34you have to modify them using standard Revit techniques.
Collapse this transcript
Refining face-based walls
00:00In this movie, we'll continue refining our Building Maker components.
00:03We looked at floors in the last movie, and in this movie, we're going to look at our walls.
00:08Now, we have a few different conditions of walls that are applied to the
00:12faces of our 3D masses, and I want to focus on the main building form for this movie here.
00:19I'm in a file called Modify Walls, and I'm going to zoom in here in the 3D view.
00:24And the first thing that we're going to notice is if I select one of these
00:28walls, there is that grid pattern back there.
00:31It's kind of superimposed directly over that curtain panel system that we built
00:36in the last chapter.
00:38We had those walls hidden in the last chapter, but they're revealed again here now.
00:42These walls were the ones that we created by face back earlier on in the course.
00:47When we applied these by face, we had to pay attention to things like the
00:51location line and so on to determine where they went.
00:55After a wall is created, if you change the location line, it doesn't actually
00:59shift the wall; it just changes where the location line is relative to the wall
01:04itself, but the wall's position stays put.
01:07That's really a one-time operation.
01:09So even though I could come in here and change this location line, doing so
01:14really wouldn't change the outcome at all.
01:16The wall would still be in the same place.
01:18So I'm going to leave that at Core Face: Exterior.
01:22If I choose Edit Type, first of all, what you'll see is the wall I have selected
01:27is one called Exterior-Main Building.
01:29Now that's just a temporary name that I assigned to these walls that
01:34surround the main building.
01:36If I click the Edit button, you can see that the Core is right here--it's 6
01:40inches--and the Finish materials on the Exterior side total up to about
01:46five-and-a-half, five-and-three- quarter inches. And on the Interior side, we
01:49just have about a half-an-inch.
01:51That Core Face Exterior doesn't put me exactly in the center of the wall, but it puts me close.
01:57That's the first thing.
01:58Now, the second thing is, I don't really need all of these layers for this wall
02:05because I've created my panelized system.
02:08So what I can do is actually use the backup wall as just that.
02:12It can be the backup material, the stud, and the drywall, and the inside the
02:15building, but I can remove the EIFS Exterior Finish, and I can remove
02:21potentially the Air layer, or I can leave that.
02:23But at the very least I want to remove the EIFS because we have this panelized
02:28system in its place.
02:30And then I want to shift the position of the wall to match up to where that location is.
02:35So I'm going to cancel out of here, zoom out just a little bit.
02:39I will right-click and choose Select All Instances > Visible in View and I'm doing
02:44this just to show you the extent of this change.
02:46So it's going to affect all of these walls because they all share the same type.
02:51I'm going to deselect that, select just one of them again, go to Edit Type, go
02:57to Edit, and I'm going to select this EIFS and just delete it.
03:03Now, that's actually going to make this wall 3 inches smaller.
03:06The Core Face Exterior is still the location line.
03:09Click OK, click OK again, and that will affect all of the walls.
03:13Now, you can kind of see that by removing that, it's changed slightly.
03:18What we're actually seeing is the air gap material, which is this white material beyond.
03:24The next thing I want to do is actually shift where these walls occur and get
03:28them flushed up against these stone panels that we've applied.
03:32So I'm going to do that in floor plan.
03:34I'm going to go to the Main Level floor plan, zoom in. And you can really do
03:40this on any wall that you like,
03:41but I'm going to zoom in nice and close so I can get a good look.
03:45Over here on Modify, I'm going to choose my Measure tool, and I want to measure
03:50from the outside face of the wall's current position to the inside face of the
03:55metal panel, because that's how far I want to move these walls by.
04:00And you can see that that's six-and-three-quarter inches.
04:04I need to take all of my exterior walls and move them in
04:08six-and-three-quarter inches.
04:10Now, if I turn on Medium level of detail, you'll see the internal
04:15components display, and this is just to verify that the walls are actually
04:20pointing the correct way.
04:21So, the interior face is here. There is the six-inch metal stud. There's the
04:26substrate material and the air gap.
04:28And so by pushing it six-and-three- quarter inches to the inside, it will flush
04:33up to this, and these stone panels will behave like our exterior finish.
04:36So let me turn this back to Coarse.
04:40I'm going to select one of these walls, and the way that I'm going to do this is
04:45with the Offset tool.
04:46When I click the Offset tool, I want to consult the Options bar.
04:50We can offset graphically onscreen, or numerically.
04:55Now in this case, it really doesn't matter which one you do because we've
04:59measured the distance.
05:00So we know what the numerical distance is; it's six-and-three-quarters.
05:03Graphically would mean you would pick two points.
05:06So if you don't want to measure first, you can use that option.
05:09So, I'm going to put in six-and-three- quarter inches. Don't forget inches;
05:14otherwise, it'll be six-and-three- quarter feet if you're working in Imperial.
05:18You see this option right here? I want to make sure I uncheck that Copy.
05:22If I don't uncheck Copy, then I will literally get a second wall
05:27six-and-three-quarter inches away, and that's not what I want.
05:29What I want is this wall to offset--
05:32you see the little dash green line.
05:34If you're here, it goes to the outside, and if you're here, goes to the inside.
05:38And I'm going to click, and that wall will shift in and appear at that
05:44six-and-three-quarters away, and you see the stone panels would be right in front of it.
05:47Now, all I have to do is just pan around the plan and keep clicking each of
05:53the exterior walls.
05:54It might be easier to zoom out just a touch, make a little bit less panning.
06:02That one is a different wall type, so I'll leave that one alone.
06:06You might have to do this in more than one floor plan, and this one I believe is already done.
06:12No, it's not. Let's do that one.
06:15And you go up to an upper level, like the Admin Level, and we would have some more
06:21to do up there as well.
06:23I'll leave that to you.
06:24You can do that as a practice exercise.
06:26But that essentially gets all of our walls positioned where they need to be.
06:30I'm going to just show you what it looks like in 3D. And you can see now that
06:33all of my panels are showing through.
06:36So that's a quick little refinement that keeps us attached to the
06:40underlying massing form.
06:42If the form changes dramatically, we still have the option of clicking Update to Face.
06:46But we're fine-tuning the position of that wall and the composition of that
06:51wall to make it better match the design of the current stage.
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Building walls from floor edges
00:00Let's continue our work on the Model by Face forms.
00:03In the last two movies, we looked at the Floors by Face and the Walls by Faces.
00:07We are going to continue on the walls but refocus our attention over here on
00:12the townhouse facades, because the walls are a little bit more intricate.
00:15I am looking at this file here called Townhouse Walls.
00:19And if you zoom in, you kind of start to see some of the problems. We've got
00:23some double walls there. We've got strange conditions here. Things don't join up so well.
00:29So we could spend a lot of time selecting the walls, using Edit Profile, and
00:35trying to fix the shapes and get them to match up correctly,
00:38but we'd probably still end up a little bit frustrated.
00:41What I want to do instead is something that seems a little bit drastic.
00:45I am going to select one of these walls, right-click, and choose Select All
00:49Instances > Visible in View.
00:52Now, I'll zoom out a touch, and you can see that's pretty much all of my townhouse walls.
00:56Now, maybe for early schematic design, those serve me well,
01:00but now I'm going to delete them.
01:03That leaves me with the floor slabs and the roofs.
01:06Now eventually, I might decide to re-create some of the roofs as well, but for
01:10now I am going to leave the roofs because I want to remember what those roof
01:13pitches were and what the shapes of the roofs were from the original design, and
01:18then any that I decide to re-create, I will kind of re-create them in the same
01:21general location and then delete the old one out of its place, or possibly even
01:26just work with the one that's there; it depends on the situation.
01:29Now, I've got this floor slab right here.
01:31I'm actually going to use that floor slab, which is still, if you remember,
01:36connected to the underlying mass model.
01:38So we haven't completely abandoned the mass model.
01:40But I am going to use that floor slab's edges to help me rebuild the walls.
01:45I am going to do this right here in this 3D view.
01:48I am going to go to Wall command, change to the wall type that I want to use.
01:52So for the Townhouse we were using Brick on Mtl. Stud.
01:55I want a Core Face Exterior, because I still think that's a good point to line
02:00up with the floor slab.
02:01I am going to set the Base Constraint to the Townhouses Level and the Top
02:08Constraint, I'll do the Townhouses Upper Level for now.
02:12Now, we can change these on a wall-by- wall basis later, but I just want to get
02:15started with something.
02:16Now, I am going to come over here and use the Pick Lines option of the wall,
02:21so instead of drawing these line by line. And I can come in here and actually
02:26highlight the edges of that floor slab.
02:29Now, if I press the Tab key, I will get a chain selection, and you see it will
02:35highlight the edge of the floor all the way around. And then I am going to
02:39click, and that will give me a series of walls.
02:43Now, right here I get a message that some of the walls overlap, and you can see
02:46them highlighted in orange back here.
02:49Now, I have a few options here:
02:50I could choose to ignore that, or I could actually go in and deal with
02:54the offending walls.
02:55I am still in the Wall command here.
02:57Let me click my Modify tool to cancel that.
02:59I'm simply going to click this wall, which is also a Wall by Face, and delete it,
03:04and this other wall and delete it.
03:06Those are really the two redundant walls that it's talking about.
03:09Now, I possibly will get another error later about this wall, but that one I
03:15think is manageable,
03:16so I am going to leave that one alone.
03:18Notice that all my brick is on the inside of the building.
03:21So everything is backwards.
03:22Well again, I am going to highlight one of these walls, press Tab. That selects
03:26the whole chain of walls I just created. And then I'll just tap my Spacebar on
03:31the keyboard to flip all the walls. And if I deselect them, you now see all the
03:35brick is on the outside.
03:37I've got all these walls now following the basic shape of the floor slab, and so
03:43they're still connected back to my original form.
03:46Now, the next step is to start considering what the heights do.
03:50I have a variety of ways that I can deal with this.
03:53I can select these individual walls, and of course, I can change their Top Constraints.
03:58For example here, if I select that front wall there and change it, instead of
04:04the Townhouse Upper Level to the Townhouse Roofs, you will see it jump up.
04:08And Townhouse Roofs is just a level that I put in at about the average height of
04:13all the roofs. So you can see that it's not really gaining me a whole lot, but
04:17it's a pretty decent data.
04:19Let me show you actually where Townhouse Roofs is.
04:22I am going to come down here and open up this section that I've called Elevation
04:26of Townhouse Facades, and that's looking right at all the townhouses.
04:30Then I am going to do W+T for window tile. And we are currently working on
04:36this wall right here,
04:38so I'll zoom that in both views.
04:41So if I select it, you can see it highlights in both cases.
04:44But this is Townhouse Roofs right there, so it's just sort of at the average height
04:49of many of the roofs.
04:50Well, what I can do instead is I can take this wall and attach its top or base
04:58to other geometry like this roof.
05:01And when I do that and deselect it, you'll see it looks kind of bizarre.
05:06That's because it's still going up to the level, but this roof doesn't go
05:11all the way through.
05:12But if I grab these little grips here and kind of pull it through and give
05:15it an overhang, that cleans it up a little better. And except for this little
05:19tail over here at the end, if I select this and change my mind about going up
05:25to Townhouse Roofs and change it back to upper level, it still remains attached to the roof.
05:32I can do this with any of these walls: Attach Top/Base right there, and the one
05:37on the other side, right over here.
05:40I can kind of walk my way around the building.
05:45Now again, the brick isn't matching, so I can simply pull that forward and pull that forward.
05:53Your task at this point is to basically go wall by wall and kind of walk
05:57around and see how they join up with the corresponding roofs, adjust the roofs
06:03as necessary, project the top edges, maybe move the Top Constraint, and just
06:08sort of work your way around the facade to clean it up and make it match the
06:13original design intent.
06:14Now here, the grips was a little sloppy way of doing the roof, so your other
06:18option with the roof is you can just simply draw a new roof.
06:21So you're not limited to just this Roof by Face; you can always come back in and
06:25create a new one by footprint.
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Adding dormers
00:00Dormers are a common architectural feature.
00:03You can create them in Revit without too much trouble, but there are some
00:05specific steps that you need to follow to create them successfully.
00:08So in this movie, we will look at the complete process to create dormers.
00:12Now, I am in a file called Dormers.
00:14It is a completed version of the file we were working on in the last movie, and
00:18you can see I have gone around and finished all of the walls and updated them
00:22to the roofs, and even added new roofs in some cases.
00:26And over here in this area, I've created three out of the four dormers already,
00:30and I've provided the three walls that we need to create the fourth dormer.
00:36So, the first step is of course to build your little shack on top of the roof
00:40for the vertical wall portions of the dormer.
00:43So we'll start with those. And you can actually work in 3D or 2D; it's
00:48really your preference.
00:49But I am going to go ahead and do this right in this 3D view here.
00:52I am going to go to the Roof by Footprint command.
00:56And because I'm working in 3D, it will want to know what level to put the roof at.
01:01And I am going to put that at the Townhouse Roofs level.
01:05Answer Yes. And then I will come up here to the Options bar, make sure that
01:10Defines slope is turned on, and set the Overhang to about 1 foot.
01:16When I highlight the wall, you'll see the little dash green line appear.
01:19So I want it to go to the outside of the wall there and the outside of the wall there.
01:24Now, it defaults to a 9 and 12 slope, and I am going to accept that because that
01:27matches the neighboring roofs.
01:28Then I am going to turn off define slope for the third pick, and I am going
01:33to select this horizontal wall here because I want a gable end, so I don't
01:37want that end to slope.
01:39For the final line, you need to close your sketch.
01:41I am just going to draw a line instead of pick walls because I don't have a wall
01:45back there, and I'll go from end point to end point.
01:49What this will give me, when I click Finish, is just a tiny, little roof right in that vicinity.
01:55Now, you can sort of tell here, if I orbit around just a touch, that it's a little
01:59taller than the nearby roofs.
02:02If you really want to measure and see exactly how tall it is, you can cut a
02:06section in that area and take a look.
02:08That's easy enough to do.
02:09I go to Townhouse Roofs, the floor plan that is, and go to my Section tool, draw
02:16a little section right here parallel to that roof looking at it. Section wants
02:22to go back the full depth of the building, but I think we can reduce that just a
02:26little bit with this grip, like so.
02:30And then I am going to double-click and open up this section and zoom in and take a look.
02:35You can see it right there, but it definitely is a little higher.
02:39Now, of course the other thing I could have done is right in 3D I could have
02:41just picked the neighboring roof and read off the Base Offset there and then
02:46select this one and make it match.
02:49So -4 feet, and that certainly is the other way that I could have addressed that.
02:55I'm going to Window Tile, W+T, close my floor plan, and then do it again, W+T,
03:02and this gives me the section on the one view and the 3D view on another.
03:08Let's move on to the next step.
03:09That is to take these three walls--it's going to be easiest to select them back
03:13here in 3D using my Ctrl key.
03:15We will use this command right here, Attach Top/Base and we will attach them to
03:21the roof that we've just drawn.
03:23They will connect themselves to the underside of the roof.
03:27Now, if I select the roof and orbit around slightly, you'll see that there's a
03:33gap here between it and the parent roof beyond.
03:37If you go to your Modify Tab, over here on the Geometry panel, there is a
03:42Join/Unjoin Roof command. And we are going to use that next. Click on it.
03:47Sometimes, the tooltip will appear onscreen, but if it doesn't appear on-
03:51screen, you can always find it down on the status bar, letting you know what to do next.
03:57So it's telling me to select the roof edge that I want to join, and that's this
04:01back edge of the small roof.
04:04And then the prompt is going to tell me to select what I want to attach to, and
04:09that's going to be this guy right here.
04:12Suddenly, when I do that, I get some strange little artifacts that occur right
04:16there and right there.
04:18This is simply because now that I've cut the roof, the portion that that
04:22section of the wall was attached to is actually no longer there.
04:26Now, I'll fix that in just a second here.
04:28So I am just going to select the roof and spin around a little bit, so you can
04:34kind of see the way those things are popping up.
04:35It's pretty easy to remedy this.
04:37We can actually select these and use these little grips here and just pull it back a touch.
04:42We want to make sure it's not going at an angle, because that would be bad, but
04:46just keep it here perpendicular, pull it back.
04:50When I stretch that, I only stretched it about 6 inches, and my guess is that
04:55Revit is unhappy now with how this wall attaches to the roof, so it's
04:59complaining about it.
05:00So my only real remedy here is to click Unjoin the roof, and that will give me an
05:05opportunity to stretch the wall again.
05:08I could do it with the grip, or actually there is a dimension right here. And so,
05:12I think I am going to do this numerically this time, to be a little more precise.
05:15Then I'll simply reattach back to the roof, like so.
05:21Sometimes, it gets a little fussy on us. Let's see if this time I can be a
05:25little more proactive and just go right to 3 feet in the dimension. There, that
05:30seems to work a little bit better.
05:32The final step of creating this dormer is to cut a hole in the parent roof so
05:36that somebody can actually look out this window.
05:39What we are going to do with that is go to the Home tab and use the Dormer tool
05:44on the opening panel. Click on that.
05:46This tool will ask us to first select the roof that's going to be cut by the opening,
05:51so I am going to pick this roof right here. And then we can actually pick,
05:56using this tool--there is only one tool on the Modify Ribbon for this command--
06:01we can use that tool right there to actually pick the roofs and walls that
06:06make up the dormer.
06:07So when I click this dormer, it will give me this little V-shape sketch line.
06:12Sometimes, it's tricky to get the little, small walls that are in here. The front
06:17wall should be pretty easy.
06:20I've got that one easy enough.
06:22This one looks like I can get. Here is, oops!
06:24I just had it. There is the wall right there.
06:27So sometimes you have to move around carefully to try and get that wall.
06:32Sometimes you have to switch to another view.
06:34Now, over here in my other view, what I notice is when I clicked it, it actually
06:38went to the inside face.
06:40Now that may be okay, but if I want it to the outside face, I can use this little
06:45flip right over here.
06:46So let me activate the section view, just by clicking its title bar, and then flip that.
06:52It doesn't really matter inside or out-- that's a design decision--but you should
06:55probably make them both consistent.
06:57I'll do them both on the out. And I'll flip back over here to 3D, go to my
07:02Trim/Extend To A Corner, and just clean up all these corners.
07:07Remember with Trim/Extend To A Corner, you pick the side you want to keep.
07:10So don't click out here, click in here.
07:14Then you will get a nice clean sketch all the way around there.
07:16I will click on Modify and then the Finnish Edit Mode. And if we were to take
07:23this and maybe this wall here, select a few of these items, and go down here to
07:31Temporary Hide/Isolate and hide the elements, you can see that we've got a nice
07:35hole right there, going through our roof.
07:38Let me reset the temporary hide. And that's how we create a dormer.
Collapse this transcript
Creating soffits
00:00There are many small architectural details that can make a schematic form to
00:03begin to take shape and allow your design intent to really show through.
00:07And one such detail is the soffit conditions at the edge of the roofs.
00:11So I'm in a file here called Soffits, and if we look around, you can see that
00:16I've already done several of the conditions.
00:18But if you have a roof like this, it looks okay, but in a lot of cases it
00:23really makes a different kind of a return here. And I've got this little box
00:26condition right here.
00:28This is a little bit more common situation that you'll see a lot of time.
00:32Now it's not to say that this isn't a valid condition--it certainly can be--but
00:36that one is easy to achieve because Revit gives us that automatically.
00:40This is a little bit more challenging because we have to be clever about how we achieve it.
00:44If you look at the Roof tool, we have a couple of different options here. There
00:48is actually a Roof Soffit tool.
00:51I'm not particularly fond of this though, because it just creates a flat
00:55slab, and it doesn't actually fill in the area between that slab and the roof up above.
01:01We also have a Fascia tool.
01:02Now the Fascia tool is the one I am actually going to take advantage of here,
01:06because the Fascia tool just simply uses a profile family. And we can draw
01:11profile family in any shape we like, including a triangle.
01:16Let me scroll down here on the Project Browser, go to the Families branch, and
01:21then under Profiles, I'm going to expand that, and I've got a profile here that
01:26I've called Box Soffit.
01:28I'm going to right-click that and choose Edit, and I just want to show you what
01:31this family looks like real quick.
01:33It's nothing more than a simple triangular form that incorporates a Rise and a
01:39Run parameter so that you can make the shape of this triangle match the slope of your roof.
01:45I've provided this file already, and it's included directly in the Project file
01:50so I'm not going to save it. There is no need to. And using that, all we need to
01:54know is what the slope of our roof is.
01:58This roof is a 6' and 12' slope, and so I can go to the Roof dropdown here, choose
02:05Fascia instead of Soffit, and then from the dropdown list, I have several that
02:10have already been predefined.
02:12I have one here called 6/12, for example.
02:16I'm going to choose that and edit its type, just so you can see how that profile
02:20that I just showed you is applied.
02:23That's really the only setting in the Fascia dialog, is the Profile setting and
02:28you choose that 6/12 type.
02:31That particular family has several types in it, so I created an 8/12 and an 6/12 and an 5/12.
02:38You could go to the profiles that I just showed you on the Project Browser,
02:42right-click, choose Duplicate, and create a 4/12 if you needed that size, or really
02:46any size that you want, just by dialing in the new numbers.
02:50But all you really have to do here to make it a fascia is assign the profile and
02:54if you want to, give it a material.
02:56So I'm going to click OK. And then you just simply highlight the edge of the roof
03:02where you want to put it, and applies it there. Let's spin around to the other
03:06side, and it applies it there.
03:09Now I'm picking the bottom edge; if I pick the top edge, it's not going to come
03:12in the right place, but that's just the way I built the profile.
03:15And I'll put it there. And then the finishing touch is to use Modify tab and the
03:22Join command and I will join this to this, and that cleans it up all nice and
03:29neat. And I think that looks a lot more finished and complete than just leaving
03:33those edges with the default roof.
03:36That's a technique that you can use to create box soffits.
Collapse this transcript
6. Choosing Wall Modeling Strategies
Creating vertically compound walls
00:00Basic walls are the same material from bottom all the way to top.
00:04To get more variety along the height of the wall, you have several options in Revit.
00:07You can use sweeps, reveals, stacked or curtain walls.
00:11You can also use vertically compound walls.
00:14Any of these is acceptable, given the current circumstances and design goals.
00:17In this movie, we're going to look at vertically compound walls.
00:20What a vertically compound wall does is it allows you to vary the material of
00:25the wall as it moves up the height of the wall.
00:27All this means is we're going to be changing the structure of the wall as it
00:30moves vertically, thus the name vertically compound.
00:34To do this, I'm in a file here called SAMOCA_V4, and I'm going to zoom in on our
00:39tower element. And I'm going to select one of these walls and kind of spin the
00:45model around, just so we can see the backside here. And I'll use my Ctrl key and
00:50select these three walls at the top.
00:53So what I want to do is add some horizontal bands along the lengths of these
00:56walls that are in a different material and color.
00:59So I've got them selected, and to do this, I'm going to click on Edit Type. And
01:05the existing wall Type here is just one of the standard ones out of the box.
01:08I want to duplicate that, and I'll just give it a name like Tower Walls.
01:13Where all the action takes place is here in the Edit Structure dialog, so we're
01:18going to click this big old Edit button. And I'm not going to talk a lot about
01:21all the different layers. You should be somewhat familiar with these already.
01:25If you're not, we actually cover this in the Essentials course here on
01:28lynda.com, so you can feel free to go back and take a look there.
01:31All I want to do in this list is just insert a new material at the top of
01:36the list for my bands.
01:39This will become my banded material. And I'm going to make it match the same
01:42function as the one below it. And here in the file, SAMOCA_V4, I've already
01:47included a material which is just a copy of the existing material, and I just made it red.
01:54So I added the name red at the end to, make that clear, and so we have these two
01:57different materials.
01:58I am not going to worry about the Thickness just yet. That will take care of itself.
02:02Revit will handle that for me.
02:03What we really want to get to is these buttons down here, because that's what's
02:06going to allow us to actually add the vertical structure.
02:09And you'll see it says Section Preview only.
02:11That's the only clue we get of how to get these otherwise grayed-out buttons to become enabled.
02:16We click the Preview button right here and then it defaults to a plan preview.
02:23So right here, you can change to a Section Preview, and that's what that
02:27little message means.
02:28So now you can see we're looking at this wall in section and all of these
02:32buttons light up and become available.
02:34The two we're going to look at in this movie here are Split Region and Assign layers.
02:38I'm going to start with Split Region. And it turns out you can actually zoom and
02:42pan in this preview.
02:44I'm using my wheel mouse to do this like I do in the regular drawing window, and
02:48I'm going to zoom in.
02:49Sometimes the pan works; sometimes it doesn't.
02:53If it doesn't, you have scrollbars here.
02:55So rather than get frustrated, why isn't the pan working, just use the scrollbars.
03:00Here is my insulation material as it exists right now.
03:04I'm going to use Split Region, and this tool allows me to actually break that
03:09layer into sections.
03:11So as I move my mouse over here, you can see a dimension appearing. And maybe I
03:17want the first band to start at about 3 feet,
03:19so I'll just kind of move along here and click with this little knife cursor.
03:24And sometimes it doesn't take on the first click,
03:26so there: click it a second time and that usually does the trick.
03:30So this window does take a little bit of getting used to.
03:34I'm going to move up for the first band to about two feet and I'm going to
03:38click again, and that splits my second region at 2 feet.
03:43What I can do is, actually assign this material that I've created to this new band.
03:50There's a very specific sequence of clicks that you need to make in order to
03:54assign that next band.
03:56So I'm going to give you a little three- letter acronym to try and remember this:
03:59B for Button, P for Preview, and L for List.
04:04In other words, the button is assign layers, so I'm going to click that.
04:08That's B for button.
04:10Then I click over here in the Preview image, on the layer that I want to assign.
04:15Notice that it will highlight in the Preview window. And then finally, I come
04:19over here and click in the list, the material that I want to assign it to,
04:24that one right there.
04:26To make sure that it's actually taken, you can go down here and click
04:31this Modify button.
04:32This is exactly the same as the Modify tool in the regular drawing window.
04:37And when you click that, that deselects the object and you can see that it is now red.
04:43So B for Button, P for Preview, L for List. If you kind of just remember
04:47that sequence, you'll usually have a really easy time at getting this all
04:51configured properly.
04:52Now I'm going to zoom out just a touch, scroll up to the top here, and just
05:00repeat the whole process again, adding a band at the top.
05:03Split Region, come over here. I'll do the same dimension, so I'll do about
05:093 feet from the top.
05:10Come down a little bit, do about 2 feet from the top again, so I have a 2-foot band.
05:16B for button Assign layer, P for Preview, click on the layer, and finally, click
05:23in the list, and you can see it's the same red band material.
05:28When I zoom out and look at the entire preview here,
05:33you can see that the dimensions kind of stay behind, and they are both red, and
05:37watch what happens here.
05:38When I click this layer, it now highlights the original material and when I click
05:44this one, it highlights the two bands. And you'll see here that the Thickness
05:47changes to Variable.
05:48That's why I said that we didn't have to worry about that, because Revit is going
05:51to manage the thickness now for us from now on. So let's click OK.
05:56OK again, and see the result.
05:58I'll deselect the walls, and there we have some nice red bands moving along the
06:03lengths of these walls, and we have created a nice custom wall type here that has
06:08a little bit more interest than just a standard, basic wall.
Collapse this transcript
Adding sweeps and reveals
00:00In the previous movie we have looked at vertically compound walls as a way of
00:03adding banding along the length of a wall type.
00:06In this movie, we're going to look at sweeps and reveals.
00:09Sweeps and reveals offer another way to modify the wall along its length with
00:13banding, and they can either be additive or subtractive.
00:17So we use a sweep to add material to the wall; we use a reveal to actually cut
00:22material away from the wall.
00:23Both of these use a profile family.
00:26A profile family is just simply a 2D shape saved in a family and loaded in, and
00:32then you take that profile and you sweep or create a reveal along the length of the wall.
00:38To do this we, are going to work in SAMOCA_V4 again. And I have four walls along
00:43the front of the building here: this one right here, this one here, and these two
00:49here and here. And I've previously gone in and created a wall type for those
00:54called Entrance Banded.
00:56The banding is not there yet, and that's what we're going look at right now.
00:59So, I'm going to zoom in just a touch more. And I only have to select one of
01:03these, because all four walls are the same type. And when I go to Edit Type, the
01:09modification I make will automatically apply to all walls of that type.
01:14I'm going to go to Edit Structure, and the Sweep and Reveal buttons are down here, but
01:19they are grayed out. And we talked about this in the last movie, but let me just
01:22review it again here.
01:24To get to the vertical structure, you need to have the Section Preview open, so
01:28that means you click this Preview button right here and then you change the view
01:33to a Section cut. You are looking at a section of the wall here and then the
01:37buttons become available.
01:38So, I'm going to start with Sweeps.
01:41Go ahead and click that button, and this box will come up, the Wall Sweeps box.
01:45You can add sweeps directly with this button right here, and then you have got
01:50a whole bunch of settings that you can configure, so let's kind of walk through these.
01:54The Profile is the first thing, and it goes to your default, which is just a square.
02:00The shape I'm going to do is pretty much a rectangle, but I don't want it to be
02:03a perfect square, so I'm going to open up this list here and look at what
02:06choices I have. And there are several profiles that are currently loaded.
02:10The one I'm going to use is this 2 Brick Soldier Course profile.
02:14If the one I wanted wasn't here, I can use this Load Profile button down at the
02:19bottom, and then browse out to the hard drive and find an appropriate profile.
02:23The next setting is Material, so I'm going to click on that. And I'll just use a
02:28standard material here, like Cast-in-Place Concrete.
02:31Click OK for that. And then we have Distance.
02:36The first band I'm going to put right at the bottom of the wall. So the next two
02:41settings actually work together: Distance and From.
02:43Now this just says Ba. It's actually Base or Top if you look at that.
02:48I'm measuring from the base at zero, so the first band is going to be right
02:52down at the bottom.
02:53The next one I add will move the distance. You can put it on the interior side
02:58or the exterior side, I'll leave it Exterior. You can offset it.
03:02This I'm going to do because right now if I click Apply, you'll see it appear
03:07here and it adds itself to the surface of the wall on the exterior side.
03:12What I actually want to do is kind of merge it into the wall material a little bit.
03:17A positive offset here would shift it away from the wall and a negative offset
03:22would push it into the thickness of the wall.
03:24I'm going to do -3 5/8 inches. Don't forget the inches or you will get 3 and 5/8
03:31feet and it will shoot through the wall on the other side.
03:34If necessary you could flip it. I don't need to do that in this case. It's a
03:38rectangle; it wouldn't really matter. But let's say it was a triangle; it would just
03:41flip the direction of the triangle.
03:43Setback is actually along the length of the wall, so it's actually possible to
03:47tell this band to not go the full length of the wall, or to actually keep going
03:52past the end of the wall.
03:54So, if you put in a positive setback, it will keep going past the end of the wall,
03:58and a negative setback, it would actually pull it in and not go the full length
04:02of the wall, so that's something you could experiment with a little bit later.
04:05Cuts Wall, we're going to here because we're pushing it, when I click Apply here,
04:10you see how it's now pushing into the wall material?
04:13This sweep will actually cut then into that material and create that interference.
04:19And finally, Cuttable is a setting you can check if you want to be able to put
04:23windows and doors in this wall and actually have it cut through the bands.
04:28I don't anticipate putting any windows or doors in this wall, but it's not
04:32going to hurt anything to make it cuttable just in case, if the design
04:35progresses that way.
04:36That's my first sweep.
04:37Let me click Add again and choose pretty much the same settings.
04:43I will choose Concrete again.
04:48The only thing I want to do differently this time is set the next band at 4
04:52feet. Here, if I want to, I can select this Distance, do a Ctrl+C, come over here
04:59and do a Ctrl+V. That makes that a little bit easier to set, so I don't have to
05:05type it again. And I will make that one Cuttable. And I've got a couple more
05:08that I'm going to do.
05:10I've now got five sweeps total, and you can see that all the settings match one
05:14another except for the distances. So I'm going to go from zero on the first one
05:17then every 4 feet and if we click Apply here, we can test out how we did and
05:22make sure that we didn't make any mistakes, and there they all are along the
05:26height of the wall.
05:27So let's click OK, OK again, one more time, and you'll now see that banding
05:35appear on all four of those walls.
05:39A really neat thing here is, as you can see, there is little grip handles at the
05:45end of each of these sweeps, so it turns out that you can further refine this.
05:50This is kind of equivalent to that setback option I was talking about,
05:53except the difference here is you're actually doing these setbacks individually
05:58on a band-by-band basis.
05:59So, if you want to start doing some variation on the wall, you can actually use
06:03the grips here and do it directly on the screen.
06:06But a Sweep and/or a Reveal actually would allow you to do a very similar thing here.
06:11I'll let you try the reveal on your own. It's exactly the same interface; the
06:15only difference is it's going to cut out from the wall instead of adding to the wall.
06:19Both of these allow you an opportunity to add banding or other visual
06:23interest to your wall types.
Collapse this transcript
Understanding host sweeps and reveals
00:00Sweeps and reveals offer way to modify the volume of your walls using an element
00:04that extrudes along its length.
00:06Sweeps add material to the wall and reveals cut away from the material of the wall.
00:10In the previous movie, we looked at sweeps and reveals applied directly to the wall type.
00:15In this movie, we are going to look at host sweeps and host reveals which you
00:19place on the walls, wall by wall.
00:21So you can choose which walls get them, and they don't apply across the entire type.
00:26Both are similar. They both use profile families to determine the shape of
00:29either the sweep or the reveal.
00:30I am going to start there, by talking about where the profiles are in the project
00:35and what we can do to load additional ones if we don't have the one we need.
00:38I am in a file called SAMOCA_V4, and I am going to zoom in here on this townhouse
00:44with turret here at the corner.
00:46Over here on the Project Browser, if we scroll down to the Families branch, right
00:51here, and little further down to the Profile category, you can take a quick
00:57inventory of the profiles that are currently in your project.
01:02Profiles are used for all sorts of things, not just sweeps and reveals, so
01:05sometimes you'll see ones that have names like Handrails or stair nosing.
01:11Obviously those are not going to be used for sweeps and reveals.
01:14So you kind of just have to either be familiar with the shape or look at the
01:17name for a clue as to what its usage should be.
01:21What I'm looking for is a precast cornice and I'm not seeing anything on the list here.
01:25So to bring one in, I am going to go to my Insert tab and load a family.
01:30Now the other option is you can go to the Family Editor and actually build it yourself.
01:34Let's start with what's available in the library and then we can decide if we
01:37are happy with those.
01:38I'm in US Imperial Library.
01:40The Metric Library has similar choices.
01:42Here is the Profiles folder. And what I usually do is click the first one and
01:47then just use the arrows on my keyboard to page through them and see a preview
01:52over on the right-hand side.
01:53If you scroll down here a little bit, you see there are several cornice options
01:58like so, and I am going to choose this one here called Cornice-Precast.
02:01So let's see what that does for us.
02:04Let's open that up. That's not a sweep yet. All that is is a profile, and you can
02:09see that it loaded it right here in my Project browser.
02:12So the next step is to go to the Home tab and use the dropdown on the Wall
02:17button to get to your Wall Sweep command or your Wall Reveal command.
02:21So let's do Wall Sweep.
02:23There are some sweeps already here in the file.
02:27What I am going to do is just whatever one is chosen, I am going to click Edit
02:30Type and instead of modifying it, I will duplicate it first.
02:35So I will click the Duplicate button and I will call this Cornice Precast.
02:41I am going to modify the settings.
02:44So here is the profile. That's the most important setting, because I can scroll
02:48up here and choose the Cornice- Precast profile that I just loaded.
02:54You can change the Material if you like, but I am going to leave it Precast
02:57Concrete. And then a feature that we don't have available for the sweeps we
03:01added directly to our wall types is a subcategory.
03:05When we do this, we can actually assign this host sweep to its own subcategory
03:10and then that allows us to actually control the visibility of the sweeps
03:14separately from the visibility of walls, on a view-by-view basis.
03:17There is a built in subcategory called Wall Sweeps - Cornice, and I'll choose
03:21that one. Click OK. And now if you move your mouse into the drawing area and
03:28highlight a wall, you can see that I can place this anywhere along the height of the wall.
03:32So my next click is going to determine where it goes in the height, and I will
03:36click right here and place this at the top of this wall. Click my Modify tool.
03:42If you get it a little too tall, like I have done here, it's not a big deal.
03:46You can just simply click on it, and you've got a dimension right here. And let's
03:50try about 40 feet maybe. No, that's a little too low. How about 42?
03:53So you can actually fine-tune the placement of it directly on the screen
03:58after you place it.
03:59But it adds that material and even cuts around the windows, and so that's the basic process.
04:05It's even easier if you've already got the sweep defined that you want to use.
04:10So if I go back to the command, go to Wall Sweep, and open up the list here,
04:14there is already one defined for a soldier course.
04:17So I want to add a little more interest to these walls, so I am going to add the
04:21first one right about here.
04:23And then the way that these actually work is you can continue to add walls to the host sweep.
04:30So by just simply clicking on the neighboring wall, you can add that, and it's
04:35all part of the same continuous sweep.
04:38Each wall that I click will match the same height.
04:41So the first click determines the height, and all the subsequent clicks are part of that one.
04:46So if you want to start adding a new sweep at a different height, then you use
04:51this button up here on the Ribbon called Restart Wall Sweep.
04:54So if I click that, it will finalize the one that I was working on and allow me
05:00to set a new one at a different height. And then again, I could click Restart or
05:05if I am all done, I can click the Modify tool to finish.
05:08Now I realized I forgot to add this wall over here.
05:12Notice that this whole thing highlights as a single piece.
05:15When you click on it, on the Ribbon you will get an Add and Remove Walls button,
05:20and you can use this to do just that.
05:22So I can click on this wall and add it. I can select another wall or remove it,
05:27and modify the sweep in that way.
05:29Let me cancel out of there.
05:31And the final way that you can modify the sweeps is you can actually use these
05:35little grips, and you can stretch and change the extent of it along the length of the wall.
05:40You get a little bit more direct control this way, because you're picking wall by
05:44wall and your choosing exactly which walls get the effect.
05:48Reveals work the same way.
05:49Here is a reveal. Snd they've got all the same controls, and the only one we
05:53really haven't looked at yet is placing it vertically.
05:56So let's take a quick look at that, and let's add a reveal right here.
06:00I want to add one on the opposite side of the window. Notice it won't let me.
06:03I have got to choose Restart Reveal and then I can add the one on the opposite side.
06:09So otherwise, it works exactly the same way.
06:12If you wanted a new reveal shape, you could choose Edit Type > Duplicate and build
06:16that shape with another profile.
06:17So Host sweeps and reveals give us a lot of the same benefits that we had with
06:22the sweeps and reveals that were built directly into the wall type.
06:25They allow us to modify the structure of the wall and add these bandings and
06:28visual design interest, but it allows us to do it on a wall-by-wall basis.
Collapse this transcript
Sculpting a wall
00:00Sometimes you can design a unique look to wall simply by adding wall- or face-
00:04hosted families to it.
00:06In this movie we will move inside the museum project, where we will build a large
00:10feature wall in the main lobby.
00:12The wall is a simple, basic wall, but with the use of a custom-built void family,
00:16we can make it a focal point in the space.
00:19To help you visualize what we are after here, I have got the final version of
00:23the lobby wall open onscreen right now, but this is ultimately what we want to create.
00:27It looks a lot more complicated than it is.
00:29So let's switch back over to SAMOCA_V4 and get started.
00:35Let me go on the floor plans to the Main Level, and I'll zoom in a little bit.
00:40And what I have provided here to get it started is just a basic wall, and there is
00:45this one opening penetrating through it.
00:47Now the easiest way to see that is to open up this section here, so I am going
00:51to double-click that section head to open that up. Here is the basic wall, and
00:55here is the opening cut through it.
00:58The final thing that I have added is, in the later chapter we are going to be
01:00creating a big, grand stair in this space, so I've added some detail lines
01:05directly on this view to let you know kind of what area to avoid when you're
01:11adding the void objects later to this wall.
01:13So we are not going to want the penetrations in this space right here.
01:16Let's get started. I am going to take this wall and select it, and over here on
01:21the Properties palette, I am going to give it a height.
01:24I am not sure exactly what height I want, so I want to drag it first to get close.
01:29And that's about good. That's 54 6. Let's may we try about 58 feet and see
01:36what that gives me.
01:37So that gives me just about up to the ceiling. That looks pretty good.
01:42What you'll notice here is it's kind of doing something a little strange right there.
01:46If I go back out to the outside, what you'll see is this wall is actually
01:56punching through the exterior when it goes up that tall.
02:00The simple solution to that is to just simply notch out that part of the wall.
02:05So I am going to go back to my floor plan, go back to my section view, and I want
02:10to just notch out this part of the wall here.
02:13So I am going to select it, and we can use the Edit Profile feature to do this.
02:18So I choose Edit Profile and that puts me in Sketch mode, and I will just draw a
02:24little notch over here.
02:25And about 15 feet off the corner, I think will do the trick, and pull it down
02:31maybe about 20-21 feet, somewhere in that neighborhood over here,
02:36and just kind of do a little L shape, and then I will use my Trim tool to clean
02:41that up, here and here. And then I will finish that.
02:45And so now that kind of gives me a nice clean corner there and if you return to
02:49your 3D view, you'll see that the wall no longer penetrates outside the building.
02:54Next, I am going to take this opening here and we need a similar opening on the
02:58second floor and on the admin level, and so I am just simply going to copy that.
03:04And the second floor one is going to be about over here, and the admin floor one
03:10is going to be about over here.
03:13And I have rough dimensions for that. This one is about 26 feet off of here.
03:18This one is about 53 feet off of here.
03:21If you want, you can set those at exact locations, but this is about okay for a
03:26configuration here for now.
03:27Now I am going to go back to the Main Level floor plan, and I want to select this
03:33wall and make it a little thicker.
03:35That's just simply Edit Type > Duplicate, and I will call this Lobby light Wall.
03:43Now I am calling light Wall because all of those features you saw at the
03:47beginning when I showed you the final version are actually voids cutting into
03:51the wall and there is a light fixture behind them to light up the whole wall and
03:54make it a lot more visually interesting.
03:57All I want to do here is keep this basically a generic wall.
04:01I just want to double its thickness.
04:02I am going to make it about 2 feet thick. And for the Material, instead of by
04:07category, I have created a material which is just sort of like stone panels, and
04:12that's called Lobby Light Wall.
04:13So you can just choose that, and they are like alabaster stone.
04:17That's the wall type. Pretty simple. Let's click OK.
04:21You can see the wall thickens up. And the next thing I want to do is give myself
04:26some guidelines to use to place the void objects.
04:30So I am going to do that with Reference Planes. I am going to the Home tab, I am
04:33going to select the Reference Plane button way over here at the right.
04:37And the first one I am going to draw here towards the end of the wall right
04:43about there, running parallel and perpendicular to the wall itself.
04:48Now if I deselect that, you can see I have just got a short, little
04:52reference plane right there.
04:53I am going to use the Array command right here, pick my start point, start
05:01moving in the general direction that I want to go in. And you'll notice that the
05:07Group And Associate feature is turned on here, the quantity is currently just
05:11set to 2 and we are moving to the second item.
05:14Let me just show you with just those settings.
05:16So I am going to start moving in this perpendicular--let me zoom in a little, so
05:19I can get this parallel--and I am going to go at about 5 feet, and click.
05:25The number 2 will appear here.
05:27The array currently contains only two items.
05:29What Group and Associate means is, you can actually change the quantity anytime
05:35and the Array will update itself.
05:37So if I put in 20 here, you are going to see, if I zoom out, that I now have 20 of
05:42those reference planes.
05:43If I click it again and I say, well, what about 30, and it actually turns out that
05:48for this design I need 31, so that's the number that I am going to settle on.
05:53What that does for me is, when I open up the section again, is it gives me all
05:57these guidelines right over here. And now you can snap your voids to those
06:02guidelines and even though the voids are varying sizes, they'll all be lined up
06:07on the same verticals.
06:08The nice thing about the grouped array is you can actually change the spacing
06:13after the fact as well.
06:15So I am going to stick with the 5 foot spacing, but let me just show you quickly
06:18how you could do that.
06:19I could put a quick dimension on here, select one of these items, activate the
06:27dimension, and if I change this number, it would actually affect the entire array.
06:32Now I am going to undo that and stick with the 5 feet, but just so you know in
06:36the future how you can control a grouped array, it's a pretty nice feature.
06:41That leaves us with the voids.
06:43I've built the family already, so we'll just go over and click the Component
06:46tool on the Home tab and open up our list of choices here on the Properties
06:51palette. Scroll down.
06:55And I have got a family called Wall Void, and there are quite a few sizes.
07:00So I will start off with one of the larger ones. Let's do maybe an 8x96 and
07:06bring it in, and you can kind of see that you can place this really anywhere you want to go.
07:11What you do is just sort of place it nearby these grid lines, or maybe I can
07:16place a few of them like over here and over here and over here, and then after
07:21you have done however many you want of this size--and again avoid this area
07:26here where the stairs are--you cancel out of there, you go to the Modify tab,
07:31and you use your Align tool, and you just align from the Reference Plane to the
07:37center of the void.
07:38You can even lock those if you want to.
07:41The advantage of locking them is if you anticipate changing the spacing of the
07:46Reference Planes, like I showed you a few moments ago.
07:48So if you're not settled on the 5-foot spacing yet and you want to try varying it around,
07:53then it would be a good idea to lock these. Align it, lock it. Align it, lock it.
08:02When I did this, sometimes I used dimensions to set the verticals; sometimes I just
08:07eyeballed where I wanted them vertically.
08:09You can get as detailed with this as you want to get.
08:12So you could even add a series of Reference Planes running vertically.
08:15But I was more concerned with them lining up in this direction and the
08:21horizontal spacings of where they actually ended up along that line, I wasn't I concerned with.
08:27But to get the effect that I showed you at the start of the movie, it's just a
08:31matter of choosing alternate sizes and placing them somewhat randomly.
08:37Let's place a few small ones, and here's a nice thin one.
08:44Let's find some short ones here. Here's a nice short one. And you just have to
08:49go here, and that's the design part, and kind of make a pattern that's pleasing to
08:55you. And your end result, again, will look something like that.
09:01Using a simple void family, we can take what's otherwise a very boring
09:05and mundane wall and turn it into an interesting feature in the middle of
09:09our design.
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Building shafts
00:00Many buildings have double-volume spaces in their lobbies, stairwells, and
00:04other important spaces.
00:05Since such a space might impact several floor and ceiling elements, editing
00:09the sketches of all those elements to create those openings in the slabs can be time consuming.
00:14Furthermore, if the shape of the opening changes, you will potentially have to
00:18edit multiple sketches to update your design.
00:21This is where a shaft opening comes in.
00:23In this movie, we will continue our work in the lobby of our museum, and using a
00:26shaft opening, we're going to cut the large double-volume space to reveal the
00:30light wall that we just designed in the last movie.
00:34To show you the area we're going to be working in, I'm going to open up this 3D
00:38view on my project browser called Camera at Lobby Light Wall. And here is the
00:44completed light wall that we worked on in the last movie, and it's got all the
00:48void openings and so forth.
00:50But we're only seeing a small portion of it because this large gray thing right
00:54here is the floor slab cutting through.
00:57Well this light wall actually spans three stories tall, so what we want to do is
01:01start carving that space out.
01:03So I'm going to start in the Main Level floor plan and zoom in on the plan, and
01:12we want to create our opening in this general area here.
01:15We don't want just a simple rectangular opening;
01:17we want something that follows the design a little bit more.
01:20So the shape that we're going to create here will be a little bit more intricate.
01:24But the process is pretty simple.
01:26You go to the Home tab, and on the Opening panel, you've got a Shaft opening
01:31right here, so we are going to click on that.
01:33And the main feature of the Shaft opening is it will cut all horizontal objects
01:38in its path: floors, ceilings, roofs, all of those objects will be cut.
01:43So the height of the shaft will determine just how many objects it will impact.
01:47Let's get started with the Pick Lines option, and I'm going to pick a line here
01:54right on the face of the wall and that will be the easiest part of the shaft.
02:01The next one, I want to follow this angle, so I'll use this wall here, even
02:06though it's outside the building, but we can just extend it. And I'll do that with
02:10the grip and just make sure that it stays parallel.
02:14And I'll extend it out a little bit longer than I need it because we can
02:17always trim it later.
02:19So those are the two easy parts of the sketch.
02:21The rest of the sketch is really just the design at this point.
02:26This one here, I've kind of done some sketches and I want this to be about 41 degrees,
02:32so I am just kind of kind a draw that in.
02:36Feel free to vary the design if you prefer.
02:39And then working this way, I need a horizontal line here and another one above it.
02:46I'm going to cancel.
02:49These two are 10 feet apart. And then I'll select both of them and use
02:56Activate Dimensions.
02:58The two of them are about 27 feet off the exterior wall.
03:03And then I need another horizontal line out here somewhere, like so.
03:10At this stage, I can start to clean up at least this portion of the shaft.
03:14This is going to double-volume space here.
03:17This is going to be like a little bridge the goes across on the second floor.
03:20I'm going to use my Split command, with the Delete Inner Segment option, to
03:26split out this portion of the line, from here to here and from there to there.
03:35Pay attention to what it's highlighting.
03:36And then I can use Trim to Corner and clean up at least this half, like so.
03:46That portion right there is complete.
03:49Over here I need an additional line.
03:51I want something at an angle coming over here to close this up. And that angle
03:56is about 20 degrees off of this angle.
04:00So it's actually going to be easier for me to do this.
04:03I'm going to select this line, go to the Rotate command, check the Copy option,
04:10and put in an angle of -20 degrees, because I want it to rotate it to my right.
04:15So I'm going to put in -20 like so, and what that does is it preserves the
04:20original line, but it rotates off the second line as a copy.
04:24Then I will move that line over here somewhere, like that.
04:30I need a temporary guideline to help me here, because where I want the
04:34intersection right here is about 26 feet away, and that's where I want to match this--
04:42I'll use intersection to intersection--
04:47that's where I want to match that up to.
04:49So that means I can delete this line.
04:50I don't need that anymore. And the rest of it, I can do trim and extend.
04:55Clean that up, clean that up. Remember to pick the part you want to keep, and like so.
05:02And there is the shape of my void. And the final step is over here on the
05:07Properties palette, to make sure that the heights are correct.
05:10So you can do this now or you can do after you finish the sketch; it's really up to you.
05:15The Base Offset is -1.
05:17I don't really want that, because that would actually cut down into the floor
05:20slab below and I'd be looking down into a basement or something like that.
05:24So I'm going to put 0 for that, and then I'm going to go up to the second level.
05:30That should do the trick. Let's apply that.
05:33Let's click Finish.
05:35You won't see anything here in the floor plan.
05:37It's a little deceiving. It's there.
05:39That's why I have that Camera view.
05:40Let's open that up again, and now you can see that my void is cutting up through there.
05:46I picked the face of this wall, and you can kind of see that the slab is coming
05:50all the way through.
05:51So that's not quite the effect I had in mind.
05:54Well, because this is a sketch-based object, it's real easy to just go in,
05:59select it again, edit the sketch, and I can just take these lines and just move them over some.
06:06So what I'm going to do is align them to the center of the wall--and I have to
06:09use my Tab key to get that-- instead of the edge of the wall.
06:15Click Finish, go back to the Camera view, and that gives me a much nicer effect.
06:23The shape of the void on the second floor is almost identical.
06:28So to wrap this up, all I'll do is select this shape, copy it to my clipboard,
06:35paste it aligned to selected levels, and I'll paste it up to the second level.
06:41Than I'm going to go to the Second Level floor plan. It's still selected.
06:46I'll edit the sketch. And the only thing that's different here is that this bridge moves.
06:54So I'm going to take both of these items, activate the dimensions, and I'll try a
06:59number of about 40 feet here, and then let's try about 45.
07:04You see that change, click Finish, and then let's go check it out in our Camera
07:09view. And you can kind of see back there-- let's zoom out just a touch and I'll
07:14increase my camera view just a little bit--
07:17but you can see back there that it poked up to reveal the rest of my light wall.
07:21If I want to zoom in just a little closer here, you can start to get a better
07:28look, and you can even look up into there.
07:31A shaft opening will cut through everything in its path: floors, ceilings, roofs.
07:36Later if we add ceiling objects, we're not going to do anything special to them.
07:40The shaft will just cut right through those. And it's a sketch-based object, so
07:44it's real easy to manipulate after the fact as the design changes.
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7. Working with Curtain Walls
Designing with curtain wall types
00:00Curtain walls come in a few varieties in Revit.
00:03We have curtain walls, curtain systems,
00:05sloped glazing, and of course our panelized divided surfaces.
00:09In the earlier chapters, we spent a lot of time covering examples of
00:12the panelized systems.
00:14We also created some placeholder curtain system elements directly from the
00:17faces of our mass model.
00:19In this chapter, we will refine the placeholder elements a bit more and explore
00:23some of the features of the standard curtain wall and sloped glazing elements.
00:28In this movie, I'm going to start with the entrances to our building and to the
00:33outdoor sculpture gallery.
00:34So what I have here onscreen is the final version of the project file for
00:39this chapter called Ch07 (Finish), and I just wanted to show you what the end
00:44result will look like.
00:45Now I'm in Temporary Hide/Isolate mode because I have the entrance canopy turned
00:49off, so that you can see that all I'm doing here is adding a few revolving doors
00:53to the main entrance and refining the design of the curtain wall a little bit.
00:57And then over here I'm building a new curtain wall element with three
01:01nested door elements to allow us into the sculpture garden.
01:06Now I'm going to start with that element over there in the sculpture garden.
01:09So let's switch over to SAMOCA_V5. And if I zoom in on these two areas, you can
01:17see that what we start with is the default curtain system that we got from
01:22applying geometry to the underlying mass objects, and over here of course we just
01:26have our blank wall.
01:27Let's start here. And the easiest way to do this is going to be to go to the Main
01:31Level floor plan, zoom in on that area, and I want to draw that new curtain wall
01:37right in this location.
01:38A curtain wall is actually a type of wall,
01:41if you haven't used these before, and so I'm going to go to the Wall command,
01:44open up the list, scroll down, and you'll see that Curtain Wall is one of my wall
01:50families. And there are three types loaded in with the project.
01:53I'm going to choose this one here called Storefront because it's got spacing and
01:58mullions and panels already built into it. And I'll start maybe about here and
02:03draw about 36 feet long, like so.
02:08And the first thing you'll notice is it cuts right into the existing wall, which
02:13is kind of a nice feature.
02:14It's a little off-center,
02:16so let me just drag it slightly to center it up a little bit better and of
02:21course you could do this very precisely with the dimensions here if you like.
02:24And if we zoom in a little, you can see that this curtain wall has the glass
02:29and it's got the mullions and so on. And in fact, I think I need to flip that to go the other way.
02:35There, that puts the glass on the outside.
02:38Let's get a better look at this curtain wall.
02:40I have an elevation looking right at it right here, and I'm going to
02:43double-click that to open it up. And what you can see is here is the curtain
02:47wall and if you move your mouse towards the edge, it'll highlight with a dashed
02:51line all the way around.
02:52Notice that it's equally spaced in the vertical direction, but in the horizontal
02:56direction, it's equally spaced but then the top bay is a little shorter.
03:01Let me show you that.
03:02Click on this, and I'm going to change the height here.
03:05It goes all the way up to the second level.
03:08I'm going to drop it down a couple feet, -2, and you'll see that when it drops
03:14down, it makes no difference to the overall spacing of those horizontal lines.
03:19However, if I were to change the width of this thing, it would re-space all of the bays.
03:24I'm going to undo that last change to get it back to 36 feet.
03:28If we click right on the curtain wall--and again, I might hit the tab to get it to highlight;
03:34there it is right there, the dashed edge--
03:36I'll click on it and I'm going to go to Edit Type.
03:40The Vertical Grid Pattern and Horizontal Grid Pattern is what determines those
03:44rules we just witnessed.
03:46In the vertical direction, we have a maximum spacing of 5 feet.
03:51Because its Maximum Spacing, it forces it to stay equal, and that's why even if
03:55we stretched it, it still gave us an equal number of spaces. What that also
03:59means though, is that each bay might not actually be a full 5 feet; it might be smaller.
04:03In the other direction, it's always going to be 8 feet, starting at the
04:07bottom, but then whatever is left over occurs at the top because we're using a fixed distance.
04:13You're also noticing that there are mullions applied in both directions.
04:18That's all controlled here.
04:20You can see that there's a 2.5x5 inch rectangular mullion applied to all the
04:25conditions, interior and border types on both sides.
04:28So I'm going to OK out of here without making any changes, and that's really what
04:32we mean by a type-driven curtain wall.
04:35If I were to make a change in that Type dialog, it would actually apply across
04:39the entire curtain wall like changing the spacing or the kind of mullion that's being used.
04:44If I didn't need any entrances or other openings or if I was satisfied with the
04:48spacing, then I could call this one done and I could move on to the next one.
04:52What I actually want to do here is create some doorways that go out into the courtyard.
04:57It turns out that even though this is a type-driven curtain wall it's
05:00pretty easy to modify it.
05:02So let's go ahead and zoom in and take a look.
05:05So, the first thing I want to do is go to the Home tab and I'm going to add a curtain grid.
05:10So when I click on this tool, you can either add the grids vertically by
05:15highlighting the horizontal edge or if you highlight the vertical edge, you get a horizontal grid.
05:19So let's do that. And it's going to come in at 7 feet, but I think I want to
05:24change that number. I'll use the temporary dimension, and I'm going to make that
05:28about 6 foot 8, to reduce that down a little bit.
05:32I want doors in this bay, this bay, and this bay.
05:37I don't really want this here.
05:38I want this to go full height here.
05:40So if I put my mouse near this mullion, you see how it wants to select the mullion.
05:45Press the Tab key a few times and a dashed line underneath highlights,
05:49and up here on the Ribbon I get an Add/Remove Segments button.
05:55So I can click that and click on the segments that I don't want at either end,
06:01and when I cancel out of there with the Modify command, you see that not only
06:05did it remove the segment, but it also removed the mullion that was associated with that.
06:10The grid line is still there.
06:12If I tab in, there's still a grid line there, even in the invisible portion; it's
06:18just invisible, and that's what Add/Remove Segments does for me.
06:22So, using that same technique, I can remove these middle bays here to create a
06:27wider bay to receive a door.
06:29Let me show you a trick before we do that.
06:30I could certainly Tab in here to get that grid line again, but if I select the
06:36mullion first, I can use my Temporary Hide/Isolate to hide that category, and now
06:42I can reach in there and click the grid line very easily.
06:46You still see the spacing.
06:47That's actually the edge of the panels you're seeing; that's not the mullion.
06:50But you can see it's very easy to select the grid line, Add/Remove Segments, and
06:54I'll remove that segment.
06:56I'm going to click next to it to deselect it, go to the next one, Add/Remove
07:00Segments, next to it, click the next one, Add/Remove Segments, and then click
07:07next to it to deselect.
07:08So we're almost ready, except that this is an awfully wide bay now and that would
07:14make for a very wide door.
07:15So let's go back to our Curtain Grid. And it turns out that the default behavior
07:20is All Segments, so when you add a grid line, it adds it all the way across the
07:24entire Curtain Wall, but you can also do one segment at a time.
07:29So this is kind of the opposite approach to what we just looked at.
07:31Instead of building the whole segment and then removing the segments you
07:34don't want, you can just put one segment and it automatically removes the
07:37ones you don't want. Let me show you.
07:39Let me add one here at 1 foot 6, another one here at 1 foot 6, and continue.
07:48If your mouse moves on you at the last minute, remember, you can use the temporary
07:52dimension to fix it.
07:55And notice that the grid line is still there.
07:58You see how that invisible portion, it's still there;
08:01it just did Add/Remove Segments for me and removed all of those segments I didn't want.
08:06So now at this stage if I reset the Temporary Hide, all the mullions
08:11come back and I can select them, like so, and notice they all have this little pushpin on there.
08:21That's telling me they're controlled by this type.
08:23So remember, our type setting said use the same mullion for all conditions.
08:29But up here on the ribbon, we can unpin them with this button, or you can type UP,
08:34which is the shortcut. And then once we've unpinned them, we can either change
08:39the type they're using here or we could simply delete them.
08:42I don't need a mullion underneath my doors.
08:45I don't actually have a door for the curtain wall loaded in yet.
08:48It turns out you can't just use a plain-old door;
08:50you actually have to use a special door that's created to go inside a curtain wall.
08:55So I'm going to go to my Insert tab first, Load Family, and in the default
09:01library, in the Doors folder, there is this Curtain Wall-Store Front-Dbl.
09:06We can open it up here, but actually, in the front entrance I also want a
09:10revolving door, and that's not here in this list.
09:13I provided that one in the exercise files.
09:16So I'm going to go to my Desktop instead, Exercise Files/Chapter07. And I've
09:21given you a copy of the Store-Front- Dbl that's included with the software and
09:26the Revolving Door here.
09:27So I'm going to use my Ctrl key and select both of them, load them in, and now
09:33the way this works is put your mouse nearby the bay that you want to replace,
09:38Tab--you might have to Tab a couple of times--and there is the bay.
09:42Do it again, hold the Ctrl key. Do it again, hold the Ctrl key.
09:48I now have those three bays selected.
09:51I'll unpin them and then here in the list, I will either choose my Revolving door
09:58or my Store Front-Dbl. Let's do the Store Front-Dbl here, and you can see them apply.
10:04That completes that design.
10:06If I go back to my 3D View, that still leaves us with the main front entry, but
10:12you can see this looks pretty good.
10:14Using the exact same techniques, we could take care of the front entry, but we
10:17have to do one other thing first.
10:19Let's get this canopy out of the way, hide the element, select this and kind of spin around.
10:27This is a curtain system that's been applied to the face of our mass model.
10:33That curtain system uses the same basic methodology.
10:36If you went to Edit Type, you're going to see a very similar dialog.
10:40We could build a type that was similar to the storefront but fortunately the
10:45Store Front type is not here on the list.
10:48So what I'm going to do instead is I want to use that same Store Front type.
10:52I don't want to have to build a new one.
10:54I'm going to delete this curtain system that's been added to the mass model.
11:00Go back to Massing & Site, turn on Show Mass.
11:05My mass model is still here underneath.
11:08I'm going to do Wall by Face, and notice that it remembers the last wall that I
11:15drew was a Store Front.
11:16You can use Curtain Walls;
11:19you don't have to use just plain-old walls.
11:22We can take a Store Front Curtain Wall and we can apply that to the face of that mass.
11:30I'll turn off Show Mass, and I'm left with a storefront. And now at this stage I
11:36can tab into it the same way, I can remove mullions, I can merge the cells, add
11:44the grid lines, and add in the revolving doors.
11:47So I'll leave that to you as a practice exercise, if you want to take it from
11:51there, and you should end up with, again, something that looks like this.
11:57Even if you begin the design with masses and elements by face, you can swap
12:02those out with curtain wall types that are more refined and robust, and have
12:08designated panels and mullions and spacings already built into them.
12:12You can modify those existing spaces directly in the Type dialog, but more
12:17importantly, you can manually place your own grids and mullions to customize a
12:23design and add things like special openings and other design conditions that
12:28would not be easy to do directly within the type.
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Creating custom curtain walls
00:00Sometimes the curtain wall you have in mind is not easy to achieve with a
00:04regular spacing in the horizontal or vertical directions.
00:07In such a case, using the Type Properties dialog won't be of much help to you.
00:11Instead what you can do is use the Curtain Grid and Mullion tools to start with
00:16a basic curtain wall that has no grids at all and just lay them out manually.
00:21So in this movie I would like to look at that process, and we are going to do so
00:24up here on the tower wall.
00:28Currently, we have this curtain system here that was placed on the faces of the
00:33underlying mass model.
00:34So we did this early on as like a stand-in for the design that would come later.
00:38Now what I'm after is, if I switch over here on the Switch windows to Ch07
00:43(Finish), is I am after something that kind of looks like this.
00:46I want to do a little bit more custom design.
00:49I am going to switch back to SAMOCA_V5.
00:52To get there, I'm going to delete this curtain system, and I need to put a
00:57new wall in its place.
00:59And I'd like to actually start with one of these walls here, this Tower Wall, and
01:04create that over here.
01:05Now I suppose I could just copy from one of the ones that's already here, but
01:09it might be a little bit easier to show the masses and see my underlying mass model back there.
01:15Do a wall by face.
01:18I'll choose the Tower Wall type. And the others are set using a Core Face
01:25Exterior, so I want to make sure that I choose that. And I will pick on the
01:30surface of this wall right here.
01:35And that will place in that wall, and then I'll hide the masses, and that gives me
01:41the basic starting point for the wall.
01:44If I go up to the Tower Level, I have got a floor plan here which is oriented to
01:48the tower, and you can see I have got a section cut in both directions to make it
01:51a little easier to work.
01:53And there is the wall that we just added. It's covering across this
01:56opening right here.
01:57If I go back to the Home tab, click on the Wall tool and open up the list of choices,
02:03under my Curtain Walls, we did Storefront in the previous movie, but we have
02:07two other choices here.
02:08Now this Curtain Wall 1 is the most basic curtain wall of all.
02:13It's basically one big, large plate of glass.
02:16So I am going to choose that as my starting point and then just draw everything
02:21that I want, all the mullions and all the grids.
02:24So I am going to start here at about two feet away and draw this thing about
02:29right there, and I will get an error message that says that these highlighted
02:34walls overlap one another.
02:36But it's telling me exactly what I have to do to remedy the situation.
02:39It says to use the Cut Geometry tool, so that's exactly what I am going to do right here.
02:45I am going to use Cut Geometry, and I am going to select this wall and then I'll
02:49pick on my curtain wall and it will embed itself into that wall.
02:54Let me open up this section and take a look.
02:57You can see that that Curtain Wall is a little bit high at the moment.
03:01So I'm going to adjust its top and bottom offsets.
03:04For the Base Offset, I am going to do 6 feet. Let's apply that.
03:08That brings it up just above that horizontal band right there. And for the Top
03:13Offset I will do -6 feet and apply that, and that brings it down just below that
03:20horizontal band right there.
03:21So now I'm ready to start adding some grids.
03:24So I will go to Curtain Grid, and I will just sort of move my mouse. And I can
03:29follow the temporary dimensions. And I want a 4-foot bay and then a 6-foot bay,
03:35and then at the other side I want to match that same thing: 4-foot bay and 6-foot bay.
03:42Move and Copy are options here, but just make sure that if you are going to
03:46use Move and Copy--let me cancel out of here--you are actually selecting the
03:49grid line to move and copy, because there actually is a curtain panel in there as well.
03:57So if you select both, you are going to be copping the curtain panel. That's
03:59probably going to cause an error.
04:00So if you just copy the grid line, it will actually cut and form two new panels.
04:09And if you delete a grid line, it will heal that panel up.
04:13So you certainly can use Move and Copy but in this case I think the temporary
04:17dimensions are just as easy. So I am going to run the command again, do a 4-foot
04:21bay and a 6-foot bay and then down here a 4-foot bay and a 6-foot bay.
04:30These lines go all the way across. And the inner squares I don't want to run all
04:34the way through, so I am going to select the grid line and use my Add/Remove
04:38Segments, and I want to remove this segment and this segment.
04:43I will click next to it to deselect,
04:46select the next grid line, and repeat.
04:49Remove this segment and this segment, click off to the side to deselect,
04:54this one, Add/Remove and the final one right here, Add/Remove.
05:02It's already starting to look pretty much like the design that we had in mind,
05:06so the next step now is to start expressing this design using mullions and panels.
05:12I can tab in and select individual components, like these panels here.
05:19And perhaps I want to do something different in the corners. So I am holding
05:24down my Ctrl key to select more than one, and I've got those four corners
05:30selected. And you can see here that it's currently set to System Panel Glazed.
05:36I will just do a really simple example here and change it to System Panel Solid.
05:40Currently in the elevation view, we are not shaded so it's a little difficult to
05:44tell what that did, so if I change to a Shaded mode, you can see the glass is
05:49blue, and it all turns blue, and by changing those to Solid, they turn gray.
05:54Now I will leave it shaded just for a few minutes here while we continue.
05:57And let me go to the Mullion tool next.
06:00And I'll start with the 2.5 x 5 rectangular, and I'll do that around the four
06:07outside edges. And I'm using the Grid Line option right here.
06:12Then I'm going to switch to the smaller size, the 1.5 x 2.5, and I'll do the next
06:19series of grid lines in. And then I might want to go even smaller still and I
06:26could do the 1" square ones on the inside ones, like so.
06:31And here I would like to do something a little bit more interesting.
06:36I can tab in and select this panel.
06:39And if you open up your list of choices here, you can put in not only curtain
06:44panels that are actually defined as curtain panels, but you can actually put in
06:50other types of walls, or even other types of curtain walls.
06:55So if I wanted to fill that in with a brick wall, that's an option, or I could
06:59fill it in with some other wall type.
07:00I want to choose the Exterior Glazing right now. And it's not really the
07:05spacing I was after,
07:06so I am going to Edit Type and duplicate it, and I am going to create a new one
07:11called Tower Infill. And then I wanted a fixed distance in both directions, 5 x 5 square.
07:21I want to come down here and tell it to use the square mullions, but just on the interior.
07:31So I'm not going to do any border mullions. And that looks pretty good. Let's click OK.
07:37And as a final step here, I am going to click on this, scroll down over here, and
07:45I am going to change the Angle to 45 degrees in both directions on the Properties
07:51palette. And there is the completed design.
07:55Let's go back to our 3D view and take a look.
07:59So you can see that without too much effort at all, we can start with a
08:02completely blank curtain wall, add some grids, adds some mullions, get a little
08:07clever with how we are nesting components, and do a completely custom design that
08:11otherwise wouldn't be possible directly in the Type dialog.
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Working with curtain panels
00:00In earlier chapters, we discussed curtain panel families in the context of the
00:04conceptual massing environment.
00:06Traditional curtain walls and curtain systems also use curtain panels, and
00:09while we can't use the same panels that we built in the conceptual environment
00:13for traditional curtain walls, we can build custom families that are very
00:17similar in the Family Editor.
00:19In this movie, we will revisit the graffiti gallery on the rear of our building
00:23and consider another alternative for the glazed wall.
00:26Since we want to preserve the original design, just in case we decide to return
00:29to it later, in this movie, we'll also take a quick look at the Design Options
00:33feature, which allows us to maintain more than one scheme for a particular
00:37design within our project.
00:39Let me spin around to the back side of the building here.
00:41I'm in SAMOCA_V5, and I'm going to select something over here, just to target my orbiting.
00:47I will spin this around, maybe like so, and then zoom in.
00:53What I'm looking at right now is the space frame design that we completed in
00:58an earlier chapter.
01:00We want to consider another possible alternative here,
01:03so what I want to do is preserve this one and put it in what we call a design option.
01:08So, I am going to come down here to this icon right here. This is the
01:12Design Options dialog.
01:13You can also get there from the Manage Ribbon if you prefer.
01:16Now, when I open the Design Options, there are two main things that you create
01:20in here: you create an option set, and you create an option.
01:24So I am going to start off by clicking an Option Set, and when I click New, that
01:28actually gives me both the set and the first option within it.
01:33When I rename these, it might make them a little bit more clear as to
01:36what they're used for.
01:37I am going to rename this one to Graffiti Gallery Glazing.
01:44An option set is an area of work in your building that you're considering more
01:49than one scheme for.
01:51Then Option 1, I am going to rename to Space Frame. And then I am going to
01:58create a second option, select it and rename it, and call it Spider Clamps.
02:06So I think sometimes it actually is easier to rename it first and then it
02:10becomes a little more clear what each of these is for.
02:13So this is the area of work that I'm considering more than one scheme for, and
02:17these are descriptions of the two schemes that I'm actually considering.
02:21You can have plenty of option sets, and plenty of options.
02:24The quantity is really up to you.
02:26So, I am going to close out of here, and the next thing I want to do is take my
02:30existing design and move it to the space frame option.
02:35So, to select this--you notice I can only select the individual panels--
02:38to select the entire curtain system, I need to go to Massing & Site, and Show Masses.
02:45Then I can select that entire surface, like so. And then down here, right next to
02:51the Design Options button, is the Add to Set button.
02:54This is also on the Manage Ribbon. And it will suggest adding it to both sets.
03:00Now you would do that if you wanted it to add it to both sets and then make
03:03a variation of it; in this case, I only wanted to go to the Space Frame set and I'll click OK.
03:09Now, I'm going to come down here, and you'll see it says Main Model.
03:13When I open this up, Main Model is the whole part of the model that's not being
03:18affected by the options. And then Space Frame and Spider Clamps are only those
03:22portions of the model.
03:23So watch what happens when I choose Spider Clamps.
03:28My space frame will disappear
03:31because it belongs to this other option, so it gets hidden from view.
03:35The rest of my model will gray out, because at the moment, there is nothing in
03:41the Spider Clamps option. And we're going to take care of that by coming over
03:45here and creating the Curtain System by Face. And I'll come into this and
03:51highlight this face of the underlying mass and create the system.
03:56So now I have this curtain system grid, and I am going make a quick
04:01modification to it.
04:02I am going to select it, Edit Type, and duplicate that type, and I am going to
04:08call this 5x5. And as you might expect, I am going to change the spacing to match
04:15that description and click OK.
04:18So now I have this 5x5 grid curtain system applied to the surface of that
04:23massing object. I don't need to see the massing anymore.
04:26I can hide it again.
04:29But this belongs only to the Spider Clamps design option set.
04:33I've already got a custom curtain panel loaded in this project.
04:37So I am going to select this curtain system again, go to Edit Type, and I can
04:43actually define that curtain panel at the type level.
04:46So right here is the curtain panel.
04:48I am going to open up the list, and I've got this one called Curtain
04:52Panel Spider Clamp.
04:53And the way it was created is very similar to how it was created in the earlier chapter.
04:59So if you want to revisit that chapter, you can go ahead and take a look at that yourself.
05:03And when I apply it and zoom in, you'll see that we now have the glazing with
05:09all the spider clamps integrated into them.
05:12Zoom back out. And if I choose this pop- up again, I can change back to the Space
05:19Frame, and it comes into view, change back to the Spider Clamps, it comes into
05:25view. Or when I go to Main Model, notice that the space frame returns to view.
05:31The reason for that is if we go back to Design Options, the Space Frame is set as primary.
05:37So when you return to the main model, it displays whatever the primary option is
05:42for each option set.
05:44Now, I only have one option set, but if I had more than one, each one would
05:47have its own primary.
05:48And what you can do is you can present each option to your client and then talk
05:53about it, and then once you settle on one, you can actually select the set and
05:59choose Accept Primary.
06:00That would delete the other options and make the primary one permanent.
06:04But for now, we're going to leave both active in the model.
06:07So Design Options offers a way to consider more than one scheme within the same
06:11model, and this is often more efficient than saving the project as a new name and
06:15maintaining two or more separate models.
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Building sloped glazing
00:00We have one more curtain wall object to consider, sloped glazing.
00:04Sloped glazing is a roof family that is basically a curtain wall or curtain
00:07system that follows the shape of the roof.
00:10You can use it for sloped-glaze walls like greenhouses, or even the graffiti
00:15gallery, or we can use it for skylights or really anything that has to follow a sloping surface.
00:20So in this movie we are going to add some skylights and look at the Sloped
00:23Glazing tool to do that.
00:25So what I want to do is find a good view to get started from, because if I am
00:31going to create a skylight, I need to make sure that it actually penetrates up
00:34through the building in a proper location.
00:36So I want to start in the second floor level floor plan here, and maybe work in
00:44this general area right here. And we have these walls here which are for
00:48displaying gallery work. These are open galleries here, and I want to put the
00:52skylight maybe down the middle, about halfway between these two.
00:57What I am going to actually do is draw some temporary line work to help me get
01:00this in the correct location.
01:01So I am going to go to the Annotate tab, and I am going to just use Detail Lines for this.
01:06So I will draw a detail line. And I am going to start right at the end point of
01:11this wall and go to the end point of that wall, press Escape one time.
01:18This wall to that wall. Now sometimes it doesn't give you the right snap so I am
01:22going to do S+E, which forces it to snap to endpoint, right there.
01:28I will Escape one time. And then I am going to go from midpoint to midpoint.
01:33And again, the perpendicular is probably okay, but I want to make sure S+M for
01:39snap to midpoint, and make sure that I am going from midpoint to midpoint.
01:43That's a really quick way to kind of bisect that angle there and give me the
01:47centerline of my skylight right down between those two walls.
01:51The next thing I am going to do is click this Pick Lines option.
01:55Change the Offset here to 2 feet, which is half of my skylight size that I'm
02:01looking for. And I will offset on that side and on that side, go to my Modify
02:06tool, go to Modify tab, Trim/Extend to a corner, and I am going to clean all this up, like so.
02:20Now I don't really need the centerline anymore--we can delete that--and I am
02:25going to use a Tab key here to get the chain, and I want to move this just a
02:31little bit this way. And you'll see it kind of gives me these guidelines there,
02:35so it's kind of following in a parallel direction. And it's saying about 17-4.
02:40I am just going to make that a nice round number of about 18 feet, and that's
02:44where I want to position this skylight, or at least start off with it there.
02:49What I am going to do next is create a shaft that goes--we are on the second
02:53floor here and I need to go all the way up to the roof.
02:55So I am going to use that sketch to build my shaft.
02:58I will go to the Home tab, click my Shaft opening, Pick Lines, highlight one
03:04of these lines, press the Tab key-- that will give me all four--and click, and
03:09then let's finish that.
03:11With the Shaft still selected--you can see it over on the Properties palette--I
03:15want the Base Offset this time to stay at -1, because I am here on the second
03:20floor, so I want it to actually go through the second floor, but I want to make
03:25sure that it's actually the second floor and not the main level.
03:29So I am going to change the Base Constraint to Second Level at -1, and then the
03:34Top Constraint is going to go all the way up to the roof of the admin, which is
03:40actually at the Tower Level.
03:44That's right there. And so that'll gray out the unconnected height, and we apply that.
03:50And just to make sure that that's doing what I think it's doing, I'll draw a
03:54quick little section through here, deselect it, double-click on it, and you
03:59can see, there is the shaft, and it starts there and it cuts all the way up to the roof.
04:05So let's go up to that Tower Level next, and there we are, right there.
04:12It's a little close to the edge of the building there, so that 18 feet might have
04:15been a bit aggressive.
04:17So I'm actually going to select that and just move it back a touch,
04:23but keeping it parallel. Let's go back maybe about 10 feet there. And it's saying
04:29it can't unjoin elements because it's trying to attach to those drafting lines,
04:33and I am just going to unjoin that.
04:35This error is generating because it's still trying to keep itself attached to
04:39those drafting lines that I drew back on the second floor.
04:42I don't really care about that, so I am going to unjoin those, and then I get a
04:47new error here about the line is too short, so it's again trying to stretch that
04:51line work. And I am just going to say delete those elements because I really
04:55don't care about that line work anymore, now that I have my shaft.
04:59So it's really the shaft that I am most interested in.
05:02Now I want to draw some little walls here around the shaft opening, up on the
05:07roof, that will serve as like a curb. So I will go to Wall command and I am just
05:12going to use a Generic 5-inch wall for this,
05:17with a Wall Centerline. And I want the Base Constraint to be at the Tower Level,
05:23and I am going to drop it down just a little bit so I am going to do a -2-foot
05:26offset. And instead of going all the way up to the roof--that would be an
05:30awfully tall curb--I am just going to make this unconnected and 2 feet tall.
05:36It's actually -2 to 2 feet so it's really going to 4 feet tall.
05:40I'll apply that, and then I am going to use my Pick Lines, and I can place these
05:46on the four edges of the shaft opening.
05:49And just so that it's clear what we did, let me reopen the section, zoom in here
05:53up here at the top, and that's what we have just created, these little, tiny walls right here.
05:57And on top of those walls is where we are going to build our skylight.
06:01Let me go back to the Tower Level roof plan and zoom in a little bit more, and
06:07let's go ahead and create the skylight.
06:08To start creating the skylight, it's just a roof.
06:11So we are going to use the Roof by Footprint tool on the Home tab.
06:13I am going to choose my Pick Walls here and pick the edges of my four little
06:20walls. And then depending on how you want your skylight to slope,
06:26if you just want it to slope in one direction, you could select just one of
06:30these lines and Defines Slope.
06:33I am actually going to take all four of them, make a selection here, hold my
06:38Ctrl key to get the one I missed,
06:40and I am going to make them all Defines Slope, so I am going to get this little
06:43hip-shaped skylight.
06:45So I've got them all defining slope, and 9 and 12 is a bit steep, so let me
06:50change that to 6 and 12.
06:54What I want to do next is click Finish, and it initially creates a basic roof.
07:00I am going to open up that list, and one of the choices I have is Sloped Glazing.
07:06So when I choose that, I will now have a sloped glazing roof there. And the
07:13only trouble is, where did the roof go?
07:16There is probably a roof offset that I didn't pay attention to when I was building it.
07:19So let's open up our section again and see, and here it is, sitting right down here.
07:26If I click on it, there is a Base Offset from level of -11 feet.
07:30This is just leftover from one of the previous roofs that were created in the
07:33project, and Revit always remembers what you did the last time.
07:38So all I have to do zero this out and make sure that my base level is here at the
07:43roof level. You'll see that'll jump up there--let's zoom in--and then there it is,
07:47a little bit more logically where it's supposed to be.
07:50So let's go back to the Tower Level. And at this point, it's one large piece of glass.
07:56It's very much like the curtain wall that we built in the previous movie.
08:01But now we can use exactly the same techniques and tools.
08:04On the Home tab, we can click Curtain Grid.
08:07Let me go ahead and do that.
08:08I am going to place several grid lines along the entire length at 5 foot intervals.
08:13So now I've placed all the grid lines.
08:15Now let me select them.
08:17You can use any selection technique, but I think in this case I am just
08:20going to pick them one at a time with the Ctrl key. And then I am going to
08:26use my Mirror - Draw Axis.
08:30Use the midpoint of this line right here, and make sure that I'm drawing at the same angle.
08:36It'll show you that it's parallel, and that will allow me to mirror all those
08:40over to the other side.
08:42Let's switch to our 3D view because I think the rest of this will be a little
08:45easier to see in the 3D, select something over here so I can spin around, zoom
08:53in on that, and we can add some mullions.
08:57Now I am going to add these mullions a little more quickly than we did in
09:00previous movies, because I am going to use this button right here, All Grid Lines.
09:04I am going to choose the 1.5 x 2.5 rectangular, click on there, and it adds it
09:11to the entire grid.
09:12And I do have to click on each of the four sides, but that completes my skylight.
09:21So Sloped Glazing is basically a curtain wall that follows the shape of the roof,
09:24and anything you can do a curtain wall, like I adding grid lines or mullions or
09:28swapping out the panels, you can do equally well to the sloped glazing.
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8. Applying Finishing Touches
Setting up a stair type
00:01Throughout this course we've considered many ways to explore a building
00:03design using both massing forms and basic model components like walls, floors, and roofs.
00:09Our museum building has certainly come a long way from the beginning of the course.
00:12In this chapter, we'll look at a few miscellaneous items to round out the design.
00:16In this movie, we're going to start a three- part series on the grand stair in the main lobby.
00:21There are no stair-modeling tools in the conceptual massing environment,
00:25so we're going to take a look at what our end goal is here.
00:29And this is what we will have at the completion of the three movies. And it is
00:36one large grand stair here with a triangular taper on both ends that goes up to
00:40the second floor, and then at the landing, it tapers off into this second flight
00:45of stairs running off in this direction here.
00:47In the first movie here, we're going to actually just build the stair type.
00:51If you look at this stair, it's got open risers, it's got stringers that are
00:56inset from the edges, a stringer down the middle. The risers are actually
01:00semitransparent, frosty glass material.
01:04So we're going to set up all those settings first.
01:06To do this, let me switch over to SAMOCA_V6, and I'm just looking at the overall
01:12building here. And I am going to scroll down on the Project Browser, underneath
01:18the Families branch, and locate the Stairs category.
01:22I am going to expand that, expand Stair, and I'm just simply going to
01:27right-click the 7 inch maximum riser, 11 inch tread type that's already here,
01:33that default type, and choose Duplicate.
01:38That will create 7 inch max riser, 11 inch tread 2, so I am going to
01:43right-click that and choose Type Properties, rename it. And I'll call this Grand Lobby Stair.
01:53Let's click OK.
01:55We don't have to look at every single setting in this dialog. For this
01:58particular stair, I am more concerned with the overall geometric settings and the materials,
02:03so I am going to skip over the Construction and the Graphics for now, and I am
02:07going to scroll down here to these areas of concern.
02:11So the Tread Material, for example.
02:13We have that semi-transparent glass material. I've provided that here in the
02:17file, and it is called Glass Treads.
02:21You can see it's got a grayish color and a little bit of transparency to it.
02:26I'm not going to concern myself with the Riser material because as you recall
02:29from the other illustration, there is no risers.
02:31So we have those turned off.
02:33So I just skip over that, and I'll set the Stringer material to some sort of a
02:37metal, and I'll just use one of the default metals here.
02:40I am going to use the Aluminum, but feel free to choose Bronze or Chrome or
02:44something else if you prefer.
02:45Now, I am going to skip past the Treads for a moment, jump down here to the Risers.
02:49Our stair doesn't have any risers, so the Riser type can either be Straight or
02:54Slanted, or you can set it to None.
02:56When you set it to None, that grays out these settings that are no longer pertinent.
03:00But of course the Riser Height is still pertinent because even though we're not
03:05expressing the risers with a piece of geometry, we still have to determine what
03:09height separates each of our treads.
03:11So that's what this 7 inch Maximum is doing.
03:15Over here, I want to increase the Minimum Tread Depth from 11 inches to
03:20something a little bit larger for my grand stair, and I am going to use
03:24maybe one foot eight.
03:26I also want to thicken my tread,
03:28so I am going to go to 3 inches for that.
03:30And because I have the open risers, I don't really need any kind of a
03:34special nosing condition,
03:36so I am just going to set that to default, which removes any profile around the
03:40edge of the nosing and just cuts it off at a straight line.
03:44So we'll set that that way and then come down here and consider our stringers.
03:50The stringers are underneath the stairs, supporting them from below.
03:54Instead of a closed stringer, we're going to use an open stringer, which will give
03:58them that sort of sawtooth-cut look, more of a carriage look.
04:02I am going to do that on both the left and the right stringer.
04:05For the middle stringers, because my stair is so wide, I'm going to actually
04:09add a middle stringer.
04:11You could add as many middle stringers as you want, but one should be
04:14sufficient in this case.
04:15I am going to leave the Thickness at 2 inches.
04:17I am not going to change the Stringer Height or the Carriage,
04:20but I do want to do the Open Stringer Offset.
04:25This number will move the stringers on the two outside edges into the
04:30thickness of the stairs some.
04:32I'm going to set that at 2 feet, and then let's click OK here. And that gives us our stair type.
04:40Our next step is we could go ahead and start building our stair.
04:43But now that we have the stair type and we've established those settings, that
04:47will get us set up nicely to build the stair, which we'll do in the course of
04:50the next movie.
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Building a custom stair
00:00In this movie, we'll continue building the grand stair for our museum project.
00:05In the last movie, we set up a custom stair type which has all the settings we
00:08need to create this stair.
00:12Let me just show you the final product once again.
00:14We've got our open risers and our inset stringers.
00:16So we've got all that set up and ready to go here in our SAMOCA_V6 project.
00:24And to do the actual stair sketch, I'm going to go to the Second Level floor plan.
00:29Zoom in on the middle of the plan here and you can see that in the double-
00:34volume space here, I've got some drafting lines, some detail lines here, that
00:38map out the rough shape of that wedge- shaped stair, those sort of triangular
00:44runs that we're going to have there.
00:46We're going to start down here and go up to a landing here and then continue up
00:50to there with our first stair.
00:52Let's get started here.
00:53On the Home tab, Circulation panel, we're going to click on the Stairs button.
00:58And from the Properties palette here, I can choose the Stair type that I
01:04created in last movie.
01:05If you didn't watch the last movie, there's already one here in the file
01:09called Grand Stair Complete. And you can use that type, and either one should
01:14have the same settings,
01:15so feel free to use whichever one you like.
01:18But before I start sketching, I want to make a couple other quick
01:21modifications here.
01:23The Stair type settings are very important, and that's the overall stair itself,
01:26but we also need to tell Revit the basic constraints of this particular stair
01:31that we're sketching.
01:32So because I'm in the second floor, it's assuming that I want to draw the stair
01:36starting at the second floor and going up to the Admin Level, and I actually
01:40want to change that.
01:41I want to make my base level the main level and my top level the second level.
01:48So even though I'm drawing from the second floor, I want to draw it on the level below.
01:52So Main to Second.
01:54And when you scroll down a little bit, what you'll see is Revit does the
01:59calculation, and based on that maximum riser height that's built into the stair
02:02type, it does the math and it figures out that I need 35 risers.
02:07And here's the actual size of those risers.
02:09Now there's the actual tread size that we indicated in the last movie. And the
02:13Width is just the width of the stair run.
02:16Our stairs are going to taper.
02:18So you can really put any width you want in here, but I'm going to start with
02:21a number like 8 feet, just to give me something a little bit larger to work
02:25with, and then when we taper, you'll see that it will change a little bit later.
02:29For the first run of the stair, make sure that up here on your Modify tab
02:34you've got the Run button selected, and for the first run of the stair, I just
02:39want to start somewhere on this line right here.
02:42Click and start to move my mouse in this general direction, making sure that
02:47it's perpendicular to that edge I started at.
02:50Look down at the bottom of the stair where you clicked, and there's a very
02:54light-gray message there.
02:56And I want to make sure that it says "17 Risers are Created and 18 Remaining" and
03:01that's when I'm going to click.
03:02So I'm going to click to set the first run of the stair.
03:07Now I had the sketch line there, which made it easy to place that one, but over
03:11here, I don't have any kind of a sketch line to start from.
03:15So what I'm going to do is come over here to the Modify tab and choose the
03:20Reference Plane button, and start drawing right at this end point and draw it out
03:26perpendicular to this edge here.
03:28There it is, right there. You'll see it highlight when it's perpendicular. And
03:31let me click, and that just basically gives me a guideline to work from for the
03:36second run of the stairs.
03:38So I'll choose Run again, pick somewhere on this reference line, on this
03:44reference plane, and I'll draw out again perpendicular to draw the second run of the stair.
03:52At this point, if I were to click Finish, it's not exactly the stair I had in mind.
03:56All Revit does is it tries to connect to two runs in the most logical way that
04:00it can think of to give me a landing.
04:02So I've got all these extra lines here that I don't need.
04:05What I'm going to do is delete some of these.
04:07So I'm going to delete this green line, this blue line, and this green line.
04:13Next, I'm going to take these three-- and let me zoom in just a little--and use
04:17the grips at the end to disconnect them from the other run of the stair.
04:23So in other words, I want to be able to first consider my two runs, and then I'll
04:29come back and deal with the landing.
04:32So I'll use these lines to help me draw the landing later, but for now, I just
04:36kind of want to get them out of the way.
04:38The next step is, I'm going to take this whole run right here and I'm going to
04:42do a box selection to surround the whole thing, and use my Move command and
04:47zoom in, and move it from this end point at the top of the run and snap that
04:53right to this end point here on the underlying sketch. And I'm going to do the
04:58same thing with this run,
05:03Move command, that end point, right to that endpoint there.
05:07If it's not giving you the end point, type S E to get it to snap to the end point.
05:14We're starting from those two respective sides there.
05:18The next thing I'm going to do is use my Align tool, and I'm going to pick the
05:22face of the wall here--and then let's zoom in just a touch--and pick this green line.
05:29That does a really nice job--until you come over here and do it again on this
05:35side, and then the whole thing goes crazy.
05:40So let me undo that last and show you the way that we can prevent that from happening.
05:44When I align this side to the green line, I want to make sure I lock that.
05:50I am going to zoom back out, come over here, pick on this one, pick on this
05:56green line, and lock that.
05:59Now if you really want to be sure, you can lock these sides as well, but it looks
06:03like I'm in pretty good shape.
06:05We might have one more occurrence where Revit tries to get clever on us and it
06:09kind of throws things a little haywire.
06:11I should be okay editing this boundary line.
06:15I'm going to just do that with the grips, end point to end point.
06:19So I'm going to edit the blue line next, which is the path line. And sometimes
06:23when you do this, it will work just fine, and other times Revit might complain
06:28and generate error messages.
06:30Now in this case, it looks like I didn't get any errors, but if you get a dialog
06:34that comes up, just read it carefully and respond.
06:37Sometimes it might attach itself to some other object and it'll force you to
06:41remove a constraint.
06:42If that happens, you can just remove the constraint and then realign the object
06:46back again; it shouldn't be a problem.
06:48Let's do the last line here.
06:50Snap to there and then to here. And let's zoom out. And there's our completed sketch.
06:58Let's go ahead and finish it. And there it is in Plan.
07:04Let's scroll down here and find the camera at our lobby, and there it is, in 3D.
07:12Not quite done yet. We still have to add the other run of the stair, and we have
07:16to do something about these railings, which are not quite the right look for our museum here.
07:21But it's a good starting point, and that's what we'll leave it here for this movie.
07:24In the next movie, we'll look at the next run of the stair.
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Finishing a custom stair
00:00In this movie, we will complete the grand stair in the lobby of our museum.
00:04In order to do that, we need to build the new run of the stair, starting at the
00:07landing of the existing one.
00:09So I am going to file here called Stair Landing, and it's already got the first
00:13portion of the stair in it. And what I will do is go to our Second Level, zoom
00:21in a little bit, and we want to start building right on that landing.
00:26Now I have a section cutting through there. And the easiest way to do that is
00:30going to be to open up this section, zoom in over here where the stair landing
00:34is, and I am going to put a level right there at the top of that landing.
00:40Because you may recall that when you build your stairs, it starts from a level
00:43and ends at a level much the same way that walls do.
00:46So the easiest way to control where the stair begins is to add a level.
00:50So on the Home tab, I click the Level button. And unless you want extra floor
00:55plans in new Project Browser, its a pretty good idea to uncheck this box right here, and
01:00then I want to create that level using the Pick Lines option. And I will pick
01:05right on the top surface of the landing, and it will create a new level called
01:10Level 17 in this case.
01:12I'll just click right on that Level 17 and rename that to Grand Stair Landing.
01:23So that gives me the reference point to start the stairs from.
01:27Let me go back to the Second Level, zoom in, and if I use my Tab key right here,
01:34you'll see we've got our detail lines and we've got our railing right here.
01:40The railing is going to kind of be in the way for the moment,
01:42so what I am going to do is to choose my Temporary Hide/Isolate and hide that element.
01:47That's going to give me a clearer view of just that line right there.
01:51And actually, let's hide that line as well, because what I really want to see is the
01:55edge of the stair. There it is, right there.
01:58And that way I can be sure that I'm building my new stair based on the existing stair.
02:03So let's to the Stair command. I want to use my Grand Stair Complete stair type.
02:09It's got all the settings I need.
02:11The Base Level, I want to set to that New Level that we just drew, Grand Stair
02:16Landing. And I want to go up to the Second Level. It'll do the math and figure
02:23out that I need 18 risers. And I am going to increase the width of this run of
02:28stairs to 10 feet, because that's actually how wide these two lines are right here,
02:32which means that if I can find the midpoint right there, it should fall nicely
02:37right between those lines.
02:39Let's pull that run out straight over to here and click. And that gives me
02:46almost exactly what I need.
02:48Right here, at the end, this line is the edge of the floor slab up above, and
02:54here is where my stair is ending.
02:55So I am going to go to my Align tool, click on this line right here, and
03:01then click this, and it will take that last tread line and angle it to match that direction.
03:07When I finish the stair, it's going to complain a little bit.
03:11It's saying the slope of the railing may not be parallel, et cetera, et cetera.
03:13I think it's easy for me to show you what the problem is, by cutting a section
03:20through this stair. Let me deselect it and double-click it to open it up.
03:25And let's zoom in here. You see what's happening to the railing here, how it's
03:29kind of shooting off and continuing that same angle there?
03:33What I've actually done by angling that tread is made a really long tread.
03:38But Revit didn't have any way to calculate that, so it kind of just kept going
03:43with the same slope of the existing stair.
03:46What I need to do is go back to the stair, click on it, edit the sketch.
03:52If you highlight this boundary line, it's one continuous line. And so the trick
03:57here is that I want most of that line to follow the slope of the stair, but
04:03then I want just the little part at the end from my mouse pointer to the right to stay flat.
04:08To do that, I am going to take my Split tool and get it right about here, and
04:16click, and that will split this into two lines.
04:22Now I can click this portion, and over here, instead of the Slope staying Auto
04:27detect, I can make it Flat. And now when I finish that will take care of the
04:34stair portion, but now I need to do the same thing on the railing.
04:38So I'll select it, edit the path. It's already split, but I just need to take
04:43this line and make it flat.
04:47When I finish and open up the section, now the railing follows the slope a
04:53little bit more correctly.
04:54We've got some strange stuff going on here, but we're not going to keep this railing.
04:58Anyway, in the next movie we're going to do a railing that's a little bit more
05:02conducive to the design that we have here,
05:05so we're not going to worry so much about those balusters for right now.
05:08So why don't we go back to our 3D view, camera at the lobby, and see how our
05:13stair has shaped up?
05:14So our stair is looking really good. We've got it configured the way we want,
05:18and so our next task is to address the railings.
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Editing railings
00:00When you create stairs in Revit, they automatically create railings.
00:04In the case of our grand stair here in our museum, we got the default railing
00:09with the regular-space balusters.
00:12I would like to use something here that's a little bit more conducive to the
00:15design that we have,
00:16so in this movie we are going to look at how we can not only swap out the
00:20types of railings that we are using, but also how we can change the path that they follow.
00:25Let's take care of the railing that goes along the edge of the wall first.
00:29That's definitely our easier one.
00:31Let's select that railing.
00:32I can do it right here in the Perspective view. And over here on the Properties
00:36palette, I can open up a Type selector. And I have got some railings already
00:40loaded in the project here, and this one here is called Handrail-Pipe-Wall-Ramp.
00:42I am going to choose that, and that removes all the balusters and just gives us a
00:48simple handrail with some wall supports at regular intervals.
00:53That railing type, and, if I zoom in, this one up here, both came from a file
01:00called railingsamples.rvt which is available on Autodesk Seek.
01:05So if you want to see where that original file is, you can go to your Insert
01:09tab, click here in the Seek panel, and type in Railing Samples, press Enter. It
01:14will take you out to your web browser and it will find that file.
01:17You can download it, and there are actually other railings in there that you can look at.
01:20So I do encourage you to do that, because it's a pretty interesting file.
01:24All I've done is copied and pasted those two railing types into this file so
01:27that I could use those railings in our design.
01:30To do this side, and all of these railings over here, we have to do a little bit
01:34more than just swapping out the type.
01:36We also have to change the path of the railing.
01:39So to do that, I am going to go to my Second Floor plan, I'll zoom in, and
01:44because we built this stair in two pieces, here and here, notice that the
01:49railing goes right past the second stair run and doesn't allow us any way to enter that stair.
01:56A railing can't break in the middle,
01:59so we couldn't just use our Split tool and split it here and here.
02:03It won't allow that.
02:04It's going to have to be two separate railings.
02:06So what I'm actually going to do is select this existing railing and I am going
02:12to copy it on my clipboard, and then I'm going to edit the path of that railing.
02:20I copied it first for safekeeping.
02:22I am going to trim it right here.
02:24So I'm going to go to my Split tool and I am going to split it right at that
02:29point. And I am going to delete this and this. And when I finish that, I'm only
02:37going to have the railing in this portion over here.
02:41Let me go back to my Camera view to see that.
02:46It wasn't showing up in the Plan view, but we can still see it here.
02:49Let's select it, and let's make it the Glass Panels with Brackets.
02:54So we'll see it right there.
02:56Let me do a window tile.
02:58I can get that either from the View tab, with the Tile button, or I can type WT.
03:03I am going to type WT, and that's going to put my camera on one side and my Plan
03:08view on the other side, and that will make it a little easier for me to make my
03:10selections going forward.
03:11So let me switch back over here the Plan view, and now what I want to do is
03:17remember that we copied our railing to the clipboard,
03:21so now I am going to choose Paste > Aligned to Same Place.
03:27When I choose that, you are going to get a new railing that goes directly on top
03:31of where the old one was, and still is. And notice in the 3D view we've got two
03:36railings on top of each other.
03:38Back up in this portion, we deleted that part of the sketch so we only have the one railing.
03:43I am going to keep it selected and edit its path, and I'll just do the same step
03:48I did a moment ago, except this time I'll split it here, click my Modify tool,
03:54and this time I will delete the lower portions, and finish that.
03:59The railing is still selected in the background, and I will change it to the Glass panels.
04:07These two on this run are a little bit easier, because they don't need any
04:12modification, but I am going to have to use my Tab key to help me select them.
04:18I have got both of those railings selected. Verify that it's says railings here
04:25and 2, and that's how I know that I got two railings and not something else, and
04:29then I will do Glass panels with Bracket, and it looks like that.
04:34One last thing that I will show you here is this one comes up and just sort
04:39of stops right there.
04:41There is no guardrail around this part of the floor slab here.
04:46You probably would want a guardrail there.
04:48There are two ways you can approach that.
04:50You can draw a whole new railing in that location or you could actually edit
04:56this railing, edit its path, and add onto it up along here.
05:03The choice is really up to you.
05:04But let me go in here and start adding a little segment, pull it along this way.
05:14I don't have Chain turned on.
05:15Let me turn Chain on.
05:18Start at that end point.
05:19With Chain turned on, I will now be able to keep going instead of having to start
05:23over again each time.
05:26Let's do that, and let's take this one and push it back just a touch.
05:30I am using the arrow key to do that. And this one here, same thing, just a
05:35touch, use the arrow key to do that, and let's click Finish.
05:41So I don't know if you could see it there beyond in the 3D view, now I've got
05:45that guardrail up as part of that.
05:48Even though the stair gives you a railing to start off with, it may not be the
05:52railing you had in mind, but it turns out it's pretty easy to just select it
05:56and either change its type and/or edit the sketch and actually change its shape and configuration.
06:02Sometimes you need to do one of those things, sometimes both, but that's really
06:06your finishing touch to setting up your stairs and railings.
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Importing a CAD file
00:00Often when you work on a project you will get resources from outside firms or
00:05outside designers and they may be working in other file formats.
00:09The most common file format of course is a DWG file from AutoCAD.
00:13The designer that created the sculpture garden for our museum project worked in
00:18AutoCAD and created a 3D file.
00:20We have two options in how we could deal with that 3D file.
00:24We could open it up and actually re-create the geometry using Revit families,
00:29and you're welcome to try that on your own if that's something that you're
00:33interested in doing.
00:34But the simplest way to incorporate the design is to simply link in the DWG
00:38file directly, and of course Revit does a really nice job of bringing in file formats like DWG.
00:45You can also bring in SketchUp files and some other 3D formats as well.
00:49So in this movie we'll just take a quick look at bringing in our 3D file. And the
00:54sculpture garden is right in this general area here, and I'm in SAMOCA_V6.
00:58So let me just spin around here, and I'm going to work right in this 3D view.
01:02I will orbit down slightly and zoom in just a touch.
01:07All we I really need to do is go browse out to that file, locate it, and bring it in.
01:11So I'm going to go to the Insert tab, and I'm going to click on the Link CAD
01:15button, and then you want to browse to wherever your exercise files are for this
01:19course. And in that folder I have a Links folder, and I can double-click in
01:23there, and there's a single DWG file right here, Sculpture Garden.
01:27I would like to point out that you can also bring in DXFs, DGNs from
01:32MicroStation, SAT files, which are generic 3D files, and SketchUp files.
01:36So if you get files in any of those other sources, you can use those as well.
01:39Then down here you have several options.
01:42Depending on whether you want to preserve the colors that are in the original
01:46file or not, you can either invert or preserve them.
01:49You can even bring in the file completely in black and white.
01:52In this case, I'm going to leave the color,
01:53so I'm going to choose Preserve.
01:55Later if we change our mind, we can always modify those colors.
01:58CAD files are organized in layers.
02:00So you can either bring in all the layers in the file, or if you're familiar
02:04with the file, you can actually choose from other options here, like Specify or
02:08just the Visible layers.
02:09In this case, I'll bring them all in.
02:12Revit does a pretty good job interpreting the units in most cases,
02:15so usually you won't have to choose anything here, but you'll notice that all of
02:18the standard measuring systems are available if for some reason it doesn't come
02:22in at the correct size.
02:23Then the main two settings that we're concerned with is where we want to place it.
02:28We're going to bring it in at the main level, but you can see that in some cases
02:32you might have other levels here.
02:34In this case, it's defaulting to the main level because I'm in the 3D view,
02:38so it's not giving me any other options.
02:40Then here, under Positioning, we can either bring it in automatically in a few
02:45different ways, or manually.
02:47This file I've simplified for us, and I've placed the origin at the same point as
02:52our building, so we can use the Auto - Origin to Origin. You're not going to
02:56always be that lucky.
02:57So sometimes you're going to have to bring it in one of the other choices and
03:00then just simply move it into place, but in this case Origin to Origin ought to do the trick.
03:05Let me go ahead and click Open, and you can see our Sculpture Garden comes in, in
03:10exactly the right place.
03:12At this point, if we wanted to fiddle with any of those colors, if we were
03:15unhappy with that, we could go to VG, Visibility/Graphics.
03:19In the Visibility Graphics Override dialog, we could go to the Import Categories
03:24tab and you would see the Sculpture Garden file listed here, and each of the
03:29layers in that file would be listed.
03:32For example, if you didn't like that orange color for the sculpture, I could
03:36select the sculpture, apply an override, and change it to some other color.
03:40Let me try a nice blue color here.
03:42Click OK, apply that, you'll see the outlines turn blue.
03:47Notice that the surfaces, you're kind of stuck with.
03:50There's no way to change the surfaces.
03:52So if you wanted to change the surfaces from that orange color, you'd actually
03:57have to go into that CAD file using AutoCAD or some other program that reads DWG
04:01and make the change directly in the file.
04:04That's the simple process to bring in an outside file, such as an AutoCAD file.
04:08This is probably the most common format.
04:10You link it in and if the sculpture garden actually changes in its host
04:14application in AutoCAD, by doing it as a link, all we have to do is update it and
04:19we'll get the latest change directly here in our project.
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Applying decals
00:00So the preliminary design of our museum is coming along really nicely, and we're
00:04on our way to a client meeting.
00:05But since we are working on a museum here, it probably would be a good idea to
00:08have it at least some views that showed some artwork.
00:11So in the next couple of movies we are going to have a little bit of fun and we
00:14are going to add some artwork to the gallery walls and to our Graffiti gallery.
00:18So in this movie we're going to look at the Decal feature and using this feature,
00:22we can take a bitmap and apply it to the surface of our geometry.
00:26I am in SOMACO_V6, and I'm going to scroll down here on the Project Browser to
00:323D Views. And I've got a view called Artwork and another one called Camera at Gallery.
00:38This is the axonometric artwork and this one is a perspective view.
00:42So let's start with the axonometric artwork, and that will take me to this
00:47gallery space. And you can see that I just have a few families here called
00:52picture frame, and they're just attached to the wall. And were going to create
00:56some Decal Types and assign them to these picture frames.
01:00So to do that, we go to the Insert tab. The Decal button is right here, and if
01:04you click the dropdown, there are two things you can do: you can place decals and create types.
01:08So let's go to the Decal Types.
01:11Down here at the bottom I can create a new decal, and I'm going to call this Artwork1.
01:20I am going to click on the Browse button over here on the right-hand side to
01:24choose the source, and I've got the three image files in my Exercise Files folder
01:29here called brush1, brush2, and brush3.
01:31So I am going to choose brush1. And there's my artwork right there.
01:36There is a variety of other settings we could configure.
01:39You can actually use this Decal feature for static artwork like we're doing, or
01:43you can use it for television screens, or illuminated signs, or neon signs.
01:48So that's what a lot of these other settings have to do with, the transparency
01:51and the reflectivity and so on.
01:53I think for an artwork all we really need to do is consider the finish,
01:56so let's open up this list here and instead of High Gloss Finish, why don't
02:00we set that to Matte.
02:01We are going to come over here and repeat the process, creating another new
02:05decal. Call this Artwork2.
02:10Go to my Source, brush2, make that Matte and finally Artwork3, and make it Matte.
02:26I will click OK here, and now when I choose my Place Decal command, over here on
02:34the Type Selector I'll see Artwork1, Artwork2, and Artwork3.
02:36So I am going to choose Artwork1, and you can set the size of your decal ahead of
02:42time, Width and Height, or you can change it later.
02:46So this is kind of small right now. You can see that it looks little bit small,
02:49but it will actually find the surfaces of the geometry.
02:53So why don't I increase the width of this a little bit. I am going to make this
02:56piece of artwork about 6 feet wide.
02:59And over here, the Lock Proportions checkbox was already ticked on,
03:04so when I went to 6 feet wide, it changed the Height to 4 foot 6.
03:08And I am going to place this one somewhere in this picture frame.
03:13I just want to do a rough placement for right now.
03:15I'll go to Artwork2, maybe set that one to, let's do 5 feet for that one, tab
03:23over. That will automatically set the height of this, and that one is a little
03:30more vertical, so I'll place it over here in this picture frame.
03:34And finally, Artwork3, I am going to make that one also about 5 feet, see what
03:42that gives me. And let's place that one in this picture frame right here.
03:47I am going to select the picture frame, and I've made these parametric.
03:51So this guy was 6 feet wide by 4 foot 6 tall,
03:56so I can take the picture frame and make it match exactly the same sizes.
04:006 feet by 4 foot 6, and apply that.
04:05And now all I have to do is let's zoom in just a touch here, take that decal and
04:11position it a little more carefully.
04:14At the moment, we are just seeing this big old X. So what you do next is you
04:17come down here to the Visual Style on the View Control bar and if you choose Realistic,
04:23it will actually show you the materials that are applied to the surfaces of
04:28objects, including the decals.
04:30So now the artwork will actually show up within the picture frame, and it looks a lot nicer.
04:36Now of course you can see here when I'm trying to pan that it takes a little
04:39bit longer to regen.
04:41That's the price you pay for the Realistic Visual style.
04:44So, it's one of those settings you probably want to toggle on and off when
04:47you're done with it, so that you don't spend a lot of time waiting for a regen.
04:51Well let's go ahead and configure the last of these.
04:55This one here is a little small, so let me rotate it to 90 degrees here because it's
05:00giving me the width on the other side.
05:01So let me do a rotation on this, like that. And let's make it a little wider.
05:10Let's go with 6 feet, tab over, and then take this guy, make it 6 feet wide, and
05:20the Height was 4 foot 1 approximately.
05:30That's apparently rotated. Let me tap my spacebar.
05:35This warning is not going to affect anything we're doing here, so I'm just
05:38going to dismiss it by saying Remove Reference and then I am going to drag the
05:41artwork over to picture frame.
05:43You could repeat the process on the last one. I'll let you do that for practice.
05:48But as you can see here if I back out, the decal is a pretty effective way for
05:54us to add, in this case, artwork to our picture frames or to put an image on a
06:00projector or a television screen or anything along those lines,
06:04so that when you do your presentation, the illustrations have a little bit
06:08more interest to them.
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Creating a custom material
00:00In this movie, we're going to look at another approach that we can take to
00:03adding custom artwork to the surfaces of our model.
00:08In our Graffiti Gallery, we have that large, massive wall that we created
00:12that was created from some freeform massing components, and it curves in
00:17multiple directions.
00:18You can't use the Decal feature on something that's double-curving.
00:22If we wanted to add a decal to the turret here on the townhouse, that would work
00:26just fine, but if it's curving in two directions at the same time, then the
00:30Decal feature doesn't work.
00:32But it turns out that we can create a custom material instead and achieve
00:38basically the same result.
00:39It just takes a little bit more effort to set it up.
00:42So let me show you the process here. And I'm going to go down to my 3D Views.
00:47I'm in the file called SAMOCA_V6. And I have a couple 3D Views of the Graffiti
00:53Gallery. And I'm going to open up this one right here, which is a nice
00:57axonometric, double-click that.
01:00And what I've done here is I've cropped everything away using a section box, and
01:04if I do reveal hidden elements, it's this box right here.
01:08So that's what's cutting everything else away, so that I can focus just on the
01:13Graffiti wall itself.
01:15And what I want to do is put a nice big mural here of some graffiti.
01:20Currently, this wall has got concrete block material assigned to it, and I'm
01:26going to take that material, make a copy of it, and apply the graffiti bitmap
01:31texture to it that we've provided in the exercise files.
01:34So let me go to the Manage tab and click on Materials. And I'm going to start
01:39with that Concrete Masonry Units material.
01:42This is just the out-of-the-box material, and I'm going to duplicate that.
01:47And I'll call this Graffiti Wall.
01:51Sometimes I put in underscore in front of the name, just to make it go to
01:55the top of the list;
01:56it makes it a little easier to find it later.
01:58So there's _Graffiti Wall.
02:00Now on the Graphics tab, the only thing I want to do is change the surface pattern.
02:04I don't want it to be the concrete block pattern.
02:07Even though I'm envisioning this being a block wall that's painted, I want to
02:11use a pattern that actually matches the size of the bitmap texture that I have.
02:16So I've measured the entire wall, and the entire wall is about 73 feet wide
02:21by about 39 feet tall.
02:23So what I'm going to do here is click this Browse button, make sure that Model
02:28pattern is selected, and I want to create a new Model pattern.
02:33Now this new pattern is going to be called Graffiti Texture, and I want it to
02:42be a crosshatch pattern, 0 degrees. So that one is rotated 45 and I'll change
02:48it to 0. And I want that to be my 39 feet in one direction by my 73 feet in
02:56the other direction. How do I know which is which?
02:59Frankly, I just did some trial and error.
03:01At a 0 degree, I want it 39 x 73.
03:05If you put 73 x 39, it just means you've to come back and Line angle 90.
03:09Six of one, half dozen of the other, I will leave that up to you.
03:14There's my graffiti texture. I'm going to click OK, and that's right there.
03:18If I just apply that to the surface, we would just see maybe one or two lines
03:22appear on the surface of that wall.
03:24So the next thing we have to do is go to the Appearance tab, and this loads up
03:29the Appearance Properties Set library. And we can choose either from existing
03:34materials that are already in the Autodesk library or we can create our own.
03:38Well, what I'm doing here is I'm fine with the relief pattern that's already
03:43assigned to this. That's why I started with the brick wall, because I want it to
03:46kind of look like it's painted on bricks.
03:48So I'm going to anything there.
03:50What I am going to do is click right here. You see how this kind of highlights
03:53like a hyperlink when I move over it?
03:55If you click on that, it takes you a Browse window and you can choose
04:00a different texture.
04:01Now it's taking me to the default material library that comes with the software.
04:06I'm going to go to my Desktop, my Exercise Files, and Chapter 8, and I'm going to
04:10choose this file called graffiti. And I'll open that up.
04:14I want to click right on the little swatch here and make some modifications,
04:20because clearly this is not quite what I had in mind.
04:23First of all, it defaults to a 4 x 4 repeat.
04:27Secondly, it defaults to a repeat.
04:29Neither of those I want.
04:30I want to set it to the sizes that my wall actually is, and I don't want it to repeat.
04:35So I'm going to scroll down over here, and for the Scale, I want to make sure
04:41that I'm not linked.
04:43You see this little thing? If you click that in, it's keeping the
04:46proportions locked.
04:47I want to make sure that's not checked, so that I can put in the actual width
04:51and the actual height.
04:52So it's 73 feet wide and in this dialog you've got to remember to type feet.
04:57I'm not really sure why that is, but if you just type 73, it actually sees it as inches.
05:02I'll do 39 feet. That resizes it.
05:07You can see here and here.
05:09The next thing is it defaults to Tile and Tile in the Horizontal,
05:13Vertical direction.
05:14I'm going to change that to None and None.
05:17So we're only going to get it one time.
05:20And then one last thing. In order to help me position this texture on the
05:26surface of the wall, I'm going to check this box right here to link
05:30texture transforms.
05:32What that does, when I clicked Done and I go back to Materials and Graphics, is
05:38that links it up to the surface pattern that we set up a moment ago.
05:42So the whole reason I did the surface pattern is just to help me position this
05:46texture on the surface of the wall.
05:48So let's click OK, and now I need to apply that new material to this wall.
05:54I could select the wall and go to Edit Type and apply it to the wall, but then
05:58it would apply it to every instance of this wall throughout the project, and that
06:02may not be what I had in mind.
06:03So instead, I'm going to go to Modify and I'm going to use the Paint tool.
06:09So the Paint tool allows me to literally use a material, like a bucket of paint,
06:14and just paint it on a surface.
06:16So there's _Graffiti Wall right at the top. That's why I used the underscore to
06:20make it easier to find.
06:22Click on it, and then you see how it highlights this surface of the wall?
06:26I'll paintbrush it right on there and click Done.
06:30If I tab in here, you see this line right here, and this line right here? That's
06:36that texture that we set up.
06:37So you can see that it went right to the middle, and what I want to do is shift
06:43it over and shift it down. And I can do that right here in 3D, but it might be a
06:49little easier to use this section that I have set up right here.
06:53So I'm going to Section at Graffiti Wall, tab in to this line here, and I don't
07:01have to do this terribly precisely.
07:03I'm just going to drag it to about there and then do the same thing here,
07:10drag it to about there.
07:14Now let me toggle on Realistic here. And we're really close, though we might want
07:20to fine-tune the position of this texture a little bit.
07:23If I go back to hidden line, the trouble is I've lost my line there that I
07:29used on my texture.
07:31So I just set the texture size initially to the same size as the overall bitmap,
07:36just because that seemed like a logical thing to do, and it was convenient, but
07:40there's nothing saying I can't go to Manage tab, click on Additional Settings, go
07:45to Fill Patterns, and change this to Model Pattern, because that's the kind of
07:50pattern I was doing, and just change the spacing of my graffiti texture.
07:54So let's edit it and I'm just going to half this size to give myself an extra
07:59line to use to move this around.
08:01So instead of the 73 feet, I will put in 36 6.
08:07So let's click OK, OK again, and that gives me just an extra line right here
08:13that I can now tab into again and maybe just nudge that just a little
08:18further, about there.
08:22It's just a little bit of back and forth between making the adjustment,
08:27seeing how you like it, trying again. It looks like I could even go a little bit
08:31further, because the bitmap kind of ends at an angle here, so it's not a
08:35perfect square. Neither is my wall.
08:37That's part of the challenge there.
08:38Let me go back to hidden line, tab in one more time, just nudge just a little
08:45more, right about there. And I'm feeling pretty good about that one.
08:52Let's go to our Camera view of this gallery. Graffiti Wall Camera,
08:57let's double-click that.
08:59That will give me the view with a little bit of the surrounding context. And I've
09:04previously set up the sun position to match the north direction of the
09:08building, and I've also turned on the shadows here, using this control right
09:14here. And on the Sun Settings, I created setting called Graffiti, which I just
09:21figured out what time of day it would take to get the sun to come streaming in
09:25through that window, and it looks pretty good.
09:29So we're now ready to go off to our client meeting and wow them with we've
09:32come up with.
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Conclusion
What's next
00:00I hope you've enjoyed our explanation of Revit's conceptual modeling and design
00:03tools as much as I have.
00:05As you might imagine, we've only scratched the surface of what's possible.
00:08Now, a next stop might be to go out on the web and look at some of the
00:11resources that are available.
00:13The Autodesk web site is of course a first logical stop, and they have lots of
00:17information about Revit Architecture, including training tools and resources
00:20and plug-ins and so on.
00:21And a couple of my favorite blogs are Zach Kron's Buildz blog, Buildz at
00:26blogspot, and David Light's blog on Revit at autodesk-revit.blogspot.com.
00:32There are dozens more sites devoted to not only Revit in general, but the
00:35conceptual modeling environment, so have fun exploring and take what you've
00:39learned and get out there and start designing.
00:41Good luck and have fun, and thanks for watching.
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