Join Josh Modglin for an in-depth discussion in this video Creating an assembly, part of AutoCAD Civil 3D Essential Training.
- [Instructor] Now that we have an understanding of what a corridor is and what makes up an Assembly, we understand that before we create a corridor, we need to create an Assembly. Let's do that in this exercise. We're going to go ahead and open up our exercise file, 08_03_Assembly, and we're going to create an Assembly by coming to the Home Ribbon, Create Design, the middle right, and we have the ability to Create Assembly. I'm going to go ahead and select Create Assembly, and we're going to name this Assembly, Main Road.
Now, unless you're working with superelevation information and the pivot location is critical, if that's important, then of course you'll select the correct Assembly type depending on your pivot point, and of course, if you're working with Railway. If that doesn't matter to you, leave the Assembly Type at Other for now. You can always change that property later. The Assembly also has a style and we'll talk a little bit more about Code Set style later, but do you see the name of this style? Code Set, so it's stylizing the look of your points, links, and shapes.
We'll also have a layer for the Assembly. Click OK. And we'll put this Assembly somewhere around here. And when we create an Assembly, it zooms us in and centers that Assembly object. And again remember, then Assembly is nothing more than a collection of Subassemblies. So here is our Assembly object. It's nothing more than a vertical line representing the horizontal linear path. That vertical line means that anything to the right of that vertical line will be right of our alignment or linear path.
We also find that there is a Marker roughly in the middle of that vertical line. That Marker represents the center or profile grade line. In other words, it marks the vertical linear path location. Anything above this marker is going to be above the elevation of our linear path. Anything below, below that elevation. Now that we understand our Assembly, let's add some Subassemblies to our Assembly. To do that, I'm going to go to my Home Ribbon Palettes panel and open up another Palettes sets called Tool Palettes.
So when I select this, it provides me a list and tells me there's a group called Civil Imperial Subassemblies. Now, if you're working with metric, you may have Civil Metrics Subassemblies. We're going to start by creating that road, so we're going to go to our Lanes tab. If you don't see the lanes tab, you can always come down to where you see a bunch of tabs collected together, and if you click there, a list of all the different palettes that are available opens up and you can select Lanes from that.
Now, the Subassembly we're going to use is called LaneSuperelevationAOR. Here's an interesting fact. Even though we're creating a subdivision road, we're still going to use this Subassembly, the reason being is this Subassembly is one of the most versatile subassemblies for lanes. Now, we can use all kinds of other subassemblies. What you're going to find is as you work with subassemblies, creating your Assembly or your collection of subassemblies is the key to being able to be creative and get unique in your corridors.
You're also going to find that there's certain subassemblies that are your go-to subassemblies. They're the ones that you just default to and use in most situations. You'll also find that those are usually ones near the top of your palette. That being the case, because Civil 3D Autodesk has already recognized this is probably the most popular Subassembly. So we're going to select LaneSuperelevationAOR, or axis of rotation. The command line says select the marker point within the Assembly but I also noticed that my Properties Palette changed, and down at the bottom of my Properties Palette, it lists all kinds of different parameters in the Advanced category.
These parameters have to do with the Subassembly I selected. Such parameters include the width of the lane, the direction the Subassembly will be applied to the Assembly, the default slope, and even whether or not to use the superelevation characteristics and controls that this Subassembly provides. I'm going to say None. I'm working with a subdivision. So a lot of different parameters you have here. We're not going to change any of them, we're simply going to select the right edge of that Marker that represents that profile location.
It draws in my Lane, it produces some flags, those flags again have to do with pivot points in connection with the axis of rotation with the superelevation. So I'm not going to pay any attention to those flags. They don't matter to me. The next thing I'm going to add is a curb. Now, the curb I'm going to add at the Subassembly is what's called UrbancurbGutterGeneral. So I'm going to select this Subassembly and I want make sure all my parameters are correct, so I scroll down and check out the Advanced category here in my Properties, and it starts listing all of the different dimensions for this Subassembly.
So I have Dimension A through G. Do you know what those Dimensions represent? I don't either, and until you really get them memorized, it's hard to know. So now that we understand what all of those different dimensions mean, let's go ahead and click on the UrbancurbCutterGeneral Subassembly again, go to the Parameters, and now we can make some adjustments, such as, do we want the Gutter Slope to match the Lane Slope, or maybe even increase it a bit? What about the Subbase Depth? What about the Subbase Extension? We're not going to extend the Subbase Slope as well connected to the Subbase and so forth.
And notice also these dimensions that we were looking at before. So A has to do with the Depth at the Gutter Line, say six inches. The actual Gutter itself, we're going to say is 18 inches. Now because C has to do with Depth, it's trying to figure out, do we use C? And since we said Gutter Slope Method is actually connected with a Fixed Slope, in this case, we're not going to use a depth, C doesn't really matter.
Dimension D is the actual heighth of the curb. Dimension E is the width of the curb from the face of the flow line, and then F is the width of the curb at the top, lastly, G is the depth from the top of the curb to the bottom of the curb. So we have all those Dimensions set, and we're going in the direction of right, and I select now, following commands, Select Marker Point.
We select that yellow marker point, the top marker point at the top of the Lane. And there we see our curb and gutter being added. Next, we're going to add an UrbanSidewalk. UrbanSidewalk not only has the sidewalk itself, but pays attention and allows us to add a grass strip before the sidewalk and a grass strip after the sidewalk. So we're going to do that, we're going to add a grass strip, maybe a two-foot grass strip before the five-foot wide sidewalk, and maybe a one-foot grass trip after.
It also allows us to have a Slope for the entire Subassembly, including the grass strip, the sidewalk, and so forth. So we're going to have a positive drainage toward the curb and gutter and the sidewalk is four inches thick. Go ahead select that Marker Point, and there is our sidewalk. And lastly, from this point here, this is really the hinge where we figure out if we're in Cut or Fill. There's a lot of different ways to be able to tie back into Daylight, but I prefer to continue to use the Daylight subassemblies, and there's a lot of different subassemblies.
A lot of people shy away from the Daylight subassemblies and here's a reason why. I click on DaylightGeneral and look at the different options or parameters available to us, it's a huge list, and so because of that, it can get very scary. But ultimately, if we looked in the Help file, as we did with the Urban curb and gutter, that you would find that all of these are optional. They allow for us to be able to create benches or even ditches built right into our Daylights Subassembly.
Because we're not doing any of this, we're just Daylighting, we can skip down to where we have a Flat, the Medium, and the Steep Cut Slope. This is really neat, too, because depending on the depth of the Cut, whether it's less than five feet or whether it's greater than five feet but less than 10 feet, or if it's greater than 10, we could actually have different Slopes. Now, I love the idea, but I do believe the contractor would kill us if you continually change the Slope, and even the surveyor having to stake that.
And so because it's not a requirement for our project, we're going to set all the Slopes to three to one. And notice, I started at the Steep only because if I start at the Flat, at some point, one of these Slopes will be greater than the latter, and so you'll get a little message giving you a warning, but that's all. We just changed the Cut, we scroll down, we'll find the Fill being very similar, Steep, Medium and Flat.
So I'll just type in three here. Because my ambient settings recognize that Slope is run to rise and then I only have to type in three, and it automatically changes over. But look how cool this Subassembly is. And again, this is my go-to Subassembly, because it provides everything in the one catch, and I can just adjust these parameters depending on my needs. It will throw in a 3D guardrail, depending on if I'm greater than the Max Fill and if I am, then it will include the guardrail, of course, if I tell it to.
It will throw in a little bench area, so that the guardrail can fit the guardrail width, and so on and so forth. It will even do certain materials and throw in a rounding on the edges and so forth. A lot of control here, but I'm not taking advantage of any of that. I'm simply using the Cut and Fill Slope parameters. I go ahead and add that to the right side, and I have my entire right side of my assembly done. Now all we have to do is mirror, because the left side is the same.
To do that, I'm going to go ahead and select one of these subassemblies. Let's go ahead and select all of them while we're at it. So it's the Lane, curb and gutter, Sidewalk and Daylight. Because they're all the same type subassemblies, and you see the contextual ribbon under Modify, I have the ability to Copy, Move, and Mirror. These are required because they're connected with not just making copies or mirroring but writing information to the Assembly collection.
So in this case, we're going to Mirror, that says select Marker Point Within Assembly for the mirrored subassemblies. We're going to zoom in and we're going to select the left side, not of a Subassembly, but the left side of that Marker for the Assembly. Now our left side mirrors our right side. So we have a few different controls here, as well, where we can copy or move subassemblies from one to another Assembly and so forth.
We don't have to keep going back and changing those parameters. We get them once, then we can copy. But don't use the AutoCAD copy. Select the Subassembly, and use the contextual ribbons functions so that you get the right information not just in the AutoCAD window but in the Assembly collection.
This course gets you up and running with AutoCAD Civil 3D. First, instructor Josh Modglin shows how to model a surface, lay out parcels, and design geometry, including the making of horizontal alignments and vertical profiles. Next, Josh demonstrates how to create corridors, cross sections, pipe networks, and pressure networks. Then, he covers working with feature lines and grading objects, and how to share your data. He wraps up by providing an overview of plan production tools.
- Navigating the Civil 3D interface
- Using point groups and description keys
- Importing survey data
- Managing figures
- Creating and analyzing surfaces
- Creating parcels
- Working with alignments
- Working with profiles and profile views
- Working with assemblies and subassemblies
- Creating Basic and Advanced Corridors
- Using an Intersection Object
- Making sample lines, cross sections, and section views
- Creating a pipe network
- Understanding pressure parts
- Creating and editing feature lines
- Creating and editing grading objects
- Sharing and referencing data
Skill Level Beginner
Some of the exercise files do not properly function.
This course was built to work with the latest release of AutoCAD Civil 3D. If you are not running AutoCAD Civil 3D 2018 there are some exercise files that will not work for you.