Join Paul F. Aubin for an in-depth discussion in this video Using snaps, part of Revit 2018: Essential Training for Architecture (Imperial).
- [Voiceover] This movie I want to show you a couple more features of the walls specifically, but I also wanna talk about a more generic concept of the difference between an instance property and a type property. So we'll be using walls as the backdrop for that conversation, and in the process we'll be exposing a couple of these other features of walls that we haven't yet looked at. So the first thing will be the location line of the wall. Now the location line of the wall is an instance property, so let's start with what we mean by an instance property. An instance property means that, even though you make the change, the change only affects the object you actually have selected.
So even if two, or three, or four other objects had the same property, unless you select those objects, they won't be changed. A type property on the other hand, doesn't matter what's selected, all the elements that share that type, if you make a change to the type, it applies globally across all instances of the type. So again, let's look a little bit at the location line. Now to help us do that, I've added a small segment of wall here, and this is just the wall type called Exterior - Brick on CMU, and it's just one of the included wall types in the template.
It's got a layer of brick, it's got an air gap, some insulation, some CMU, and then some finish layers on the inside face with some dry wall. When you create a wall, there's a series of properties over here on properties palette. Anything that's directly here on the properties palette is an instance property. In previous movies, we looked at the base constraint and the top constraint, which control the height the wall, and we saw there that each wall could have its own individual height. Those were examples of instance properties. Well the one that we skipped over was the location line here at the top.
And what you'll see is that there's actually six choices. So I've annotated those six choices here, just with some line work and some text. So on the far left, we have the finish face exterior, on the far right we have the finish face interior, and I think those are pretty self-explanatory. As is, the wall centerline, which is right down the geometric center of the wall. The three red lines indicate where the core of the wall is. And it again has a center, an interior, and an exterior. So what exactly is the core? The core of the wall is the part of the wall that actually holds the wall up.
So just think of it that way. So it's really the structural component in the wall. So every wall has to have some sort of structure that actually supports the wall itself. In this case, the CMU is what's holding up the wall, and then the dry wall is a finish on the inside, and the brick and insulation is a veneer on the outside. But neither of those things are structual, they're not actually supporting the wall, only the CMU is doing that job. Now, that's an instance property, and that's the location line, But to really understand the location line, fully, let's go to a different view.
So I've got a view over here called wall types, and I'm gonna open that up. And I've got the same wall, four times. So, all four of these instances are that same brick on CMU wall type. What I wanna do here is, if you select it, you'll notice that there's these small little grip points indicating where the current location line is. And what I wanna do here is change the location line of each of these walls. So this one's currently wall centerline, and I'll change it to core centerline. And this one is currectly wall centerline, and I'll do finish face exterior.
And I'll make this one finish face interior. And I'll do this one at the core face interior. Now the only change you're gonna see, is that those grip points shift within the wall itself. Notice that these have shifted over here. And these have shifted all the way over here. Now the other thing you'll notice, if you look carefully, is these walls are going the wrong way. The brick is actually on the inside of the building, as opposed to the outside of the building, which would make for a rather odd condition. So, what we wanna do next is, select one of these walls, and notice that there's a small flip grip on the wall.
Now if you click that grip, it will flip the orientation of the wall, and move the brick to the outside. But notice the way that it's gonna do that. Did you see how it flipped around those grip points? Or in other words, it flipped around the location line. So each time you flip one of these walls, it's actually the location line that's determining where the center of that flip behavior ought to be. So the location line stays put, and then the wall changes around it.
Now the other place where the location line is important, is if you change the type of wall that you're using, or in other words, change the thickness of the wall. So if I scroll down here, and choose a wall that's much thinner, like this Interior - 4 7/8 Partition, notice that, that wall gets considerably smaller, but it maintained the location line on the inside face of the core. So, the location line controls those two things, where it flips, and what point stays put when you change the thickness of the wall.
So it's important to keep those in mind, but it's also important to remember, that that's an instance based property. When I change this wall to another type or another location line, it only affected this wall. So now let's look at an example of a type based property. To get to a type based property, I'm gonna select one of these brick masonry walls that I still have. And I'll click the edit type button, here on the properties palette. And that of course gets me to the type properties window, where I can modify the properties of this type.
Now, there's a couple things that we could do here, if you scroll through this list, you're gonna see that there's all sorts of settings, but really, the stuff that you're actually seeing in the wall, where the composition of the wall comes in. Is all here under this edit structure button. So I'm gonna click that next. Now, it's a little difficult to read everything that's going on here, so let me just widen this window a little bit, so that, that makes everything a little more legible. And what you're gonna see is that a layered wall is made up of a series of layers that are all sort of sandwiched together.
The core boundary here and here, indicates the boundary line between the core and the finishes. Notice that at the top, it says exterior side, and at the bottom, it says interior side. So the layers above the core here, are the exterior finishes, the layers below the core here, are the interior finishes. So let's say for this example, that I wanted to do something rather dramatic, and I'm gonna take the substrate layer and delete it, and the finish layer and also delete it. So I've removed all the finishes, I'm gonna have raw exposed CMU on the inside of the building.
When I click OK, I want you to watch what happens to this wall, this wall, and this wall. Even though this is the only one that's selected, notice that this change, will apply to all three walls. That's what we mean by a type level modication. Now, another example of a type level modification that would be graphically noticeable, would be the coarse scale fill pattern. Now we're currently set to medium detail, so we're not gonna see the coarse scale fill pattern, so let me change this to coarse.
And that's gonna display just the outlines of the walls, but then I'm gonna select one of those walls again, and go back to edit type, and the coarse scale fill pattern is here in the middle. I'm gonna click in the fill pattern field, click the browse button and change that to, a solid fill pattern. And then I'm gonna click the black color here, and change it to something a little bit less dramatic, like maybe this purple color here, and click OK. And now you'll see, that, that change applies to all three instances.
So it's yet another example of doing a type level modification. So remember, instance level modifications like modifying the location line affect each individual wall, so if you wanna change the location line of several walls, you'd have to select them first to change them. Where a type level modification affects all of the walls of that same type, regardless of whether or not they're selected. And as we progress with our work in Revit, we're gonna see this notion of the difference between instance and type level properties, is gonna be a very common one that we're gonna encounter quite a bit.
First, get comfortable with the Revit environment, and learn to set up a project and add the grids, levels, and dimensions that will anchor your design. Then author Paul F. Aubin helps you dive into modeling: adding walls, doors, and windows; using joins and constraints; creating and mirroring groups; linking to external assets and DWG files; and modeling floors, roofs, and ceilings.
Paul also shows advanced techniques for modeling stairs and complex walls, adding rooms, and creating schedules. Finally, discover how to annotate your drawings so all the components are clearly understood, and learn how to output sheets to DWF, PDF, or AutoCAD.
- Understanding BIM and the Revit element hierarchy
- Navigating views
- Creating a new project from a template
- Adding walls, doors, and windows
- Adding plumbing fixtures and other components
- Linking AutoCAD DWG files
- Rotating and aligning Revit links
- Working with footprint and extrusion roofs
- Adding openings
- Adding railings and extensions to stairs
- Creating stacked and curtain walls
- Hiding and isolating objects
- Adding rooms
- Creating schedule views and tags
- Adding text and dimensions
- Creating new families
- Using reference planes, parameters, and constraints
- Plotting and creating a PDF