In this session, we looked at capping the end of a wall, and we looked at roading on a site model. We spent most of the time looking at roading, how to set the road in relation to a site model and how to make changes to the end of a Roadway object so that it matches the opening of a garage.
In this session, we looked at three main topics. We looked at different types of symbols, how to control the graphic style of symbols, and how to create a section viewport that uses two-point perspective.
In this session we looked at the resource manager. An introduction to movie hemi talk about other topics that we were hoping to cover but we did not have time to cover all these topics. In terms of resource manager we looked at using tools, object styles, and textures.
In this session we wanted to look at creating an addition to a wall. We looked at different ways of creating a small area of wall that could have a different texture or a projection away from the face of the wall.
In this session we looked at site modifies on a particular we looked at site modify conflicts. There are different reasons why site modifies might conflict with each other and we created examples where we could look at these problems and what the result was on the site model. In general terms if you have a site modify conflict you will not get an accurate site model. While this might not look too bad, it may cause errors in your cut and fill calculations.
In this session we wanted to look at scheduling and worksheets and how they could be connected to spaces to create a report. The report might want to list the areas and room names, but it could also be more sophisticated and report other requirements such as occupancy loading, number of power socket, etc.
In this session the users wanted to look at the Resource Manager. In the past we have discussed Default Content. In this session we looked at default content from the point of view of only having one single library file.
In this session we looked at creating an exploded view of a project, we looked at strategies for creating roofing options, and a discussion about textures (where you want to the same style of texture but with different colours).
In this session we looked at detailing and classes. When you import a detail from a manufacturer (which is often important) you often end up with several classes that you do not want, and they often don’t suit your naming convention anyway. So we looked at how we can import these details how we could manage the layers and classes and how we could change the details to suit our graphic style.
In this session we looked at referencing a DXF/DWG file into a project. Referencing means that if the file is updated, it will automatically be imported when you open the file again. Then we looked at the callout tool and in particular, how to use it with the notes database, creating door and window elevations, and a discussion about using symbols with story levels to control elevation.
In this session we looked at creating a site model, creating site modifies, roads, site model snapshot, and site modifies.
In this session we looked at techniques for drawing an existing building, interior elevations, property line, and drawing a fence.
In the session we looked at the new Resource Manager, especially looking at how we should be using the new manager, how we should be organizing resources, how we should take control of the resource manager, and then we looked at updating our library files.
In this session we looked at callouts, the notes database, and customizing the workspace.
In this session we looked at creating a greenhouse using extrude along the path to create the frames of the greenhouse, but the path had to be a specific size which was a combination of straight sections and a curved roof.
In this session we looked at the concept of applying textures to the wall component of a building. But as well as looking at pictures we also wanted to look at actual 3D modelling of wall components, in this case using board and batten.
This session looked at working planes, automatic working planes, and how symbols behave with automatic working planes.
The main topic for this session was detailing, using detail viewports and linked viewports. A lot time on an Architectural project is spent coordinating detail references with the details, but Vectorworks has a way to automate that.
In this session we tested several methods to see if it was possible to use a subdivision surface for site modifying (it was).
In this session we looked at adding special characters to text, creating sloping walls, techniques with viewports and batch rendering.