The concept is that you can create a reference object in your plans, sections, or elevations, and link this object to a viewport (maybe a detail) on a different sheet layer. When you update the number of the detail or move the detail from one sheet to another the drawing reference will update in the original plan, elevation, or section. You can link multiple reference objects to one viewport. That way, when you move or renumber the detail, all of your drawing references will update.
I try to make sure that I use a consistent system for annotations. My preference is to keep as much work as possible on the design layers but this is not possible for some viewports. Elevations, sections, and detail viewports do not allow you to put this information on the design layers easily, so I put their notes and dimensions inside the annotation part of the viewport. Where you you put your notes and dimensions?
- viewport rendering
- Line rendering/OpenGL rendering 1:03
- setting up prospective viewport 2:13
- hidden line rendering 5:26
- text along path 7:39
- creating image prop of logo 14:39
- create image prop of logo 32:55
- editing glow texture on image prop 41:07
- editing low texture on text model 47:17
- duplicate and edit text along path 52:30
This session covered:
Concept of saved views/viewports 0:00
- settings for layers & classes
- the navigation palette
- how to save views and adjust the settings 1:52
- layer & class visibilities
- rotate plan
- access a saved view
- Note: a saved view is NOT connected to a viewport 4:49
- switching from a viewport to a layer 6:20
- how to change the ‘edit viewport’ settings 8:40
- ‘sheet layers’ have replaced ‘saved views’ 11:15
- use the eyedropper tool to copy settings between viewports 11:55
- or copy a viewport and change some settings (e.g. use the Clip Tool)
- create a new class (watch the options in regard of saved views/viewports) 15:00
The main topics covered:
- importing and upgrading an old project
- default attributes
- unified view and unified view options
- creating a corner stair and stair tools
- adding tools to your workspace
- locating old (legacy) tools and adding these to your workspace
- editing and managing workspaces
In the same way that you can create a section viewport from a clip cube face, you can create a plan viewport. This is actually called a section viewport but the section viewport is parallel to the ground plane, and therefore it’s a plan viewport. This will allow you to choose where to create the plan when you have a complex building that might have windows at several levels.
Section viewports allow you to cut a section through an object, or several objects. After activating the Create Section Viewport… Command from the view menu, click once to start your section viewport, then click once more for the other end of the section viewport. Click once to define the direction of the section viewport (don’t worry if you get this wrong, you can always change it later) and click once more to finish. Remember to name your viewport and choose the sheet layer for it.
There are several ways to make a viewport, but in this tip we will look at the easiest way. Draw a shape around the area that you want in your viewport. Go to the Menu bar and choose View > Create Viewport. Fill in the preferences for your viewport and click on the OK button. In this case we have chosen to place this viewport on a sheet layer. You can add as many viewports as you want; each viewport can show a different view or different layers.
In this session we started by looking at wall styles. The question was about using wall styles to draw an existing project. One of the problems with using wall styles is the challenge when you come to draw an existing plan and the wall widths are not consistent. This could involve you having several different wall styles to cover the different widths, which is made worse if you need to show some of the walls is being demolished (which effectively doubles the number of wall styles needed). Continue reading
In this session we looked at setting up a project that has a site model with two different houses on it. There are different ways to set this up; it could be set up in three files which could be connected together using referencing, the file could be set up using stories (maybe), or the two houses could be set up in one file and use Design Layer Viewports to place the houses on the site. Referencing the files together has been discounted for this project because one of the users wanted to keep all of the project work in one file.
We looked at stories but found they do not work for this project because we want to have two independent houses with different floor levels. The favoured solution for this project is to set up the required layers using one layer for the floor and one layer for the roof of each house. When the houses are created they can be linked to the site model using Design Layer Viewports. This is a flexible option and that allows the houses to be repositioned easily and have their elevations independently adjusted. We looked at quickly drawing the walls and roof and linking these buildings to the site. As we adjusted the design of the buildings you can see them update on the site straight away.
This session focussed on when to make a break from the 3D model to 2D drawings. The discussion started as we were discussing what to cover in this session. It was a great example of needing to be at the session to get the best from it. We did start the recording and go back over most of the important parts of the discussion, so you can see most of the discussion in this movie. We covered the Detail Viewport command, when you can use it, and when you can’t. There are times that the Detail Viewport cannot place the detail references where you want them, and time when it can.
Chapter 5 was all about organizing information in Vectorworks. It is very important to learn how to use design layers, classes, sheet layers and viewports to create drawings. These concepts are extremely powerful and a fundamental to using Vectorworks effectively. In this exercise you should open up the test file and create the drawing shown.
Back to basics with this session. I often use a lot of 3D modelling techniques because I find them very efficient when it comes to creating my drawings. But sometimes I think that beginners get lost with my 3D modelling. In this session I decided to go back to basics and show why I think it’s important to use 3D modelling.
You can use a Renderworks Camera to create a viewport. This makes it fast and accurate to edit the view, and it makes it easy to duplicate viewports and edit the view.
When you set up design layer viewports you have the option to choose all of the classes that you want to be visible, or you have the option to use the current documents class settings. You may be confused by what this really means.