In this session, we looked at some basic concepts in 3D modeling, covered how to speed things up with the numeric keypad and other key combinations, discussed the floating datum and texture mapping, and showed how to turn a 3D object into a symbol.
Most users are able to create symbols, and all users should be able to use symbols. Symbols are relatively small repeatable objects, and most Vectorworks users use symbols to speed up the drawing process. There are two workflows for using symbols: a quick workflow versus an inefficient workflow. Some users use the inefficient workflow because they don’t know how to make symbols follow the efficient workflow.
In this session, we looked at using 3D modeling to make various types of masonry blocks, how to make various arrays, and how to change their texture and color.
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 the previous section we looked at the basic concept of the Record Format. In this section will look at using record formats with other objects. Record format is a very powerful when attached to objects, especially symbols.
In this session we looked at auto hybrid objects which lead us onto looking at creating downpipes (downspouts) for a project.
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.
This is a new technique in Vectorworks 2017. You can use a level to control the insertion point of a symbol. In this example I have a symbol for a power outlet with a 3D component. If you create a level for this symbol, you can set the height of the symbol using the level. When you need to change the elevation of all the power outlet in that story, change the level elevation. All the power sockets on that story will update.
This is the first session for this Special Interest Group. In this session we looked at creating symbols, creating Record Formats, and reporting. In particular we looked at the problem of creating stage platforms, placing them in the design and reporting the number of stages needed.
In this session we looked at quick and simple ways to create 3D objects, how you can use these to create more complex objects, how to find more complex 3D objects online, how to import them, and how to use the imported models.
Plug-in Styles (Doors And Windows) – The new Plug-in Styles is an interesting concept that is a cross between a symbol and a plug in object. The purpose is to allow you to control parts of these plug-in objects while maintaining overall control for other parts.
Story Support (Symbols) – When you place a symbol in a design, you can choose the elevation of that symbol. But you might have a situation where you want most of the symbols to be at the same elevation. If this was the case you could set the elevation of the objects as you create the symbol. But on another project you might want to use the same symbol but vary the height. Story support the symbols allows you to connect the elevation of the symbols to a level of your story. This would allow you to control the symbols by a level, but you might have a different elevation on each story of the building.
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.
This session looked at working planes, automatic working planes, and how symbols behave with automatic working planes.
In this session we looked at modeling a swinging sun bed supported on 4 columns. This project will involve extrusions, extrude along path, subdivision modeling, creating drawings, lighting, and getting resources from other projects.
Symbols are excellent for using with Building Information Modeling. They can be created so that they have the 2D part, the 3D part, and the information that you require.
You can use classes to control the 2D and 3D portions of the symbol, so that the symbol can appear differently in various viewports.
In this session we looked at ways that a 3D drawer object could be manipulated to create various widths, controlling symbol insertion points, and creating a wall recess.
In this session we looked at clerestory windows, the eyedropper tool, windoor and camera match.
There are several ways that you can edit a symbol. You can right click on the symbol on the drawing area, you can right click on the symbol in the Resource Manager, or you can double-click on the symbol. Choose which part of the symbol you want to edit (2-D, 3-D, wall hole component, or symbol options). Remember the changes you make to a symbol will affect all instances of the symbol and the entire drawing.
In the past we have had several posts about how cool symbols are. Here we will look at making a symbol. Actually, its really straightforward. Draw the 2D and 3D information that you want, select it and use the Create Symbol… command from the Modify menu.
Most of the troubles I see are from users not make the information correctly. Make sure that you have use the correct line weights, classes, and graphics.